difenduandada
2024-12-31 34abe6963b344c882358274957f4b992456fee40
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"use strict";
cc._RF.push(module, 'e53d8rVP7dGsI6SOA8CagO+', 'guildwar_main_window');
// Scripts/mod/guildwar/view/guildwar_main_window.js
 
"use strict";
 
// --------------------------------------------------------------------
// @author: xxx@syg.com(必填, 创建模块的人员)
// @description:
//     联盟战主界面
// <br/>Create: 2019-05-06 17:57:44
// --------------------------------------------------------------------
var GuildConst = require("guild_const");
 
var GuildwarConst = require("guildwar_const");
 
var GuildwarEvent = require("guildwar_event");
 
var PathTool = require("pathtool");
 
var TimeTool = require("timetool");
 
var GuildwarPositionItem = require("guildwar_position_item");
 
var Guildwar_mainWindow = cc.Class({
  "extends": BaseView,
  ctor: function ctor() {
    this.prefabPath = PathTool.getPrefabPath("guildwar", "guildwar_main_window");
    this.viewTag = SCENE_TAG.ui; //该窗体所属ui层级,全屏ui需要在ui层,非全屏ui在dialogue层,这个要注意
 
    this.win_type = WinType.Full; //是否是全屏窗体  WinType.Full, WinType.Big, WinType.Mini, WinType.Tips
  },
  // 初始化一些配置数据,可以用于声明一些变量之类的
  initConfig: function initConfig() {
    this.ctrl = require("guildwar_controller").getInstance();
    this.model = this.ctrl.getModel();
    this.cur_position_type = GuildwarConst.positions.others; // 当前阵地类型
 
    this.position_vo_data = {}; // 据点数据
 
    this.position_stack = []; // 创建的据点
 
    this.position_pool = []; // 缓存池中的据点
 
    this.position_pos = {}; // 正在显示中的据点
 
    this.map_bgs = []; // 地图资源
 
    this.top3_item_list = {};
    this.color_1 = new cc.Color(0x89, 0xed, 0xff, 0xff);
    this.free_size = cc.size(720, 1280);
  },
  // 预制体加载完成之后的回调,可以在这里捕获相关节点或者组件
  openCallBack: function openCallBack() {
    this.background = this.seekChild("background");
    this.background.scale = FIT_SCALE;
    this.main_container = this.seekChild("main_container");
    this.map_layer = this.seekChild(this.main_container, "map_layer");
    this.show_panel = this.seekChild(this.main_container, "show_panel");
    this.state_panel = this.seekChild(this.main_container, "state_panel");
    this.state_panel.getChildByName("background").scale = FIT_SCALE;
    this.top_panel = this.seekChild(this.main_container, "top_panel");
    this.myguild_container = this.seekChild(this.show_panel, "myguild_container");
    this.enemyguild_container = this.seekChild(this.show_panel, "enemyguild_container");
    this.rank_container = this.seekChild(this.show_panel, "rank_container");
    this.title_container = this.seekChild(this.show_panel, "title_container");
    this.buff_container = this.seekChild(this.show_panel, "buff_container");
    this.battle_list_btn = this.seekChild(this.show_panel, "battle_list_btn");
    this.attk_check_btn = this.seekChild(this.show_panel, "attk_check_btn");
    this.ally_atk_btn = this.seekChild(this.show_panel, "ally_atk_btn");
    this.look_award_btn = this.seekChild(this.show_panel, "look_award_btn");
    this.change_scene_btn = this.seekChild(this.show_panel, "change_scene_btn");
    this.change_scene_btn_lb = this.seekChild(this.change_scene_btn, "label", cc.Label);
    this.change_scene_btn_lb.string = Utils.TI18N("敌方阵地");
    this.award_box_btn = this.seekChild(this.show_panel, "award_box_btn");
    this.clash_list_btn = this.seekChild(this.state_panel, "clash_list_btn");
    this.look_box_btn = this.seekChild(this.state_panel, "look_box_btn");
    this.rank_btn = this.seekChild(this.rank_container, "rank_btn");
    this.close_btn = this.seekChild(this.top_panel, "close_btn");
    this.explain_btn = this.seekChild(this.top_panel, "explain_btn");
    this.time_label_lb = this.seekChild(this.title_container, "time_label", cc.Label);
    this.challenge_label_lb = this.seekChild(this.title_container, "challenge_label", cc.Label);
    this.state_tips_label_lb = this.seekChild(this.state_panel, "state_tips_label", cc.Label);
    this.buff_lv_label_lb = this.seekChild(this.buff_container, "buff_lv_label", cc.Label);
    this.buff_icon_sp = this.seekChild(this.buff_container, "buff_icon", cc.Sprite);
    this.loadRes(PathTool.getIconPath("bufficon", "2"), function (sp) {
      this.buff_icon_sp.spriteFrame = sp;
    }.bind(this));
    this.my_guild_name_lb = this.seekChild(this.myguild_container, "guild_name_label_1", cc.Label);
    this.my_guild_star_lb = this.seekChild(this.myguild_container, "star_label_1", cc.Label);
    this.my_guild_win_nd = this.seekChild(this.myguild_container, "image_win_1");
    this.my_guild_dogfall_nd = this.seekChild(this.myguild_container, "image_dogfall_1");
    this.enemy_guild_name_lb = this.seekChild(this.enemyguild_container, "guild_name_label_2", cc.Label);
    this.enemy_guild_star_lb = this.seekChild(this.enemyguild_container, "star_label_2", cc.Label);
    this.enemy_guild_win_nd = this.seekChild(this.enemyguild_container, "image_win_2");
    this.enemy_guild_dogfall_nd = this.seekChild(this.enemyguild_container, "image_dogfall_2");
    this.map_layer_posX = -360;
    this.map_layer_posY = -640 - 30;
    this.map_size = cc.size(720, 1280 * 6);
    this.map_layer.setContentSize(this.map_size);
    this.map_layer.setPosition(cc.v2(this.map_layer_posX, this.free_size.height - this.map_size.height + this.map_layer_posY));
    this.addMapImage();
  },
  // 注册事件监听的接口,不需要手动调用,如果是使用gcore.GlobalEvent监听,可以直接调用addGlobalEvent
  registerEvent: function registerEvent() {
    //联盟战状态变化
    this.addGlobalEvent(GuildwarEvent.UpdateGuildWarStatusEvent, function (status, flag) {
      //状态从开战前到开战后,这时请求数据
      if (this.guildwar_status <= 3 && status > 3 && flag == 1) {
        this.ctrl.requestGuildWarData();
      }
 
      if (status <= 3) {
        //状态变更为开战前的界面时,关闭只有开战时才能打开的界面
        this.ctrl.openAttkLookWindow(false);
        this.ctrl.openAttkPositionWindow(false);
        this.ctrl.openGuildWarAwardWindow(false);
        this.ctrl.openBattleLogWindow(false);
        this.ctrl.openDefendLookWindow(false);
        this.ctrl.openGuildWarRankView(false);
      }
 
      this.refreshGuildWarStatus();
    }, this); //详细数据
 
    this.addGlobalEvent(GuildwarEvent.GuildWarEnemyPositionDataInitEvent, function () {
      this.refreshChallengeCount();
      this.refreshStarAndBuffInfo();
      this.refreshTopThreeRank();
      this.refreshGuildWarPosition();
    }, this); //挑战次数更新
 
    this.addGlobalEvent(GuildwarEvent.UpdateGuildwarChallengeCountEvent, function () {
      this.refreshChallengeCount();
    }, this); //基础数据更新
 
    this.addGlobalEvent(GuildwarEvent.UpdateGuildWarBaseInfoEvent, function () {
      this.refreshTopThreeRank();
      this.refreshStarAndBuffInfo();
    }, this); //收到我方据点数据
 
    this.addGlobalEvent(GuildwarEvent.GetGuildWarMyPositionDataEvent, function () {
      this.refreshGuildWarPosition();
    }, this); //红点更新
 
    this.addGlobalEvent(GuildwarEvent.UpdateGuildWarRedStatusEvent, function (redtype, status) {
      this.updateMainRedStatus(redtype, status);
    }, this);
    Utils.onTouchEnd(this.close_btn, function () {
      this.ctrl.openMainWindow(false);
    }.bind(this), 2);
    Utils.onTouchEnd(this.explain_btn, function () {
      require("mainui_controller").getInstance().openCommonExplainView(true, Config.guild_war_data.data_explain);
    }.bind(this), 1); //进攻一览
 
    Utils.onTouchEnd(this.attk_check_btn, function () {
      this.ctrl.openAttkLookWindow(true);
    }.bind(this), 1); //对阵列表
 
    Utils.onTouchEnd(this.battle_list_btn, function () {
      this.ctrl.openBattleListWindow(true);
    }.bind(this), 1); //对阵列表(匹配成功展示界面)
 
    Utils.onTouchEnd(this.clash_list_btn, function () {
      this.ctrl.openBattleListWindow(true);
      this.model.updateGuildWarRedStatus(GuildConst.red_index.guildwar_match, false);
    }.bind(this), 1); //进攻日志
 
    Utils.onTouchEnd(this.ally_atk_btn, function () {
      this.ctrl.openBattleLogWindow(true);
      this.model.updateGuildWarRedStatus(GuildConst.red_index.guildwar_log, false);
    }.bind(this), 1); //战绩奖励
 
    Utils.onTouchEnd(this.look_award_btn, function () {
      this.ctrl.openGuildWarAwardWindow(true);
    }.bind(this), 1); //详细排名
 
    Utils.onTouchEnd(this.rank_btn, function () {
      this.ctrl.openGuildWarRankView(true);
    }.bind(this), 1); //切换阵地
 
    Utils.onTouchEnd(this.change_scene_btn, function () {
      this.changeGuildwarPositionType();
    }.bind(this), 1); //宝箱按钮
 
    Utils.onTouchEnd(this.award_box_btn, function () {
      this.ctrl.openAwardBoxWindow(true);
    }.bind(this), 1); //宝箱按钮
 
    Utils.onTouchEnd(this.look_box_btn, function () {
      this.ctrl.openAwardBoxWindow(true);
    }.bind(this), 1);
    this.map_layer.on(cc.Node.EventType.TOUCH_START, function (event) {
      this.last_point = null;
      this.is_move_map_layer = true;
      return true;
    }, this);
    this.map_layer.on(cc.Node.EventType.TOUCH_MOVE, function (event) {
      var touches = event.getTouches();
      this.last_point = touches[0].getDelta();
      this.moveMapLayer(this.last_point.x, this.last_point.y);
      this.dynamicShowGuildWarPosition();
      this.dynamicAddMapImage();
    }, this);
    this.map_layer.on(cc.Node.EventType.TOUCH_END, function (event) {
      this.is_move_map_layer = false;
    }, this);
  },
  // 预制体加载完成之后,添加到对应主节点之后的回调,也就是一个窗体的正式入口,可以设置一些数据了
  openRootWnd: function openRootWnd() {
    var flag = this.model.getGuildWarEnemyFlag();
    var status = this.model.getGuildWarStatus();
    this.refreshGuildWarStatus();
    this.updateMainRedStatus(); //打开界面时判断,如果有匹配到对手且状态为开战中或结算,但无缓存数据,则请求数据
 
    if (flag == 1 && status > GuildwarConst.status.showing && !this.model.checkIsHaveEnemyCacheData()) {
      this.ctrl.requestGuildWarData();
    } else {
      this.refreshGuildWarPosition();
      this.refreshStarAndBuffInfo();
      this.refreshTopThreeRank();
      this.refreshChallengeCount();
    }
  },
  //状态刷新
  refreshGuildWarStatus: function refreshGuildWarStatus() {
    var status = this.model.getGuildWarStatus();
    var isShowTips = false;
    var tips_str = "";
    this.clash_list_btn.active = false;
    var flag = this.model.getGuildWarEnemyFlag();
 
    if (status == GuildwarConst.status.close) {
      isShowTips = true;
      tips_str = Utils.TI18N("公会战暂未开始,请在每周一、周三、周六12:00-20:00准时参加哦!(゚∀゚)つ"); //所有据点都放入缓存池中
 
      for (var i = this.position_stack.length; i > 0; i--) {
        var item = this.position_stack.pop();
        var pos = item.getPositionPos();
        item.setVisible(false);
        item.suspendAllActions();
        this.position_pool.push(item);
        this.position_pos[pos] = null;
      }
    } else if (status == GuildwarConst.status.matching) {
      isShowTips = true;
      tips_str = Utils.TI18N("正在匹配,请耐心等待");
    } else if (status == GuildwarConst.status.showing) {
      if (flag == 1) {
        tips_str = Utils.TI18N("公会战暂未开始,请在每周一、周三、周六12:00-20:00准时参加哦!(゚∀゚)つ");
      } else {
        tips_str = Utils.TI18N("很遗憾,您的公会在此次公会战中匹配轮空或活跃人数未达标,请期待下次!(つд∩)");
      }
 
      this.clash_list_btn.active = true;
      isShowTips = true;
    } else if (status == GuildwarConst.status.processing) {
      if (flag == 1) {
        isShowTips = false;
      } else {
        tips_str = Utils.TI18N("很遗憾,您的公会在此次公会战中匹配轮空或活跃人数未达标,请期待下次!(つд∩)");
        isShowTips = true;
        this.clash_list_btn.active = true;
      }
    } else if (status == GuildwarConst.status.settlement) {
      if (flag == 1) {
        isShowTips = false;
      } else {
        tips_str = Utils.TI18N("很遗憾,您的公会在此次公会战中匹配轮空或活跃人数未达标,请期待下次!(つд∩)");
        isShowTips = true;
        this.clash_list_btn.active = true;
      }
    }
 
    this.guildwar_status = status;
 
    if (isShowTips) {
      this.state_tips_label_lb.string = tips_str;
    }
 
    this.show_panel.active = !isShowTips;
    this.state_panel.active = isShowTips;
    this.refreshSurplusTime();
    this.refreshChallengeCount();
  },
  //加载阵地地图资源(只创建3张,动态调整位置重复使用)
  addMapImage: function addMapImage() {
    for (var i = 1; i < 4; i++) {
      var pos_y = (6 - i) * 1280;
      var map_bg = Utils.createImage(this.map_layer, null, 0, pos_y, cc.v2(0, 0));
      this.loadImage(map_bg, PathTool.getUIIconPath("bigbg/guildwar", "guildwar_1"));
      this.map_bgs.push(map_bg);
    }
 
    this.dynamicAddMapImage();
  },
  loadImage: function loadImage(image, res) {
    this.loadRes(res, function (sp) {
      image.spriteFrame = sp;
    }.bind(this));
  },
  getTopOrBottomMapBgPosY: function getTopOrBottomMapBgPosY(flag) {
    var value = null;
 
    for (var k in this.map_bgs) {
      var mapbg = this.map_bgs[k];
      var pos_y = mapbg.node.y;
      value = value || pos_y;
 
      if (flag == 1 && pos_y > value) {
        value = pos_y;
      } else if (flag == 2 && pos_y < value) {
        value = pos_y;
      }
    }
 
    return value;
  },
  //动态调整地图位置
  dynamicAddMapImage: function dynamicAddMapImage() {
    var map_pos_y = this.map_layer.y;
    map_pos_y = Math.abs(map_pos_y);
    var offset_y = 640;
 
    for (var k in this.map_bgs) {
      var mapbg = this.map_bgs[k];
      var bg_pos_y = mapbg.node.y;
 
      if (bg_pos_y + offset_y < map_pos_y - 1280) {
        mapbg.node.y = this.getTopOrBottomMapBgPosY(1) + 1280;
      } else if (bg_pos_y - offset_y > map_pos_y + 1280) {
        mapbg.node.y = this.getTopOrBottomMapBgPosY(2) - 1280;
      }
    }
  },
  moveMapLayer: function moveMapLayer(x, y) {
    x = this.map_layer.x + x;
    y = this.map_layer.y + y;
    var return_pos = this.checkMapLayerPoint(x, y);
    this.map_layer.setPosition(return_pos.x, return_pos.y);
  },
  checkMapLayerPoint: function checkMapLayerPoint(_x, _y) {
    var return_pos = cc.v2(_x, _y);
 
    if (_x > this.map_layer_posX) {
      return_pos.x = this.map_layer_posX;
    } else if (_x < this.free_size.width - this.map_size.width + this.map_layer_posX) {
      return_pos.x = this.free_size.width - this.map_size.width + this.map_layer_posX;
    }
 
    if (_y < this.free_size.height - this.map_size.height + this.map_layer_posY) {
      return_pos.y = this.free_size.height - this.map_size.height + this.map_layer_posY;
    } else if (return_pos.y >= this.map_layer_posY) {
      return_pos.y = this.map_layer_posY;
    }
 
    return return_pos;
  },
  //剩余时间显示
  refreshSurplusTime: function refreshSurplusTime() {
    this.surplusTime = this.model.getGuildWarSurplusTime();
 
    if (this.surplusTime < 0) {
      this.surplusTime = 0;
    }
 
    this.time_label_lb.string = TimeTool.getTimeFormatDayIIIIIIII(this.surplusTime);
    this.openGuildWarSurplusTimer(true);
  },
  //活动剩余时间倒计时
  openGuildWarSurplusTimer: function openGuildWarSurplusTimer(status) {
    if (status == true) {
      if (this.guildwar_timer == null) {
        this.guildwar_timer = gcore.Timer.set(function () {
          this.surplusTime = this.surplusTime - 1;
 
          if (this.surplusTime >= 0) {
            this.time_label_lb.string = TimeTool.getTimeFormatDayIIIIIIII(this.surplusTime);
          } else {
            this.surplusTime = 0;
            gcore.Timer.del(this.guildwar_timer);
            this.guildwar_timer = null;
          }
        }.bind(this), 1000, -1);
      }
    } else {
      if (this.guildwar_timer != null) {
        gcore.Timer.del(this.guildwar_timer);
        this.guildwar_timer = null;
      }
    }
  },
  //剩余次数刷新
  refreshChallengeCount: function refreshChallengeCount() {
    if (this.guildwar_status == GuildwarConst.status.settlement) {
      this.challenge_label_lb.string = Utils.TI18N("后关闭");
    } else {
      var count = this.model.getGuildWarChallengeCount();
      var max_count = Config.guild_war_data.data_const.challange_time_limit.val;
      this.challenge_label_lb.string = cc.js.formatStr(Utils.TI18N("挑战次数:%s/%s"), max_count - count, max_count);
    }
  },
  //刷新双方星数、结果和buff信息
  refreshStarAndBuffInfo: function refreshStarAndBuffInfo() {
    var myGuildData = this.model.getMyGuildWarBaseInfo();
    cc.log(myGuildData);
    this.my_guild_name_lb.string = myGuildData.gname || "";
    this.my_guild_star_lb.string = myGuildData.hp || 0;
    var buff_lev = myGuildData.buff_lev || 0;
    var max_level = Config.guild_war_data.data_buff_length;
    this.buff_lv_label_lb.string = cc.js.formatStr(Utils.TI18N("%s/%s级"), buff_lev, max_level);
    var enemyGuildData = this.model.getEnemyGuildWarBaseInfo();
    this.enemy_guild_name_lb.string = enemyGuildData.gname || "";
    this.enemy_guild_star_lb.string = enemyGuildData.hp || 0;
    var result = this.model.getGuildWarResult();
    this.my_guild_win_nd.active = result == GuildwarConst.result.win;
    this.my_guild_dogfall_nd.active = result == GuildwarConst.result.dogfall;
    this.enemy_guild_win_nd.active = result == GuildwarConst.result.lose;
    this.enemy_guild_dogfall_nd.active = result == GuildwarConst.result.dogfall;
  },
  //刷新前三排名数据
  refreshTopThreeRank: function refreshTopThreeRank() {
    var rank_list = this.model.getGuildWarTopThreeRank();
    if (rank_list == null || Utils.next(rank_list) == null) return;
 
    for (var i in rank_list) {
      var v = rank_list[i];
 
      if (!this.top3_item_list[v.rank]) {
        var item = this.createSingleRankItem(v.rank);
        item.container.setParent(this.rank_container);
        this.top3_item_list[v.rank] = item;
      }
 
      var item = this.top3_item_list[v.rank];
 
      if (item) {
        item.container.setPosition(-10, -60 - (v.rank - 1) * item.container.getContentSize().height);
        item.label.string = v.name;
      }
    }
  },
  createSingleRankItem: function createSingleRankItem(i) {
    var obj = {};
    var container = new cc.Node();
    obj.container = container;
    container.setAnchorPoint(cc.v2(0, 1));
    container.setContentSize(cc.size(180, 40));
    var sp = Utils.createImage(container, null, 0, 0, cc.v2(0, 1));
    this.loadImage(sp, PathTool.getUIIconPath("common", "common_300" + i));
    sp.node.scale = 0.5;
    sp.node.x = 10;
    sp.node.y = 20;
    obj.sp = sp;
    var label = Utils.createLabel(20, this.color_1, null, 60, 20, "", container);
    label.node.setAnchorPoint(0, 1);
    obj.label = label;
    return obj;
  },
  //据点
  refreshGuildWarPosition: function refreshGuildWarPosition() {
    this.position_vo_data = {};
 
    if (this.guildwar_status == GuildwarConst.status.processing || this.guildwar_status == GuildwarConst.status.settlement) {
      if (this.cur_position_type == GuildwarConst.positions.myself) {
        this.position_vo_data = this.model.getMyGuildWarPositionList();
      } else if (this.cur_position_type == GuildwarConst.positions.others) {
        this.position_vo_data = this.model.getEnemyGuildWarPositionList();
      }
    }
 
    this.dynamicShowGuildWarPosition();
  },
  //动态加载据点显示
  dynamicShowGuildWarPosition: function dynamicShowGuildWarPosition() {
    this.checkPositionMoveToPool();
 
    for (var k in this.position_vo_data) {
      var position_vo = this.position_vo_data[k];
      var pos_data = Config.guild_war_data.data_position[position_vo.pos];
 
      if (pos_data && !this.position_pos[position_vo.pos] && this.checkPositionIsInDisplayRect(pos_data.pos_x, pos_data.pos_y)) {
        var position_item = this.position_pool.shift();
 
        if (position_item == null) {
          position_item = new GuildwarPositionItem();
          position_item.show();
          position_item.setParent(this.map_layer);
        }
 
        position_item.setVisible(true);
        position_item.setData(position_vo, this.cur_position_type);
        position_item.setPosition(pos_data.pos_x, pos_data.pos_y);
        this.position_stack.push(position_item);
        this.position_pos[position_vo.pos] = true;
      }
    }
  },
  //检测已创建的据点是否需要放入缓存池
  checkPositionMoveToPool: function checkPositionMoveToPool() {
    for (var i = 0; i < this.position_stack.length; i++) {
      var item = this.position_stack[i];
      var pos = item.getPosition();
 
      if (!this.checkPositionIsInDisplayRect(pos.x, pos.y)) {
        var pos_ = item.getPositionPos();
        item.setVisible(false);
        item.suspendAllActions();
        this.position_pool.push(item);
        this.position_stack.splice(i, 1);
        this.position_pos[pos_] = null;
      }
    }
  },
  //根据据点位置计算是否在显示区域之内
  checkPositionIsInDisplayRect: function checkPositionIsInDisplayRect(pos_x, pos_y) {
    var isIn = true;
    var item_width = 190;
    var item_height = 226;
    var map_pos = this.map_layer.getPosition();
    var map_pos_x = Math.abs(map_pos.x);
    var map_pos_y = Math.abs(map_pos.y);
 
    if (pos_x + item_width / 2 < map_pos_x - 360 || pos_x - item_width / 2 > map_pos_x + this.free_size.width - 360 || pos_y + item_height < map_pos_y - 640 || pos_y > map_pos_y - 640 + 1280) {
      isIn = false;
    }
 
    return isIn;
  },
  //切换阵地
  changeGuildwarPositionType: function changeGuildwarPositionType() {
    this.map_layer.setPosition(cc.v2(this.map_layer_posX, this.free_size.height - this.map_size.height + this.map_layer_posY));
 
    for (var i = 1; i < 4; i++) {
      var pos_y = (6 - i) * 1280;
      var map_bg = this.map_bgs[i];
 
      if (map_bg) {
        map_bg.node.setPosition(cc.v2(0, pos_y));
      }
    } //所有据点都放入缓存池中
 
 
    for (var i = this.position_stack.length; i > 0; i--) {
      var item = this.position_stack.pop();
      var pos = item.getPositionPos();
      item.setVisible(false);
      item.suspendAllActions();
      this.position_pool.push(item);
      this.position_pos[pos] = null;
    }
 
    if (this.cur_position_type == GuildwarConst.positions.myself) {
      this.cur_position_type = GuildwarConst.positions.others;
      this.refreshGuildWarPosition();
      this.change_scene_btn_lb.string = Utils.TI18N("敌方阵地");
    } else {
      this.cur_position_type = GuildwarConst.positions.myself;
      this.change_scene_btn_lb.string = Utils.TI18N("我方阵地");
      var myPositionData = this.model.getMyGuildWarPositionList();
 
      if (Utils.next(myPositionData) == null) {
        this.ctrl.requestMyGuildPositionData();
      } else {
        this.refreshGuildWarPosition();
      }
    }
  },
  updateMainRedStatus: function updateMainRedStatus(redtype, status) {
    if (redtype == GuildConst.red_index.guildwar_match) {
      Utils.addRedPointToNodeByStatus(this.clash_list_btn, status);
    } else if (redtype == GuildConst.red_index.guildwar_log) {
      Utils.addRedPointToNodeByStatus(this.ally_atk_btn, status);
    } else if (redtype == GuildConst.red_index.guildwar_box) {
      Utils.addRedPointToNodeByStatus(this.award_box_btn, status);
      Utils.addRedPointToNodeByStatus(this.look_box_btn, status);
    } else {
      var match_btn_status = this.model.checkRedIsShowByRedType(GuildConst.red_index.guildwar_match);
      Utils.addRedPointToNodeByStatus(this.clash_list_btn, match_btn_status);
      var atk_btn_status = this.model.checkRedIsShowByRedType(GuildConst.red_index.guildwar_log);
      Utils.addRedPointToNodeByStatus(this.ally_atk_btn, atk_btn_status);
      var box_btn_status = this.model.checkRedIsShowByRedType(GuildConst.red_index.guildwar_box);
      Utils.addRedPointToNodeByStatus(this.award_box_btn, box_btn_status);
      Utils.addRedPointToNodeByStatus(this.look_box_btn, box_btn_status);
    }
  },
  // 关闭窗体回调,需要在这里调用该窗体所属controller的close方法没用于置空该窗体实例对象
  closeCallBack: function closeCallBack() {
    for (var k in this.position_stack) {
      if (this.position_stack[k]) {
        this.position_stack[k].deleteMe();
        this.position_stack[k] = null;
      }
    }
 
    this.position_stack = null;
 
    for (var k in this.position_pool) {
      if (this.position_pool[k]) {
        this.position_pool[k].deleteMe();
        this.position_pool[k] = null;
      }
    }
 
    this.position_pool = null;
    this.openGuildWarSurplusTimer(false);
    this.ctrl.openMainWindow(false);
  }
});
 
cc._RF.pop();