# 小游戏开发《坦克对战》
TIP
模拟欢乐坦克大战地图的对战小游戏
return (function()
local X, Y, Z = 0, 0, 0 --初始出生点
local Map_Wid, Map_Len = -1,-1 --地图横长/竖宽
local Players = {} --本地玩家Id
local PlayerPos = {} --复活点
local TmCityPos = {} --玩家城池
local TmCityIdx = -1 --城池方块ID
local tickCount = 0 --ticker计数
local newTicker = 20 --每10Tick刷新
local isGameEnded = false --防止多次调用
local isGameStart = false --游戏是否已开始
local isGRuleInit = false --规则是否已设置
local bulletIdx = 15003
local LoserIdx = -1 --失败队伍
local itemcTime = 0 --随机计时
--武器类 408->冲锋枪 409->重机枪 410->狙击枪 450->子弹
local wpBlocks = {[408]={idx=15000, num=1}, [409]={idx=15005, num=1},
[450]={idx=15003, num=64}, [410]={idx=15004, num=1}}
local bufItems = {11023, 11024, 11025, 11015} --铁铲等Item
local itemObjIds = {} --道具ID
local wpBlockPos = {} --武器位置
local Teamx = {red=1, blue=2} --游戏队伍
local Gamex = {win=1, lose=2} --游戏结果
local CellType = {def=1, river=2, wall=3, point=4, city=5} --地图元素
local TmEffects = {[Teamx.red]={glEffectId=-1, lastTime = 0},--雾圈效果
[Teamx.blue]={glEffectId=-1, lastTime = 0}}
-----------------地图相关-----------------
local datax_map = [[19,23,,,,,,,,,,,,
*,*,*,*,*,*,*,*,*,*,*,*,*,*,*,*,*,*,*
*,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,*
*,c,q,q,q,q,q,q,q,q,q,q,q,q,q,q,q,c,*
*,c,q,0,0,0,0,y,m,x,0,0,0,0,0,0,q,c,*
*,c,q,0,0,0,r,x,x,x,r,0,0,0,0,0,q,c,*
*,c,q,0,0,0,0,0,0,0,0,0,0,0,0,0,q,c,*
*,c,q,0,0,0,0,0,0,0,u,u,u,u,u,u,q,c,*
*,c,q,x,y,y,x,x,q,v,v,v,v,v,v,v,q,c,*
*,c,q,0,0,0,0,w,w,w,w,w,w,w,w,w,q,c,*
*,c,q,0,0,0,0,y,0,0,u,y,u,u,u,0,q,c,*
*,c,q,0,y,0,y,0,0,y,0,0,y,0,0,0,q,c,*
*,c,q,0,0,0,q,y,0,0,0,y,q,0,0,0,q,c,*
*,c,q,0,0,0,y,0,0,y,0,0,y,0,y,0,q,c,*
*,c,q,0,u,u,u,y,u,0,0,y,0,0,0,0,q,c,*
*,c,q,w,w,w,w,w,w,w,w,w,0,0,0,0,q,c,*
*,c,q,v,v,v,v,v,v,v,q,x,x,y,y,x,q,c,*
*,c,q,u,u,u,u,u,u,0,0,0,0,0,0,0,q,c,*
*,c,q,0,0,0,0,0,0,0,0,0,0,0,0,0,q,c,*
*,c,q,0,0,0,0,0,b,x,x,x,b,0,0,0,q,c,*
*,c,q,0,0,0,0,0,0,x,m,y,0,0,0,0,q,c,*
*,c,q,q,q,q,q,q,q,q,q,q,q,q,q,q,q,c,*
*,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,*
*,*,*,*,*,*,*,*,*,*,*,*,*,*,*,*,*,*,*]]
function GetCellIdx(ccType)
local cellIdx = -1 --默认不绘制
if ccType == "q" then cellIdx = 1 --基石-外墙
elseif ccType == "c" then cellIdx = 8 --地砖-外墙
elseif ccType == "*" then cellIdx = 678 --蓝砖-外墙
elseif ccType == "r" then cellIdx = 991 --红队重生点
elseif ccType == "b" then cellIdx = 992 --蓝队重生点
elseif ccType == "u" then cellIdx = 218 --果木叶
elseif ccType == "v" then cellIdx = 221 --红杉树叶
elseif ccType == "x" then cellIdx = 502 --石砖
elseif ccType == "y" then cellIdx = 101 --土砖
elseif ccType == "m" then cellIdx = 254 --桃树
elseif ccType == "w" then cellIdx = 3 end--河流
return cellIdx
end
TmCityIdx = GetCellIdx('m')
function InitMapData()
local MapData = {} --地图数据
MapData['offset_x'] = 100
MapData['offset_z'] = 100
local datax = {}
local listm = string.split(datax_map, "\n")
for idx, line in pairs(listm) do
if idx == 1 then --第一行获取地图宽高
local iter = string.gmatch(line, "(%d+),")
MapData['width'] = iter()
MapData['height'] = iter()
else --获取地图数据
datax[idx-1] = string.split(line, ",")
end
end
-- 设置地图data数据
MapData['data'] = datax
return MapData
end
-----------------工具类函数-----------------
-- 分割字符串
function string.split(str, mark)
if string.len(str)==0 then return nil end
local sIdx, tsub = 1, {}
while true do --遍历截取字符串
local pos = string.find(str, mark, sIdx, true)
if not pos then break end
table.insert(tsub, string.sub(str, sIdx, pos-1))
sIdx = pos + string.len(mark)
end
table.insert (tsub, string.sub(str, sIdx))
return tsub
end
-- 获取字典的keys
function table.keys(tab)
local keys = {}
for key, val in pairs(tab) do
keys[#keys+1] = key
end
return keys
end
-----------------自定义函数-----------------
function InitCenterPoint()
local ret = -1
-- 获取出生点,并以此设置地图中心
ret, X, Y, Z = Spawnport:getSpawnPoint()
--地平面的y轴坐标为8
if Y==0 then Y = 6 end
end
function InitColorBlock()
local blockIdx = 737--简易罐子/方块碰撞
Block:setBlockAll(0, Y+1, 0, blockIdx)
--408, 409, 450--
local blocks = table.keys(wpBlocks)
Block:setBlockAll(-1, Y+1, -1, blocks[1])
Block:setBlockAll(-1, Y+1, -2, blocks[2])
Block:setBlockAll(-3, Y+1, -3, blocks[3])
Block:setBlockAll(-5, Y+1, -5, 1037)
Block:setBlockAll(-5, Y+1, -6, 1038)
if true then return end
local xPos = 1
for idx = 667, 682 do
xPos = xPos + 1
local zPos = 1
for data = 0, 15 do
zPos = zPos + 1
Block:setBlockAll(xPos, Y+1, zPos, idx, data)
end
end
end
function InitGameMaps(...)
local data_map = InitMapData()
if not data_map['data'] then return end
local step = 1
local floorIds = {421, 425}
local ccdata = data_map['data']
Map_Wid = tonumber(data_map['width'])
Map_Len = tonumber(data_map['height'])
for idx = 1, Map_Len do
local xPos = X+(idx-1)*2+1
step = step + 2
for jdx = 1, Map_Wid do
local zPos = Z+(jdx-1)*2+1
step = step + 1 --地板
mod = math.mod(step, 2)
local floorId = floorIds[mod+1]
local ccType = ccdata[idx][jdx]
local cellIdx = GetCellIdx(ccType)
local cellType = CellType.def
if ccType=='w' then cellType = CellType.river end --河流/覆盖空气墙
if ccType=='*' then cellType = CellType.wall end --围墙/覆盖空气墙
if ccType=='r' or ccType=='b' then cellType = CellType.point end --复活点
if ccType=='m' then cellType = CellType.city end --城池/被摧毁后失败
if cellType~=CellType.city then
InitMapCell(cellIdx, xPos, zPos, floorId, cellType)
else --需要保护的城池
drawBigTree(cellIdx, 255, xPos, 0, zPos)
TmCityPos[#TmCityPos+1] = {xPos=xPos, zPos=zPos}
if not TmEffects[Teamx.red].xPos then
TmEffects[Teamx.red].xPos = xPos
TmEffects[Teamx.red].zPos = zPos
else
TmEffects[Teamx.blue].xPos = xPos
TmEffects[Teamx.blue].zPos = zPos
end
end
end
end
end
function InitMapCell(cellId, cxPos, czPos, floorId, cellType)
-- 绘制地板红砖
for xPos = cxPos-1, cxPos do
for zPos = czPos-1, czPos do
Block:setBlockAll(xPos, Y, zPos, floorId)
end
end
if cellId <= 0 then return end
-- 绘制红蓝双方复活点
if cellType==CellType.point then
--设置靠原点的
if czPos < Map_Wid then czPos = czPos+1 end
local playPos = {x=cxPos-1, y=Y+1, z=czPos-1}
Block:setBlockAll(playPos.x, playPos.y, playPos.z, cellId)
PlayerPos[#PlayerPos+1] = playPos
return
end
-- 绘制地面建筑/河流
local cyPos = cellType==CellType.river and Y-1 or Y+1
for yPos = cyPos, cyPos+1 do
for xPos = cxPos-1, cxPos do
for zPos = czPos-1, czPos do
Block:setBlockAll(xPos, yPos, zPos, cellId)
end
end
end
-- 给建筑覆盖空气墙
if cellType==CellType.river or cellType==CellType.wall then
local cyPos = cellType==2 and Y+1 or Y+3
local blkIdx = cellType==2 and 1018 or 1001
for yPos = cyPos, cyPos+1 do --覆盖空气墙
for xPos = cxPos-1, cxPos do
for zPos = czPos-1, czPos do
Block:setBlockAll(xPos, yPos, zPos, blkIdx)
end
end
end
end
end
function drawBigTree(trunkId, leafId, cx, cy, cz)
local direct = 4
local tyPos = 0 --设置树干
local txP1, txP2 = X+cx-1, X+cx
local tzP1, tzP2 = Z+cz-1, Z+cz
for idx = 1, 10 do--树高
tyPos = Y + cy + idx
for xPos = txP1, txP2 do
for zPos = tzP1, tzP2 do
Block:placeBlock(trunkId, xPos, tyPos, zPos, direct)
end
end
end
--设置树叶/N层树叶
for level = 3, -3, -1 do
direct = 0 --第N层树叶
local yPos = tyPos+1-level
for idx = 1, level do --每层树叶圈
for xPos = txP1-idx, txP2+idx do
for zPos = tzP1-idx, tzP2+idx do
local isXInTrunk = xPos>txP1 and xPos<txP2
local isYInTrunk = zPos>tzP1 and zPos<tzP2
if not (isXInTrunk and isXInTrunk) then
Block:placeBlock(leafId, xPos, yPos, zPos, direct)
end
end
direct = direct + 2
end
end
if level <= 0 then --上层树叶
for xPos = txP1-level, txP2+level do
for zPos = tzP1-level, tzP2+level do
Block:placeBlock(leafId, xPos, yPos, zPos, direct)
end
direct = direct + 2
end
end
end
end
function InitPlayerData(playerId)
if not isGameStart then return end
--清空背包
--Backpack:clearPack(playerId)
--初始化武器类型
local itemId, itemCnt = 15004, 1 --狙击枪
Player:gainItems(playerId, itemId, itemCnt, 1)
local itemId, itemCnt = 15002, 1 --左轮枪
Player:gainItems(playerId, itemId, itemCnt, 1)
local itemId, itemCnt = 15003, 64*3--64发子弹
Player:gainItems(playerId, itemId, itemCnt, 1)
-- local itemId, itemCnt = 15002, 1
-- Player:gainItems(playerId, itemId, itemCnt, 1)
-- local itemId, itemCnt = 15004, 1
-- Player:gainItems(playerId, itemId, itemCnt, 1)
-- local itemId, itemCnt = 15005, 1
-- Player:gainItems(playerId, itemId, itemCnt, 1)
end
function InitGameRule()
isGRuleInit = true
GameRule.EndTime = 6 --游戏时长
GameRule.TeamNum = 2 --队伍数量
GameRule.TimeLocked = 1 --当前时间
GameRule.MaxPlayers = 4 --最大玩家量
GameRule.CameraDir = 1 --缺省正视角:1
GameRule.StartMode = 0 --开启模式 0:主开
GameRule.StartPlayers = 1 --最低玩家量 2人
GameRule.PlayerDieDrops = 1 --死亡掉落 1:true
GameRule.DisplayScore = 1 --显示比分 1:true
GameRule.AllowMidwayJoin = 1 --中途加入 1:允许
GameRule.ScoreKillPlayer = 1 --击杀玩家 得1分
GameRule.BlockDestroy = 1 --方块可被摧毁 1:true
GameRule.WinLoseEndTime = 1 --游戏超时结束则全胜
end
--重置tick次数
function IsCanTick()
tickCount = tickCount+1
if tickCount>=newTicker then
tickCount = 0
return true
end
return false
end
--获取可放置方块的位置
function GetPositionX(x1,x2,z1,z2)
x1 = x1 or 3*2+1
z1 = z1 or 3*2+1
x2 = x2 or (Map_Len-3)*2
z2 = z2 or (Map_Wid-3)*2
local count = 1
local ret, blkId = 0, 0
local xPos, zPos = 0, 0
while true do
count = count + 1
xPos = math.random(x1, x2)
zPos = math.random(z1, z2)
ret, blkId = Block:getBlockID(xPos, Y+1, zPos)
if ret==ErrorCode.OK and blkId==0 then break end
if count>99 then --防止死循环
print("Get Pos Error===>>>")
return nil
end
end
return xPos, zPos
end
--设置玩家位置
function SetPositionPx(playerId)
if not isGameStart then return end
if not playerId or playerId<=0 then return end
local ret, teamId = Player:getTeam(playerId)
if ret ~= ErrorCode.OK then return end
local index = 1
for idx, val in pairs(Players) do
if val==playerId then index=idx end
end
local teamTdx = teamId==Teamx.red and 0 or 1
local playIdx = index + teamTdx
playIdx = math.mod(playIdx-1, 4)+1 --四个复活点
local playPos = PlayerPos[playIdx]
if not playPos then playPos = PlayerPos[1] end
Actor:setPosition(playerId, playPos.x+0.5, playPos.y, playPos.z+0.5);
end
--清理地图上的方块/道具
function clearItems()
for idx = 1, #wpBlockPos do
local wpPos = wpBlockPos[idx]
local ret, blockId = Block:getBlockID(wpPos.x, wpPos.y, wpPos.z)
local ret = Block:destroyBlock(wpPos.x, wpPos.y, wpPos.z)
end
for idx = 1, #itemObjIds do
local objId = itemObjIds[idx]
local ret = World:despawnItemByObjid(objId)
end
wpBlockPos = {}--重置方块表
itemObjIds = {}--重置道具表
end
--随机生成武器方块/铁铲道具
function rgensItems(gType)
--生成坦克大战的铁铲
if gType == 'T' then
local ccIdx = math.random(1, #bufItems)
local xPos, zPos = GetPositionX()
local ret, objIds = World:spawnItem(xPos, Y+1, zPos, bufItems[ccIdx], 1)
if ret==ErrorCode.OK then itemObjIds[#itemObjIds+1] = objIds end
return
end
local blocks = table.keys(wpBlocks)
if gType=='S' then --生成特殊枪型:狙击枪
local xPos, zPos = GetPositionX()
local ret = Block:setBlockAll(xPos, Y+1, zPos, blocks[#blocks])
if ret == ErrorCode.OK then
wpBlockPos[#wpBlockPos+1] = {x=xPos, y=Y+1, z=zPos}
end
return
end
--生成普通枪械或子弹
local wpsz = #blocks-1
local idx1 = math.random(1, wpsz)
local idx2 = math.random(1, wpsz)
while idx1==idx2 do
idx2 = math.random(1, wpsz)
end
for idx = idx1, idx2, idx2-idx1 do
local xPos, zPos = GetPositionX()
local ret = Block:setBlockAll(xPos, Y+1, zPos, blocks[idx])
if ret == ErrorCode.OK then
wpBlockPos[#wpBlockPos+1] = {x=xPos, y=Y+1, z=zPos}
end
end
end
-----------------开发者事件-----------------
Game_Started = function()
tickCount = 0
itemcTime = 0
isGameStart = true
if not isGRuleInit then InitGameRule() end
InitCenterPoint()
InitGameMaps()
--InitColorBlock()
--主机PlayInit设置失败
local ret, playerId = Player:getMainPlayerUin()
if ret~=ErrorCode.OK or playerId<=0 then return end
Backpack:clearAllPack(playerId)
Player:setTeam(playerId, Teamx.red)
InitPlayerData(playerId)--初始化玩家信息
SetPositionPx(playerId) --初始化玩家位置
--复活保护BUFF<BuffId要除1000>/GameRule可设置
local buffId = math.floor(999002/1000)
Player:addBuff(playerId, buffId, 2, 10000)
local buffId1 = math.floor(27003/1000)
Player:addBuff(playerId, buffId1, 2, 500000)
end
Game_RunX = function()
if isGameEnded then return end
if not IsCanTick() then return end
itemcTime = itemcTime + 1
for idx = 1, #TmEffects do -- 刷新各队雾圈
local lastTime = TmEffects[idx].lastTime-1
local glEffectId = TmEffects[idx].glEffectId
if lastTime<=0 and glEffectId~=-1 then
local ret = Game:removeRenderGlobalEffect(glEffectId)
if ret == ErrorCode.OK then glEffectId = -1 end
TmEffects[idx].glEffectId = glEffectId
end
TmEffects[idx].lastTime = lastTime
end
-- 每30秒刷新随机道具 15秒后清理
if math.mod(itemcTime, 50)==0 then rgensItems('S')
elseif math.mod(itemcTime, 30)==0 then rgensItems('N')
elseif math.mod(itemcTime, 15)==0 then clearItems() end
local randVal = math.random(1, 100) --随机生成铁铲
if math.mod(randVal, 16)==0 then rgensItems('T') end
end
Game_Ended = function()
if LoserIdx > 0 then --非超时结束
local ret, playerId = Player:getMainPlayerUin()
if ret~=ErrorCode.OK or playerId<=0 then return end
local ret, teamId = Player:getTeam(playerId)
if ret~=ErrorCode.OK or teamId<=0 then return end
if LoserIdx==Teamx.blue then
Battle_Ended(Teamx.red, Gamex.win)
local strIdx = teamId==Teamx.red and 270 or 271
local ret, txtInfox = Game:getDefString(strIdx)
Chat:sendChat(txtInfox, chatType)
else
Battle_Ended(Teamx.blue, Gamex.win)
local strIdx = teamId==Teamx.blue and 270 or 271
local ret, txtInfox = Game:getDefString(strIdx)
Chat:sendChat(txtInfox, chatType)
end
end
end
Game_TimeOver = function()
end
Player_Inited = function(args)
if not isGRuleInit then InitGameRule() end
local playerId = args['eventobjid']
Players[#Players+1] = playerId
local playerCount = #Players
if math.mod(playerCount, 2)==1 then--单数红队
Player:setTeam(playerId, Teamx.red)
else --双数蓝队
Player:setTeam(playerId, Teamx.blue)
end
--[[
--红蓝两队人数
local ret1, rtNum = Team:getTeamPlayers(Teamx.red, -1)
local ret2, btNum = Team:getTeamPlayers(Teamx.blue, -1)
if ret1 ~= ErrorCode.OK or ret1 ~= ErrorCode.OK then return end
if rtNum <= btNum then--两队人数一样/优先加入红队
local ret = Player:setTeam(playerId, Teamx.red)
if ret==ErrorCode.OK then PlayerTdx = rtNum+1 end
else
local ret = Player:setTeam(playerId, Teamx.blue)
if ret==ErrorCode.OK then PlayerTdx = rtNum+1 end
end
--]]
end
Player_JoinTeam = function(trigger_obj)
local playerId = trigger_obj['eventobjid']
if isGameStart then--游戏已经开始
InitPlayerData(playerId)
local ret, teamId = Player:getTeam(playerId)
if teamId and teamId>0 then SetPositionPx(playerId) end
end
end
Player_Dead = function(trigger_obj)
local killById = trigger_obj['toobjid']
local playerId = trigger_obj['eventobjid']
--暂时不做处理 //TODO
end
Player_Revive = function(trigger_obj)
local playerId = trigger_obj['eventobjid']
--添加复活保护buff
local buffId = math.floor(999002/1000)
Player:addBuff(playerId, buffId, 2, 20*500)--默认5T
SetPositionPx(playerId)
InitPlayerData(playerId)
end
BackPack_AddItem = function(trigger_obj)
local itemId = trigger_obj['itemid']
local itemNum = trigger_obj['itemnum']
local playerId = trigger_obj['eventobjid']
--local bufItems = {11023, 11024, 11025, 11015}
local lastTime = 0
if itemId==bufItems[1] then lastTime=5
elseif itemId==bufItems[2] then lastTime=10
elseif itemId==bufItems[3] then lastTime=15
elseif itemId==bufItems[4] then end
if lastTime ~= 0 then--绘制雾圈
local ret, teamId = Player:getTeam(playerId)
local effectEntity = TmEffects[teamId]
if effectEntity ~= nil then
local oldTime = effectEntity.lastTime
effectEntity.lastTime = oldTime+lastTime
if effectEntity.glEffectId == -1 then
local ret, glEffectId = Game:addRenderGlobalEffect("particles/Fog.ent")
if ret==ErrorCode.OK and glEffectId >= 0 then
Game:setRenderGlobalEffectPos(glEffectId, effectEntity.xPos, Y, effectEntity.zPos)
Game:setRenderGlobalEffectScale(glEffectId, 1.25, 0.045, 1.25)
end
end
end
end
end
Block_Destroyed = function(trigger_obj)
local blockId = trigger_obj.blockid
local x, y, z = trigger_obj.x, trigger_obj.y, trigger_obj.z
local item = wpBlocks[blockId]
if item ~= nil then --设置道具获取
--直接创建武器道具
local ret, objIds = World:spawnItem(x, y, z, item.idx, item.num)
if ret==ErrorCode.OK then itemObjIds[#itemObjIds+1] = objIds end
--Or 直接放进玩家背包
--local ret = Backpack:enoughSpaceForItem(actorId, item.idx, item.num)
--if ret==ErrorCode.OK then Player:gainItems(actorId, item.idx, item.num, 1) end
end
if blockId==TmCityIdx then --城池被破坏
for idx = 1, #TmCityPos do
local cityIsDestry = true
local cxPos = TmCityPos[idx].xPos
local czPos = TmCityPos[idx].zPos
for yPos=Y+1, Y+2 do--树干全被摧毁
for xPos=cxPos-1, cxPos do
for zPos=czPos-1, czPos do
local ret, blkId= Block:getBlockID(xPos, yPos, zPos)
if blkId == TmCityIdx then
cityIsDestry = false
break
end
end
end
end
if cityIsDestry then
LoserIdx = idx
Game:doGameEnd()
isGameEnded = true
return
end
end
end
end
--计算游戏结果
function Battle_Ended(teamId, retType)
if teamId == Teamx.red then
-- 设置红队游戏结果
Team:setTeamResults(Teamx.red, retType)
Team:setTeamPlayersResults(Teamx.red, retType)
-- 设置蓝队游戏结果
local blueRet = (retType==Gamex.win and Gamex.lose) or Gamex.win
Team:setTeamResults(Teamx.blue, blueRet)
Team:setTeamPlayersResults(Teamx.blue, blueRet)
--print("Battle1 ================>>>", teamId, retType, blueRet)
elseif teamId == Teamx.blue then
-- 设置蓝队游戏结果
Team:setTeamResults(Teamx.blue, retType)
Team:setTeamPlayersResults(Teamx.blue, retType)
-- 设置红队游戏结果
local redRet = (retType==Gamex.win and Gamex.lose) or Gamex.win
Team:setTeamResults(Teamx.red, redRet)
Team:setTeamPlayersResults(Teamx.red, redRet)
--print("Battle2 ================>>>", teamId, retType, redRet)
end
ShowGBattleUI() --设置战斗总结界面
end
--游戏结算界面
function ShowGBattleUI()
-- 设置排行/分数
local ret, rank = Player:getGameRanking()
if not rank or rank==0 then rank = 1 end
local ret, score = Player:getGameScore()
-- 队伍数量及成员量
local ret1, teamNum = Team:getNumTeam()
local ret2, redNum = Team:getTeamPlayers(Teamx.red)
local ret3, blueNum = Team:getTeamPlayers(Teamx.blue)
local totalPlayers = 1
if ret2==ErrorCode.OK and ret3==ErrorCode.OK then
totalPlayers = redNum+blueNum
end
local ret, txtTitle = Game:getDefString(rank==1 and 8028 or 8029)
local ret, txtTRank = Game:getDefString(8032)
local ret, txtRanker = Game:getDefString(8030)
local ret, txtDefeat = Game:getDefString(3176)
UI:setGBattleUI('left_title', txtTRank..tostring(rank))--第1/1
UI:setGBattleUI('right_title', "/"..totalPlayers)
UI:setGBattleUI('left_desc', txtTitle)--大吉大利/继续努力
UI:setGBattleUI('left_little_desc', txtRanker..tostring(rank))--排名
UI:setGBattleUI('right_little_desc', txtDefeat..tostring(score))--得分
UI:setGBattleUI('battle_btn', false)
UI:setGBattleUI('result', false)
UI:setGBattleUI('result_bkg', false)
UI:setGBattleUI('reopen', true)
end
--添加监听事件--
ScriptSupportEvent:registerEvent([=[Game.Start]=], Game_Started)
ScriptSupportEvent:registerEvent([=[Game.Run]=], Game_RunX)
ScriptSupportEvent:registerEvent([=[Game.End]=], Game_Ended)
ScriptSupportEvent:registerEvent([=[Game.TimeOver]=], Game_TimeOver)
ScriptSupportEvent:registerEvent([=[Player.Init]=], Player_Inited)
ScriptSupportEvent:registerEvent([=[Player.Die]=], Player_Dead)
ScriptSupportEvent:registerEvent([=[Player.Revive]=], Player_Revive)
ScriptSupportEvent:registerEvent([=[Player.JoinTeam]=], Player_JoinTeam)
ScriptSupportEvent:registerEvent([=[Player.AddItem]=], BackPack_AddItem)
ScriptSupportEvent:registerEvent([=[Actor.Die]=], Monster_Dead)
ScriptSupportEvent:registerEvent([=[Block.DestroyBy]=], Block_Destroyed)
end)()
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