完善联机框架
This commit is contained in:
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87cd436846
commit
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@ -2,6 +2,7 @@ package com.example.catchTheLetters.entity;
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import cn.hutool.core.collection.ConcurrentHashSet;
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import cn.hutool.core.collection.ConcurrentHashSet;
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import com.example.catchTheLetters.enums.RoomStatus;
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import com.example.catchTheLetters.enums.RoomStatus;
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import com.example.catchTheLetters.model.vo.Letter;
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import lombok.Data;
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import lombok.Data;
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import org.springframework.web.socket.WebSocketSession;
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import org.springframework.web.socket.WebSocketSession;
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@ -23,6 +24,8 @@ public class GameRoom {
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private WebSocketSession host;
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private WebSocketSession host;
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// 单词 : 目前在拼这个单词的玩家数
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// 单词 : 目前在拼这个单词的玩家数
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private final Map<String, Integer> words = new ConcurrentSkipListMap<>();
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private final Map<String, Integer> words = new ConcurrentSkipListMap<>();
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// 字母id : 字母
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private final Map<Long, Letter> letters = new ConcurrentHashMap<>();
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public GameRoom(WebSocketSession host, PlayerInGame player) {
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public GameRoom(WebSocketSession host, PlayerInGame player) {
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this.roomId = UUID.randomUUID().getLeastSignificantBits();
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this.roomId = UUID.randomUUID().getLeastSignificantBits();
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@ -16,4 +16,19 @@ public class LetterAction implements Serializable {
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private LetterActionType type;
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private LetterActionType type;
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private Letter letter;
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private Letter letter;
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private String userId;
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private String userId;
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private long letterId;
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public LetterAction() {
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}
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public LetterAction(LetterActionType type, Letter letter, String userId) {
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this.type = type;
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this.letter = letter;
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this.userId = userId;
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}
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public LetterAction(LetterActionType type, Letter letter) {
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this.type = type;
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this.letter = letter;
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}
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}
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}
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@ -26,4 +26,20 @@ public class PlayerInGame implements Serializable {
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this.currentWord = "";
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this.currentWord = "";
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this.currentAnswer = "";
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this.currentAnswer = "";
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}
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}
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public void addScore(int score) {
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this.score += score;
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}
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public void reduceHealth(int health) {
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this.health = Math.max(0, this.health - health);
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}
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public void setCurrentAnswer(String letter) {
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this.currentAnswer += letter;
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}
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public void clearCurrentAnswer() {
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this.currentAnswer = "";
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}
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}
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}
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@ -13,4 +13,28 @@ public class RoomAction implements Serializable {
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// 房主踢出玩家时或被邀请的玩家ID
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// 房主踢出玩家时或被邀请的玩家ID
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private String userID;
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private String userID;
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private long roomID;
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private long roomID;
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public RoomAction() {
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}
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public RoomAction(RoomActionType type, String token, String userID, long roomID) {
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this.type = type;
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this.token = token;
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this.userID = userID;
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this.roomID = roomID;
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}
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public RoomAction(RoomActionType type, String userID) {
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this.type = type;
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this.userID = userID;
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}
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public RoomAction(RoomActionType type, long roomID) {
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this.type = type;
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this.roomID = roomID;
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}
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public RoomAction(RoomActionType type) {
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this.type = type;
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}
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}
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}
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@ -11,5 +11,7 @@ public enum MessageType {
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LETTER,
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LETTER,
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SCORE,
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SCORE,
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HEALTH,
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HEALTH,
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ERROR
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ERROR,
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LOGIN,
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LOGOUT
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}
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}
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@ -11,5 +11,7 @@ public enum RoomActionType {
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KICK,
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KICK,
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LEAVE,
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LEAVE,
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START,
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START,
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INVITE
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CANCEL_START,
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INVITE,
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END
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}
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}
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@ -1,7 +1,10 @@
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package com.example.catchTheLetters.handler;
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package com.example.catchTheLetters.handler;
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import com.example.catchTheLetters.entity.GameMessage;
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import com.example.catchTheLetters.entity.GameMessage;
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import com.example.catchTheLetters.entity.LetterAction;
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import com.example.catchTheLetters.entity.PlayerInput;
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import com.example.catchTheLetters.entity.PlayerInput;
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import com.example.catchTheLetters.entity.RoomAction;
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import com.example.catchTheLetters.enums.LetterActionType;
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import com.example.catchTheLetters.enums.MessageType;
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import com.example.catchTheLetters.enums.MessageType;
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import com.example.catchTheLetters.service.RoomService;
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import com.example.catchTheLetters.service.RoomService;
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import com.fasterxml.jackson.core.JsonProcessingException;
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import com.fasterxml.jackson.core.JsonProcessingException;
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@ -13,7 +16,7 @@ import org.springframework.web.socket.TextMessage;
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import org.springframework.web.socket.WebSocketSession;
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import org.springframework.web.socket.WebSocketSession;
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import org.springframework.web.socket.handler.TextWebSocketHandler;
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import org.springframework.web.socket.handler.TextWebSocketHandler;
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import java.io.IOException;
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import java.util.Objects;
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/**
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/**
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* WebSocket 处理器
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* WebSocket 处理器
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@ -46,15 +49,49 @@ public class WebSocketHandler extends TextWebSocketHandler {
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break;
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break;
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case ROOM:
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case ROOM:
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// 处理房间消息
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// 处理房间消息
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var roomData = (RoomAction) gameMessage.getData();
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switch (roomData.getType()) {
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case CREATE:
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roomService.createRoom(session, roomData.getToken());
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break;
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case JOIN:
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roomService.addPlayer(gameMessage.getRoomId(), session, roomData.getToken());
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break;
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case LEAVE:
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roomService.removePlayer(gameMessage.getRoomId(), session);
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break;
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case KICK:
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roomService.kickPlayer(gameMessage.getRoomId(), session, roomData.getUserID());
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break;
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case START:
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roomService.startGame(gameMessage.getRoomId(), session);
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break;
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case CANCEL_START:
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roomService.cancelStartGame(gameMessage.getRoomId(), session);
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break;
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case END:
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roomService.endGame(gameMessage.getRoomId());
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break;
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default:
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roomService.sendMessage(session, new GameMessage<>(MessageType.ERROR, "未知的房间操作"));
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}
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break;
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break;
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case LETTER:
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case LETTER:
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// 处理字母消息
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// 处理字母消息
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var letterData = (LetterAction) gameMessage.getData();
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if (Objects.requireNonNull(letterData.getType()) == LetterActionType.GET)
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// 获取字母
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roomService.getLetter(gameMessage.getRoomId(), session, letterData.getLetterId());
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else
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roomService.sendMessage(session, new GameMessage<>(MessageType.ERROR, "未知的字母操作"));
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break;
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break;
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case SCORE:
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case LOGIN:
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// 处理分数消息
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// 处理登录消息
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roomService.connect(session, (String) gameMessage.getData());
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break;
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break;
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case HEALTH:
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case LOGOUT:
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// 处理生命值消息
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// 处理登出消息
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roomService.disconnect((String) gameMessage.getData());
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break;
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break;
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default:
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default:
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roomService.sendMessage(session, new GameMessage<>(MessageType.ERROR, "未知的消息类型"));
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roomService.sendMessage(session, new GameMessage<>(MessageType.ERROR, "未知的消息类型"));
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@ -9,6 +9,8 @@ import lombok.Data;
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*/
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*/
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@Data
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@Data
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public class Letter {
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public class Letter {
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private long id;
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// 字母值,如果是10则是加血
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// 字母值,如果是10则是加血
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private String letterVal;
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private String letterVal;
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@ -18,12 +20,14 @@ public class Letter {
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// 字母的x坐标,0-1之间
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// 字母的x坐标,0-1之间
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private float x;
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private float x;
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public Letter(String letterVal, float x) {
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public Letter(long id, String letterVal, float x) {
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this.id = id;
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this.letterVal = letterVal;
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this.letterVal = letterVal;
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this.x = x;
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this.x = x;
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}
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}
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public Letter(String letterVal, float x, float speed) {
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public Letter(long id, String letterVal, float x, float speed) {
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this.id = id;
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this.letterVal = letterVal;
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this.letterVal = letterVal;
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this.x = x;
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this.x = x;
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this.speed = speed;
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this.speed = speed;
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* @param <T> 消息类型
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* @param <T> 消息类型
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*/
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*/
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<T> void sendMessage(WebSocketSession session, T message);
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<T> void sendMessage(WebSocketSession session, T message);
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/**
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* 玩家获得了字母
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* @param roomId 房间号
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* @param session WebSocket 会话
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* @param letterId 字母ID
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*/
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void getLetter(long roomId, WebSocketSession session, long letterId);
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}
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}
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@ -1,6 +1,7 @@
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package com.example.catchTheLetters.service.impl;
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package com.example.catchTheLetters.service.impl;
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import com.example.catchTheLetters.entity.*;
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import com.example.catchTheLetters.entity.*;
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import com.example.catchTheLetters.enums.LetterActionType;
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import com.example.catchTheLetters.enums.MessageType;
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import com.example.catchTheLetters.enums.MessageType;
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import com.example.catchTheLetters.enums.RoomActionType;
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import com.example.catchTheLetters.enums.RoomActionType;
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import com.example.catchTheLetters.enums.RoomStatus;
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import com.example.catchTheLetters.enums.RoomStatus;
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@ -17,6 +18,7 @@ import org.springframework.web.socket.WebSocketSession;
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import java.io.IOException;
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import java.io.IOException;
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import java.util.Map;
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import java.util.Map;
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import java.util.Random;
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import java.util.Random;
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import java.util.UUID;
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import java.util.concurrent.ConcurrentHashMap;
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import java.util.concurrent.ConcurrentHashMap;
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/**
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/**
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@ -60,23 +62,30 @@ public class RoomServiceImpl implements RoomService {
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}
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}
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players.put(session, player);
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players.put(session, player);
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// TODO 发送消息通知其他玩家有人加入了
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// 发送消息通知其他玩家有人加入了
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var message = new GameMessage<>(MessageType.ROOM, new RoomAction(RoomActionType.JOIN, player.getUserId()));
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for (var playerEntry : players.entrySet())
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if (playerEntry.getKey() != session)
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sendMessage(playerEntry.getKey(), message);
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}
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}
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@Override
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@Override
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public void removePlayer(long roomId, WebSocketSession session) {
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public void removePlayer(long roomId, WebSocketSession session) {
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var room = rooms.get(roomId);
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var room = rooms.get(roomId);
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var players = room.getPlayers();
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var players = room.getPlayers();
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players.remove(session);
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var removed = players.remove(session);
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// 如果是房主退出,更换房主,否则关闭房间
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// 如果是房主退出,更换房主,否则关闭房间
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if (session == room.getHost()) {
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if (session == room.getHost()) {
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if (!players.isEmpty()) {
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if (!players.isEmpty())
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room.setHost(players.keySet().iterator().next());
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room.setHost(players.keySet().iterator().next());
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} else {
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else
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rooms.remove(roomId);
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rooms.remove(roomId);
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}
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}
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}
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// 发送消息通知其他玩家有人退出了
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// TODO 发送消息通知其他玩家有人退出了
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var message = new GameMessage<>(MessageType.ROOM, new RoomAction(RoomActionType.LEAVE, removed.getUserId()));
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for (var player : players.keySet())
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if (player != session)
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sendMessage(player, message);
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}
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}
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@Override
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@Override
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return;
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return;
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}
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}
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var players = room.getPlayers();
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var players = room.getPlayers();
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var message = new GameMessage<>(MessageType.ROOM, new RoomAction(RoomActionType.KICK, playerID));
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WebSocketSession aimSession = null;
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for (var player : players.entrySet()) {
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for (var player : players.entrySet()) {
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if (player.getValue().getUserId().equals(playerID)) {
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if (player.getValue().getUserId().equals(playerID))
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players.remove(player.getKey());
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aimSession = player.getKey();
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// TODO 发送消息通知有玩家被踢出了
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// 发送消息通知有玩家被踢出了
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break;
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sendMessage(player.getKey(), message);
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}
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}
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}
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players.remove(aimSession);
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}
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}
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@Override
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@Override
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var players = room.getPlayers();
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var players = room.getPlayers();
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var readyPlayers = room.getReadyPlayers();
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var readyPlayers = room.getReadyPlayers();
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readyPlayers.add(session);
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readyPlayers.add(session);
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// TODO 发送消息通知其他玩家有人准备好了
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// 发送消息通知其他玩家有人准备好了
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var message = new GameMessage<>(MessageType.ROOM, new RoomAction(RoomActionType.START, session.getId()));
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for (var player : players.keySet())
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if (player != session)
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sendMessage(player, message);
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// 如果所有玩家都准备好了,开始游戏
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// 如果所有玩家都准备好了,开始游戏
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if (readyPlayers.size() == room.getPlayers().size()) {
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if (readyPlayers.size() == room.getPlayers().size()) {
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// TODO 发送消息通知所有玩家游戏开始
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// 发送消息通知所有玩家游戏开始
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var startMessage = new GameMessage<>(MessageType.ROOM, new RoomAction(RoomActionType.START, session.getId()));
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for (var player : players.keySet())
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sendMessage(player, startMessage);
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readyPlayers.clear();
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readyPlayers.clear();
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room.setStatus(RoomStatus.PLAYING);
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room.setStatus(RoomStatus.PLAYING);
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gameLogic(room);
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gameLogic(room);
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var room = rooms.get(roomId);
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var room = rooms.get(roomId);
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var readyPlayers = room.getReadyPlayers();
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var readyPlayers = room.getReadyPlayers();
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readyPlayers.remove(session);
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readyPlayers.remove(session);
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// TODO 发送消息通知其他玩家有人取消准备
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// 发送消息通知其他玩家有人取消准备
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var message = new GameMessage<>(MessageType.ROOM, new RoomAction(RoomActionType.CANCEL_START, session.getId()));
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for (var player : room.getPlayers().keySet())
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if (player != session)
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sendMessage(player, message);
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}
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}
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@Override
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@Override
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public void endGame(long roomId) {
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public void endGame(long roomId) {
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var room = rooms.get(roomId);
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var room = rooms.get(roomId);
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room.setStatus(RoomStatus.WAITING);
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room.setStatus(RoomStatus.WAITING);
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// TODO 发送消息通知所有玩家游戏结束
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// 发送消息通知所有玩家游戏结束
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var message = new GameMessage<>(MessageType.ROOM, new RoomAction(RoomActionType.END));
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|
for (var player : room.getPlayers().keySet())
|
||||||
|
sendMessage(player, message);
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
|
@ -133,8 +158,10 @@ public class RoomServiceImpl implements RoomService {
|
||||||
var message = new GameMessage<>(MessageType.INPUT, input);
|
var message = new GameMessage<>(MessageType.INPUT, input);
|
||||||
var room = rooms.get(roomId);
|
var room = rooms.get(roomId);
|
||||||
var players = room.getPlayers();
|
var players = room.getPlayers();
|
||||||
|
// 发送消息通知其他玩家有人输入了
|
||||||
for (var player : players.keySet())
|
for (var player : players.keySet())
|
||||||
if (player != session) sendMessage(player, message);
|
if (player != session)
|
||||||
|
sendMessage(player, message);
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
|
@ -143,6 +170,8 @@ public class RoomServiceImpl implements RoomService {
|
||||||
var player = new PlayerInGame(user.getId(), user);
|
var player = new PlayerInGame(user.getId(), user);
|
||||||
var room = new GameRoom(session, player);
|
var room = new GameRoom(session, player);
|
||||||
rooms.put(room.getRoomId(), room);
|
rooms.put(room.getRoomId(), room);
|
||||||
|
// 发送消息通知玩家创建房间成功
|
||||||
|
sendMessage(session, new GameMessage<>(MessageType.ROOM, new RoomAction(RoomActionType.CREATE, room.getRoomId())));
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
|
@ -150,8 +179,9 @@ public class RoomServiceImpl implements RoomService {
|
||||||
// 如果房间内还有玩家,全部移除
|
// 如果房间内还有玩家,全部移除
|
||||||
var room = rooms.get(roomId);
|
var room = rooms.get(roomId);
|
||||||
var players = room.getPlayers();
|
var players = room.getPlayers();
|
||||||
for (var player : players.keySet()) {
|
for (var player : players.entrySet()) {
|
||||||
// TODO 发送消息通知所有玩家房间已解散
|
// 发送消息通知所有玩家房间已解散
|
||||||
|
sendMessage(player.getKey(), new GameMessage<>(MessageType.ROOM, new RoomAction(RoomActionType.KICK, player.getValue().getUserId())));
|
||||||
}
|
}
|
||||||
rooms.remove(roomId);
|
rooms.remove(roomId);
|
||||||
}
|
}
|
||||||
|
@ -203,6 +233,24 @@ public class RoomServiceImpl implements RoomService {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void getLetter(long roomId, WebSocketSession session, long letterId) {
|
||||||
|
var room = rooms.get(roomId);
|
||||||
|
var letter = room.getLetters().get(letterId);
|
||||||
|
// 如果没有这个字母,代表被其他玩家拿走了
|
||||||
|
if (letter == null) return;
|
||||||
|
|
||||||
|
var players = room.getPlayers();
|
||||||
|
var player = players.get(session);
|
||||||
|
// 发送消息通知其他玩家有人获得了字母
|
||||||
|
var message = new GameMessage<>(MessageType.LETTER, new LetterAction(LetterActionType.GET, letter, player.getUserId()));
|
||||||
|
for (var playerEntry : players.entrySet())
|
||||||
|
sendMessage(playerEntry.getKey(), message);
|
||||||
|
// TODO 字母校验和加分、改变血量逻辑
|
||||||
|
// 玩家接取字母时,向玩家当前答案中添加字母,如果单词拼完,给玩家加5*word.length的分和10滴血,如果单词拼错,每秒扣5滴血,如果玩家血量为0,则死亡
|
||||||
|
// 如果接取的是回血爱心,给玩家加10滴血
|
||||||
|
}
|
||||||
|
|
||||||
private void generateLetter(GameRoom room) {
|
private void generateLetter(GameRoom room) {
|
||||||
var players = room.getPlayers();
|
var players = room.getPlayers();
|
||||||
var words = room.getWords();
|
var words = room.getWords();
|
||||||
|
@ -211,23 +259,25 @@ public class RoomServiceImpl implements RoomService {
|
||||||
if (words.size() <= 5) getWords(words);
|
if (words.size() <= 5) getWords(words);
|
||||||
|
|
||||||
Letter letter;
|
Letter letter;
|
||||||
|
var id = UUID.randomUUID().getLeastSignificantBits();
|
||||||
|
|
||||||
var val = random.nextInt(100);
|
var val = random.nextInt(100);
|
||||||
|
|
||||||
// 在80%概率当前单词的字母中随机选择一个,19%随机生成一个字母,1%是回血爱心。选定后随机赋值2f到6f的下落速度
|
// 在80%概率当前单词的字母中随机选择一个,19%随机生成一个字母,1%是回血爱心。选定后随机赋值2f到6f的下落速度
|
||||||
if (val == 0)
|
if (val == 0)
|
||||||
// 回血爱心
|
// 回血爱心
|
||||||
letter = new Letter("10", random.nextFloat(1), random.nextFloat(2, 6));
|
letter = new Letter(id, "10", random.nextFloat(1), random.nextFloat(2, 6));
|
||||||
else if (val <= 81)
|
else if (val <= 81)
|
||||||
// 从当前单词中随机选择一个字母
|
// 从当前单词中随机选择一个字母
|
||||||
letter = new Letter(words.keySet().toArray()[random.nextInt(words.size())].toString(), random.nextFloat(1), random.nextFloat(2, 6));
|
letter = new Letter(id, words.keySet().toArray()[random.nextInt(words.size())].toString(), random.nextFloat(1), random.nextFloat(2, 6));
|
||||||
else
|
else
|
||||||
// 随机生成一个字母
|
// 随机生成一个字母
|
||||||
letter = new Letter(String.valueOf((char) (random.nextInt(26) + 'a')), random.nextFloat(1), random.nextFloat(2, 6));
|
letter = new Letter(id, String.valueOf((char) (random.nextInt(26) + 'a')), random.nextFloat(1), random.nextFloat(2, 6));
|
||||||
|
|
||||||
|
room.getLetters().put(id, letter);
|
||||||
// 给所有玩家发送字母
|
// 给所有玩家发送字母
|
||||||
for (var player : players.keySet())
|
for (var player : players.keySet())
|
||||||
sendMessage(player, new GameMessage<>(MessageType.LETTER, letter));
|
sendMessage(player, new GameMessage<>(MessageType.LETTER, new LetterAction(LetterActionType.CREATE, letter)));
|
||||||
}
|
}
|
||||||
|
|
||||||
private void getWords(Map<String, Integer> words) {
|
private void getWords(Map<String, Integer> words) {
|
||||||
|
@ -236,6 +286,9 @@ public class RoomServiceImpl implements RoomService {
|
||||||
|
|
||||||
private void gameLogic(GameRoom room) {
|
private void gameLogic(GameRoom room) {
|
||||||
getWords(room.getWords());
|
getWords(room.getWords());
|
||||||
// TODO 从300秒开始倒计时,每秒调用一次generateLetter方法,如果时间到了,调用endGame方法,如果当前单词被某玩家拼完,Map对应单词的value++,如果value>=玩家数(有可能中途有人退出),目前单词出队列,继续下一个单词
|
// TODO 从300秒开始倒计时,每秒调用一次generateLetter方法,如果时间到了,调用endGame方法
|
||||||
|
// 如果当前单词被某玩家拼完,Map对应单词的value++,如果value>=玩家数(有可能中途有人退出),目前单词出队列,继续下一个单词
|
||||||
|
// 游戏结束后需要向玩家发送排行榜数据(用户ID、分数、排名)
|
||||||
|
// 最大的问题:丢包后如何处理?比如其他玩家按下按键后,自己没有接收到松开消息,导致其他玩家在画面中一直持续运动,网络连接稳定后,不同C端的玩家位置不一致
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -30,6 +30,9 @@ public class GameMessageDeserializer extends JsonDeserializer<GameMessage<?>> {
|
||||||
case "LETTER" -> new GameMessage<>(MessageType.LETTER, objectMapper.treeToValue(data, LetterAction.class));
|
case "LETTER" -> new GameMessage<>(MessageType.LETTER, objectMapper.treeToValue(data, LetterAction.class));
|
||||||
case "SCORE" -> new GameMessage<>(MessageType.SCORE, objectMapper.treeToValue(data, ScoreAction.class));
|
case "SCORE" -> new GameMessage<>(MessageType.SCORE, objectMapper.treeToValue(data, ScoreAction.class));
|
||||||
case "HEALTH" -> new GameMessage<>(MessageType.HEALTH, objectMapper.treeToValue(data, HealthAction.class));
|
case "HEALTH" -> new GameMessage<>(MessageType.HEALTH, objectMapper.treeToValue(data, HealthAction.class));
|
||||||
|
case "ERROR" -> new GameMessage<>(MessageType.ERROR, objectMapper.treeToValue(data, String.class));
|
||||||
|
case "LOGIN" -> new GameMessage<>(MessageType.LOGIN, objectMapper.treeToValue(data, String.class));
|
||||||
|
case "LOGOUT" -> new GameMessage<>(MessageType.LOGOUT, objectMapper.treeToValue(data, String.class));
|
||||||
default -> throw new IllegalArgumentException("未知的消息类型");
|
default -> throw new IllegalArgumentException("未知的消息类型");
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue