This commit is contained in:
wfz
2026-04-15 20:58:16 +08:00
commit 8ab9a9fa70
33 changed files with 6140 additions and 0 deletions

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package com.zombie.game;
import com.zombie.game.server.GameWebSocketServer;
public class GameServerMain {
public static void main(String[] args) {
int port = 8080;
if (args.length > 0) {
try {
port = Integer.parseInt(args[0]);
} catch (NumberFormatException e) {
System.err.println("Invalid port number, using default: 8080");
}
}
GameWebSocketServer server = new GameWebSocketServer(port);
server.start();
System.out.println("Zombie Crisis 3 Server started on port " + port);
System.out.println("Press Ctrl+C to stop the server");
Runtime.getRuntime().addShutdownHook(new Thread(() -> {
System.out.println("Shutting down server...");
try {
server.stop();
} catch (Exception e) {
e.printStackTrace();
}
}));
}
}

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package com.zombie.game.model;
import java.util.*;
public class Bullet {
private int id;
private float x, y;
private float z;
private float vx, vy, vz;
private float speed;
private int damage;
private String ownerId;
private String weapon;
private float range;
private float distanceTraveled;
private boolean explosive;
private float explosionRadius;
private float flightTime;
private float maxFlightTime;
private float targetX, targetY;
private boolean isGrenade;
public Bullet(int id, float x, float y, float angle, float speed, int damage,
String ownerId, String weapon, float range) {
this.id = id;
this.x = x;
this.y = y;
this.z = 0.5f;
this.speed = speed;
this.vx = (float) Math.sin(angle) * speed;
this.vy = (float) Math.cos(angle) * speed;
this.vz = 0;
this.damage = damage;
this.ownerId = ownerId;
this.weapon = weapon;
this.range = range;
this.distanceTraveled = 0;
this.explosive = weapon.equals(Constants.WEAPON_GRENADE);
this.explosionRadius = explosive ? 3.0f : 0;
this.flightTime = 0;
this.maxFlightTime = 0;
this.isGrenade = weapon.equals(Constants.WEAPON_GRENADE);
this.targetX = x + (float) Math.sin(angle) * range;
this.targetY = y + (float) Math.cos(angle) * range;
}
public Bullet(int id, float startX, float startY, float targetX, float targetY,
float flightDuration, int damage, String ownerId, float explosionRadius) {
this.id = id;
this.x = startX;
this.y = startY;
this.z = 0.5f;
this.targetX = targetX;
this.targetY = targetY;
this.damage = damage;
this.ownerId = ownerId;
this.weapon = Constants.WEAPON_GRENADE;
this.range = 0;
this.distanceTraveled = 0;
this.explosive = true;
this.explosionRadius = explosionRadius;
this.flightTime = 0;
this.maxFlightTime = flightDuration;
this.isGrenade = true;
this.speed = 0;
float dx = targetX - startX;
float dy = targetY - startY;
this.vx = dx / flightDuration;
this.vy = dy / flightDuration;
this.vz = 3.0f;
}
public int getId() { return id; }
public float getX() { return x; }
public float getY() { return y; }
public float getZ() { return z; }
public float getVx() { return vx; }
public float getVy() { return vy; }
public int getDamage() { return damage; }
public String getOwnerId() { return ownerId; }
public String getWeapon() { return weapon; }
public boolean isExplosive() { return explosive; }
public float getExplosionRadius() { return explosionRadius; }
public float getTargetX() { return targetX; }
public float getTargetY() { return targetY; }
public boolean isGrenade() { return isGrenade; }
public boolean update(float dt, GameMap map) {
if (isGrenade) {
flightTime += dt;
x += vx * dt;
y += vy * dt;
float progress = flightTime / maxFlightTime;
z = 0.5f + 4.0f * (float) Math.sin(progress * Math.PI);
if (flightTime >= maxFlightTime || z <= 0.5f && progress > 0.5f) {
return false;
}
if (x < 0 || x >= Constants.GRID_SIZE || y < 0 || y >= Constants.GRID_SIZE) {
return false;
}
return true;
} else {
float moveX = vx * dt;
float moveY = vy * dt;
x += moveX;
y += moveY;
distanceTraveled += (float) Math.sqrt(moveX * moveX + moveY * moveY);
if (distanceTraveled >= range) return false;
if (x < 0 || x >= Constants.GRID_SIZE || y < 0 || y >= Constants.GRID_SIZE) return false;
int gx = (int) Math.floor(x);
int gy = (int) Math.floor(y);
if (map.isWall(gx, gy)) return false;
return true;
}
}
public boolean hitsEntity(float ex, float ey, float size) {
float dx = x - ex;
float dy = y - ey;
float dist = (float) Math.sqrt(dx * dx + dy * dy);
return dist < size / 2 + 0.1f;
}
public Map<String, Object> toStateMap() {
Map<String, Object> map = new LinkedHashMap<>();
map.put("id", id);
map.put("x", x);
map.put("y", y);
map.put("z", z);
if (isGrenade) {
map.put("angle", (float) Math.atan2(vx, vy));
map.put("targetX", targetX);
map.put("targetY", targetY);
} else {
map.put("angle", (float) Math.atan2(vx, vy));
}
map.put("weapon", weapon);
map.put("ownerId", ownerId);
return map;
}
}

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package com.zombie.game.model;
public class Constants {
public static final int GRID_SIZE = 32;
public static final float PLAYER_SIZE = 0.8f;
public static final float ZOMBIE_SIZE = 0.8f;
public static final int TICK_RATE = 30;
public static final float TICK_INTERVAL = 1.0f / TICK_RATE;
public static final float PLAYER_SPEED = 5.0f;
public static final float PLAYER_MAX_HEALTH = 100;
public static final float PLAYER_INVULNERABLE_TIME = 0.5f;
public static final float ZOMBIE_BASE_HEALTH = 100;
public static final float ZOMBIE_BASE_SPEED = 2.0f;
public static final float ZOMBIE_DAMAGE = 10;
public static final float ZOMBIE_ATTACK_RATE = 1.0f;
public static final float ZOMBIE_LOOT_DROP_CHANCE = 0.3f;
public static final float ZOMBIE_SPAWN_INTERVAL_BASE = 3.0f;
public static final float ZOMBIE_SPAWN_INTERVAL_MIN = 0.8f;
public static final float ZOMBIE_HEALTH_INCREASE = 20;
public static final float ZOMBIE_SPEED_INCREASE = 0.1f;
public static final float DIFFICULTY_INCREASE_INTERVAL = 30.0f;
public static final float ELITE_ZOMBIE_HEALTH = 800;
public static final float ELITE_ZOMBIE_SPEED = 1.5f;
public static final float ELITE_ZOMBIE_DAMAGE = 20;
public static final float ELITE_ZOMBIE_ATTACK_RANGE = 8.0f;
public static final float ELITE_ZOMBIE_ATTACK_RATE = 2.0f;
public static final int ELITE_ZOMBIE_BULLET_DAMAGE = 30;
public static final float ELITE_ZOMBIE_BULLET_SPEED = 6.0f;
public static final float ELITE_ZOMBIE_SPAWN_CHANCE = 0.05f;
public static final String WEAPON_PISTOL = "pistol";
public static final String WEAPON_MACHINE_GUN = "machine_gun";
public static final String WEAPON_SHOTGUN = "shotgun";
public static final String WEAPON_GRENADE = "grenade";
public static final String LOOT_TYPE_AMMO = "ammo";
public static final String LOOT_TYPE_HEALTH = "health";
public static final float LOOT_HEALTH_AMOUNT = 30;
public static final String MSG_CREATE_ROOM = "create_room";
public static final String MSG_JOIN_ROOM = "join_room";
public static final String MSG_LEAVE_ROOM = "leave_room";
public static final String MSG_ROOM_LIST = "room_list";
public static final String MSG_ROOM_STATE = "room_state";
public static final String MSG_READY = "ready";
public static final String MSG_START_GAME = "start_game";
public static final String MSG_GAME_STARTED = "game_started";
public static final String MSG_PLAYER_INPUT = "player_input";
public static final String MSG_GAME_STATE = "game_state";
public static final String MSG_PLAYER_JOIN = "player_join";
public static final String MSG_PLAYER_LEAVE = "player_leave";
public static final String MSG_ERROR = "error";
}

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package com.zombie.game.model;
import java.util.*;
public class GameMap {
private final int[][] cells;
private final int width;
private final int height;
public GameMap() {
this.width = Constants.GRID_SIZE;
this.height = Constants.GRID_SIZE;
this.cells = new int[height][width];
generateDefaultMap();
}
private void generateDefaultMap() {
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
if (x == 0 || x == width - 1 || y == 0 || y == height - 1) {
cells[y][x] = 1;
} else {
cells[y][x] = 0;
}
}
}
int[][] wallSegments = {
{5, 5, 5, 10}, {10, 3, 15, 3}, {20, 5, 20, 12},
{8, 15, 14, 15}, {25, 10, 25, 18}, {3, 20, 8, 20},
{15, 20, 15, 26}, {22, 22, 28, 22}, {5, 25, 10, 25},
{12, 8, 12, 12}, {18, 16, 22, 16}, {27, 5, 27, 9},
{8, 27, 13, 27}, {18, 26, 18, 30}
};
for (int[] seg : wallSegments) {
if (seg[0] == seg[2]) {
for (int y = seg[1]; y <= seg[3]; y++) {
if (seg[0] > 0 && seg[0] < width - 1 && y > 0 && y < height - 1) {
cells[y][seg[0]] = 1;
}
}
} else {
for (int x = seg[0]; x <= seg[2]; x++) {
if (x > 0 && x < width - 1 && seg[1] > 0 && seg[1] < height - 1) {
cells[seg[1]][x] = 1;
}
}
}
}
int[][] spawnPoints = {{2, 2}, {29, 2}, {2, 29}, {29, 29}};
for (int[] sp : spawnPoints) {
cells[sp[1]][sp[0]] = 2;
for (int dy = -1; dy <= 1; dy++) {
for (int dx = -1; dx <= 1; dx++) {
int ny = sp[1] + dy, nx = sp[0] + dx;
if (ny > 0 && ny < height - 1 && nx > 0 && nx < width - 1) {
if (cells[ny][nx] == 1) cells[ny][nx] = 0;
}
}
}
}
int[][] zombieSpawnAreas = {{16, 2}, {2, 16}, {29, 16}, {16, 29}, {16, 16}};
for (int[] sp : zombieSpawnAreas) {
for (int dy = -1; dy <= 1; dy++) {
for (int dx = -1; dx <= 1; dx++) {
int ny = sp[1] + dy, nx = sp[0] + dx;
if (ny > 0 && ny < height - 1 && nx > 0 && nx < width - 1) {
if (cells[ny][nx] == 1) cells[ny][nx] = 0;
}
}
}
}
int[][] zombieSpawnPoints = {{8, 8}, {24, 24}};
for (int[] sp : zombieSpawnPoints) {
cells[sp[1]][sp[0]] = 3;
for (int dy = -1; dy <= 1; dy++) {
for (int dx = -1; dx <= 1; dx++) {
int ny = sp[1] + dy, nx = sp[0] + dx;
if (ny > 0 && ny < height - 1 && nx > 0 && nx < width - 1) {
if (cells[ny][nx] == 1) cells[ny][nx] = 0;
}
}
}
}
}
public boolean isWall(int gx, int gy) {
if (gx < 0 || gx >= width || gy < 0 || gy >= height) return true;
return cells[gy][gx] == 1;
}
public boolean isWalkable(float wx, float wy, float size) {
float half = size / 2;
float[][] corners = {
{wx - half, wy - half}, {wx + half, wy - half},
{wx - half, wy + half}, {wx + half, wy + half}
};
for (float[] c : corners) {
int gx = (int) Math.floor(c[0]);
int gy = (int) Math.floor(c[1]);
if (isWall(gx, gy)) return false;
}
return true;
}
public int[][] getCells() {
return cells;
}
public List<int[]> getSpawnPoints() {
List<int[]> points = new ArrayList<>();
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
if (cells[y][x] == 2) {
points.add(new int[]{x, y});
}
}
}
return points;
}
public List<int[]> getZombieSpawnPoints() {
List<int[]> points = new ArrayList<>();
int[][] zombieSpawns = {{8, 8}, {24, 24}};
for (int[] sp : zombieSpawns) {
points.add(sp);
}
return points;
}
public List<float[]> findPath(float startX, float startY, float endX, float endY) {
int sgx = (int) Math.floor(startX);
int sgy = (int) Math.floor(startY);
int egx = (int) Math.floor(endX);
int egy = (int) Math.floor(endY);
if (isWall(egx, egy)) return null;
PriorityQueue<PathNode> openSet = new PriorityQueue<>(Comparator.comparingDouble(n -> n.f));
Set<String> closedSet = new HashSet<>();
Map<String, String> cameFrom = new HashMap<>();
String startKey = sgx + "," + sgy;
double h = Math.abs(sgx - egx) + Math.abs(sgy - egy);
openSet.add(new PathNode(sgx, sgy, 0, h));
int[][] dirs = {{0, -1}, {0, 1}, {-1, 0}, {1, 0}, {-1, -1}, {1, -1}, {-1, 1}, {1, 1}};
int iterations = 0;
while (!openSet.isEmpty() && iterations < 2000) {
iterations++;
PathNode current = openSet.poll();
String currentKey = current.x + "," + current.y;
if (current.x == egx && current.y == egy) {
List<float[]> path = new ArrayList<>();
String key = currentKey;
while (cameFrom.containsKey(key)) {
String[] parts = key.split(",");
int cx = Integer.parseInt(parts[0]);
int cy = Integer.parseInt(parts[1]);
path.add(0, new float[]{cx + 0.5f, cy + 0.5f});
key = cameFrom.get(key);
}
return path;
}
closedSet.add(currentKey);
for (int[] dir : dirs) {
int nx = current.x + dir[0];
int ny = current.y + dir[1];
String nKey = nx + "," + ny;
if (closedSet.contains(nKey)) continue;
if (isWall(nx, ny)) continue;
if (nx < 0 || nx >= width || ny < 0 || ny >= height) continue;
if (dir[0] != 0 && dir[1] != 0) {
if (isWall(current.x + dir[0], current.y) || isWall(current.x, current.y + dir[1])) {
continue;
}
}
boolean diagonal = dir[0] != 0 && dir[1] != 0;
double moveCost = diagonal ? 1.414 : 1.0;
double g = current.g + moveCost;
double nh = Math.abs(nx - egx) + Math.abs(ny - egy);
openSet.add(new PathNode(nx, ny, g, nh));
if (!cameFrom.containsKey(nKey)) {
cameFrom.put(nKey, currentKey);
}
}
}
return null;
}
private static class PathNode {
int x, y;
double g, h, f;
PathNode(int x, int y, double g, double h) {
this.x = x;
this.y = y;
this.g = g;
this.h = h;
this.f = g + h;
}
}
}

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package com.zombie.game.model;
import java.util.*;
public class GameWorld {
private GameMap map;
private Map<String, Player> players;
private Map<Integer, Zombie> zombies;
private Map<Integer, Bullet> bullets;
private Map<Integer, Bullet> zombieBullets;
private Map<Integer, Loot> loots;
private int nextBulletId;
private int nextZombieId;
private int nextLootId;
private int nextZombieBulletId;
private float gameTime;
private int waveNumber;
private int score;
private float spawnTimer;
private float difficultyTimer;
private float zombieHealth;
private float zombieSpeed;
private float spawnInterval;
private Random random;
private List<Map<String, Object>> explosions;
private List<Integer> removedBullets;
private List<Integer> removedZombieBullets;
public GameWorld() {
this.map = new GameMap();
this.players = new LinkedHashMap<>();
this.zombies = new LinkedHashMap<>();
this.bullets = new LinkedHashMap<>();
this.zombieBullets = new LinkedHashMap<>();
this.loots = new LinkedHashMap<>();
this.nextBulletId = 0;
this.nextZombieId = 0;
this.nextLootId = 0;
this.nextZombieBulletId = 0;
this.gameTime = 0;
this.waveNumber = 0;
this.score = 0;
this.spawnTimer = 0;
this.difficultyTimer = 0;
this.zombieHealth = Constants.ZOMBIE_BASE_HEALTH;
this.zombieSpeed = Constants.ZOMBIE_BASE_SPEED;
this.spawnInterval = Constants.ZOMBIE_SPAWN_INTERVAL_BASE;
this.random = new Random();
this.explosions = new ArrayList<>();
this.removedBullets = new ArrayList<>();
this.removedZombieBullets = new ArrayList<>();
}
public GameMap getMap() { return map; }
public void addPlayer(Player player) {
List<int[]> spawnPoints = map.getSpawnPoints();
int idx = players.size() % spawnPoints.size();
int[] sp = spawnPoints.get(idx);
float wx = sp[0] + 0.5f;
float wy = sp[1] + 0.5f;
player.applyMovement(0, 0, map);
players.put(player.getId(), player);
}
public void removePlayer(String playerId) {
players.remove(playerId);
}
public Player getPlayer(String id) { return players.get(id); }
public Collection<Player> getPlayers() { return players.values(); }
public Collection<Zombie> getZombies() { return zombies.values(); }
public Collection<Bullet> getBullets() { return bullets.values(); }
public Collection<Loot> getLoots() { return loots.values(); }
public void update(float dt) {
explosions.clear();
removedBullets.clear();
removedZombieBullets.clear();
gameTime += dt;
spawnTimer += dt;
difficultyTimer += dt;
if (difficultyTimer >= Constants.DIFFICULTY_INCREASE_INTERVAL) {
difficultyTimer -= Constants.DIFFICULTY_INCREASE_INTERVAL;
waveNumber++;
spawnInterval = Math.max(Constants.ZOMBIE_SPAWN_INTERVAL_MIN,
spawnInterval - 0.3f);
}
if (spawnTimer >= spawnInterval) {
spawnTimer -= spawnInterval;
spawnZombie();
}
updateZombies(dt);
updateBullets(dt);
updateZombieBullets(dt);
checkBulletCollisions();
checkZombieBulletCollisions();
checkZombieAttacks();
checkLootCollection();
}
private void spawnZombie() {
List<int[]> spawnPoints = map.getZombieSpawnPoints();
int[] sp = spawnPoints.get(random.nextInt(spawnPoints.size()));
float wx = sp[0] + 0.5f;
float wy = sp[1] + 0.5f;
Player nearest = findNearestPlayer(wx, wy);
if (nearest == null) return;
boolean isElite = random.nextFloat() < Constants.ELITE_ZOMBIE_SPAWN_CHANCE;
Zombie zombie;
if (isElite) {
zombie = new Zombie(nextZombieId++, wx, wy, Constants.ELITE_ZOMBIE_HEALTH, Constants.ELITE_ZOMBIE_SPEED, true);
} else {
zombie = new Zombie(nextZombieId++, wx, wy, zombieHealth, zombieSpeed, false);
}
zombie.updatePath(map, nearest.getX(), nearest.getY());
zombies.put(zombie.getId(), zombie);
}
private Player findNearestPlayer(float x, float y) {
Player nearest = null;
float minDist = Float.MAX_VALUE;
for (Player p : players.values()) {
if (!p.isAlive()) continue;
float dist = p.distanceTo(x, y);
if (dist < minDist) {
minDist = dist;
nearest = p;
}
}
return nearest;
}
private void updateZombies(float dt) {
long now = System.currentTimeMillis();
for (Zombie z : new ArrayList<>(zombies.values())) {
if (!z.isAlive()) {
onZombieKilled(z);
zombies.remove(z.getId());
continue;
}
Player nearest = findNearestPlayer(z.getX(), z.getY());
if (nearest != null) {
if (z.getPath() == null || z.getPathIndex() >= (z.getPath() != null ? z.getPath().size() : 0)
|| random.nextFloat() < 0.02f) {
z.updatePath(map, nearest.getX(), nearest.getY());
}
if (z.isElite()) {
float dist = z.distanceTo(nearest.getX(), nearest.getY());
if (dist <= Constants.ELITE_ZOMBIE_ATTACK_RANGE && z.canRangedAttack(now)) {
fireZombieBullet(z, nearest);
z.rangedAttack(now);
}
}
}
z.move(map, dt);
}
}
private void fireZombieBullet(Zombie zombie, Player target) {
float dx = target.getX() - zombie.getX();
float dy = target.getY() - zombie.getY();
float angle = (float) Math.atan2(dx, dy);
float startX = zombie.getX() + (float) Math.sin(angle) * 0.5f;
float startY = zombie.getY() + (float) Math.cos(angle) * 0.5f;
Bullet bullet = new Bullet(nextZombieBulletId++, startX, startY, angle,
Constants.ELITE_ZOMBIE_BULLET_SPEED, Constants.ELITE_ZOMBIE_BULLET_DAMAGE,
"zombie_" + zombie.getId(), "zombie_bullet", 15);
zombieBullets.put(bullet.getId(), bullet);
}
private void updateZombieBullets(float dt) {
List<Integer> toRemove = new ArrayList<>();
for (Bullet b : zombieBullets.values()) {
if (!b.update(dt, map)) {
toRemove.add(b.getId());
}
}
for (int id : toRemove) {
zombieBullets.remove(id);
removedZombieBullets.add(id);
}
}
private void checkZombieBulletCollisions() {
List<Integer> bulletsToRemove = new ArrayList<>();
for (Bullet b : new ArrayList<>(zombieBullets.values())) {
for (Player p : new ArrayList<>(players.values())) {
if (!p.isAlive()) continue;
if (b.hitsEntity(p.getX(), p.getY(), Constants.PLAYER_SIZE)) {
p.takeDamage(b.getDamage());
bulletsToRemove.add(b.getId());
break;
}
}
}
for (int id : bulletsToRemove) {
zombieBullets.remove(id);
removedZombieBullets.add(id);
}
}
private void onZombieKilled(Zombie z) {
score += z.isElite() ? 50 : 10;
if (random.nextFloat() < Constants.ZOMBIE_LOOT_DROP_CHANCE) {
String lootType = random.nextFloat() < 0.5f ? Constants.LOOT_TYPE_AMMO : Constants.LOOT_TYPE_HEALTH;
Loot loot = new Loot(nextLootId++, z.getX(), z.getY(), lootType);
loots.put(loot.getId(), loot);
}
}
private void updateBullets(float dt) {
List<Integer> toRemove = new ArrayList<>();
for (Bullet b : bullets.values()) {
if (!b.update(dt, map)) {
if (b.isExplosive()) {
createExplosion(b.getX(), b.getY(), b.getExplosionRadius(), b.getOwnerId());
}
toRemove.add(b.getId());
}
}
for (int id : toRemove) {
bullets.remove(id);
removedBullets.add(id);
}
}
private void checkBulletCollisions() {
List<Integer> bulletsToRemove = new ArrayList<>();
for (Bullet b : new ArrayList<>(bullets.values())) {
if (b.isGrenade()) continue;
for (Zombie z : new ArrayList<>(zombies.values())) {
if (!z.isAlive()) continue;
if (b.hitsEntity(z.getX(), z.getY(), Constants.ZOMBIE_SIZE)) {
z.takeDamage(b.getDamage());
bulletsToRemove.add(b.getId());
break;
}
}
}
for (int id : bulletsToRemove) {
bullets.remove(id);
removedBullets.add(id);
}
}
private void createExplosion(float x, float y, float radius, String ownerId) {
Map<String, Object> exp = new LinkedHashMap<>();
exp.put("x", x);
exp.put("y", y);
exp.put("radius", radius);
explosions.add(exp);
for (Zombie z : new ArrayList<>(zombies.values())) {
float dist = z.distanceTo(x, y);
if (dist < radius) {
z.takeDamage(120);
}
}
}
private void checkZombieAttacks() {
long now = System.currentTimeMillis();
for (Zombie z : zombies.values()) {
if (!z.isAlive()) continue;
for (Player p : players.values()) {
if (!p.isAlive()) continue;
float dist = z.distanceTo(p.getX(), p.getY());
if (dist < 1.0f && z.canAttack(now)) {
p.takeDamage(Constants.ZOMBIE_DAMAGE);
z.attack(now);
}
}
}
}
private void checkLootCollection() {
List<Integer> toRemove = new ArrayList<>();
for (Loot loot : loots.values()) {
for (Player p : players.values()) {
if (!p.isAlive()) continue;
if (loot.isCollectedBy(p.getX(), p.getY())) {
if (loot.getType().equals(Constants.LOOT_TYPE_HEALTH)) {
p.heal(Constants.LOOT_HEALTH_AMOUNT);
} else {
p.refillRandomWeapon();
}
toRemove.add(loot.getId());
break;
}
}
}
for (int id : toRemove) {
loots.remove(id);
}
}
public List<Integer> fireWeapon(Player player, float aimX, float aimY) {
return fireWeapon(player, aimX, aimY, 0);
}
public List<Integer> fireWeapon(Player player, float aimX, float aimY, float chargePercent) {
List<Integer> newBulletIds = new ArrayList<>();
long now = System.currentTimeMillis();
if (!player.canFire(now) || !player.hasAmmo()) return newBulletIds;
player.setAngle(aimX, aimY);
player.fire(now);
String weapon;
switch (player.getWeaponIndex()) {
case 1: weapon = Constants.WEAPON_MACHINE_GUN; break;
case 2: weapon = Constants.WEAPON_SHOTGUN; break;
case 3: weapon = Constants.WEAPON_GRENADE; break;
default: weapon = Constants.WEAPON_PISTOL;
}
if (weapon.equals(Constants.WEAPON_GRENADE)) {
float startX = player.getX();
float startY = player.getY();
float minDist = 3.0f;
float maxDist = 15.0f;
float dist = minDist + (maxDist - minDist) * chargePercent;
float dx = aimX - startX;
float dy = aimY - startY;
float targetDist = (float) Math.sqrt(dx * dx + dy * dy);
float targetX, targetY;
if (targetDist < 0.1f) {
targetX = startX + minDist;
targetY = startY;
} else {
float scale = Math.min(dist, targetDist) / targetDist;
targetX = startX + dx * scale;
targetY = startY + dy * scale;
}
targetX = Math.max(0.5f, Math.min(Constants.GRID_SIZE - 0.5f, targetX));
targetY = Math.max(0.5f, Math.min(Constants.GRID_SIZE - 0.5f, targetY));
float flightDuration = 0.8f + chargePercent * 0.7f;
Bullet bullet = new Bullet(nextBulletId++, startX, startY, targetX, targetY,
flightDuration, player.getDamage(), player.getId(), 3.0f);
bullets.put(bullet.getId(), bullet);
newBulletIds.add(bullet.getId());
} else {
int pellets = player.getPelletCount();
float spread = player.getSpread();
for (int i = 0; i < pellets; i++) {
float angle = player.getAngle();
if (spread > 0) {
angle += (random.nextFloat() - 0.5f) * spread * 2;
}
float startX = player.getX() + (float) Math.sin(angle) * 0.5f;
float startY = player.getY() + (float) Math.cos(angle) * 0.5f;
float speed = player.getBulletSpeed();
int damage = player.getDamage();
float range;
switch (weapon) {
case Constants.WEAPON_MACHINE_GUN: range = 25; break;
case Constants.WEAPON_SHOTGUN: range = 12; break;
default: range = 30;
}
Bullet bullet = new Bullet(nextBulletId++, startX, startY, angle,
speed, damage, player.getId(), weapon, range);
bullets.put(bullet.getId(), bullet);
newBulletIds.add(bullet.getId());
}
}
return newBulletIds;
}
public int[][] getMapData() {
return map.getCells();
}
public Map<String, Object> buildGameState(String forPlayerId) {
Map<String, Object> state = new LinkedHashMap<>();
List<Map<String, Object>> playerStates = new ArrayList<>();
for (Player p : players.values()) {
playerStates.add(p.toStateMap());
}
state.put("players", playerStates);
List<Map<String, Object>> zombieStates = new ArrayList<>();
for (Zombie z : zombies.values()) {
zombieStates.add(z.toStateMap());
}
state.put("zombies", zombieStates);
List<Map<String, Object>> bulletStates = new ArrayList<>();
for (Bullet b : bullets.values()) {
bulletStates.add(b.toStateMap());
}
state.put("bullets", bulletStates);
List<Map<String, Object>> zombieBulletStates = new ArrayList<>();
for (Bullet b : zombieBullets.values()) {
zombieBulletStates.add(b.toStateMap());
}
state.put("zombieBullets", zombieBulletStates);
List<Map<String, Object>> lootStates = new ArrayList<>();
for (Loot l : loots.values()) {
lootStates.add(l.toStateMap());
}
state.put("loots", lootStates);
state.put("explosions", new ArrayList<>(explosions));
state.put("removedBullets", new ArrayList<>(removedBullets));
state.put("gameTime", gameTime);
state.put("waveNumber", waveNumber);
state.put("score", score);
Player forPlayer = players.get(forPlayerId);
if (forPlayer != null) {
Map<String, Object> ammoMap = new LinkedHashMap<>();
ammoMap.put(Constants.WEAPON_PISTOL, forPlayer.getAmmo()[0] == Integer.MAX_VALUE ? -1 : forPlayer.getAmmo()[0]);
ammoMap.put(Constants.WEAPON_MACHINE_GUN, (int) forPlayer.getAmmo()[1]);
ammoMap.put(Constants.WEAPON_SHOTGUN, (int) forPlayer.getAmmo()[2]);
ammoMap.put(Constants.WEAPON_GRENADE, (int) forPlayer.getAmmo()[3]);
state.put("ammo", ammoMap);
}
return state;
}
}

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package com.zombie.game.model;
import java.util.*;
public class Loot {
private int id;
private float x, y;
private String type;
private long spawnTime;
public Loot(int id, float x, float y) {
this(id, x, y, Constants.LOOT_TYPE_AMMO);
}
public Loot(int id, float x, float y, String type) {
this.id = id;
this.x = x;
this.y = y;
this.type = type;
this.spawnTime = System.currentTimeMillis();
}
public int getId() { return id; }
public float getX() { return x; }
public float getY() { return y; }
public String getType() { return type; }
public boolean isCollectedBy(float px, float py) {
float dx = px - x;
float dy = py - y;
return Math.sqrt(dx * dx + dy * dy) < 0.8f;
}
public Map<String, Object> toStateMap() {
Map<String, Object> map = new LinkedHashMap<>();
map.put("id", id);
map.put("x", x);
map.put("y", y);
map.put("type", type);
return map;
}
}

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package com.zombie.game.model;
import java.util.*;
public class Player {
private String id;
private String name;
private float x, y;
private float angle;
private float health;
private int weaponIndex;
private boolean ready;
private long lastAttackTime;
private long lastDamageTime;
private float[] ammo;
private boolean firing;
private float grenadeChargeStart;
private boolean chargingGrenade;
private int lastProcessedSeq;
private static final String[] WEAPONS = {
Constants.WEAPON_PISTOL, Constants.WEAPON_MACHINE_GUN,
Constants.WEAPON_SHOTGUN, Constants.WEAPON_GRENADE
};
private static final int[] MAX_AMMO = {Integer.MAX_VALUE, 100, 20, 10};
public Player(String id, String name, float x, float y) {
this.id = id;
this.name = name;
this.x = x;
this.y = y;
this.angle = 0;
this.health = Constants.PLAYER_MAX_HEALTH;
this.weaponIndex = 0;
this.ready = false;
this.lastAttackTime = 0;
this.lastDamageTime = 0;
this.ammo = new float[]{Integer.MAX_VALUE, 100, 20, 10};
this.firing = false;
this.grenadeChargeStart = 0;
this.chargingGrenade = false;
this.lastProcessedSeq = 0;
}
public String getId() { return id; }
public String getName() { return name; }
public float getX() { return x; }
public float getY() { return y; }
public float getAngle() { return angle; }
public float getHealth() { return health; }
public int getWeaponIndex() { return weaponIndex; }
public boolean isReady() { return ready; }
public float[] getAmmo() { return ammo; }
public boolean isFiring() { return firing; }
public int getLastProcessedSeq() { return lastProcessedSeq; }
public void setReady(boolean ready) { this.ready = ready; }
public void setWeaponIndex(int idx) { this.weaponIndex = Math.max(0, Math.min(3, idx)); }
public void applyMovement(float dx, float dy, GameMap map) {
float speed = Constants.PLAYER_SPEED * Constants.TICK_INTERVAL;
float newX = x + dx * speed;
float newY = y + dy * speed;
if (map.isWalkable(newX, y, Constants.PLAYER_SIZE)) {
x = Math.max(0.5f, Math.min(Constants.GRID_SIZE - 0.5f, newX));
}
if (map.isWalkable(x, newY, Constants.PLAYER_SIZE)) {
y = Math.max(0.5f, Math.min(Constants.GRID_SIZE - 0.5f, newY));
}
}
public void setAngle(float aimX, float aimY) {
this.angle = (float) Math.atan2(aimX - x, aimY - y);
}
public void takeDamage(float damage) {
long now = System.currentTimeMillis();
if (now - lastDamageTime < Constants.PLAYER_INVULNERABLE_TIME * 1000) return;
this.health -= damage;
this.lastDamageTime = now;
if (this.health < 0) this.health = 0;
}
public boolean isAlive() {
return health > 0;
}
public float distanceTo(float px, float py) {
float dx = px - x;
float dy = py - y;
return (float) Math.sqrt(dx * dx + dy * dy);
}
public boolean canFire(long now) {
String weapon = WEAPONS[weaponIndex];
long fireRate = getFireRate(weapon);
return now - lastAttackTime >= fireRate;
}
public void fire(long now) {
lastAttackTime = now;
String weapon = WEAPONS[weaponIndex];
int idx = weaponIndex;
if (idx != 0 && ammo[idx] > 0) {
ammo[idx]--;
}
}
public boolean hasAmmo() {
if (weaponIndex == 0) return true;
return ammo[weaponIndex] > 0;
}
public void refillRandomWeapon() {
Random rand = new Random();
int idx = rand.nextInt(3) + 1;
ammo[idx] = MAX_AMMO[idx];
}
public void heal(float amount) {
this.health = Math.min(Constants.PLAYER_MAX_HEALTH, this.health + amount);
}
public void setFiring(boolean firing) { this.firing = firing; }
public void setLastProcessedSeq(int seq) { this.lastProcessedSeq = seq; }
public void startGrenadeCharge() {
if (!chargingGrenade) {
chargingGrenade = true;
grenadeChargeStart = System.currentTimeMillis();
}
}
public float getGrenadeChargePercent() {
if (!chargingGrenade) return 0;
float elapsed = (System.currentTimeMillis() - grenadeChargeStart) / 2000f;
return Math.min(1.0f, elapsed);
}
public void stopGrenadeCharge() {
chargingGrenade = false;
}
private long getFireRate(String weapon) {
switch (weapon) {
case Constants.WEAPON_PISTOL: return 400;
case Constants.WEAPON_MACHINE_GUN: return 100;
case Constants.WEAPON_SHOTGUN: return 800;
case Constants.WEAPON_GRENADE: return 1500;
default: return 400;
}
}
public int getDamage() {
switch (WEAPONS[weaponIndex]) {
case Constants.WEAPON_PISTOL: return 50;
case Constants.WEAPON_MACHINE_GUN: return 50;
case Constants.WEAPON_SHOTGUN: return 50;
case Constants.WEAPON_GRENADE: return 120;
default: return 50;
}
}
public float getBulletSpeed() {
switch (WEAPONS[weaponIndex]) {
case Constants.WEAPON_PISTOL: return 20;
case Constants.WEAPON_MACHINE_GUN: return 25;
case Constants.WEAPON_SHOTGUN: return 18;
case Constants.WEAPON_GRENADE: return 12;
default: return 20;
}
}
public int getPelletCount() {
return WEAPONS[weaponIndex].equals(Constants.WEAPON_SHOTGUN) ? 10 : 1;
}
public float getSpread() {
switch (WEAPONS[weaponIndex]) {
case Constants.WEAPON_MACHINE_GUN: return 0.05f;
case Constants.WEAPON_SHOTGUN: return 0.15f;
default: return 0;
}
}
public boolean isChargeable() {
return WEAPONS[weaponIndex].equals(Constants.WEAPON_GRENADE);
}
public Map<String, Object> toStateMap() {
Map<String, Object> map = new LinkedHashMap<>();
map.put("id", id);
map.put("x", x);
map.put("y", y);
map.put("angle", angle);
map.put("health", health);
map.put("weaponIndex", weaponIndex);
map.put("lastProcessedSeq", lastProcessedSeq);
return map;
}
}

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package com.zombie.game.model;
import java.util.*;
public class Room {
private String id;
private String hostId;
private Map<String, Player> players;
private boolean gameStarted;
private int maxPlayers = 4;
public Room(String id, String hostId, String hostName) {
this.id = id;
this.hostId = hostId;
this.players = new LinkedHashMap<>();
Player host = new Player(hostId, hostName, 0, 0);
players.put(hostId, host);
}
public String getId() { return id; }
public String getHostId() { return hostId; }
public boolean isGameStarted() { return gameStarted; }
public void setGameStarted(boolean started) { this.gameStarted = started; }
public boolean addPlayer(String playerId, String playerName) {
if (players.size() >= maxPlayers) return false;
if (players.containsKey(playerId)) return false;
Player player = new Player(playerId, playerName, 0, 0);
players.put(playerId, player);
return true;
}
public void removePlayer(String playerId) {
players.remove(playerId);
}
public Player getPlayer(String playerId) {
return players.get(playerId);
}
public Collection<Player> getPlayers() {
return players.values();
}
public int getPlayerCount() {
return players.size();
}
public boolean isHost(String playerId) {
return hostId.equals(playerId);
}
public boolean allReady() {
for (Player p : players.values()) {
if (!p.getId().equals(hostId) && !p.isReady()) return false;
}
return true;
}
public Map<String, Object> toStateMap(String playerId) {
Map<String, Object> map = new LinkedHashMap<>();
map.put("roomId", id);
map.put("hostId", hostId);
map.put("isHost", hostId.equals(playerId));
map.put("playerId", playerId);
List<Map<String, Object>> playerList = new ArrayList<>();
int index = 0;
for (Player p : players.values()) {
Map<String, Object> pm = new LinkedHashMap<>();
pm.put("id", p.getId());
pm.put("name", p.getName());
pm.put("ready", p.isReady());
pm.put("index", index++);
playerList.add(pm);
}
map.put("players", playerList);
return map;
}
public Map<String, Object> toRoomListMap() {
Map<String, Object> map = new LinkedHashMap<>();
map.put("id", id);
map.put("hostName", players.get(hostId) != null ? players.get(hostId).getName() : "Unknown");
map.put("playerCount", players.size());
return map;
}
}

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package com.zombie.game.model;
import java.util.*;
public class Zombie {
private int id;
private float x, y;
private float angle;
private float health;
private float maxHealth;
private float speed;
private long lastAttackTime;
private List<float[]> path;
private int pathIndex;
private float targetX, targetY;
private boolean isElite;
private long lastRangedAttackTime;
public Zombie(int id, float x, float y, float health, float speed) {
this(id, x, y, health, speed, false);
}
public Zombie(int id, float x, float y, float health, float speed, boolean isElite) {
this.id = id;
this.x = x;
this.y = y;
this.angle = 0;
this.health = health;
this.maxHealth = health;
this.speed = speed;
this.lastAttackTime = 0;
this.path = null;
this.pathIndex = 0;
this.isElite = isElite;
this.lastRangedAttackTime = 0;
}
public int getId() { return id; }
public float getX() { return x; }
public float getY() { return y; }
public float getAngle() { return angle; }
public float getHealth() { return health; }
public float getMaxHealth() { return maxHealth; }
public List<float[]> getPath() { return path; }
public int getPathIndex() { return pathIndex; }
public boolean isElite() { return isElite; }
public void takeDamage(float damage) {
this.health -= damage;
if (this.health < 0) this.health = 0;
}
public boolean isAlive() {
return health > 0;
}
public void updatePath(GameMap map, float targetX, float targetY) {
this.targetX = targetX;
this.targetY = targetY;
this.path = map.findPath(x, y, targetX, targetY);
this.pathIndex = 0;
}
public void move(GameMap map, float dt) {
if (path != null && pathIndex < path.size()) {
float[] target = path.get(pathIndex);
float dx = target[0] - x;
float dy = target[1] - y;
float dist = (float) Math.sqrt(dx * dx + dy * dy);
if (dist < 0.2f) {
pathIndex++;
if (pathIndex >= path.size()) {
path = null;
}
return;
}
float moveX = (dx / dist) * speed * dt;
float moveY = (dy / dist) * speed * dt;
float newX = x + moveX;
float newY = y + moveY;
if (map.isWalkable(newX, y, Constants.ZOMBIE_SIZE)) {
x = newX;
}
if (map.isWalkable(x, newY, Constants.ZOMBIE_SIZE)) {
y = newY;
}
angle = (float) Math.atan2(dx, dy);
}
}
public boolean canAttack(long now) {
return now - lastAttackTime >= Constants.ZOMBIE_ATTACK_RATE * 1000;
}
public void attack(long now) {
lastAttackTime = now;
}
public boolean canRangedAttack(long now) {
if (!isElite) return false;
return now - lastRangedAttackTime >= Constants.ELITE_ZOMBIE_ATTACK_RATE * 1000;
}
public void rangedAttack(long now) {
lastRangedAttackTime = now;
}
public float distanceTo(float px, float py) {
float dx = px - x;
float dy = py - y;
return (float) Math.sqrt(dx * dx + dy * dy);
}
public Map<String, Object> toStateMap() {
Map<String, Object> map = new LinkedHashMap<>();
map.put("id", id);
map.put("x", x);
map.put("y", y);
map.put("angle", angle);
map.put("health", health);
map.put("isElite", isElite);
return map;
}
}

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package com.zombie.game.server;
import com.zombie.game.model.GameWorld;
public class GameLoop implements Runnable {
private String roomId;
private GameWorld world;
private GameWebSocketServer server;
private volatile boolean running;
private static final int TICK_RATE = 30;
private static final long TICK_INTERVAL = 1000 / TICK_RATE;
public GameLoop(String roomId, GameWorld world, GameWebSocketServer server) {
this.roomId = roomId;
this.world = world;
this.server = server;
this.running = true;
}
@Override
public void run() {
long lastTime = System.currentTimeMillis();
while (running) {
long now = System.currentTimeMillis();
long delta = now - lastTime;
if (delta >= TICK_INTERVAL) {
float dt = delta / 1000.0f;
world.update(dt);
server.broadcastGameState(roomId, world);
lastTime = now;
} else {
try {
Thread.sleep(1);
} catch (InterruptedException e) {
break;
}
}
}
}
public void stop() {
running = false;
}
}

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package com.zombie.game.server;
import com.google.gson.Gson;
import com.google.gson.JsonObject;
import com.zombie.game.model.*;
import org.java_websocket.WebSocket;
import org.java_websocket.handshake.ClientHandshake;
import org.java_websocket.server.WebSocketServer;
import java.net.InetSocketAddress;
import java.util.*;
import java.util.concurrent.ConcurrentHashMap;
public class GameWebSocketServer extends WebSocketServer {
private Gson gson;
private Map<String, Room> rooms;
private Map<WebSocket, String> connectionToPlayer;
private Map<String, WebSocket> playerToConnection;
private Map<String, GameWorld> activeGames;
private Map<String, GameLoop> gameLoops;
private Timer roomListTimer;
public GameWebSocketServer(int port) {
super(new InetSocketAddress(port));
this.gson = new Gson();
this.rooms = new ConcurrentHashMap<>();
this.connectionToPlayer = new ConcurrentHashMap<>();
this.playerToConnection = new ConcurrentHashMap<>();
this.activeGames = new ConcurrentHashMap<>();
this.gameLoops = new ConcurrentHashMap<>();
}
@Override
public void onOpen(WebSocket conn, ClientHandshake handshake) {
System.out.println("New connection: " + conn.getRemoteSocketAddress());
}
@Override
public void onClose(WebSocket conn, int code, String reason, boolean remote) {
System.out.println("Connection closed: " + conn.getRemoteSocketAddress());
String playerId = connectionToPlayer.remove(conn);
if (playerId != null) {
playerToConnection.remove(playerId);
handleLeaveRoomByPlayerId(playerId);
}
}
@Override
public void onMessage(WebSocket conn, String message) {
try {
JsonObject msg = gson.fromJson(message, JsonObject.class);
String type = msg.get("type").getAsString();
JsonObject data = msg.has("data") ? msg.getAsJsonObject("data") : new JsonObject();
switch (type) {
case Constants.MSG_CREATE_ROOM:
handleCreateRoom(conn, data);
break;
case Constants.MSG_JOIN_ROOM:
handleJoinRoom(conn, data);
break;
case Constants.MSG_LEAVE_ROOM:
handleLeaveRoomByConn(conn);
break;
case Constants.MSG_ROOM_LIST:
handleRoomList(conn);
break;
case Constants.MSG_READY:
handleReady(conn);
break;
case Constants.MSG_START_GAME:
handleStartGame(conn);
break;
case Constants.MSG_PLAYER_INPUT:
handlePlayerInput(conn, data);
break;
}
} catch (Exception e) {
e.printStackTrace();
sendError(conn, "Invalid message format");
}
}
@Override
public void onError(WebSocket conn, Exception ex) {
ex.printStackTrace();
}
@Override
public void onStart() {
System.out.println("Game WebSocket Server started on port " + getPort());
roomListTimer = new Timer(true);
roomListTimer.scheduleAtFixedRate(new TimerTask() {
@Override
public void run() {
broadcastRoomList();
}
}, 0, 2000);
}
private void handleCreateRoom(WebSocket conn, JsonObject data) {
String playerName = data.get("playerName").getAsString();
String playerId = UUID.randomUUID().toString();
String roomId = UUID.randomUUID().toString().substring(0, 8);
connectionToPlayer.put(conn, playerId);
playerToConnection.put(playerId, conn);
Room room = new Room(roomId, playerId, playerName);
rooms.put(roomId, room);
sendToConnection(conn, Constants.MSG_ROOM_STATE, room.toStateMap(playerId));
System.out.println("Room created: " + roomId + " by " + playerName);
}
private void handleJoinRoom(WebSocket conn, JsonObject data) {
String roomId = data.get("roomId").getAsString();
String playerName = data.get("playerName").getAsString();
Room room = rooms.get(roomId);
if (room == null) {
sendError(conn, "Room not found");
return;
}
if (room.getPlayerCount() >= 4) {
sendError(conn, "Room is full");
return;
}
String playerId = UUID.randomUUID().toString();
connectionToPlayer.put(conn, playerId);
playerToConnection.put(playerId, conn);
room.addPlayer(playerId, playerName);
broadcastRoomState(room);
System.out.println("Player " + playerName + " joined room " + roomId);
}
private void handleLeaveRoomByConn(WebSocket conn) {
String playerId = connectionToPlayer.get(conn);
if (playerId == null) return;
handleLeaveRoomByPlayerId(playerId);
}
private void handleLeaveRoomByPlayerId(String playerId) {
for (Room room : new ArrayList<>(rooms.values())) {
if (room.getPlayer(playerId) != null) {
room.removePlayer(playerId);
if (room.getPlayerCount() == 0) {
stopGame(room.getId());
rooms.remove(room.getId());
} else {
broadcastRoomState(room);
}
break;
}
}
}
private void handleRoomList(WebSocket conn) {
List<Map<String, Object>> roomList = new ArrayList<>();
for (Room room : rooms.values()) {
if (!room.isGameStarted()) {
roomList.add(room.toRoomListMap());
}
}
Map<String, Object> data = new LinkedHashMap<>();
data.put("rooms", roomList);
sendToConnection(conn, Constants.MSG_ROOM_LIST, data);
}
private void handleReady(WebSocket conn) {
String playerId = connectionToPlayer.get(conn);
if (playerId == null) return;
for (Room room : rooms.values()) {
Player player = room.getPlayer(playerId);
if (player != null) {
player.setReady(!player.isReady());
broadcastRoomState(room);
break;
}
}
}
private void handleStartGame(WebSocket conn) {
String playerId = connectionToPlayer.get(conn);
if (playerId == null) return;
for (Room room : rooms.values()) {
if (room.isHost(playerId) && !room.isGameStarted() && room.allReady()) {
room.setGameStarted(true);
startGame(room);
break;
}
}
}
private void startGame(Room room) {
GameWorld world = new GameWorld();
int index = 0;
List<int[]> spawnPoints = world.getMap().getSpawnPoints();
for (Player player : room.getPlayers()) {
int[] sp = spawnPoints.get(index % spawnPoints.size());
float wx = sp[0] + 0.5f;
float wy = sp[1] + 0.5f;
try {
java.lang.reflect.Field xField = Player.class.getDeclaredField("x");
xField.setAccessible(true);
xField.setFloat(player, wx);
java.lang.reflect.Field yField = Player.class.getDeclaredField("y");
yField.setAccessible(true);
yField.setFloat(player, wy);
} catch (Exception e) {
e.printStackTrace();
}
world.addPlayer(player);
index++;
}
activeGames.put(room.getId(), world);
for (Player player : room.getPlayers()) {
Map<String, Object> data = new LinkedHashMap<>();
data.put("playerId", player.getId());
data.put("mapData", serializeMapData(world.getMapData()));
List<Map<String, Object>> playerList = new ArrayList<>();
int idx = 0;
for (Player p : room.getPlayers()) {
Map<String, Object> pm = new LinkedHashMap<>();
pm.put("id", p.getId());
pm.put("name", p.getName());
pm.put("x", p.getX());
pm.put("y", p.getY());
pm.put("index", idx++);
playerList.add(pm);
}
data.put("players", playerList);
WebSocket pConn = playerToConnection.get(player.getId());
if (pConn != null) {
sendToConnection(pConn, Constants.MSG_GAME_STARTED, data);
}
}
GameLoop loop = new GameLoop(room.getId(), world, this);
gameLoops.put(room.getId(), loop);
new Thread(loop).start();
System.out.println("Game started for room: " + room.getId());
}
private void stopGame(String roomId) {
GameLoop loop = gameLoops.remove(roomId);
if (loop != null) {
loop.stop();
}
activeGames.remove(roomId);
}
private void handlePlayerInput(WebSocket conn, JsonObject data) {
String playerId = connectionToPlayer.get(conn);
if (playerId == null) return;
for (Room room : rooms.values()) {
if (room.isGameStarted()) {
GameWorld world = activeGames.get(room.getId());
if (world == null) continue;
Player player = world.getPlayer(playerId);
if (player == null) continue;
float dx = data.has("dx") ? data.get("dx").getAsFloat() : 0;
float dy = data.has("dy") ? data.get("dy").getAsFloat() : 0;
float aimX = data.has("aimX") ? data.get("aimX").getAsFloat() : 0;
float aimY = data.has("aimY") ? data.get("aimY").getAsFloat() : 0;
boolean firing = data.has("firing") && data.get("firing").getAsBoolean();
int weaponIndex = data.has("weaponIndex") ? data.get("weaponIndex").getAsInt() : -1;
int seq = data.has("seq") ? data.get("seq").getAsInt() : 0;
float grenadeCharge = data.has("grenadeCharge") ? data.get("grenadeCharge").getAsFloat() : 0;
boolean grenadeReleased = data.has("grenadeReleased") && data.get("grenadeReleased").getAsBoolean();
if (weaponIndex >= 0 && weaponIndex <= 3) {
player.setWeaponIndex(weaponIndex);
}
player.applyMovement(dx, dy, world.getMap());
player.setAngle(aimX, aimY);
player.setLastProcessedSeq(seq);
if (grenadeReleased && player.hasAmmo() && player.getWeaponIndex() == 3) {
world.fireWeapon(player, aimX, aimY, grenadeCharge);
} else if (firing && player.hasAmmo() && player.getWeaponIndex() != 3) {
world.fireWeapon(player, aimX, aimY);
}
break;
}
}
}
public void broadcastGameState(String roomId, GameWorld world) {
Room room = rooms.get(roomId);
if (room == null) return;
for (Player player : room.getPlayers()) {
Map<String, Object> state = world.buildGameState(player.getId());
WebSocket pConn = playerToConnection.get(player.getId());
if (pConn != null && pConn.isOpen()) {
sendToConnection(pConn, Constants.MSG_GAME_STATE, state);
}
}
}
private void broadcastRoomState(Room room) {
for (Player player : room.getPlayers()) {
WebSocket pConn = playerToConnection.get(player.getId());
if (pConn != null && pConn.isOpen()) {
sendToConnection(pConn, Constants.MSG_ROOM_STATE, room.toStateMap(player.getId()));
}
}
}
private void broadcastRoomList() {
List<Map<String, Object>> roomList = new ArrayList<>();
for (Room room : rooms.values()) {
if (!room.isGameStarted()) {
roomList.add(room.toRoomListMap());
}
}
Map<String, Object> data = new LinkedHashMap<>();
data.put("rooms", roomList);
for (WebSocket conn : getConnections()) {
if (connectionToPlayer.get(conn) == null) {
sendToConnection(conn, Constants.MSG_ROOM_LIST, data);
}
}
}
private List<List<Integer>> serializeMapData(int[][] cells) {
List<List<Integer>> result = new ArrayList<>();
for (int[] row : cells) {
List<Integer> rowList = new ArrayList<>();
for (int cell : row) {
rowList.add(cell);
}
result.add(rowList);
}
return result;
}
private void sendToConnection(WebSocket conn, String type, Object data) {
if (conn != null && conn.isOpen()) {
Map<String, Object> msg = new LinkedHashMap<>();
msg.put("type", type);
msg.put("data", data);
conn.send(gson.toJson(msg));
}
}
private void sendError(WebSocket conn, String message) {
Map<String, Object> data = new LinkedHashMap<>();
data.put("message", message);
sendToConnection(conn, Constants.MSG_ERROR, data);
}
}