改绘制错误 bug + 将地图行,列,障碍物数量改为后端获取
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e6c49ad600
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@ -21,10 +21,6 @@ import java.util.concurrent.CopyOnWriteArraySet;
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@Component
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@ServerEndpoint("/websocket/{token}") // 注意不要以'/'结尾
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public class WebSocketServer {
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// 后端向前端发送信息,首先需要创建一个 session
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private Session session = null;
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// 用户信息:定义一个成员变量
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private User user;
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/*
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存储所有链接:对所有 websocket 可见的全局变量,存储为 static 静态变量
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因为每个 websocket 实例都在一个独立的线程里,所以该公共变量应该是线程安全的
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@ -36,6 +32,10 @@ public class WebSocketServer {
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private static final CopyOnWriteArraySet<User> matchPool = new CopyOnWriteArraySet<>();
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// 在 WebSocketServer 中注入数据库的方法演示-> 使用 static 定义为独一份的变量
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private static UserMapper userMapper;
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// 后端向前端发送信息,首先需要创建一个 session
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private Session session = null;
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// 用户信息:定义一个成员变量
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private User user;
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// 注入方法
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@Autowired
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@ -85,6 +85,54 @@ public class WebSocketServer {
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}
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}
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// 开始匹配的逻辑部分
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private void startMatching() {
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System.out.println("start matching");
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matchPool.add(this.user);
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while (matchPool.size()>=2){
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// 迭代器用于枚举前两个人进行匹配
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Iterator<User> it = matchPool.iterator();
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User a = it.next(), b = it.next();
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// 取出两个人之后,从匹配池中将他们删除
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matchPool.remove(a);
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matchPool.remove(b);
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// 匹配成功时,创建联机地图
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Game game = new Game(13,14,20);
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game.createMap(); // 初始化地图
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JSONObject respGameData = new JSONObject();
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respGameData.put("game_map",game.getG());
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respGameData.put("rows",game.getRows());
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respGameData.put("cols",game.getCols());
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respGameData.put("inner_walls_count",game.getInnerWallsCount());
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// 将 a 配对成功的消息传回客户端
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JSONObject respA = new JSONObject();
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respA.put("event","start-matching");
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respA.put("opponent_username",b.getUsername());
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respA.put("opponent_photo",b.getPhoto());
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respA.put("game_data",respGameData);
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// 获取 a 的链接,并通过 sendMessage 将消息传给前端
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users.get(a.getId()).sendMessage(respA.toJSONString());
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// 同理,将 b 的匹配成功信息传回给前端
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JSONObject respB = new JSONObject();
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respB.put("event","start-matching");
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respB.put("opponent_username",a.getUsername());
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respB.put("opponent_photo",a.getPhoto());
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respB.put("game_data",respGameData);
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users.get(b.getId()).sendMessage(respB.toJSONString());
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}
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}
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// 取消匹配的逻辑部分
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private void stopMatching() {
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System.out.println("stop matching");
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matchPool.remove(this.user);
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}
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// @OnMessage 用于从前端接收请求: 一般 onMessage 当成路由使用,做为消息判断处理的中间部分
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@OnMessage
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public void onMessage(String message, Session session) {
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@ -121,47 +169,6 @@ public class WebSocketServer {
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}
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}
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// 开始匹配的逻辑部分
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private void startMatching() {
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System.out.println("start matching");
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matchPool.add(this.user);
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while (matchPool.size()>=2){
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// 迭代器用于枚举前两个人进行匹配
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Iterator<User> it = matchPool.iterator();
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User a = it.next(), b = it.next();
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// 取出两个人之后,从匹配池中将他们删除
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matchPool.remove(a);
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matchPool.remove(b);
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// 匹配成功时,创建联机地图
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Game game = new Game(13,14,20);
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game.createMap(); // 初始化地图
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// 将 a 配对成功的消息传回客户端
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JSONObject respA = new JSONObject();
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respA.put("event","start-matching");
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respA.put("opponent_username",b.getUsername());
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respA.put("opponent_photo",b.getPhoto());
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respA.put("game_map",game.getG());
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// 获取 a 的链接,并通过 sendMessage 将消息传给前端
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users.get(a.getId()).sendMessage(respA.toJSONString());
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// 同理,将 b 的匹配成功信息传回给前端
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JSONObject respB = new JSONObject();
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respB.put("event","start-matching");
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respB.put("opponent_username",a.getUsername());
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respB.put("opponent_photo",a.getPhoto());
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respB.put("game_map",game.getG());
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users.get(b.getId()).sendMessage(respB.toJSONString());
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}
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}
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// 取消匹配的逻辑部分
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private void stopMatching() {
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System.out.println("stop matching");
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matchPool.remove(this.user);
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}
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}
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@ -17,15 +17,51 @@ public class Game {
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public Game(Integer rows, Integer cols, Integer inner_walls_count) {
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this.rows = rows;
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this.cols = cols;
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this.inner_walls_count = rows;
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this.inner_walls_count = inner_walls_count;
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this.g = new int[rows][cols];
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}
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public int getRows(){
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return rows;
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}
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public int getCols(){
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return cols;
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}
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public int getInnerWallsCount(){
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return inner_walls_count;
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}
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// 返回生成的地图
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public int[][] getG() {
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return g;
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}
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// 联通检测方法---true(联通)---false(不通),参数: 起点坐标 sx,sy ,终点坐标 tx,ty
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private boolean check_connectivity(int sx, int sy, int tx, int ty) {
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// 起点就是终点时,结果联通,直接返回 true
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if (sx == tx && sy == ty) return true;
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g[sx][sy] = 1;
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//枚举"上右下左"四个方向,求当前点下一个相邻点的坐标
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for (int i = 0; i < 4; i++) {
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int x = sx + dx[i];
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int y = sy + dy[i];
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// 判断是否撞到障碍物( g[x][y] == 0 表示没有碰到障碍物 ),如果没有赚到障碍物,且可以找到重点的话,返回 true(联通)
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if (x >= 0 && x < this.rows && y >= 0 && y < this.cols && g[x][y] == 0) {
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if (check_connectivity(x, y, tx, ty)) {
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// 还原状态
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g[sx][sy] = 0;
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return true;
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}
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}
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}
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// 还原状态
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g[sx][sy] = 0;
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return false;
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}
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// 画地图
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public boolean draw() {
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// 一开始现将所有障碍物初始化为 false
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@ -74,32 +110,6 @@ public class Game {
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return check_connectivity(this.rows - 2, 1, 1, this.cols - 2);
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}
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// 联通检测方法---true(联通)---false(不通),参数: 起点坐标 sx,sy ,终点坐标 tx,ty
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private boolean check_connectivity(int sx, int sy, int tx, int ty) {
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// 起点就是终点时,结果联通,直接返回 true
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if (sx == tx && sy == ty) return true;
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g[sx][sy] = 1;
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//枚举"上右下左"四个方向,求当前点下一个相邻点的坐标
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for (int i = 0; i < 4; i++) {
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int x = sx + dx[i];
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int y = sy + dy[i];
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// 判断是否撞到障碍物( g[x][y] == 0 表示没有碰到障碍物 ),如果没有赚到障碍物,且可以找到重点的话,返回 true(联通)
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if (x >= 0 && x < this.rows && y >= 0 && y < this.cols && g[x][y] == 0) {
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if (check_connectivity(x, y, tx, ty)) {
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// 还原状态
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g[sx][sy] = 0;
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return true;
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}
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}
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}
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// 还原状态
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g[sx][sy] = 0;
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return true;
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}
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public void createMap() {
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// 循环绘制:如果发现哪次循环中画地图成功了,则跳出循环,绘制结束
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for (int i = 0; i < 1000; i++) {
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@ -6,7 +6,6 @@ import io.jsonwebtoken.Claims;
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//Jwt 验证配置工具类
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public class JwtAuthenticationUtil {
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public static Integer getUserId(String token) {
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// 核心验证逻辑
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// 默认 userid 赋值为 -1 ,表示不存在
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int userId = -1;
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try {
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@ -15,18 +15,19 @@ export class GameMap extends AcGameObject {
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this.ctx = ctx;
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this.parent = parent;
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this.store = store;
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// 存下每个格子的绝对距离
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this.L = 0;
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/*
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// 定义棋盘格的行数和列数(前端生成地图时使用)
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/* // 定义棋盘格的行数和列数(前端生成地图时使用)
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// 行数和列数不同时设置为偶数或者不同时设置为奇数,可以避免AB两蛇同时进入同一个格子,避免因此对优势者不公平
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this.rows = 13;
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this.cols = 14;
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// 绘制棋盘内部区域的障碍物(墙)的数量(前端生成地图时使用)
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this.inner_walls_count = 30;
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*/
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this.inner_walls_count = 20; */
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this.rows = this.store.state.pk.rows;
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this.cols = this.store.state.pk.cols;
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this.inner_walls_count = this.store.state.pk.inner_walls_count;
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// 存储所有的墙
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// 上面的 super() 会先将 AcGameObject 先绘制, walls 的绘制在后面执行,因此墙最后会覆盖原棋盘格进行绘制
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*/
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// 创建障碍物(后端生成地图版本)
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create_wall() {
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create_walls() {
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// 取出后端生成后传到前端 store 中的 game_map
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const g = this.store.state.pk.game_map;
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// 枚举数组,将 g[r][c] == true 的部分绘制出来
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// 如果上一步连通性检测失败,则退出 this.create_wall() 函数,本步骤不再执行生成新对象的操作
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for (let r = 0; r < this.rows; r++) {
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@ -79,7 +79,6 @@ export class GameMap extends AcGameObject {
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}
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}
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}
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// 绘制成功则 return turn
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return true;
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}
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@ -188,10 +187,10 @@ export class GameMap extends AcGameObject {
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start() {
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// 开始时调用一次创建墙的函数
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// 循环 1000 次,如果成功创建则 break ,否则继续循环创建(前端生成地图时使用这一条)
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// for (let i = 0; i < 1000; i++) if (this.create_wall()) break;
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// for (let i = 0; i < 1000; i++) if (this.create_walls()) break;
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// 使用后端生成地图时,这里只需要调用一次就好
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this.create_wall();
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this.create_walls();
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// 开始时启动监听方法
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this.add_listening_events();
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@ -0,0 +1,121 @@
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import { AcGameObject } from "./AcGameObject";
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import { Wall } from "./Wall";
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import { Snake } from './Snake';
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export class GameMap extends AcGameObject {
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constructor(ctx, parent, store) {
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super();
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this.ctx = ctx;
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this.parent = parent;
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this.store = store;
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this.L = 0;
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this.rows = 13;
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this.cols = 14;
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this.inner_walls_count = 20;
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this.walls = [];
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this.snakes = [
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new Snake({id: 0, color: "#4876EC", r: this.rows - 2, c: 1}, this),
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new Snake({id: 1, color: "#F94848", r: 1, c: this.cols - 2}, this),
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];
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}
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create_walls() {
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const g = this.store.state.pk.gamemap;
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for (let r = 0; r < this.rows; r ++ ) {
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for (let c = 0; c < this.cols; c ++ ) {
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if (g[r][c]) {
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this.walls.push(new Wall(r, c, this));
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}
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}
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}
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}
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add_listening_events() {
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this.ctx.canvas.focus();
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const [snake0, snake1] = this.snakes;
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this.ctx.canvas.addEventListener("keydown", e => {
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if (e.key === 'w') snake0.set_direction(0);
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else if (e.key === 'd') snake0.set_direction(1);
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else if (e.key === 's') snake0.set_direction(2);
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else if (e.key === 'a') snake0.set_direction(3);
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else if (e.key === 'ArrowUp') snake1.set_direction(0);
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else if (e.key === 'ArrowRight') snake1.set_direction(1);
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else if (e.key === 'ArrowDown') snake1.set_direction(2);
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else if (e.key === 'ArrowLeft') snake1.set_direction(3);
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});
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}
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start() {
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this.create_walls();
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this.add_listening_events();
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}
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update_size() {
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this.L = parseInt(Math.min(this.parent.clientWidth / this.cols, this.parent.clientHeight / this.rows));
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this.ctx.canvas.width = this.L * this.cols;
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this.ctx.canvas.height = this.L * this.rows;
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}
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check_ready() { // 判断两条蛇是否都准备好下一回合了
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for (const snake of this.snakes) {
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if (snake.status !== "idle") return false;
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if (snake.direction === -1) return false;
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}
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return true;
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}
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next_step() { // 让两条蛇进入下一回合
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for (const snake of this.snakes) {
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snake.next_step();
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}
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}
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check_valid(cell) { // 检测目标位置是否合法:没有撞到两条蛇的身体和障碍物
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for (const wall of this.walls) {
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if (wall.r === cell.r && wall.c === cell.c)
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return false;
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}
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for (const snake of this.snakes) {
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let k = snake.cells.length;
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if (!snake.check_tail_increasing()) { // 当蛇尾会前进的时候,蛇尾不要判断
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k -- ;
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}
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for (let i = 0; i < k; i ++ ) {
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if (snake.cells[i].r === cell.r && snake.cells[i].c === cell.c)
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return false;
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}
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}
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return true;
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}
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update() {
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this.update_size();
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if (this.check_ready()) {
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this.next_step();
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}
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this.render();
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}
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render() {
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const color_even = "#AAD751", color_odd = "#A2D149";
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for (let r = 0; r < this.rows; r ++ ) {
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for (let c = 0; c < this.cols; c ++ ) {
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if ((r + c) % 2 == 0) {
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this.ctx.fillStyle = color_even;
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} else {
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this.ctx.fillStyle = color_odd;
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}
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this.ctx.fillRect(c * this.L, r * this.L, this.L, this.L);
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}
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}
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}
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}
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@ -8,6 +8,9 @@ export default {
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opponent_username: "",
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opponent_photo: "",
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game_map: null,
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rows: 0,
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cols: 0,
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inner_walls_count: 0,
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},
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getters: {},
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mutations: {
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@ -25,9 +28,12 @@ export default {
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state.status = status;
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},
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// 更新地图
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updateGameMap(state,game_map){
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state.game_map = game_map;
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}
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updateGameMap(state, game_data) {
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state.game_map = game_data.game_map;
|
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state.rows = game_data.rows;
|
||||
state.cols = game_data.cols;
|
||||
state.inner_walls_count = game_data.inner_walls_count;
|
||||
},
|
||||
},
|
||||
actions: {},
|
||||
module: {},
|
||||
|
|
|
@ -56,9 +56,10 @@ export default {
|
|||
// 匹配成功,延迟两秒后:更改匹配状态 matching -> playing
|
||||
setTimeout(() => {
|
||||
store.commit("updateStatus", "playing");
|
||||
}, 2000);
|
||||
}, 200);
|
||||
// 匹配成功,从后端更新地图
|
||||
store.commit("updateGameMap",data.game_map)
|
||||
store.commit("updateGameMap", data.game_data);
|
||||
console.log(data.game_data);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue