使用SuperSocket開發聯網斗地主(二):發牌
實現思路:
將整幅牌數據和發牌數據都在服務端完成,客戶端只存儲自己的牌和底牌
一、服務端:
抽出一個牌類:
public class DouDiZhuGameCard { public string CardColor { get; set; } public string CardName { get; set; } public int CardValue { get; set; } }
分別表示花色,名稱和值,值用來比較大小,然后把54張牌初始化進去。繼續打亂這54張牌的順序:
Random random = new Random(); var cards = DouDiZhuGameConfig.DoDiZhuCards; for (int i = 0; i < cards.Count; i++) { DouDiZhuGameCard temp; int j = random.Next(0, cards.Count - 1); temp = cards[j]; cards[j] = cards[i]; cards[i] = temp; }
然后分發給3個玩家:
int playerIndex = 1; foreach (var item in DouDiZhuGameConfig.UserList) { item.Value.MyCards = cards.Skip((playerIndex-1)*17).Take(17).ToList(); item.Value.MyCards.Sort((x, y) => x.CardValue.CompareTo(y.CardValue)); item.Value.CommonCards= cards.Skip(51).Take(3).ToList(); for (int i = 0; i < DouDiZhuGameConfig.MaxCard; i++) { item.Value.OtherPlayerCards.Add(new DouDiZhuGameCard { CardColor="",CardName="",CardValue=0}); } response.Add(item.Key,item.Value); playerIndex++; }
分給自己的是有數據的,用來在客戶端顯示,分給另外兩家的是空數據(當然可以在客戶端實現),另外把底牌也初始化,每個客戶端都能看到。
然后根據scoketsession分發下去:
var result = GameManager.SendCardToPlayer(); foreach (var playerInfo in result) { var play_session = webSocketServer.GetSessionByID(playerInfo.Key); ResponseModel<DouDiZhuUserInfoModel> res_sendCard = new ResponseModel<DouDiZhuUserInfoModel>(); res_sendCard.Action = "sendcard"; res_sendCard.Data = playerInfo.Value; if(session.SessionID==playerInfo.Key)//是我 { res_sendCard.Data.MyCards = playerInfo.Value.MyCards; res_sendCard.Data.OtherPlayerCards = playerInfo.Value.OtherPlayerCards; } this.SendMessage(play_session, JsonConvert.SerializeObject(res_sendCard)); }
二、客戶端:
在收到服務端通知的“startgame”之后顯示每個玩家的牌:
player1=userData.OtherPlayerCards; player2=userData.OtherPlayerCards; player_me=userData.MyCards; diPai=userData.CommonCards;
然后按照位置顯示出來即可。
最終效果如圖:





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