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@@ -4621,7 +4621,7 @@
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this.ui.myNode.conditionTxt.text = "Pocket all the balls on the table";
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}
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else {
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- this.ui.myNode.conditionTxt.text = "奖励关卡";
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+ this.ui.myNode.conditionTxt.text = "Reward";
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}
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let localData = DataMgr.getPlaceBallLevel(this.level);
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let getAward = localData.getAward;
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@@ -4660,6 +4660,7 @@
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if (DataMgr.powerEnough()) {
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this.ui.myNode.startBtn.touchable = false;
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this.ui.myNode.startBtn.powerEft.t0.play(Laya.Handler.create(this, () => {
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+ console.log('zh:startGame ');
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this.ui.myNode.startBtn.touchable = true;
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DataMgr.setPower(-1);
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xGame.eventMgr.event(POWER_TIME);
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@@ -5045,7 +5046,7 @@
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this.ui.myNode.selfNode.c1.selectedIndex = this.myIndex < 4 ? this.myIndex - 1 : 3;
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this.ui.myNode.selfNode.rankTxt.text = this.myIndex > 50 ? "未上榜" : this.myIndex.toString();
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this.ui.myNode.selfNode.valueTxt.text = this.myStar + "";
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- this.ui.myNode.selfNode.nameTxt.text = Moyu.platType < 11 ? self.nickName : "我自己";
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+ this.ui.myNode.selfNode.nameTxt.text = Moyu.platType < 11 ? self.nickName : "myself";
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xGame.common.createHead(this.ui.myNode.selfNode.headNode.head.myIcon, self.headIcon);
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}
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updateItemData(data) {
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@@ -5064,7 +5065,7 @@
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let data = this.rankList[i];
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if (data.rankScore < this.myStar && this.myIndex > 50) {
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this.myIndex = i + 1;
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- let user = { headIcon: self.headIcon, nickName: "我自己" };
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+ let user = { headIcon: self.headIcon, nickName: "myself" };
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let ud = { user: user, data: {} };
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let md = { rankScore: this.myStar.toString(), userId: self.userId, userData: JSON.stringify(ud) };
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if (Moyu.platType < 11) {
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@@ -5749,6 +5750,7 @@
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this.data = data;
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this.index = uiIndex;
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this.initSelf();
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+ console.log('zh:SkillDisplay constructor this.skillData=', data);
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}
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initSelf() {
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this.ui.normalBtn.onClick(this, this.clickAddLevel);
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@@ -5786,10 +5788,15 @@
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}, EAdType.upSkill);
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}
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startGame() {
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+ if (this.data.index == 3) {
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+ alert('期待吧');
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+ return;
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+ }
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xGame.soundMgr.playSound(xGame.common.btnClickStr);
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let needCoin = xGame.common.bigMoveNeedCoin;
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xGame.common.passAwardCoin = 2000;
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let guide = DataMgr.getSkillGuide();
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+ console.log('zh:startGame guide=' + guide);
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xGame.common.temSelfLevel = 0;
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if (guide == 0) {
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needCoin = 0;
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@@ -5875,10 +5882,9 @@
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let nameList = xGame.common.skillNameList;
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let iconList = xGame.common.skillIconList;
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let describeList = [
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- "跳杆击球后,球高高跃起,砸在桌面上,直接打进额外1颗球",
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- "普通击球后,球杆向随机方向—扫,将杆子范围内1颗可击打球扫入球袋",
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- "我方击球后,在场地上将随机1颗球冻结,敌方无法击打冰冻球,且其他球碰到冰冻球会弹开",
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- "击球后在球桌上斩出一刀,并击飞斩中的球。(球不会飞出球桌)"
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+ "Jump shot executed — ball bounced and pocketed an extra one!",
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+ "Bonus Sweep: A random follow-up strike hits 1 extra ball after your shot!",
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+ "Freeze Effect: Your shot freezes 1 random ball — enemy can’t hit it, and others bounce off!"
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];
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let data;
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for (let index = 0; index < nameList.length; index++) {
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@@ -6035,7 +6041,7 @@
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for (let index = 1; index <= 3; index++) {
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let node = this.ui.myNode["type" + index];
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node.need.text = cfg[index].need;
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- node.tipsTxt.text = `最低${cfg[index].need}可入场`;
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+ node.tipsTxt.text = `Min ${cfg[index].need} Eligible`;
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node.peopleTxt.text = this.getRandPeople(index - 1);
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}
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}
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@@ -9924,7 +9930,7 @@
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updateDiamondShare() {
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let data = DataMgr.getShareDiamondTimes();
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if (data >= xGame.common.maxShareDiamondTimes) {
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- this.ui.myNode.node1.shareTxt.text = "明日再来";
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+ this.ui.myNode.node1.shareTxt.text = "Available Tomorrow";
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this.ui.myNode.node1.touchable = false;
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}
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else {
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@@ -10533,9 +10539,9 @@
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getNameStr(type) {
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switch (type) {
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case Prop.diamond:
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- return "钻石";
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+ return "Diamond";
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case Prop.coin:
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- return "金币";
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+ return "Coins";
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case Prop.gan1:
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case Prop.gan2:
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case Prop.gan3:
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@@ -10584,8 +10590,8 @@
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normalStar: 12000,
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wxStar: 12001
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};
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- this.skillNameList = ["从天而降", "横扫千军", "冰冻杆法", "关公杆法"];
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- this.skillIconList = ["gf_jn1", "gf_jn2", "gf_jn4", "gf_jn6"];
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+ this.skillNameList = ["Fall from the sky", "Unstoppable Force", "Freeze Shot", "Coming Soon"];
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+ this.skillIconList = ["gf_jn1", "gf_jn2", "gf_jn4", "gf_jn4"];
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this.btnClickStr = "buttonclick";
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this.maxSkillLevel = 10;
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this.upSkillLevel = false;
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@@ -18759,7 +18765,7 @@
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this.ui.myNode.conditionTxt.text = "Pocket all the balls on the table";
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}
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else {
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- this.ui.myNode.conditionTxt.text = "奖励关卡";
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+ this.ui.myNode.conditionTxt.text = "Reward";
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}
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let localData = DataMgr.getPlaceBallLevel(this.level);
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let getAward = localData.getAward;
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@@ -18798,6 +18804,7 @@
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if (DataMgr.powerEnough()) {
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this.ui.myNode.startBtn.touchable = false;
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this.ui.myNode.startBtn.powerEft.t0.play(Laya.Handler.create(this, () => {
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+ console.log('zh:startGame ');
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this.ui.myNode.startBtn.touchable = true;
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DataMgr.setPower(-1);
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xGame.eventMgr.event(POWER_TIME);
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@@ -19106,6 +19113,7 @@
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this.data = data;
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this.index = uiIndex;
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this.initSelf();
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+ console.log('zh:SkillDisplay constructor this.skillData=', data);
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}
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initSelf() {
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this.ui.normalBtn.onClick(this, this.clickAddLevel);
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@@ -19143,10 +19151,15 @@
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}, EAdType.upSkill);
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}
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startGame() {
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+ if (this.data.index == 3) {
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+ alert('期待吧');
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+ return;
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+ }
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xGame.soundMgr.playSound(xGame.common.btnClickStr);
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let needCoin = xGame.common.bigMoveNeedCoin;
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xGame.common.passAwardCoin = 2000;
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let guide = DataMgr.getSkillGuide();
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+ console.log('zh:startGame guide=' + guide);
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xGame.common.temSelfLevel = 0;
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if (guide == 0) {
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needCoin = 0;
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@@ -19232,10 +19245,9 @@
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let nameList = xGame.common.skillNameList;
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let iconList = xGame.common.skillIconList;
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let describeList = [
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- "跳杆击球后,球高高跃起,砸在桌面上,直接打进额外1颗球",
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- "普通击球后,球杆向随机方向—扫,将杆子范围内1颗可击打球扫入球袋",
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- "我方击球后,在场地上将随机1颗球冻结,敌方无法击打冰冻球,且其他球碰到冰冻球会弹开",
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- "击球后在球桌上斩出一刀,并击飞斩中的球。(球不会飞出球桌)"
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+ "Jump shot executed — ball bounced and pocketed an extra one!",
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+ "Bonus Sweep: A random follow-up strike hits 1 extra ball after your shot!",
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+ "Freeze Effect: Your shot freezes 1 random ball — enemy can’t hit it, and others bounce off!"
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];
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let data;
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for (let index = 0; index < nameList.length; index++) {
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@@ -19372,7 +19384,7 @@
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updateDiamondShare() {
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let data = DataMgr.getShareDiamondTimes();
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if (data >= xGame.common.maxShareDiamondTimes) {
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- this.ui.myNode.node1.shareTxt.text = "明日再来";
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+ this.ui.myNode.node1.shareTxt.text = "Available Tomorrow";
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this.ui.myNode.node1.touchable = false;
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}
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else {
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@@ -19848,7 +19860,7 @@
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this.ui.myNode.selfNode.c1.selectedIndex = this.myIndex < 4 ? this.myIndex - 1 : 3;
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this.ui.myNode.selfNode.rankTxt.text = this.myIndex > 50 ? "未上榜" : this.myIndex.toString();
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this.ui.myNode.selfNode.valueTxt.text = this.myStar + "";
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- this.ui.myNode.selfNode.nameTxt.text = Moyu.platType < 11 ? self.nickName : "我自己";
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+ this.ui.myNode.selfNode.nameTxt.text = Moyu.platType < 11 ? self.nickName : "myself";
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xGame.common.createHead(this.ui.myNode.selfNode.headNode.head.myIcon, self.headIcon);
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}
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updateItemData(data) {
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@@ -19867,7 +19879,7 @@
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let data = this.rankList[i];
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if (data.rankScore < this.myStar && this.myIndex > 50) {
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this.myIndex = i + 1;
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- let user = { headIcon: self.headIcon, nickName: "我自己" };
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+ let user = { headIcon: self.headIcon, nickName: "myself" };
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let ud = { user: user, data: {} };
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let md = { rankScore: this.myStar.toString(), userId: self.userId, userData: JSON.stringify(ud) };
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if (Moyu.platType < 11) {
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@@ -20501,7 +20513,7 @@
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for (let index = 1; index <= 3; index++) {
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let node = this.ui.myNode["type" + index];
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node.need.text = cfg[index].need;
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- node.tipsTxt.text = `最低${cfg[index].need}可入场`;
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+ node.tipsTxt.text = `Min ${cfg[index].need} Eligible`;
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node.peopleTxt.text = this.getRandPeople(index - 1);
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}
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}
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