Commit cd7f9ec5 cd7f9ec5bacb2e9f784a0e162d1351ea8b555573 by jinwawa

0618

1 parent 5d27305d
Showing 1000 changed files with 375 additions and 744 deletions

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......@@ -43,4 +43,11 @@
<pay id="202" name="年卡(365天)" type="2" des="年卡" day="365" item="100001,2000;600002,5;200001,1" payitem="" rmb="198.0" product="dclybn198" productPuTao="qjqp202" notice="1"/>
<pay id="301" name="自动续包月卡(31天)" type="2" des="月卡" day="31" item="100001,1000;600001,5" payitem="" rmb="20.0" product="tjlhdcylyby020@207" productPuTao="qjqp999" notice="1"/>
</platform>
<!--上海电信-->
<platform id="106" channel="shdx">
<pay id="201" name="月卡(31天)" type="2" des="4k动漫vip单月包" day="31" item="100001,1000;600001,5" payitem="" rmb="69.0" product="1000710508" productPuTao="qjqp201" notice="1"/>
<pay id="202" name="年卡(365天)" type="2" des="4k动漫vip年包" day="365" item="100001,2000;600002,5;200001,1" payitem="" rmb="299.0" product="1000710226" productPuTao="qjqp202" notice="1"/>
<pay id="301" name="自动续包月卡(31天)" type="2" des="4K动漫vip包" day="31" item="100001,1000;600001,5" payitem="" rmb="49.0" product="1000709506" productPuTao="qjqp999" notice="1"/>
</platform>
</root>
\ No newline at end of file
......
......@@ -2296,7 +2296,7 @@
skill中的数字表示AI宠物的技能开启和玩家的差异。“1”代表需要比玩家多1个宠物开启了技能。
-->
<user id="1001" name="对手1001" pk_val="500" petstar="1,2" lv="1,2" skill="1">
<user id="1001" name="对手1001" pk_val="500" petstar="0,0" lv="0,0" skill="0">
<!--
id//id
lv//等级
......@@ -2366,7 +2366,7 @@
</user>
<user id="1002" name="对手1002" pk_val="1000" petstar="1,2" lv="1,2" skill="1">
<user id="1002" name="对手1002" pk_val="1000" petstar="0,0" lv="0,0" skill="1">
<!--
id//id
lv//等级
......@@ -2468,7 +2468,7 @@
</user>
<user id="1003" name="对手1003" pk_val="2000" petstar="1,2" lv="1,2" skill="1">
<user id="1003" name="对手1003" pk_val="2000" petstar="0,0" lv="1,1" skill="1">
<!--
id//id
lv//等级
......@@ -2617,7 +2617,7 @@
</user>
<user id="1004" name="对手1004" pk_val="9999999" petstar="1,2" lv="1,2" skill="1">
<user id="1004" name="对手1004" pk_val="9999999" petstar="1,1" lv="1,1" skill="1">
<!--
id//id
lv//等级
......
......@@ -3,7 +3,7 @@
<!--m0800279afc6c-->
<!--m0800278b87c2-->
<!---->
<Account>m0800279afcfehh</Account>
<Account>m0800279afc6c</Account>
<exp>0</exp>
<versionnum>201801291657</versionnum>
<isMusic>0</isMusic>
......@@ -13,7 +13,7 @@
<best>2</best>
<game_play_cnt>17</game_play_cnt>
<cake_best>157</cake_best>
<haidao_best>250</haidao_best>
<haidao_best>689</haidao_best>
<guess_game_play_cnt>2</guess_game_play_cnt>
<guess_best>18</guess_best>
<candy_best>38</candy_best>
......@@ -26,7 +26,7 @@
<new_guide_step>4</new_guide_step>
<is_feiyanzoubi_game_guide>1</is_feiyanzoubi_game_guide>
<feiyanzoubi_best>376</feiyanzoubi_best>
<uid>1030100010142922</uid>
<uid>1030100010142873</uid>
<is_bird_game_guide>1</is_bird_game_guide>
<bird_best>1008</bird_best>
<is_haidao_game_guide>1</is_haidao_game_guide>
......
xcopy %cd%\res D:\AndroidProject\XhxAndroid_gzdt\assets\res /E/I/Y
cocos luacompile -s %cd%\src -d D:\AndroidProject\XhxAndroid_gzdt\assets\src -e -k tpdrawgdanjue -b tpdrawgd
\ No newline at end of file
......@@ -43,4 +43,11 @@
<pay id="202" name="年卡(365天)" type="2" des="年卡" day="365" item="100001,2000;600002,5;200001,1" payitem="" rmb="198.0" product="dclybn198" productPuTao="qjqp202" notice="1"/>
<pay id="301" name="自动续包月卡(31天)" type="2" des="月卡" day="31" item="100001,1000;600001,5" payitem="" rmb="20.0" product="tjlhdcylyby020@207" productPuTao="qjqp999" notice="1"/>
</platform>
<!--上海电信-->
<platform id="106" channel="shdx">
<pay id="201" name="月卡(31天)" type="2" des="4k动漫vip单月包" day="31" item="100001,1000;600001,5" payitem="" rmb="69.0" product="1000710508" productPuTao="qjqp201" notice="1"/>
<pay id="202" name="年卡(365天)" type="2" des="4k动漫vip年包" day="365" item="100001,2000;600002,5;200001,1" payitem="" rmb="299.0" product="1000710226" productPuTao="qjqp202" notice="1"/>
<pay id="301" name="自动续包月卡(31天)" type="2" des="4K动漫vip包" day="31" item="100001,1000;600001,5" payitem="" rmb="49.0" product="1000709506" productPuTao="qjqp999" notice="1"/>
</platform>
</root>
\ No newline at end of file
......
......@@ -2296,7 +2296,7 @@
skill中的数字表示AI宠物的技能开启和玩家的差异。“1”代表需要比玩家多1个宠物开启了技能。
-->
<user id="1001" name="对手1001" pk_val="500" petstar="1,2" lv="1,2" skill="1">
<user id="1001" name="对手1001" pk_val="500" petstar="0,0" lv="0,0" skill="0">
<!--
id//id
lv//等级
......@@ -2366,7 +2366,7 @@
</user>
<user id="1002" name="对手1002" pk_val="1000" petstar="1,2" lv="1,2" skill="1">
<user id="1002" name="对手1002" pk_val="1000" petstar="0,0" lv="0,0" skill="1">
<!--
id//id
lv//等级
......@@ -2468,7 +2468,7 @@
</user>
<user id="1003" name="对手1003" pk_val="2000" petstar="1,2" lv="1,2" skill="1">
<user id="1003" name="对手1003" pk_val="2000" petstar="0,0" lv="1,1" skill="1">
<!--
id//id
lv//等级
......@@ -2617,7 +2617,7 @@
</user>
<user id="1004" name="对手1004" pk_val="9999999" petstar="1,2" lv="1,2" skill="1">
<user id="1004" name="对手1004" pk_val="9999999" petstar="1,1" lv="1,1" skill="1">
<!--
id//id
lv//等级
......
......@@ -920,7 +920,7 @@ function UserModel.getLeftVipDay()
end
end
if NEED_PAY==0 then --大唐版本所有的用户都是VIP
if CHANNEL=="gzdt" then --大唐版本所有的用户都是VIP
left_day_num=100;
end
......
......@@ -166,9 +166,14 @@ function GameStartView:onStart()
if my_diamond_num >= game_info.diamond then
Alert.showTwo("玩这游戏需要扣除"..game_info.diamond.."个钻石,是否继续?",paySuccessFun);
else
if CHANNEL=="shdx" then
local reciever = require("app.views.view.XyxPayView_shdx"):show(game_info.id,paySuccessFun);
cc.Director:getInstance():getRunningScene().keypadManager:addKeypadReceiver(reciever);
else
local reciever = require("app.views.view.XyxPayView"):show(game_info.id,paySuccessFun);
cc.Director:getInstance():getRunningScene().keypadManager:addKeypadReceiver(reciever);
end
end
return;
else
paySuccessFun();
......
......@@ -120,9 +120,14 @@ function GameStartView:onStart()
if my_diamond_num >= game_info.diamond then
Alert.showTwo("玩这游戏需要扣除"..game_info.diamond.."个钻石,是否继续?",paySuccessFun);
else
if CHANNEL=="shdx" then
local reciever = require("app.views.view.XyxPayView_tianjin_cucc"):show(game_info.id,paySuccessFun);
cc.Director:getInstance():getRunningScene().keypadManager:addKeypadReceiver(reciever);
else
local reciever = require("app.views.view.XyxPayView"):show(game_info.id,paySuccessFun);
cc.Director:getInstance():getRunningScene().keypadManager:addKeypadReceiver(reciever);
end
end
return;
else
paySuccessFun();
......
......@@ -120,9 +120,14 @@ function GameStartView:onStart()
if my_diamond_num >= game_info.diamond then
Alert.showTwo("玩这游戏需要扣除"..game_info.diamond.."个钻石,是否继续?",paySuccessFun);
else
if CHANNEL=="shdx" then
local reciever = require("app.views.view.XyxPayView_tianjin_cucc"):show(game_info.id,paySuccessFun);
cc.Director:getInstance():getRunningScene().keypadManager:addKeypadReceiver(reciever);
else
local reciever = require("app.views.view.XyxPayView"):show(game_info.id,paySuccessFun);
cc.Director:getInstance():getRunningScene().keypadManager:addKeypadReceiver(reciever);
end
end
return;
else
paySuccessFun();
......
......@@ -156,9 +156,14 @@ function GameStartView:onStart()
if my_diamond_num >= game_info.diamond then
Alert.showTwo("玩这游戏需要扣除"..game_info.diamond.."个钻石,是否继续?",paySuccessFun);
else
if CHANNEL=="shdx" then
local reciever = require("app.views.view.XyxPayView_tianjin_cucc"):show(game_info.id,paySuccessFun);
cc.Director:getInstance():getRunningScene().keypadManager:addKeypadReceiver(reciever);
else
local reciever = require("app.views.view.XyxPayView"):show(game_info.id,paySuccessFun);
cc.Director:getInstance():getRunningScene().keypadManager:addKeypadReceiver(reciever);
end
end
return;
else
paySuccessFun();
......
......@@ -126,9 +126,14 @@ function GameStartView:onStart()
if my_diamond_num >= game_info.diamond then
Alert.showTwo("玩这游戏需要扣除"..game_info.diamond.."个钻石,是否继续?",paySuccessFun);
else
if CHANNEL=="shdx" then
local reciever = require("app.views.view.XyxPayView_tianjin_cucc"):show(game_info.id,paySuccessFun);
cc.Director:getInstance():getRunningScene().keypadManager:addKeypadReceiver(reciever);
else
local reciever = require("app.views.view.XyxPayView"):show(game_info.id,paySuccessFun);
cc.Director:getInstance():getRunningScene().keypadManager:addKeypadReceiver(reciever);
end
end
return;
else
paySuccessFun();
......
......@@ -114,9 +114,14 @@ function GameStartView:onStart()
if my_diamond_num >= game_info.diamond then
Alert.showTwo("玩这游戏需要扣除"..game_info.diamond.."个钻石,是否继续?",paySuccessFun);
else
if CHANNEL=="shdx" then
local reciever = require("app.views.view.XyxPayView_tianjin_cucc"):show(game_info.id,paySuccessFun);
cc.Director:getInstance():getRunningScene().keypadManager:addKeypadReceiver(reciever);
else
local reciever = require("app.views.view.XyxPayView"):show(game_info.id,paySuccessFun);
cc.Director:getInstance():getRunningScene().keypadManager:addKeypadReceiver(reciever);
end
end
return;
else
paySuccessFun();
......
......@@ -114,9 +114,14 @@ function GameStartView:onStart()
if my_diamond_num >= game_info.diamond then
Alert.showTwo("玩这游戏需要扣除"..game_info.diamond.."个钻石,是否继续?",paySuccessFun);
else
if CHANNEL=="shdx" then
local reciever = require("app.views.view.XyxPayView_tianjin_cucc"):show(game_info.id,paySuccessFun);
cc.Director:getInstance():getRunningScene().keypadManager:addKeypadReceiver(reciever);
else
local reciever = require("app.views.view.XyxPayView"):show(game_info.id,paySuccessFun);
cc.Director:getInstance():getRunningScene().keypadManager:addKeypadReceiver(reciever);
end
end
return;
else
paySuccessFun();
......
......@@ -166,9 +166,14 @@ function GameStartView:onStart()
if my_diamond_num >= game_info.diamond then
Alert.showTwo("玩这游戏需要扣除"..game_info.diamond.."个钻石,是否继续?",paySuccessFun);
else
if CHANNEL=="shdx" then
local reciever = require("app.views.view.XyxPayView_tianjin_cucc"):show(game_info.id,paySuccessFun);
cc.Director:getInstance():getRunningScene().keypadManager:addKeypadReceiver(reciever);
else
local reciever = require("app.views.view.XyxPayView"):show(game_info.id,paySuccessFun);
cc.Director:getInstance():getRunningScene().keypadManager:addKeypadReceiver(reciever);
end
end
return;
else
paySuccessFun();
......
......@@ -167,9 +167,14 @@ function GameStartView:onStart()
if my_diamond_num >= game_info.diamond then
Alert.showTwo("玩这游戏需要扣除"..game_info.diamond.."个钻石,是否继续?",paySuccessFun);
else
if CHANNEL=="shdx" then
local reciever = require("app.views.view.XyxPayView_tianjin_cucc"):show(game_info.id,paySuccessFun);
cc.Director:getInstance():getRunningScene().keypadManager:addKeypadReceiver(reciever);
else
local reciever = require("app.views.view.XyxPayView"):show(game_info.id,paySuccessFun);
cc.Director:getInstance():getRunningScene().keypadManager:addKeypadReceiver(reciever);
end
end
return;
else
paySuccessFun();
......
......@@ -139,9 +139,14 @@ function GameStartView:onStart()
if my_diamond_num >= game_info.diamond then
Alert.showTwo("玩这游戏需要扣除"..game_info.diamond.."个钻石,是否继续?",paySuccessFun);
else
if CHANNEL=="shdx" then
local reciever = require("app.views.view.XyxPayView_tianjin_cucc"):show(game_info.id,paySuccessFun);
cc.Director:getInstance():getRunningScene().keypadManager:addKeypadReceiver(reciever);
else
local reciever = require("app.views.view.XyxPayView"):show(game_info.id,paySuccessFun);
cc.Director:getInstance():getRunningScene().keypadManager:addKeypadReceiver(reciever);
end
end
return;
else
paySuccessFun();
......
......@@ -108,7 +108,7 @@ function AchievementView:updateItems()
local list_nodes = { };
local _list = AchievementInfo.getAchievementList();
if NEED_PAY==0 then --支付模式去掉钻石积累
if CHANNEL=="gzdt" then --支付模式去掉钻石积累
for i =1,#_list do
if _list[i] and _list[i].viewid==5 then
table.remove(_list,i);
......@@ -122,6 +122,14 @@ function AchievementView:updateItems()
end
end
if CHANNEL=="shdx" then --上海电信没有大富豪
for i =1,#_list do
if _list[i] and _list[i].viewid==5 then
table.remove(_list,i);
end
end
end
local _y = #_list * 260;
if _y < 500 then
_y = 500;
......@@ -323,7 +331,7 @@ function AchievementView:setScrollPosition(node)
local _list = AchievementInfo.getAchievementList();
if NEED_PAY==0 then --支付模式去掉钻石积累
if CHANNEL=="gzdt" then --支付模式去掉钻石积累
for i =1,#_list do
if _list[i] and _list[i].viewid==5 then
table.remove(_list,i);
......@@ -337,6 +345,14 @@ function AchievementView:setScrollPosition(node)
end
end
if CHANNEL=="shdx" then --上海电信没有大富豪
for i =1,#_list do
if _list[i] and _list[i].viewid==5 then
table.remove(_list,i);
end
end
end
local len = #_list * 260;
local currentX = len -(node:getPositionY()+260+20);
......
......@@ -115,7 +115,7 @@ function ActivityView:initActivity()
end
end
elseif v.act == "ActivityVipView" then
if NEED_PAY==0 or #vipList<=0 then --0支付模式不能访问活动礼包
if CHANNEL=="gzdt" or #vipList<=0 then --0支付模式不能访问活动礼包
--活动礼包先判断有没有数据
else
act_tab_list[#act_tab_list+1] = v;
......
......@@ -64,7 +64,7 @@ function LoginView:init()
local isUseWxLogin = true;
local targetPlatform = cc.Application:getInstance():getTargetPlatform();
--检测到cucc渠道、电脑平台时自动点击游客登录模式
if not isUseWxLogin or CHANNEL == "cucc" or CHANNEL == "shdx" or targetPlatform == cc.PLATFORM_OS_WINDOWS or targetPlatform == cc.PLATFORM_OS_MAC then
if not isUseWxLogin or CHANNEL == "cucc" or CHANNEL == "shdx" or CHANNEL == "gzdt" or targetPlatform == cc.PLATFORM_OS_WINDOWS or targetPlatform == cc.PLATFORM_OS_MAC then
self:doLogin(self.userID);
else
if self.openid == "" or self.access_token == "" or self.refresh_token == "" then
......@@ -93,7 +93,7 @@ function LoginView:showLoginView()
self.txt_account = self:getChildByName("panel"):getChildByName("txt_account");
if GameConfig.is_open_wx_login and NEED_PAY~=0 then --刨掉大唐
if GameConfig.is_open_wx_login and CHANNEL~="gzdt" then --刨掉大唐
if DEBUG == 0 then
self.btn_new:setVisible(false);
self.txt_account:setVisible(false);
......
......@@ -90,6 +90,10 @@ function PetTeamListView:update()
btn_vip = item:getChildByName("btn_vip");
end
item:setPosition(cc.p(15,_y - i*160-10));
if CHANNEL=="shdx" then
btn_vip:getChildByName("txt"):setString("开通会员");
btn_vip:getChildByName("selected"):getChildByName("txt"):setString("开通会员");
end
local data = self.list[i];
if data then
......
......@@ -85,7 +85,7 @@ function RoleBussinessView:init(_nodes, _update_nodes_func, _update_nodes_state_
end
-- logUI(shanchang_game.."---<RoleBussinessView --shanchanggame--------->"..ruoxiang_game);
self.btn_wx = self:getChildByName("btn_wx");
if GameConfig.is_open_wx_login and UserModel.login_type == 0 and NEED_PAY==1 and CHANNEL~="shdx" then
if GameConfig.is_open_wx_login and UserModel.login_type == 0 and CHANNEL~="gzdt" and CHANNEL~="shdx" then
self.btn_wx.fn = function()
self:onWxClick(self.btn_wx);
end;
......@@ -213,36 +213,15 @@ function RoleBussinessView:update()
self:getChildByName("panel_novip"):setVisible(false);
local vipList = ShopInfo.getVipList();
if #vipList>0 then
local data1 = UserModel.getVipByID(vipList[1].id);
local data2 = UserModel.getVipByID(vipList[2].id);
local end_time = math.max(data1.val2, data2.val2);
local time_date = os.date("*t", end_time);
self:getChildByName("txt_expire"):setVisible(true);
self:getChildByName("txt_expire"):setString("VIP到期时间:" .. time_date.year .. "年" .. time_date.month .. "月" .. time_date.day .. "日");
-- if ((data1 and (data1.val1 == 0 or not TimeUtil.isToday(UserModel.time_second,data1.val1))) or (data2 and (data2.val1 == 0 or not TimeUtil.isToday(UserModel.time_second,data2.val1)))) then
-- self.btn_get:setVisible(true);
-- self:getChildByName("panel_vip"):getChildByName("yilingqu"):setVisible(false);
end
-- local _nodes = {};
-- _nodes[#_nodes+1] = self.btn_get;
-- self.btn_get.id = vipList[1].id;
-- self.nodes = TableUtil.merge(self.nodes_copy,{_nodes});
-- if self.update_nodes_func then
-- self.update_nodes_func(self.nodes);
-- end
-- if self.update_nodes_state_func then
-- self.update_nodes_state_func(self.btn_get);
-- end
-- else
-- self.btn_get:setVisible(false);
-- self:getChildByName("panel_vip"):getChildByName("yilingqu"):setVisible(true);
-- if self.update_nodes_func then
-- self.update_nodes_func(self.nodes_copy);
-- end
-- if self.update_nodes_state_func then
-- self.update_nodes_state_func(nil);
-- end
-- end
self.nodes = TableUtil.copyTab(self.nodes_copy);
else
......@@ -274,7 +253,7 @@ function RoleBussinessView:update()
self.nodes = TableUtil.merge(self.nodes_copy, { _nodes });
end
if NEED_PAY==0 then
if CHANNEL=="gzdt" then
self:getChildByName("txt_expire"):setVisible(false);
end
......
......@@ -40,7 +40,7 @@ function RoleMainView:init()
self.nodes[2] = { };
for i = 1, 5 do
local tab = self:getChildByName("tab_" .. i);
if NEED_PAY==0 and i==5 then
if CHANNEL=="gzdt" and i==5 then
tab:setVisible(false);
else
tab:setZOrder(100);
......
......@@ -40,7 +40,10 @@ function RoleTequanView:update()
item.id =(i + 1);
item.index = i + 1;
local icon_url = "res/ui/dress/img_tequan_" .. item.id .. ".png";
if cc.FileUtils:getInstance():isFileExist(icon_url) then
local icon_url_shdx="res/ui/dress/img_tequan_" .. item.id .. "_shdx.png";
if CHANNEL=="shdx" and cc.FileUtils:getInstance():isFileExist(icon_url_shdx) then
item:getChildByName("img"):setSpriteFrame(cc.Sprite:create(icon_url_shdx):getSpriteFrame());
elseif cc.FileUtils:getInstance():isFileExist(icon_url) then
item:getChildByName("img"):setSpriteFrame(cc.Sprite:create(icon_url):getSpriteFrame());
end
btn:addTouchEventListener( function(ref, type) self:onButtonClick(ref, type, handler(self, self.onItemClick)) end);
......
......@@ -152,7 +152,7 @@ function ShopExchangeView:onOkFn(ref)
else
--Alert.showTwo(strings.msg_1003,okFun);
if NEED_PAY==0 then
if CHANNEL=="gzdt" then
function okFun() end;
Alert.showTwo(strings.msg_1034,okFun);
else
......
......@@ -70,7 +70,7 @@ function ShopView:init()
local tab = self.panel:getChildByName("tab_"..i);
--判断是否支持支付模式
if (NEED_PAY==0 and i==5) or (NEED_PAY==0 and i==6)or (CHANNEL=="shdx" and i==5) or (CHANNEL=="shdx" and i==6) then --隐藏金豆、钻石
if (CHANNEL=="gzdt" and i==5) or (CHANNEL=="gzdt" and i==6)or (CHANNEL=="shdx" and i==5) or (CHANNEL=="shdx" and i==6) then --隐藏金豆、钻石
tab:setVisible(false);
else
tab:setTag(i);
......@@ -95,7 +95,7 @@ function ShopView:init()
self.nodesCopy = TableUtil.copyTab(self.nodes);
if NEED_PAY==0 then
if CHANNEL=="gzdt" or CHANNEL=="shdx" then
self.panel:getChildByName("img_diamond"):setVisible(false);
end
......@@ -284,7 +284,7 @@ function ShopView:update()
btn:show();
_nodes[1][#_nodes[1]+1] = btn;
end
if itemInfo.vip == 1 then
if itemInfo.vip == 1 and CHANNEL~="gzdt" then
shopItem:getChildByName("flag_vip"):setVisible(true);
else
shopItem:getChildByName("flag_vip"):setVisible(false);
......@@ -359,7 +359,7 @@ function ShopView:onBuyClick(ref,event)
if shopItemInfo.costList[1].id == 100000 then
Alert.showTwo(strings.msg_1032,okFun);
else
if NEED_PAY==0 or CHANNEL=="shdx" then
if CHANNEL=="gzdt" or CHANNEL=="shdx" then
function okFun() end;
Alert.showTwo(strings.msg_1034,okFun);
else
......@@ -386,7 +386,7 @@ function ShopView:onBuyCallBack(params)
if shopItemInfo.costList[1].id == 100000 then
Alert.showTwo(strings.msg_1032,okFun);
else
if NEED_PAY==0 then
if CHANNEL=="gzdt" then
function okFun() end;
Alert.showTwo(strings.msg_1034,okFun);
else
......
......@@ -36,7 +36,12 @@ function SignView:init()
if left_vip_day > 0 then
local sign_reward_str = SignInfo.getSignInfo().vipreward;
local sign_reward_arr = StringUtil.split(sign_reward_str,",");
if CHANNEL=="shdx" then
self:getChildByName("panel"):getChildByName("txt_vip"):setString("会员经验+"..sign_reward_arr[2]);
else
self:getChildByName("panel"):getChildByName("txt_vip"):setString("VIP经验+"..sign_reward_arr[2]);
end
--self:getChildByName("panel"):getChildByName("pic_vip"):setVisible(true);
else
local sign_reward_str = SignInfo.getSignInfo().reward;
......
......@@ -49,7 +49,7 @@ function TaskView:update()
self.list = UserModel.getTaskList();
if NEED_PAY==0 then --支付模式去除钻石任务
if CHANNEL=="gzdt" or CHANNEL=="shdx" then --支付模式去除钻石任务
for i=0,#self.list-1 do
if self.list[i + 1] and self.list[i + 1].id==10 then
table.remove(self.list,i+1);
......
......@@ -71,7 +71,12 @@ function XyxGameOver:onGameEndCallBackFun(params)
if left_vip_day > 0 then
local vip_exp = UserModel.getItemNum(100002);
local level_info = VipLevelInfo.getInfoByScore(vip_exp);
if CHANNEL=="shdx" then
item:getChildByName("vip"):getChildByName("txt_1"):setString("会员");
else
item:getChildByName("vip"):getChildByName("txt_1"):setString("VIP"..level_info.level);
end
print("vip 金豆加成:",level_info.add_item)
item:getChildByName("vip"):getChildByName("txt_2"):setString("+"..((level_info.add_item-1)*100).."%");
else
......
......@@ -51,8 +51,13 @@ function XyxPayView:init()
local game_info = SingleGameInfo.get_game_info(self.game_id);
self.panel:getChildByName("txt_name"):setString(game_info.name);
local icon_url = "res/ui/xyx/img_xyx_"..self.game_id..".png";
print("sssssssss",icon_url)
local bg_icon_url = "res/ui/xyx/bg_xyx_"..self.game_id..".png";
print("sssssssss",bg_icon_url)
if cc.FileUtils:getInstance():isFileExist(bg_icon_url) then
self.panel:getChildByName("bg_img"):setSpriteFrame(cc.Sprite:create(bg_icon_url):getSpriteFrame());
end
local icon_url = "res/ui/xyx/xyx_"..self.game_id..".png";
if cc.FileUtils:getInstance():isFileExist(icon_url) then
self.panel:getChildByName("img"):setSpriteFrame(cc.Sprite:create(icon_url):getSpriteFrame());
end
......
local XyxPayView = dialog.uinode("ui/xyx/shanghai_ctcc/XyxPayLayer.csb",import(".BaseViewNew"))
local _index = 1;
function XyxPayView:ctor()
XyxPayView.super.ctor(self);
end
function XyxPayView:show(game_id,onPaySuccessFun)
self.game_id = game_id;
self.onPaySuccess = onPaySuccessFun;
local scene = cc.Director:getInstance():getRunningScene()
local inst = XyxPayView:create();
scene:addChild(inst, dialog.ZORDER_POP);
inst:setContentSize(cc.size(display.width,display.height));
ccui.Helper:doLayout(inst);
inst.scrollView = inst:getChildByName("ScrollView");
inst.layer = cc.Layer:create();
inst:addChild(inst.layer,1);
--registerScriptTouchEvent(inst.layer,handler(inst,inst.onTouchBegin),handler(inst,inst.onTouchMove),handler(inst,inst.onTouchEnd));
inst:init();
return inst;
end
function XyxPayView:init()
cc.Director:getInstance():setAnimationInterval(1/30);
self.panel = self:getChildByName("panel");
self.btn_close = self.panel:getChildByName("btn_close");
self.btn_close.fn = handler(self,self.onClose);
self.btn_close:addTouchEventListener(function(ref,type) self:onButtonClick(ref,type,self.btn_close.fn)end);
self.btn_buy = self.panel:getChildByName("btn_buy");
self.btn_buy.fn = handler(self,self.onBuyClick);
self.btn_buy:addTouchEventListener(function(ref,type) self:onButtonClick(ref,type,self.btn_buy.fn)end);
self.btn_vip_month = self.panel:getChildByName("btn_vip_month");
self.btn_vip_month.fn = handler(self,self.onMonthVipClick);
self.btn_vip_month:addTouchEventListener(function(ref,type) self:onButtonClick(ref,type,self.btn_vip_month.fn)end);
self.btn_vip_year = self.panel:getChildByName("btn_vip_year");
self.btn_vip_year.fn = handler(self,self.onYearVipClick);
self.btn_vip_year:addTouchEventListener(function(ref,type) self:onButtonClick(ref,type,self.btn_vip_year.fn)end);
local game_info = SingleGameInfo.get_game_info(self.game_id);
--self.panel:getChildByName("txt_name"):setString(game_info.name);
--local icon_url = "res/ui/xyx/xyx_"..self.game_id..".png";
print("sssssssss",icon_url)
--if cc.FileUtils:getInstance():isFileExist(icon_url) then
-- self.panel:getChildByName("img"):setSpriteFrame(cc.Sprite:create(icon_url):getSpriteFrame());
--end
local vipList = ShopInfo.getVipList();
--self.panel:getChildByName("txt_month"):setString(vipList[1].rmb.."元");
--self.panel:getChildByName("txt_year"):setString(vipList[2].rmb.."元");
local game_info = SingleGameInfo.get_game_info(self.game_id);
-- local shopInfo = ShopInfo.getPayInfo(game_info.payid);
--self.panel:getChildByName("txt_price"):setString(game_info.diamond.."钻石");
--self.nodes[#self.nodes+1] = {self.btn_close};
self.nodes[#self.nodes+1] = {self.btn_buy,self.btn_close,self.btn_vip_month,self.btn_vip_year};
self:updateSelectedState(self.btn_buy);
EventListener.addEventListener(self,EnumEvent.UPDATE_DIAMOND,handler(self,self.onDiamondUpdate));
end
function XyxPayView:onDiamondUpdate(params)
if UserModel.getDiamond() > 0 then
if self.shop_reciever then
self.shop_reciever:close();
self.shop_reciever = nil;
end
self:runAction(cc.Sequence:create(cc.DelayTime:create(0.3),cc.CallFunc:create(function ()
self:close();
if self.onPaySuccess then
self.onPaySuccess();
end
end)));
end
end
function XyxPayView:onTouchBegin(event)
self.begin_touch_pos = self.layer:getParent():convertToWorldSpace(event:getLocation());
self.isMoved = false;
return true;
end
function XyxPayView:onTouchMove(event)
local move_touch_pos = self.layer:getParent():convertToWorldSpace(event:getLocation());
local _distance = Point.distance(self.begin_touch_pos,move_touch_pos);
if _distance > 5 then
self.isMoved = true;
end
end
function XyxPayView:onTouchEnd(event)
local p = self.layer:convertToWorldSpace(event:getLocation());
end
function XyxPayView:onMonthVipClick(ref,event)
local vipList = ShopInfo.getVipList();
local shopInfo = ShopInfo.getPayInfo(vipList[1].id);
ShopModel.pay(shopInfo.product,shopInfo.name,shopInfo.costList[1].num,handler(self,self.onPayCallBack));
end
function XyxPayView:onYearVipClick(ref,event)
local vipList = ShopInfo.getVipList();
local shopInfo = ShopInfo.getPayInfo(vipList[2].id);
ShopModel.pay(shopInfo.product,shopInfo.name,shopInfo.costList[1].num,handler(self,self.onPayCallBack));
end
function XyxPayView:onBuyClick(ref,event)
-- local game_info = SingleGameInfo.get_game_info(self.game_id);
-- local shopInfo = ShopInfo.getPayInfo(game_info.payid);
-- ShopModel.pay(shopInfo.product,"购买"..game_info.name,shopInfo.costList[1].num,handler(self,self.onPayCallBack),nil,self.game_id);
--self.shop_reciever = require("app.views.view.ShopView"):show(6);
--self.shop_reciever:setLocalZOrder(dialog.ZORDER_POP);
--cc.Director:getInstance():getRunningScene().keypadManager:addKeypadReceiver(self.shop_reciever);
--[[self.shop_reciever = require("app.views.view.ActivityView"):show("ActivityVipView");
self.shop_reciever:setLocalZOrder(dialog.ZORDER_POP);
cc.Director:getInstance():getRunningScene().keypadManager:addKeypadReceiver(self.shop_reciever);--]]
local vipList = ShopInfo.getVipList();
local shopInfo = ShopInfo.getPayInfo(vipList[3].id);
-- 包月卡的id,获取包月卡的item信息
-- 天津联通支付,支持连续包月
local function authCallbackLua(result)
-- if nil~=result then
logUI("ActivityVipView:onGetContinueClick------------------>" .. result);
ShopModel.pay(result, shopInfo.name, shopInfo.costList[1].num);
-- end
end
local vipList = ShopInfo.getVipList();
DeviceUtil.authPermissionForPruductId(vipList[3].product .. ",2", authCallbackLua);
-- self:onPayCallBack("success");
end
function XyxPayView:onPayCallBack(params)
if params == "success" then
if not TableUtil.IsInTable(UserModel.free_game_id,self.game_id) then
table.insert(UserModel.free_game_id,self.game_id);
end
LoadingManager.showDataLoading();
self:runAction(cc.Sequence:create(cc.DelayTime:create(1),cc.CallFunc:create(function ()
self:close();
LoadingManager.removeDataLoading();
if self.onPaySuccess then
self.onPaySuccess();
end
end)));
end
logUI("小游戏支付返回:"..params);
end
function XyxPayView:onClose()
self:close();
end
--返回键处理函数
function XyxPayView:onKeypadBack()
self:close();
end
--确认键处理函数
function XyxPayView:onKeypadOk()
if self.selected_node and self.selected_node.fn then
self.selected_node.fn();
end
end
--上键处理函数
function XyxPayView:onKeypadUp()
XyxPayView.super.onKeypadUp(self,false,true,false,false);
end
--下键处理函数
function XyxPayView:onKeypadDown()
XyxPayView.super.onKeypadDown(self,false,true,false,false);
end
--左键处理函数
function XyxPayView:onKeypadLeft()
XyxPayView.super.onKeypadLeft(self,false,true,false,true,false);
end
--右键处理函数
function XyxPayView:onKeypadRight()
XyxPayView.super.onKeypadRight(self,false,true,false,true,false);
end
function XyxPayView:updateSelectedState(near_node, isBounce, is_show_highlight)
--logD("near_node--------------------->"..near_node.tag);
for i, v in ipairs(self.nodes) do
for index, node in ipairs(v) do
node:setScale(0.50);
end
end
if near_node:getName()=="btn_buy" or near_node:getName()=="btn_vip_month" or near_node:getName()=="btn_vip_year" then
near_node:setScale(0.65); --选中放大
end
XyxPayView.super.updateSelectedState(self, near_node, isBounce, is_show_highlight);
end
return XyxPayView
\ No newline at end of file
......@@ -107,7 +107,7 @@ function XyxView:updateItems()
item:getChildByName("panel"):getChildByName("flag"):setVisible(false);
end
if NEED_PAY==0 then
if CHANNEL=="gzdt" then
item:getChildByName("panel"):getChildByName("flag"):setVisible(false);
end
......
......@@ -27,7 +27,7 @@ local function main()
PROXY_HTTP_ADDR = ConfigInfo.getConfigInfo("proxy_http_addr");
PROXY_SOCK_ADDR = ConfigInfo.getConfigInfo("proxy_sock_addr");
IS_TV = tonumber(ConfigInfo.getConfigInfo("is_tv"));
NEED_PAY=tonumber(ConfigInfo.getConfigInfo("need_pay")); --是否需要支付模式
--NEED_PAY=tonumber(ConfigInfo.getConfigInfo("need_pay")); --是否需要支付模式
require "core.log.init";
require "core.net.socket_connection";
......
......@@ -237,6 +237,7 @@
<Compile Include="src\app\views\shuyishu\GameStartView.lua" />
<Compile Include="src\app\views\shuyishu\game_data.lua" />
<Compile Include="src\app\views\shuyishu\LoadingScene.lua" />
<Compile Include="src\app\views\view\XyxPayView_shdx.lua" />
<Compile Include="src\app\views\view\XyxPayView_tianjin_cucc.lua" />
<Compile Include="src\app\views\view\AchievementDetialView.lua" />
<Compile Include="src\app\views\view\AchievementGetView.lua" />
......
......@@ -6,7 +6,7 @@
<ObjectData Name="Layer" Tag="151" ctype="GameLayerObjectData">
<Size X="206.0000" Y="161.0000" />
<Children>
<AbstractNodeData Name="bg_1" ActionTag="1125726734" Tag="521" IconVisible="False" PositionPercentXEnabled="True" PositionPercentYEnabled="True" LeftMargin="10.5041" RightMargin="16.4959" TopMargin="29.0000" BottomMargin="29.0000" ctype="SpriteObjectData">
<AbstractNodeData Name="bg_1" ActionTag="1125726734" Tag="521" IconVisible="False" PositionPercentXEnabled="True" PositionPercentYEnabled="True" LeftMargin="10.5130" RightMargin="16.4870" TopMargin="29.0000" BottomMargin="29.0000" ctype="SpriteObjectData">
<Size X="179.0000" Y="103.0000" />
<Children>
<AbstractNodeData Name="flag" ActionTag="1315057271" Tag="282" IconVisible="False" LeftMargin="6.5003" RightMargin="114.4997" TopMargin="5.0753" BottomMargin="38.9247" ctype="SpriteObjectData">
......@@ -22,7 +22,7 @@
</AbstractNodeData>
</Children>
<AnchorPoint ScaleX="0.5000" ScaleY="0.5000" />
<Position X="100.0041" Y="80.5000" />
<Position X="100.0130" Y="80.5000" />
<Scale ScaleX="1.0000" ScaleY="1.0000" />
<CColor A="255" R="255" G="255" B="255" />
<PrePosition X="0.4855" Y="0.5000" />
......
......@@ -186,7 +186,7 @@
<OutlineColor A="255" R="255" G="0" B="0" />
<ShadowColor A="255" R="110" G="110" B="110" />
</AbstractNodeData>
<AbstractNodeData Name="selected" CanEdit="False" ActionTag="-1093744097" VisibleForFrame="False" Tag="149" IconVisible="False" PositionPercentXEnabled="True" PositionPercentYEnabled="True" ctype="SpriteObjectData">
<AbstractNodeData Name="selected" ActionTag="-1093744097" VisibleForFrame="False" Tag="149" IconVisible="False" PositionPercentXEnabled="True" PositionPercentYEnabled="True" ctype="SpriteObjectData">
<Size X="162.0000" Y="60.0000" />
<Children>
<AbstractNodeData Name="txt" ActionTag="-901956718" Tag="150" IconVisible="False" PositionPercentXEnabled="True" PositionPercentYEnabled="True" LeftMargin="28.5000" RightMargin="28.5000" TopMargin="14.9700" BottomMargin="15.0300" FontSize="30" LabelText="开通VIP" ShadowOffsetX="2.0000" ShadowOffsetY="-2.0000" ctype="TextObjectData">
......
......@@ -2,6 +2,9 @@
<Properties>
<Item Key="GuidesList">
<Value ctype="GuidesData">
<HorizontalList>
<Guides Direction="Horizontal" Position="151.2523" />
</HorizontalList>
<VerticalList>
<Guides Position="640.6776" />
</VerticalList>
......
......@@ -1519,6 +1519,18 @@
<Project Name="XyxRankLayer.csd" Type="Layer" />
<Project Name="XyxRewardItem.csd" Type="Layer" />
<Project Name="XyxRewardLayer.csd" Type="Layer" />
<Folder Name="shanghai_ctcc">
<Image Name="bg_left.png" />
<Image Name="bg_left_selected.png" />
<Image Name="bg_middle.png" />
<Image Name="bg_middle_select.png" />
<Image Name="bg_pay.png" />
<Image Name="bg_right.png" />
<Image Name="bg_right_select.png" />
<Image Name="btn_back.png" />
<Image Name="btn_back_select.png" />
<Project Name="XyxPayLayer.csd" Type="Layer" />
</Folder>
</Folder>
<Project Name="AlertExitLayer.csd" Type="Layer" />
<Project Name="AlertLayer.csd" Type="Layer" />
......
......@@ -28,14 +28,5 @@
<LastRunType Value="Windows" />
</Value>
</Item>
<Item Key="TabsParamsKey">
<Value ctype="TabsInfo">
<OpenedDocuments>
<FilePathData Path="ui/shop/ShopLayer.csd" />
<FilePathData Path="ui/dress/BusinessView.csd" />
</OpenedDocuments>
<ActiveDocument Path="ui/dress/BusinessView.csd" />
</Value>
</Item>
</Properties>
</UserData>
\ No newline at end of file
......
# AngelCode Bitmap Font Generator configuration file
fileVersion=1
# font settings
fontName=΢ź
fontFile=
charSet=0
fontSize=-72
aa=1
scaleH=100
useSmoothing=1
isBold=1
isItalic=0
useUnicode=1
disableBoxChars=1
outputInvalidCharGlyph=0
dontIncludeKerningPairs=0
useHinting=1
renderFromOutline=1
useClearType=1
# character alignment
paddingDown=1
paddingUp=1
paddingRight=1
paddingLeft=1
spacingHoriz=1
spacingVert=1
useFixedHeight=0
forceZero=0
# output file
outWidth=256
outHeight=256
outBitDepth=32
fontDescFormat=0
fourChnlPacked=0
textureFormat=png
textureCompression=0
alphaChnl=0
redChnl=4
greenChnl=4
blueChnl=4
invA=0
invR=0
invG=0
invB=0
# outline
outlineThickness=0
# selected chars
# imported icon images
icon="../num_blue/0.png",48,0,0,0
icon="../num_blue/1.png",49,0,0,0
icon="../num_blue/2.png",50,0,0,0
icon="../num_blue/3.png",51,0,0,0
icon="../num_blue/4.png",52,0,0,0
icon="../num_blue/9.png",57,0,0,0
icon="../num_blue/6.png",54,0,0,0
icon="../num_blue/7.png",55,0,0,0
icon="../num_blue/8.png",56,0,0,0
icon="../num_blue/5.png",53,0,0,0
icon="../num_blue/-.png",45,0,0,0
<html>
<head>
<title>Bitmap Font Generator - Documentation</title>
</head>
<body>
<h1>Bitmap Font Generator - Documentation</h1>
<p><a href="../documentation.html">Back to main page</a></p>
<h2>Command line parameters</h2>
<p>The application can be used from the command line, to performed automated generation of font files. The
prerequisite is a font configuration file, that you can save from the application, or even generate yourself.
The command line parameters are:</p>
<ul>
<li>-c fontconfig.bmfc : Names the configuration file with the options for generating the font.
<li>-o outputfile.fnt : Names of the output font file.
<li>-t textfile.txt : Optional argument that names a text file. All characters present in the text file will be
added to the font.
</ul>
<p>When running the application from the command line and you want the generation to complete before returning
control to the console the bmfont.com application should be used rather than the bmfont.exe application.</p>
</body>
</html>
\ No newline at end of file
<html>
<head>
<title>Bitmap Font Generator - Documentation</title>
</head>
<body>
<h1>Bitmap Font Generator - Documentation</h1>
<p><a href="../documentation.html">Back to main page</a></p>
<h2>Export options</h2>
<p><img src="export_options.png" align="right"></p>
<p>You can open the export options dialog by going to the Options menu and
choosing Export options, or you can just press T on the keyboard.</p>
<p>This dialog controls how the font will be stored, i.e. texture layout, file format, etc.</p>
<h3>Padding</h3>
<p>Padding is useful when you want to add some post processing effects in another
paint program. For example, if you want to add a blurring effect that uses a 5x5 kernel,
you would add a padding of 2 on all sides. Similarly if you want to add a drop shadow, you
would add a bit of padding below and to the right of the characters (assuming that's the
direction of the drop shadow that you want).
<h3>Spacing</h3>
<p>The spacing controls how much minimum space is left between characters in the font
texture. If you're using mipmapping to scale the font texture when drawing the font, you'll
need to add spacing to avoid bleeding when the texture is downscaled. The more mipmap levels
you use the more spacing you need.</p>
<p>Bilinear filtering may also cause bleeding, so unless you use pixel perfect drawing, where
each texel is perfectly mapped to a pixel on the screen with a 1-to-1 releation ship you'll
want to use at least 1 for vertical and horizontal spacing.</p>
<h3>Equalize the cell heights</h3>
<p>When this option is checked, all the font characters will be exported into cells of equal height.
This option is especially useful when you workflow for producing the final font includes a post
processing step where the characters are 'painted' based on the height of character, e.g. when
applying a gradient.</p>
<p>The drawback is that less characters will fit in the texture, and the font renderer will draw larger
rectangles.</p>
<h3>Force offsets to zero</h3>
<p>This option was created to improve support for font renderers that don't handle xoffset, yoffset, and xadvance.
When the option is checked the glyph images will be padded so that xoffset and yoffset will be 0
and xadvance will be equal to the width. This option also forces the equalization of the cell heights.</p>
<p>Observe, that this will modify the final spacing between characters if the original TrueType font uses negative
xoffsets, or xadvance that is smaller than the glyph width, i.e. if the characters have any overhang.</p>
<h3>Texture</h3>
<p>BMFont supports several different texture layouts. The width and height, of course control
the size of the texture. You'll want to keep the texture as small as possible, while
still allowing all characters to fit in one texture.</p>
<p>If you're importing colored icons, or planning on using post processing to add colors to the
characters, then you'll want to choose the 32bit format, otherwise the 8bit format may be sufficient.</p>
<p>If you choose the 32bit format, you may still optimize the usage of the texture memory if you
choose to pack characters in each channel, though that will require a special <a href="pixel_shader.html">pixel shader</a> to
decode during drawing. In this mode you can still import colored icons, the characters will be
properly packed around them.</p>
<p>The font outline can also be encoded together with the character in 8 bits, allowing you to
store many more characters in the same space than if you had stored the outlined characters as
colored images. This too require a special <a href="pixel_shader.html">pixel shader</a> to
decode during drawing.</p>
<p><b>Channel options</b></p>
<ul>
<li><i>glyph</i> : The channel will be set according to the glyph geometry. A value of 1 means the pixel is within the glyph.
<li><i>outline</i> : The channel will be set according to the outline geometry. A value of 1 means the pixel is within the outline or glyph.
<li><i>glyph + outline</i> : The value is encoded to allow separation of glyph and outline. A value of 0.5 means the pixel is within the outline, but not within the glyph. A value of 1 means the pixel is within the glyph.
<li><i>one</i> : All pixels in the channel will be set to 1.
<li><i>zero</i> : All pixels in the channel will be set to 0.
</ul>
<p>Some of the more common choices are:</p>
<ul>
<li>32bit white glyphs with black outline: alpha = <i>outline</i>, red = green = blue = <i>glyph</i>
<li>32bit white glyphs without outline: alpha = <i>glyph</i>, red = green = blue = <i>one</i>
<li>packed textures with glyph and outline encoded in 8 bits: alpha = <i>glyph + outline</i>
<li>packed textures with glyphs without outline: alpha = <i>glyph</i>
</ul>
<h3>File format</h3>
<p>Finally you can choose the file format for both the font descriptor and textures. This is mostly
a matter of choice, rather than one having more benefits than the other. Though if you want to save
disc space, you may want to choose binary file descriptor with png textures.</p>
</body>
</html>
\ No newline at end of file
<html>
<head>
<title>Bitmap Font Generator - Documentation</title>
</head>
<body>
<h1>Bitmap Font Generator - Documentation</h1>
<p><a href="../documentation.html">Back to main page</a></p>
<h2>Font settings</h2>
<p><img src="font_settings.png" align="right"></p>
<p>You can open the font settings dialog by going to the Options menu and choosing Font
settings, or you can just press F on the keyboard.</p>
<p>This dialog controls the properties of the font, i.e. the character
set, and looks.</p>
<h2>Font graphics</h2>
<p>These settings will let you choose the font face to use, and a few other options, such as whether
the unicode or OEM character set is to be used.
<p>The invalid character glyph is the glyph that is used by the font as fallback when there is no appropriate
glyph in the TrueType font for a specific character.
<p>The option to not include kerning pairs is useful when the application that will use the generated
bitmap font doesn't support kerning pairs, or when the source TrueType font has incorrect kerning pairs.
<h2>Rasterizing</h3>
<p>The option to render from TrueType outline was added because the native font engine in Windows clips glyphs that go above or below the cell height.
Normally this isn't a problem and in most cases you probably won't notice much difference between the two forms of rasterizing the glyphs.</p>
<p>TrueType hinting is something that makes the text more readable when rendered in small sizes by lining up the edges to the screen pixels. In the
native font engine this is always turned on, but when rendering from the outline you have the option to turn this off, thus getting the exact forms of the
characters. Be aware that for small fonts it might turn thin lines invisible thus making the glyphs unreadable.</p>
<p>ClearType is an option that the native font engine provides which takes advantage of the LCD/LED screens' pixel layouts to use subpixel
smoothing. When rasterizing the glyphs to the texture the subpixel smoothing is lost, but it can still give a nice antialiasing effect so this
option is made available to be used as desired.</p>
<p>When fonts are generated with font smoothing it is recommended that only font smoothing is used. If super sampling is used the resulting font may
loose a bit of its sharpness due to averaging when down sampling. This is especially noticeable when small fonts are generated. Supersampling may be useful
for raster fonts where font smoothing doesn't work.</p>
<h2>Effects</h2>
<p>The fonts can optionally be generated with a baked-in outline of variable width. If outline is used the font will take up a bit more texture space, but on the other hand the outline doesn't have to be generated at run-time when drawing the text.</p>
</body>
</html>
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<html>
<head>
<title>Bitmap Font Generator - Documentation</title>
</head>
<body>
<h1>Bitmap Font Generator - Documentation</h1>
<p><a href="../documentation.html">Back to main page</a></p>
<h2>Known issues</h2>
<h3>Rotated characters</h3>
<p>Some font files have some but not all subsets with characters rotated by 90 degrees. For example @Arial Unicode MS,
with subset Enclosed Alphanumerics. This is not an error, but a feature of that font file. With the font rotated
like this it permits writing texts in normal text editors as if they were in vertical lines.</p>
<p>As of version 1.13 the rotated fonts are no longer displayed in the font selection list.</p>
<h3>Large bitmap fonts switch to Arial</h3>
<p>Some bitmap fonts, e.g. FixedSys, may switch to Arial when generating very large fonts. This is a side effect of
BMFont using GDI for rasterizing the fonts. As GDI doesn't support rendering these bitmap fonts at very large sizes it
automatically switches to the default TrueType font, Arial, instead.</p>
<h3>When executing BMFont from the command line the application returns before completing</h3>
<p>This happens because BMFont is a GUI application and Windows automatically returns the control to the console
after initiating the application. A console application, bmfont.com, has been created to allow the execution of the
tool from the command line without immediate return to the console.</p>
<h3>The bitmap font is generated with incorrect kerning pairs</h3>
<p>For some TrueType fonts the kerning pairs that are saved into the bitmap font is obviously wrong, e.g. with
duplicate entries, or offsets that are really large. This is usually a problem with the TrueType font itself, and not
a bug in BMFont, as BMFont simply saves the kerning pairs it extracts from the TrueType font.</p>
<p>BMFont provides an option to skip the kerning pairs when saving the bitmap font, which can be used when they are defunct and unusable.</p>
<h3>Cropped character glyphs</h3>
<p>When rendering the bitmap font using the Windows native font renderer, some TrueType fonts present cropped glyphs. This happens
when the TrueType font has glyphs that go above or below the fonts cell height.</p>
<p>To work around this, render the font from the TrueType outline instead.</p>
</body>
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<html>
<head>
<title>Bitmap Font Generator - Documentation</title>
</head>
<body>
<h1>Bitmap Font Generator - Documentation</h1>
<p><a href="../documentation.html">Back to main page</a></p>
<h2>Pixel shader example</h2>
<p>This pixel shader shows how to decode the color from a font texture with characters packed
into all 4 channels, and each channel using special encoding to store the character with the
outline. The texture is also allowed to store full 32bit images for some characters.</p>
<pre>
// DirectX 9 pixel shader
float4 PixScene( float4 color : COLOR0,
int4 chnl : TEXCOORD1,
float2 tex0 : TEXCOORD0 ) : COLOR0
{
float4 pixel = tex2D(g_samScene, tex0);
if( dot(vector(1,1,1,1), chnl) )
{
float val = dot(pixel, chnl);
pixel.rgb = val > 0.5 ? 2*val-1 : 0;
pixel.a = val > 0.5 ? 1 : 2*val;
}
return pixel * color;
}
</pre>
<p>The chnl texture coordinate is a 4D vector that shows which channel the character should be read
from. If this is (0,0,0,0) the character is interpreted as a 32 bit image. The texture coordinate
can be stored in a UBYTE4 type, so it doesn't require much bandwidth when being sent to the video card.</p>
</body>
</html>
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<html>
<head>
<title>Bitmap Font Generator - Documentation</title>
</head>
<body>
<h1>Bitmap Font Generator - Documentation</h1>
<p>The Bitmap Font Generator is a free program to generate bitmap fonts from true type fonts.
The bitmaps are generated in such a way as to leave as little unused space as possible. The
position of the characters in the bitmap is not regular so you'll need the generated font
descriptor file to determine how to draw each character.</p>
<ul>
<li><a href="doc/font_settings.html">Font settings</a>
<li><a href="doc/export_options.html">Export options</a>
<li><a href="doc/command_line.html">Command line parameters</a>
<li><a href="doc/file_format.html">File format</a>
<li><a href="doc/pixel_shader.html">Pixel shader sample</a>
<li><a href="doc/known_issues.html">Known issues</a>
</ul>
</body>
</html>
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info face="Բ_GBK" size=-26 bold=1 italic=0 charset="" unicode=1 stretchH=100 smooth=1 aa=1 padding=0,0,0,0 spacing=1,1 outline=0
common lineHeight=29 base=23 scaleW=128 scaleH=64 pages=1 packed=0 alphaChnl=0 redChnl=4 greenChnl=4 blueChnl=4
page id=0 file="brown_26.png"
chars count=18
char id=32 x=108 y=21 width=1 height=1 xoffset=0 yoffset=0 xadvance=8 page=0 chnl=15
char id=36 x=0 y=0 width=15 height=24 xoffset=0 yoffset=2 xadvance=15 page=0 chnl=15
char id=39 x=95 y=21 width=5 height=8 xoffset=1 yoffset=4 xadvance=7 page=0 chnl=15
char id=42 x=83 y=21 width=11 height=11 xoffset=0 yoffset=4 xadvance=11 page=0 chnl=15
char id=46 x=101 y=21 width=6 height=5 xoffset=1 yoffset=19 xadvance=8 page=0 chnl=15
char id=48 x=16 y=0 width=16 height=20 xoffset=0 yoffset=4 xadvance=16 page=0 chnl=15
char id=49 x=51 y=21 width=9 height=19 xoffset=0 yoffset=4 xadvance=11 page=0 chnl=15
char id=50 x=113 y=0 width=14 height=19 xoffset=1 yoffset=4 xadvance=16 page=0 chnl=15
char id=51 x=33 y=0 width=15 height=20 xoffset=0 yoffset=4 xadvance=16 page=0 chnl=15
char id=52 x=18 y=21 width=16 height=19 xoffset=0 yoffset=4 xadvance=16 page=0 chnl=15
char id=53 x=49 y=0 width=15 height=20 xoffset=0 yoffset=4 xadvance=16 page=0 chnl=15
char id=54 x=65 y=0 width=15 height=20 xoffset=0 yoffset=4 xadvance=16 page=0 chnl=15
char id=55 x=35 y=21 width=15 height=19 xoffset=0 yoffset=4 xadvance=15 page=0 chnl=15
char id=56 x=81 y=0 width=15 height=20 xoffset=0 yoffset=4 xadvance=16 page=0 chnl=15
char id=57 x=97 y=0 width=15 height=20 xoffset=0 yoffset=4 xadvance=16 page=0 chnl=15
char id=58 x=76 y=21 width=6 height=14 xoffset=1 yoffset=10 xadvance=8 page=0 chnl=15
char id=120 x=61 y=21 width=14 height=14 xoffset=0 yoffset=9 xadvance=14 page=0 chnl=15
char id=65509 x=0 y=25 width=17 height=19 xoffset=5 yoffset=4 xadvance=27 page=0 chnl=15
# AngelCode Bitmap Font Generator configuration file
fileVersion=1
# font settings
fontName=΢ź
fontFile=
charSet=0
fontSize=-72
aa=1
scaleH=100
useSmoothing=1
isBold=1
isItalic=0
useUnicode=1
disableBoxChars=1
outputInvalidCharGlyph=0
dontIncludeKerningPairs=0
useHinting=1
renderFromOutline=1
useClearType=1
# character alignment
paddingDown=1
paddingUp=1
paddingRight=1
paddingLeft=1
spacingHoriz=1
spacingVert=1
useFixedHeight=0
forceZero=0
# output file
outWidth=256
outHeight=512
outBitDepth=32
fontDescFormat=0
fourChnlPacked=0
textureFormat=png
textureCompression=0
alphaChnl=0
redChnl=4
greenChnl=4
blueChnl=4
invA=0
invR=0
invG=0
invB=0
# outline
outlineThickness=0
# selected chars
# imported icon images
icon="num_gray/0.png",48,0,0,0
icon="num_gray/1.png",49,0,0,0
icon="num_gray/2.png",50,0,0,0
icon="num_gray/3.png",51,0,0,0
icon="num_gray/4.png",52,0,0,0
icon="num_gray/5.png",53,0,0,0
icon="num_gray/6.png",54,0,0,0
icon="num_gray/7.png",55,0,0,0
icon="num_gray/8.png",56,0,0,0
icon="num_gray/9.png",57,0,0,0
# AngelCode Bitmap Font Generator configuration file
fileVersion=1
# font settings
fontName=΢ź
fontFile=
charSet=0
fontSize=-72
aa=1
scaleH=100
useSmoothing=1
isBold=1
isItalic=0
useUnicode=1
disableBoxChars=1
outputInvalidCharGlyph=0
dontIncludeKerningPairs=0
useHinting=1
renderFromOutline=1
useClearType=1
# character alignment
paddingDown=1
paddingUp=1
paddingRight=1
paddingLeft=1
spacingHoriz=1
spacingVert=1
useFixedHeight=0
forceZero=0
# output file
outWidth=256
outHeight=256
outBitDepth=32
fontDescFormat=0
fourChnlPacked=0
textureFormat=png
textureCompression=0
alphaChnl=0
redChnl=4
greenChnl=4
blueChnl=4
invA=0
invR=0
invG=0
invB=0
# outline
outlineThickness=0
# selected chars
chars=55
# imported icon images
icon="num_blue/0.png",48,0,0,0
icon="num_blue/1.png",49,0,0,0
icon="num_blue/2.png",50,0,0,0
icon="num_blue/3.png",51,0,0,0
icon="num_blue/4.png",52,0,0,0
icon="num_blue/9.png",57,0,0,0
icon="num_blue/6.png",54,0,0,0
icon="num_blue/7.png",55,0,0,0
icon="num_blue/8.png",56,0,0,0
icon="num_blue/5.png",53,0,0,0
icon="num_blue/-.png",45,0,0,0
info face="΢ź" size=-72 bold=1 italic=0 charset="" unicode=1 stretchH=100 smooth=1 aa=1 padding=1,1,1,1 spacing=1,1 outline=0
common lineHeight=96 base=76 scaleW=256 scaleH=256 pages=1 packed=0 alphaChnl=0 redChnl=4 greenChnl=4 blueChnl=4
page id=0 file="fnt_num_blue_0.png"
chars count=11
char id=45 x=0 y=0 width=44 height=58 xoffset=-1 yoffset=-1 xadvance=42 page=0 chnl=15
char id=48 x=45 y=0 width=44 height=58 xoffset=-1 yoffset=-1 xadvance=42 page=0 chnl=15
char id=49 x=90 y=0 width=44 height=58 xoffset=-1 yoffset=-1 xadvance=42 page=0 chnl=15
char id=50 x=135 y=0 width=44 height=58 xoffset=-1 yoffset=-1 xadvance=42 page=0 chnl=15
char id=51 x=180 y=0 width=44 height=58 xoffset=-1 yoffset=-1 xadvance=42 page=0 chnl=15
char id=52 x=0 y=59 width=44 height=58 xoffset=-1 yoffset=-1 xadvance=42 page=0 chnl=15
char id=53 x=45 y=59 width=44 height=58 xoffset=-1 yoffset=-1 xadvance=42 page=0 chnl=15
char id=54 x=90 y=59 width=44 height=58 xoffset=-1 yoffset=-1 xadvance=42 page=0 chnl=15
char id=55 x=135 y=59 width=44 height=58 xoffset=-1 yoffset=-1 xadvance=42 page=0 chnl=15
char id=56 x=180 y=59 width=44 height=58 xoffset=-1 yoffset=-1 xadvance=42 page=0 chnl=15
char id=57 x=0 y=118 width=44 height=58 xoffset=-1 yoffset=-1 xadvance=42 page=0 chnl=15
info face="΢ź" size=-72 bold=1 italic=0 charset="" unicode=1 stretchH=100 smooth=1 aa=1 padding=1,1,1,1 spacing=1,1 outline=0
common lineHeight=96 base=76 scaleW=256 scaleH=512 pages=1 packed=0 alphaChnl=0 redChnl=4 greenChnl=4 blueChnl=4
page id=0 file="fnt_num_gray_0.png"
chars count=10
char id=48 x=0 y=0 width=67 height=89 xoffset=-1 yoffset=-1 xadvance=65 page=0 chnl=15
char id=49 x=201 y=0 width=45 height=88 xoffset=-1 yoffset=-1 xadvance=43 page=0 chnl=15
char id=50 x=127 y=90 width=62 height=88 xoffset=-1 yoffset=-1 xadvance=60 page=0 chnl=15
char id=51 x=66 y=90 width=60 height=89 xoffset=-1 yoffset=-1 xadvance=58 page=0 chnl=15
char id=52 x=0 y=180 width=71 height=87 xoffset=-1 yoffset=-1 xadvance=69 page=0 chnl=15
char id=53 x=190 y=90 width=59 height=88 xoffset=-1 yoffset=-1 xadvance=57 page=0 chnl=15
char id=54 x=135 y=0 width=65 height=89 xoffset=-1 yoffset=-1 xadvance=63 page=0 chnl=15
char id=55 x=72 y=180 width=65 height=87 xoffset=-1 yoffset=-1 xadvance=63 page=0 chnl=15
char id=56 x=68 y=0 width=66 height=89 xoffset=-1 yoffset=-1 xadvance=64 page=0 chnl=15
char id=57 x=0 y=90 width=65 height=89 xoffset=-1 yoffset=-1 xadvance=63 page=0 chnl=15
info face="΢ź" size=-72 bold=1 italic=0 charset="" unicode=1 stretchH=100 smooth=1 aa=1 padding=1,1,1,1 spacing=1,1 outline=0
common lineHeight=96 base=76 scaleW=256 scaleH=512 pages=1 packed=0 alphaChnl=0 redChnl=4 greenChnl=4 blueChnl=4
page id=0 file="fnt_num_red_0.png"
chars count=10
char id=48 x=0 y=0 width=67 height=89 xoffset=-1 yoffset=-1 xadvance=65 page=0 chnl=15
char id=49 x=201 y=0 width=45 height=88 xoffset=-1 yoffset=-1 xadvance=43 page=0 chnl=15
char id=50 x=127 y=90 width=62 height=88 xoffset=-1 yoffset=-1 xadvance=60 page=0 chnl=15
char id=51 x=66 y=90 width=60 height=89 xoffset=-1 yoffset=-1 xadvance=58 page=0 chnl=15
char id=52 x=0 y=180 width=71 height=87 xoffset=-1 yoffset=-1 xadvance=69 page=0 chnl=15
char id=53 x=190 y=90 width=59 height=88 xoffset=-1 yoffset=-1 xadvance=57 page=0 chnl=15
char id=54 x=135 y=0 width=65 height=89 xoffset=-1 yoffset=-1 xadvance=63 page=0 chnl=15
char id=55 x=72 y=180 width=65 height=87 xoffset=-1 yoffset=-1 xadvance=63 page=0 chnl=15
char id=56 x=68 y=0 width=66 height=89 xoffset=-1 yoffset=-1 xadvance=64 page=0 chnl=15
char id=57 x=0 y=90 width=65 height=89 xoffset=-1 yoffset=-1 xadvance=63 page=0 chnl=15
# AngelCode Bitmap Font Generator configuration file
fileVersion=1
# font settings
fontName=΢ź
fontFile=
charSet=0
fontSize=-72
aa=1
scaleH=100
useSmoothing=1
isBold=1
isItalic=0
useUnicode=1
disableBoxChars=1
outputInvalidCharGlyph=0
dontIncludeKerningPairs=0
useHinting=1
renderFromOutline=1
useClearType=1
# character alignment
paddingDown=1
paddingUp=1
paddingRight=1
paddingLeft=1
spacingHoriz=1
spacingVert=1
useFixedHeight=0
forceZero=0
# output file
outWidth=256
outHeight=256
outBitDepth=32
fontDescFormat=0
fourChnlPacked=0
textureFormat=png
textureCompression=0
alphaChnl=0
redChnl=4
greenChnl=4
blueChnl=4
invA=0
invR=0
invG=0
invB=0
# outline
outlineThickness=0
# selected chars
chars=55
# imported icon images
icon="num_yellow/0.png",48,0,0,0
icon="num_yellow/1.png",49,0,0,0
icon="num_yellow/2.png",50,0,0,0
icon="num_yellow/3.png",51,0,0,0
icon="num_yellow/4.png",52,0,0,0
icon="num_yellow/9.png",57,0,0,0
icon="num_yellow/6.png",54,0,0,0
icon="num_yellow/7.png",55,0,0,0
icon="num_yellow/8.png",56,0,0,0
icon="num_yellow/5.png",53,0,0,0
icon="num_yellow/+.png",43,0,0,0
info face="΢ź" size=-72 bold=1 italic=0 charset="" unicode=1 stretchH=100 smooth=1 aa=1 padding=1,1,1,1 spacing=1,1 outline=0
common lineHeight=96 base=76 scaleW=256 scaleH=256 pages=1 packed=0 alphaChnl=0 redChnl=4 greenChnl=4 blueChnl=4
page id=0 file="fnt_num_yellow_0.png"
chars count=11
char id=43 x=0 y=0 width=44 height=58 xoffset=-1 yoffset=-1 xadvance=42 page=0 chnl=15
char id=48 x=45 y=0 width=44 height=58 xoffset=-1 yoffset=-1 xadvance=42 page=0 chnl=15
char id=49 x=90 y=0 width=44 height=58 xoffset=-1 yoffset=-1 xadvance=42 page=0 chnl=15
char id=50 x=135 y=0 width=44 height=58 xoffset=-1 yoffset=-1 xadvance=42 page=0 chnl=15
char id=51 x=180 y=0 width=44 height=58 xoffset=-1 yoffset=-1 xadvance=42 page=0 chnl=15
char id=52 x=0 y=59 width=44 height=58 xoffset=-1 yoffset=-1 xadvance=42 page=0 chnl=15
char id=53 x=45 y=59 width=44 height=58 xoffset=-1 yoffset=-1 xadvance=42 page=0 chnl=15
char id=54 x=90 y=59 width=44 height=58 xoffset=-1 yoffset=-1 xadvance=42 page=0 chnl=15
char id=55 x=135 y=59 width=44 height=58 xoffset=-1 yoffset=-1 xadvance=42 page=0 chnl=15
char id=56 x=180 y=59 width=44 height=58 xoffset=-1 yoffset=-1 xadvance=42 page=0 chnl=15
char id=57 x=0 y=118 width=44 height=58 xoffset=-1 yoffset=-1 xadvance=42 page=0 chnl=15
info face="Ƹഺֺ2.0" size=35 bold=0 italic=0 charset="" unicode=1 stretchH=100 smooth=1 aa=1 padding=0,0,0,0 spacing=1,1 outline=0
common lineHeight=35 base=28 scaleW=256 scaleH=128 pages=1 packed=0 alphaChnl=0 redChnl=4 greenChnl=4 blueChnl=4
page id=0 file="stagenum01.png"
chars count=10
char id=48 x=0 y=0 width=36 height=42 xoffset=0 yoffset=0 xadvance=36 page=0 chnl=15
char id=49 x=222 y=0 width=18 height=42 xoffset=0 yoffset=0 xadvance=18 page=0 chnl=15
char id=50 x=37 y=0 width=36 height=42 xoffset=0 yoffset=0 xadvance=36 page=0 chnl=15
char id=51 x=74 y=0 width=36 height=42 xoffset=0 yoffset=0 xadvance=36 page=0 chnl=15
char id=52 x=111 y=0 width=36 height=42 xoffset=0 yoffset=0 xadvance=36 page=0 chnl=15
char id=53 x=148 y=0 width=36 height=42 xoffset=0 yoffset=0 xadvance=36 page=0 chnl=15
char id=54 x=185 y=0 width=36 height=42 xoffset=0 yoffset=0 xadvance=36 page=0 chnl=15
char id=55 x=0 y=43 width=36 height=42 xoffset=0 yoffset=0 xadvance=36 page=0 chnl=15
char id=56 x=37 y=43 width=36 height=42 xoffset=0 yoffset=0 xadvance=36 page=0 chnl=15
char id=57 x=74 y=43 width=36 height=42 xoffset=0 yoffset=0 xadvance=36 page=0 chnl=15
info face="Ƹഺֺ2.0" size=35 bold=0 italic=0 charset="" unicode=1 stretchH=100 smooth=1 aa=1 padding=0,0,0,0 spacing=1,1 outline=0
common lineHeight=35 base=28 scaleW=256 scaleH=128 pages=1 packed=0 alphaChnl=0 redChnl=4 greenChnl=4 blueChnl=4
page id=0 file="stagenum02.png"
chars count=10
char id=48 x=0 y=0 width=36 height=42 xoffset=0 yoffset=0 xadvance=36 page=0 chnl=15
char id=49 x=222 y=0 width=18 height=42 xoffset=0 yoffset=0 xadvance=18 page=0 chnl=15
char id=50 x=37 y=0 width=36 height=42 xoffset=0 yoffset=0 xadvance=36 page=0 chnl=15
char id=51 x=74 y=0 width=36 height=42 xoffset=0 yoffset=0 xadvance=36 page=0 chnl=15
char id=52 x=111 y=0 width=36 height=42 xoffset=0 yoffset=0 xadvance=36 page=0 chnl=15
char id=53 x=148 y=0 width=36 height=42 xoffset=0 yoffset=0 xadvance=36 page=0 chnl=15
char id=54 x=185 y=0 width=36 height=42 xoffset=0 yoffset=0 xadvance=36 page=0 chnl=15
char id=55 x=0 y=43 width=36 height=42 xoffset=0 yoffset=0 xadvance=36 page=0 chnl=15
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前往剧情模式完成高老庄第关前往剧情模式完成高老庄第四关高老庄第九关完成1次无尽模式完成次挑战模式完成1次挑战模式第关点击开始剧情模式的挑战吧点击开始第关的挑战吧点击开始挑战点击发射泡泡喽点击继续游戏点击小黑猪可以交换手中的泡泡哦点击购买道具瞄准线本次免费点击开始进入游戏点击使用道具瞄准线按住屏幕或拖拽瞄准线来显示泡泡移动和反弹轨迹点击购买道具火球本次免费哦点击开始,进入游戏点击使用道具火球再次点击火球道具可取消使用哦击中爆竹就能引爆消除周边的泡泡哦击中它消除一整行的泡泡击中闪电能消除相同颜色的所有泡结冰泡泡需要两次才能消除哦风车会带动泡泡旋转,击中核心就能击落它点击购买加泡泡道具本次免费哦点击开始,进入游戏点击购买道具彩虹泡泡点击购买加时间道具沙漏,本次免费哦点击开始,进入游戏点击购买道具芭蕉扇,本次免费哦点击开始,进入游戏点击购买道具冰锥,本次免费哦点击开始,进入游戏消除连在大泡泡周边同颜色的泡泡,才能消灭哦无尽玩法开启了快去瞧瞧吧只能挑战已击败的剧情快开始挑战吧点击关闭,给你看些新玩法哦点击返回主界面进入极限挑战模式点击开始极限模式的挑战吧显示泡泡的轨迹万能的消除泡增加个泡泡数量增加10秒游戏时间会爆炸的小火球改变4排颜色向上刺穿5个分数:1234567890 :只差一点就通关了,继续加油哦~增数量10秒改变4排泡泡颜色向上刺穿5个泡泡万能的消除【】,.abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ提示框是否确定要退出游戏?你的体力已满你没有足够的元宝你没有足够的体力不我觉得还可以抢救一下!\n复活 +10 泡泡火焰山高老庄火焰山龙门客栈长安城流沙河桃花岛龙宫女儿国灵山大雷音寺退出暂未
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