16 Commits

Author SHA1 Message Date
Benjamin Feyer
c907967126 adjusted the clientprperties, so it is not started in singleplayer 2024-10-13 14:19:31 +02:00
Benjamin Feyer
fe6ad576eb edited the fire, adjusted the rocket_size,added the models in j3o files, adjusted the Gamesound, added the artefacts 2024-10-13 14:18:03 +02:00
Benjamin Feyer
3755cca62e Solution for exercise 13:
edited another state in the server and client, added the rocket, added the 'Shell.java' and 'ShellControl.java'
edited the logic for the states and 3 messages for the server client comunication, edited the 'SeaSynchronizer' and ShipMapSynchronizer', so that the animations will be displayed, added the sound for the rocket
2024-10-12 00:41:24 +02:00
Benjamin Feyer
30a735bd6e added 'Shell' and 'ShellControl' and editet the two visitors 'Visitor' and 'VoidVisitor' 2024-10-10 22:23:55 +02:00
Benjamin Feyer
dffb5b4d63 corrected the server based validation in 'WaitState' and 'ServerGameLogic' and 'battleship.properties' and 'battleship_de.properties' and reformatted 'SeaSynchronizer'
corrected the 'ServerGameLogic' so it will send new GameLogic and will be still in EditorState, when presented with an invalid map
and added in the properties the keys writen in 'WaitState' and added the 'ReceivedGameLogic', to receive new GameDetails
2024-10-08 23:05:51 +02:00
Benjamin Feyer
d53e8577d8 edited 'SeaSynchronizer' and 'ShipControl' for Nr. 12
so now the fire on the ship will be displayed, the seasynchronizer handels it,
in the 'ShipControl' the sinking of a sunken ship is implemented
2024-10-08 21:20:51 +02:00
Benjamin Feyer
54d8ad57cb added the 'SeaSynchronizer'
so if the shot hits or misses, a particle is shown, hereby I modified the visit(Shot shot) handleHit
and added the 'createMissParticle' and 'createHitParticle' methods
2024-10-08 17:16:09 +02:00
Benjamin Feyer
387bda04b9 edited the 'networkDialog' and added 'battleShipLocalServer' and 'ReceivedMessage' and 'README'
edited the networkDialog so the client can decide, whether he want, to connect to a derver or create and host a new one, added the 'BattleshipLocalServer', the class responcible for creating a new server and added 'Receivedmessage'
and added a README for the Background-music licence
2024-10-05 15:33:27 +02:00
Benjamin Feyer
2110555bbc corrected the code for nr. 8 +10
now the backgroundmusic-settings will be stored correctly and when a invalid map is submitted,the error will be displayed correctly
2024-10-05 14:12:23 +02:00
Benjamin Feyer
34a0fa2304 Solution for Nr. 10, added 'BackgroundSound.java' and edited 'battleshipApp' and 'Menu'
the 'BackgroundMusic' class defines the background music and the function used to control it, in the 'BattleshipApp' is an attribute of BackgrounMusic and a return function and in the Menu the Checkbox and the slider for the backgroundMusic and the update function were implemented
2024-10-03 23:34:15 +02:00
Benjamin Feyer
6355b98441 Nr.10 edited 'Menu','Sound','battlship.properties' and 'battleship_de.properties'
edited the property files to ensure, that in the menu the background music on/off and the background volume slider are named in eng and german, edited the childnotes for
the menu, so the checkbox and slider are visible, edited the enum Suonds, for another entry 'BACKGROUNDMUSIC'
2024-10-03 13:46:18 +02:00
Benjamin Feyer
b96a3dd270 Number 9'
added README.txt for all models
2024-10-02 22:46:58 +02:00
Benjamin Feyer
b6f105202d corrected 'Editorstate' and 'GameServerLogic' and edited 'SeaSynchronizer' and added assets 2024-10-02 22:23:10 +02:00
Benjamin Feyer
175059a6e1 corrected 'EditorState' and 'ServerGameLogic' 2024-10-02 17:41:06 +02:00
Benjamin Feyer
3ab6b44638 Nr. 8, edited 'EditorState', 'ServerGameLogic' and 'ShipMapDTO' classes 2024-10-02 16:46:44 +02:00
Benjamin Feyer
237bf15992 Nr.7: edited the 'Battlestate' and 'ShipMap' class 2024-10-02 01:19:19 +02:00
111 changed files with 529817 additions and 499966 deletions

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@@ -9,7 +9,6 @@ implementation project(":jme-common")
implementation project(":battleship:model") implementation project(":battleship:model")
implementation libs.jme3.desktop implementation libs.jme3.desktop
implementation libs.jme3.effects
runtimeOnly libs.jme3.awt.dialogs runtimeOnly libs.jme3.awt.dialogs
runtimeOnly libs.jme3.plugins runtimeOnly libs.jme3.plugins

View File

@@ -9,7 +9,7 @@
# #
# Specifies the map used by the opponent in single mode. # Specifies the map used by the opponent in single mode.
# Single mode is activated if this property is set. # Single mode is activated if this property is set.
map.opponent=maps/map2.json #git map.opponent=maps/map2.json
# #
# Specifies the map used by the player in single mode. # Specifies the map used by the player in single mode.
# The player must define their own map if this property is not set. # The player must define their own map if this property is not set.
@@ -23,10 +23,10 @@ map.own=maps/map1.json
# 2, 3 # 2, 3
# defines four shots, namely at the coordinates # defines four shots, namely at the coordinates
# (x=2, y=0), (x=2, y=1), (x=2, y=2), and (x=2, y=3) # (x=2, y=0), (x=2, y=1), (x=2, y=2), and (x=2, y=3)
robot.targets=2, 3,\ robot.targets=2, 0,\
2, 4,\ 2, 1,\
2, 5,\ 2, 2,\
2, 8 2, 3
# #
# Delay in milliseconds between each shot fired by the RobotClient. # Delay in milliseconds between each shot fired by the RobotClient.
robot.delay=500 robot.delay=500

View File

@@ -1,242 +1,123 @@
package pp.battleship.client; package pp.battleship.client;
import com.jme3.app.Application;
import com.jme3.audio.AudioData.DataType; import com.jme3.audio.AudioData.DataType;
import com.jme3.audio.AudioNode; import com.jme3.audio.AudioNode;
import com.jme3.audio.AudioSource.Status; import com.jme3.audio.AudioSource.Status;
import pp.battleship.notification.Music;
import pp.battleship.notification.MusicEvent;
import pp.battleship.notification.GameEventListener;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.prefs.Preferences; import java.util.prefs.Preferences;
public class BackgroundMusic implements GameEventListener { /**
private static final String VOLUME_PREF = "volume"; * this class is used to control the background-music in the game
private static final String MUSIC_ENABLED_PREF = "musicEnabled"; */
private static final Preferences PREFS = Preferences.userNodeForPackage(BackgroundMusic.class); public class BackgroundMusic {
static final Logger LOGGER = System.getLogger(BackgroundMusic.class.getName());
private static final String MENU_MUSIC = "Music/MainMenu/Dark_Intro.ogg";
private static final String BATTLE_MUSIC = "Music/BattleTheme/boss_battle_#2_metal_loop.wav";
private static final String GAME_OVER_MUSIC_L = "Music/GameOver/Lose/Lose.ogg";
private static final String GAME_OVER_MUSIC_V = "Music/GameOver/Victory/Victory.wav";
private final AudioNode menuMusic;
private final AudioNode battleMusic;
private final AudioNode gameOverMusicL;
private final AudioNode gameOverMusicV;
private String lastNodePlayed;
private boolean musicEnabled;
private float volume;
private final BattleshipApp app;
/** /**
* Initializes and controls the BackgroundMusic * this attribute ist the keyword to save the last volume, that was set
*
* @param app The main Application
*/ */
public BackgroundMusic(BattleshipApp app) { private static final String VOLUME_PREV = "BackgroundVolume";
this.volume = PREFS.getFloat(VOLUME_PREF, 1.0f);
this.musicEnabled = PREFS.getBoolean(MUSIC_ENABLED_PREF, true);
this.app = app;
menuMusic = createAudioNode(MENU_MUSIC); /**
battleMusic = createAudioNode(BATTLE_MUSIC); * this attribute ist the keyword to save the state, whether the music was on or off in the last session
gameOverMusicL = createAudioNode(GAME_OVER_MUSIC_L); */
gameOverMusicV = createAudioNode(GAME_OVER_MUSIC_V); private static final String BACKGROUND_MUSIC_ENABLED_PREV = "BackgroundMusicEnabled";
stop(battleMusic);
stop(gameOverMusicL);
stop(gameOverMusicV);
lastNodePlayed = menuMusic.getName(); /**
* this attribute holds the last set values for on/off and the volume, with the keywords "BackgroundVolume" and "BackgroundMusicEnabled"
*/
private Preferences prefs = Preferences.userNodeForPackage(BackgroundMusic.class);
if(musicEnabled) { /**
play(menuMusic); * this attribute holds the Music-node, which is used to play the music
*/
private final AudioNode backgroundMusic;
/**
* this boolean holds, whether the music is enabled or not at this state
*/
private boolean backgroundMusicEnabled;
/**
* this attribute holds the current volume
*/
private float backgroundVolume;
/**
* this is the constructor of this class, is used to set the current values to the values stored in the preferences
*
* @param app the application the Background-music uis used in
* @param backGroundMusicPath the path, where the Background-music is stored in
*/
public BackgroundMusic(Application app, String backGroundMusicPath) {
this.backgroundVolume = prefs.getFloat(VOLUME_PREV, 1.0f); // sets the volume to the value stored in pref,or 1.0f if it is not accessible
this.backgroundMusicEnabled = prefs.getBoolean(BACKGROUND_MUSIC_ENABLED_PREV, true); // sets the enabled to the value stored in pref,or true if it is not accessible
backgroundMusic = new AudioNode(app.getAssetManager(), backGroundMusicPath, DataType.Stream); // initialize the Audio-node
backgroundMusic.setLooping(true); // sets looping true, so it is played always, when enabled
backgroundMusic.setPositional(false);
backgroundMusic.setVolume(backgroundVolume);
if (backgroundMusicEnabled) { //starts playing, when enabled
play();
} }
} }
/** /**
* This method will be used to create the audio node containing the music * this method plays the background sound, if it is enabled
*
* @param musicFilePath the file path to the music
* @return the created audio node
*/ */
private AudioNode createAudioNode(String musicFilePath) { public void play() {
AudioNode audioNode = new AudioNode(app.getAssetManager(), musicFilePath, DataType.Stream); if (backgroundMusicEnabled && (backgroundMusic.getStatus() == Status.Stopped || backgroundMusic.getStatus() == Status.Paused)) { //checks, if it is enabled and stopped or paused
audioNode.setVolume(volume * app.getMainVolumeControl().getMainVolume()); backgroundMusic.play();
audioNode.setPositional(false);
audioNode.setLooping(true);
audioNode.setName(musicFilePath);
return audioNode;
}
/**
* sets the give audio node to play
*
* @param audioNode the audio node which should start to play
*/
public void play(AudioNode audioNode) {
if (musicEnabled && (audioNode.getStatus() == Status.Stopped || audioNode.getStatus() == Status.Paused)) {
audioNode.play();
lastNodePlayed = audioNode.getName();
} }
} }
/** /**
* stops the given audio node from playing * this method stops the background-music
*
* @param audioNode the audio node to be stopped
*/ */
public void stop(AudioNode audioNode) { public void stop() { //stops the music, when it is playing
if (audioNode.getStatus() == Status.Playing) { if (backgroundMusic.getStatus() == Status.Playing) backgroundMusic.stop();
audioNode.stop();
}
} }
/** /**
* pauses the given audi node * function to toggle the Background-music ,so if it was disabled it is now enabled and other way around
*
* @param audioNode the audio node to be paused
*/
public void pause(AudioNode audioNode) {
if (audioNode.getStatus() == Status.Playing) {
audioNode.pause();
}
}
/**
* Toggle Method to control the music to switch it on or off
*/ */
public void toggleMusic() { public void toggleMusic() {
this.musicEnabled = !this.musicEnabled; this.backgroundMusicEnabled = !this.backgroundMusicEnabled;
if (musicEnabled) { if (backgroundMusicEnabled) {
switch (lastNodePlayed){ play();
case MENU_MUSIC:
play(menuMusic);
break;
case BATTLE_MUSIC:
play(battleMusic);
break;
case GAME_OVER_MUSIC_L:
play(gameOverMusicL);
break;
case GAME_OVER_MUSIC_V:
play(gameOverMusicV);
break;
}
} else {
pause(menuMusic);
pause(battleMusic);
pause(gameOverMusicL);
pause(gameOverMusicV);
} }
else {
PREFS.putBoolean(MUSIC_ENABLED_PREF, musicEnabled); stop();
}
/**
* this method is used when the main volume changes
*/
public void setVolume(){
setVolume(PREFS.getFloat(VOLUME_PREF, 1.0f));
}
/**
* Method to set the volume for the music
*
* @param volume float to transfer the new volume
*/
public void setVolume(float volume) {
this.volume = volume;
float mainVolume = app.getMainVolumeControl().getMainVolume();
menuMusic.setVolume(volume * mainVolume);
battleMusic.setVolume(volume * mainVolume);
gameOverMusicL.setVolume(volume * mainVolume);
gameOverMusicV.setVolume(volume * mainVolume);
PREFS.putFloat(VOLUME_PREF, volume);
}
/**
* This method retuns the volume
*
* @return the current volume as a float
*/
public float getVolume() {
return volume;
}
/**
* Returns if music should be played or not
*
* @return boolean value in music should be played
*/
public boolean isMusicEnabled() {
return musicEnabled;
}
/**
* changes the music to the specified music if it isn't already playing
*
* @param music the music to play
*/
public void changeMusic(Music music) {
if(music == Music.MENU_THEME && !lastNodePlayed.equals(MENU_MUSIC)) {
LOGGER.log(Level.INFO, "Received Music change Event {0}", music.toString());
stop(battleMusic);
stop(gameOverMusicL);
stop(gameOverMusicV);
play(menuMusic);
lastNodePlayed = menuMusic.getName();
} else if (music == Music.BATTLE_THEME && !lastNodePlayed.equals(BATTLE_MUSIC)) {
LOGGER.log(Level.INFO, "Received Music change Event {0}", music.toString());
stop(menuMusic);
stop(gameOverMusicL);
stop(gameOverMusicV);
play(battleMusic);
lastNodePlayed = battleMusic.getName();
} else if (music == Music.GAME_OVER_THEME_L && !lastNodePlayed.equals(GAME_OVER_MUSIC_L)) {
LOGGER.log(Level.INFO, "Received Music change Event {0}", music.toString());
stop(menuMusic);
stop(battleMusic);
stop(gameOverMusicV);
play(gameOverMusicL);
lastNodePlayed = gameOverMusicL.getName();
} else if (music == Music.GAME_OVER_THEME_V && !lastNodePlayed.equals(GAME_OVER_MUSIC_V)){
LOGGER.log(Level.INFO, "Received Music change Event {0}", music.toString());
stop(menuMusic);
stop(battleMusic);
stop(gameOverMusicL);
play(gameOverMusicV);
lastNodePlayed = gameOverMusicV.getName();
} }
prefs.putBoolean(BACKGROUND_MUSIC_ENABLED_PREV, backgroundMusicEnabled); //puts in new enabled to the pref
} }
/** /**
* the method which receives the Event * this method sets the
* *
* @param music the received Event * @param volume is the volume the music is set to
*/ */
@Override public void setBackgroundVolume(float volume) {
public void receivedEvent (MusicEvent music){ this.backgroundVolume = volume;
LOGGER.log(Level.INFO, "Received Music change Event {0}", music.toString()); backgroundMusic.setVolume(backgroundVolume);
switch (music.music()){ prefs.putFloat(VOLUME_PREV, volume);
case MENU_THEME: }
changeMusic(Music.MENU_THEME);
break; /**
case BATTLE_THEME: * this method returns the BackgroundVolume
changeMusic(Music.BATTLE_THEME); *
break; * @return backgroundVolume
case GAME_OVER_THEME_L: */
changeMusic(Music.GAME_OVER_THEME_L); public float getBackgroundVolume() {
break; return backgroundVolume;
case GAME_OVER_THEME_V: }
changeMusic(Music.GAME_OVER_THEME_V);
break; /**
} * return, if the background-music is enabled
*
* @return true if the music is enabled
*/
public boolean isBackgroundMusicEnabled() {
return backgroundMusicEnabled;
} }
} }

View File

@@ -123,15 +123,10 @@ public class BattleshipApp extends SimpleApplication implements BattleshipClient
private final ActionListener escapeListener = (name, isPressed, tpf) -> escape(isPressed); private final ActionListener escapeListener = (name, isPressed, tpf) -> escape(isPressed);
/** /**
* The Object which handles the background music * this is the object, responsible for the background-music and to control it
*/ */
private BackgroundMusic backgroundMusic; private BackgroundMusic backgroundMusic;
/**
* The object that handles the main volume
*/
private MainVolume mainVolume;
static { static {
// Configure logging // Configure logging
LogManager manager = LogManager.getLogManager(); LogManager manager = LogManager.getLogManager();
@@ -235,10 +230,7 @@ public void simpleInitApp() {
setupStates(); setupStates();
setupGui(); setupGui();
serverConnection.connect(); serverConnection.connect();
backgroundMusic = new BackgroundMusic(this, "Sound/Background/backgroundMusic.ogg"); //initialise backgroundMusic and sets the backgroundMusic-path
mainVolume = new MainVolume(this);
backgroundMusic = new BackgroundMusic(this);
logic.addListener(backgroundMusic);
} }
/** /**
@@ -442,20 +434,10 @@ void errorDialog(String errorMessage) {
} }
/** /**
* this method returns the object which handles the background music * this method returns Background-Music
* * @return background-music
* @return BackgroundMusic
*/ */
public BackgroundMusic getBackgroundMusic(){ public BackgroundMusic getBackgroundMusic(){
return backgroundMusic; return backgroundMusic;
} }
/**
* this method returns the object which handles the main volume
*
* @return an object of MainVolume
*/
public MainVolume getMainVolumeControl(){
return mainVolume;
}
} }

View File

@@ -14,7 +14,6 @@
import com.jme3.asset.AssetNotFoundException; import com.jme3.asset.AssetNotFoundException;
import com.jme3.audio.AudioData; import com.jme3.audio.AudioData;
import com.jme3.audio.AudioNode; import com.jme3.audio.AudioNode;
import com.jme3.audio.AudioSource;
import pp.battleship.notification.GameEventListener; import pp.battleship.notification.GameEventListener;
import pp.battleship.notification.SoundEvent; import pp.battleship.notification.SoundEvent;
@@ -28,20 +27,14 @@
* An application state that plays sounds. * An application state that plays sounds.
*/ */
public class GameSound extends AbstractAppState implements GameEventListener { public class GameSound extends AbstractAppState implements GameEventListener {
static final Logger LOGGER = System.getLogger(GameSound.class.getName()); private static final Logger LOGGER = System.getLogger(GameSound.class.getName());
private static final Preferences PREFERENCES = getPreferences(GameSound.class); private static final Preferences PREFERENCES = getPreferences(GameSound.class);
private static final String ENABLED_PREF = "enabled"; //NON-NLS private static final String ENABLED_PREF = "enabled"; //NON-NLS
private static final String SOUND_VOLUME_PREF = "volume";
private float volume;
private AudioNode splashSound; private AudioNode splashSound;
private AudioNode shipDestroyedSound; private AudioNode shipDestroyedSound;
private AudioNode explosionSound; private AudioNode explosionSound;
private AudioNode rocketSound; private AudioNode rocketSound;
private BattleshipApp app;
/** /**
* Checks if sound is enabled in the preferences. * Checks if sound is enabled in the preferences.
* *
@@ -82,13 +75,10 @@ public void setEnabled(boolean enabled) {
@Override @Override
public void initialize(AppStateManager stateManager, Application app) { public void initialize(AppStateManager stateManager, Application app) {
super.initialize(stateManager, app); super.initialize(stateManager, app);
this.app = (BattleshipApp) app;
shipDestroyedSound = loadSound(app, "Sound/Effects/sunken.wav"); //NON-NLS shipDestroyedSound = loadSound(app, "Sound/Effects/sunken.wav"); //NON-NLS
splashSound = loadSound(app, "Sound/Effects/splash.wav"); //NON-NLS splashSound = loadSound(app, "Sound/Effects/splash.wav"); //NON-NLS
explosionSound = loadSound(app, "Sound/Effects/explosion.wav"); //NON-NLS explosionSound = loadSound(app, "Sound/Effects/explosion.wav"); //NON-NLS
rocketSound = loadSound(app, "Sound/Effects/rocket.wav"); rocketSound = loadSound(app, "Sound/Effects/rocket-loop-99748.wav");
volume = PREFERENCES.getFloat(SOUND_VOLUME_PREF, 1.0f);
} }
/** /**
@@ -104,8 +94,7 @@ private AudioNode loadSound(Application app, String name) {
sound.setLooping(false); sound.setLooping(false);
sound.setPositional(false); sound.setPositional(false);
return sound; return sound;
} } catch (AssetLoadException | AssetNotFoundException ex) {
catch (AssetLoadException | AssetNotFoundException ex) {
LOGGER.log(Level.ERROR, ex.getMessage(), ex); LOGGER.log(Level.ERROR, ex.getMessage(), ex);
} }
return null; return null;
@@ -136,64 +125,35 @@ public void shipDestroyed() {
} }
/** /**
* Plays sound effect when a rocket starts * when triggered, though a sound-event,it decides, which sound should be played
*/
public void rocket() {
if (isEnabled() && rocketSound != null)
rocketSound.playInstance();
}
/**
* this method sets the sound volume of the sounds
* *
* @param volume the volume to be set to * @param event the received event
*/ */
public void setSoundVolume(float volume) {
float mainVolume = app.getMainVolumeControl().getMainVolume();
float calculatedVolume = volume * mainVolume;
shipDestroyedSound.setVolume(calculatedVolume);
splashSound.setVolume(calculatedVolume);
explosionSound.setVolume(calculatedVolume);
this.volume = volume;
PREFERENCES.putFloat(SOUND_VOLUME_PREF, volume);
}
/**
* this method will be used if the main volume changes
*/
public void setSoundVolume() {
float mainVolume = app.getMainVolumeControl().getMainVolume();
shipDestroyedSound.setVolume(volume * mainVolume);
splashSound.setVolume(volume * mainVolume);
explosionSound.setVolume(volume * mainVolume);
rocketSound.setVolume(volume * mainVolume);
PREFERENCES.putFloat(SOUND_VOLUME_PREF, volume);
}
/**
* this method returns the sound
*
* @return
*/
public float getVolume(){
return volume;
}
@Override @Override
public void receivedEvent(SoundEvent event) { public void receivedEvent(SoundEvent event) {
switch (event.sound()) { switch (event.sound()) {
case EXPLOSION : case EXPLOSION -> explosion();
explosion(); case SPLASH -> splash();
break; case DESTROYED_SHIP -> shipDestroyed();
case SPLASH : case ROCKET -> rocket();
splash(); case ROCKET_STOP -> rocketStopped();
break;
case DESTROYED_SHIP:
shipDestroyed();
break;
case ROCKET_FIRED:
rocket();
break;
} }
} }
/**
* this method plays the sound of the rocket
*/
private void rocket() {
if (isEnabled() && splashSound != null)
rocketSound.play();
}
/**
* this method stops the sound of the rocket
*/
private void rocketStopped() {
rocketSound.stop();
}
} }

View File

@@ -1,32 +0,0 @@
package pp.battleship.client;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.prefs.Preferences;
public class MainVolume {
private static final Preferences PREFS = Preferences.userNodeForPackage(MainVolume.class);
private static final String MAIN_VOLUME_PREFS = "MainVolume";
static final Logger LOGGER = System.getLogger(MainVolume.class.getName());
private float mainVolume;
private BattleshipApp app;
public MainVolume(BattleshipApp app) {
this.mainVolume = PREFS.getFloat(MAIN_VOLUME_PREFS, 1.0f);
this.app = app;
}
public void setMainVolume(float mainVolume) {
LOGGER.log(Level.DEBUG, "setMainVolume: mainVolume = {0}", mainVolume);
app.getBackgroundMusic().setVolume();
app.getStateManager().getState(GameSound.class).setSoundVolume();
this.mainVolume = mainVolume;
PREFS.putFloat(MAIN_VOLUME_PREFS, mainVolume);
}
public float getMainVolume() {
return mainVolume;
}
}

View File

@@ -36,14 +36,7 @@ class Menu extends Dialog {
private final BattleshipApp app; private final BattleshipApp app;
private final Button loadButton = new Button(lookup("menu.map.load")); private final Button loadButton = new Button(lookup("menu.map.load"));
private final Button saveButton = new Button(lookup("menu.map.save")); private final Button saveButton = new Button(lookup("menu.map.save"));
private static final double SLIDER_DELTA = 0.1;
private static final double SLIDER_MIN_VALUE = 0.0;
private static final double SLIDER_MAX_VALUE = 2.0;
private final VersionedReference<Double> volumeRef; private final VersionedReference<Double> volumeRef;
private final VersionedReference<Double> soundVolumeRef;
private final VersionedReference<Double> mainVolumeRef;
/** /**
* Constructs the Menu dialog for the Battleship application. * Constructs the Menu dialog for the Battleship application.
@@ -54,25 +47,19 @@ public Menu(BattleshipApp app) {
super(app.getDialogManager()); super(app.getDialogManager());
this.app = app; this.app = app;
addChild(new Label(lookup("battleship.name"), new ElementId("header"))); //NON-NLS addChild(new Label(lookup("battleship.name"), new ElementId("header"))); //NON-NLS
addChild(new Label(lookup("menu.main.volume"), new ElementId("label")));
Slider mainVolumeSlider = createSlider(app.getMainVolumeControl().getMainVolume());
addChild(mainVolumeSlider);
mainVolumeRef = mainVolumeSlider.getModel().createReference();
addChild(new Label(lookup("menu.sound.volume"), new ElementId("label")));
addChild(new Checkbox(lookup("menu.sound-enabled"), addChild(new Checkbox(lookup("menu.sound-enabled"),
new StateCheckboxModel(app, GameSound.class))); new StateCheckboxModel(app, GameSound.class)));
Slider soundSlider = createSlider(app.getStateManager().getState(GameSound.class).getVolume());
addChild(soundSlider);
soundVolumeRef = soundSlider.getModel().createReference();
addChild(new Label(lookup("menu.volume"), new ElementId("label"))); //this sets the checkbox,to disable/enable the background-music
Checkbox musicToggle = new Checkbox(lookup("menu.music.toggle")); Checkbox backgroundMusicEnabled = new Checkbox(lookup("background.music.checkbox"));
musicToggle.setChecked(app.getBackgroundMusic().isMusicEnabled()); backgroundMusicEnabled.setChecked(app.getBackgroundMusic().isBackgroundMusicEnabled());
musicToggle.addClickCommands(s -> toggleMusic()); backgroundMusicEnabled.addClickCommands(s -> app.getBackgroundMusic().toggleMusic());
addChild(musicToggle); addChild(backgroundMusicEnabled);
Slider volumeSlider = createSlider(app.getBackgroundMusic().getVolume());
//this sets the volume-slider for the volume of the background-music
Slider volumeSlider = new Slider(lookup("background.music.volume"));
volumeSlider.setModel(new DefaultRangedValueModel(0.0, 2.0, app.getBackgroundMusic().getBackgroundVolume()));
volumeSlider.setDelta(0.1);
addChild(volumeSlider); addChild(volumeSlider);
volumeRef = volumeSlider.getModel().createReference(); volumeRef = volumeSlider.getModel().createReference();
@@ -84,73 +71,20 @@ public Menu(BattleshipApp app) {
.addClickCommands(s -> ifTopDialog(this::close)); .addClickCommands(s -> ifTopDialog(this::close));
addChild(new Button(lookup("menu.quit"))) addChild(new Button(lookup("menu.quit")))
.addClickCommands(s -> ifTopDialog(app::closeApp)); .addClickCommands(s -> ifTopDialog(app::closeApp));
update(); update();
} }
/** /**
* this method creates a slider to be used in the menu * updates the background-volume
* *
* @param relativePosition the position of the regulator on the slider * @param tmp
* @return the creates slider
*/
private Slider createSlider(double relativePosition){
Slider slider = new Slider();
slider.setModel(new DefaultRangedValueModel(SLIDER_MIN_VALUE, SLIDER_MAX_VALUE, relativePosition));
slider.setDelta(SLIDER_DELTA);
return slider;
}
/**
* this method is used update the volume when there is a change in the slider
* @param tpf time per frame
*/ */
@Override @Override
public void update(float tpf){ public void update(float tmp) {
if(volumeRef.update()){ if (volumeRef.update()) {
double newVolume = volumeRef.get(); app.getBackgroundMusic().setBackgroundVolume((float) (double) volumeRef.get()); //sets new background-volume
adjustMusicVolume(newVolume);
} }
else if (soundVolumeRef.update()) {
double newSoundVolume = soundVolumeRef.get();
adjustSoundVolume(newSoundVolume);
} else if (mainVolumeRef.update()) {
double newMainVolume = mainVolumeRef.get();
adjustMainVolume(newMainVolume);
}
}
/**
* this method adjusts the main volume
*
* @param newVolume the volume to be set as main volume
*/
private void adjustMainVolume(double newVolume) {
app.getMainVolumeControl().setMainVolume((float) newVolume);
}
/**
* this method adjust the volume for the background music
*
* @param volume is the double value of the volume
*/
private void adjustMusicVolume(double volume) {
app.getBackgroundMusic().setVolume((float) volume);
}
/**
* this method adjusts the volume for the sound
*
* @param volume is a double value of the sound volume
*/
private void adjustSoundVolume(double volume) {
app.getStateManager().getState(GameSound.class).setSoundVolume((float) volume);
}
/**
* this method toggles the background music on and off
*/
private void toggleMusic() {
app.getBackgroundMusic().toggleMusic();
} }
/** /**

View File

@@ -12,7 +12,8 @@
import com.simsilica.lemur.Label; import com.simsilica.lemur.Label;
import com.simsilica.lemur.TextField; import com.simsilica.lemur.TextField;
import com.simsilica.lemur.component.SpringGridLayout; import com.simsilica.lemur.component.SpringGridLayout;
import pp.battleship.client.server.BattleshipServer; import pp.battleship.client.server.BattleshipLocalServer;
import pp.battleship.client.server.BattleshipLocalServer;
import pp.dialog.Dialog; import pp.dialog.Dialog;
import pp.dialog.DialogBuilder; import pp.dialog.DialogBuilder;
import pp.dialog.SimpleDialog; import pp.dialog.SimpleDialog;
@@ -39,7 +40,7 @@ class NetworkDialog extends SimpleDialog {
private int portNumber; private int portNumber;
private Future<Object> connectionFuture; private Future<Object> connectionFuture;
private Dialog progressDialog; private Dialog progressDialog;
private boolean hostServer = false; private boolean localServer = false;
/** /**
* Constructs a new NetworkDialog. * Constructs a new NetworkDialog.
@@ -53,17 +54,19 @@ class NetworkDialog extends SimpleDialog {
host.setPreferredWidth(400f); host.setPreferredWidth(400f);
port.setSingleLine(true); port.setSingleLine(true);
Checkbox serverHost = new Checkbox(lookup("host.own.server"));
serverHost.setChecked(false);
serverHost.addClickCommands(s -> toggleServerHost());
final BattleshipApp app = network.getApp(); final BattleshipApp app = network.getApp();
final Container input = new Container(new SpringGridLayout()); final Container input = new Container(new SpringGridLayout());
input.addChild(new Label(lookup("host.name") + ": ")); input.addChild(new Label(lookup("host.name") + ": "));
input.addChild(host, 1); input.addChild(host, 1);
input.addChild(new Label(lookup("port.number") + ": ")); input.addChild(new Label(lookup("port.number") + ": "));
input.addChild(port, 1); input.addChild(port, 1);
input.addChild(serverHost);
/*
* this checkbox controls, whether it will connect to an existing server or create a separate server
*/
Checkbox localServerCb = new Checkbox(lookup("local.server"));
localServerCb.setChecked(false);
localServerCb.addClickCommands(s -> localServer = !localServer);
DialogBuilder.simple(app.getDialogManager()) DialogBuilder.simple(app.getDialogManager())
.setTitle(lookup("server.dialog")) .setTitle(lookup("server.dialog"))
@@ -73,6 +76,7 @@ class NetworkDialog extends SimpleDialog {
.setOkClose(false) .setOkClose(false)
.setNoClose(false) .setNoClose(false)
.build(this); .build(this);
addChild(localServerCb); // adds the checkbox to the network dialog at the bottom
} }
/** /**
@@ -93,38 +97,37 @@ private void connectServer() {
} }
/** /**
* This method will start a server or just connect to one based on the boolean hostServer * connects to the server, creates one, if no server is up
*/ */
private void connect() { public void connect() {
if(hostServer){ if (localServer) {
startServer(); startLocalServer(); //starts a local server
try { try {
Thread.sleep(1000); Thread.sleep(1000); // waits, to ensure, that the server in the separate Thread has enough time to start properly
} catch (InterruptedException e) { }
catch (Exception e) {
LOGGER.log(Level.WARNING, e.getMessage(), e); LOGGER.log(Level.WARNING, e.getMessage(), e);
} }
connectServer(); connectServer(); // connects to the server, that was just created
} else { }
connectServer(); else {
connectServer(); // connects to existing server, when the server si not running, or not started by one of the clients
} }
} }
/** /**
* This method starts a server in a new thread *starts a local server, in another thread
*/ */
private void startServer() { private void startLocalServer() {
new Thread(() -> { new Thread(() -> { //creates new Thread
try{ try {
BattleshipServer battleshipServer = new BattleshipServer(Integer.parseInt(port.getText())); BattleshipLocalServer battleshipLocalServer = new BattleshipLocalServer(Integer.parseInt(port.getText())); // creates local server, with the given port numbers
battleshipServer.run(); battleshipLocalServer.run(); // runs the local server
} catch (Exception e) { }
catch (Exception e) {
LOGGER.log(Level.ERROR, e.getMessage(), e); LOGGER.log(Level.ERROR, e.getMessage(), e);
} }
}).start(); }).start(); // starts the thread
}
private void toggleServerHost(){
hostServer = !hostServer;
} }
/** /**

View File

@@ -1,179 +0,0 @@
package pp.battleship.client.gui;
import com.jme3.app.Application;
import com.jme3.asset.AssetManager;
import com.jme3.effect.ParticleEmitter;
import com.jme3.effect.ParticleMesh;
import com.jme3.effect.ParticleMesh.Type;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.scene.Node;
import com.jme3.scene.control.AbstractControl;
import pp.battleship.model.Shot;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.Timer;
import java.util.TimerTask;
/**
* This class is used to handle the effects for impacts
*/
public class EffectHandler {
private final AssetManager assetManager;
static final Logger LOGGER = System.getLogger(EffectHandler.class.getName());
private Material particleMat;
/**
* the constructor is used to get the asset manager from the app
*
* @param app the main application
*/
public EffectHandler(Application app) {
assetManager = app.getAssetManager();
particleMat = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
}
/**
* creates a new HitEffect
*
* @param battleshipNode the node of the ship
* @param shot the shot which triggered the effect
*/
public void createHitEffect(Node battleshipNode, Shot shot) {
createFieryEffect(battleshipNode,shot, "HitEffect", 30, 0.45f, 0.1f, -0.5f, 1f , 2f, false);
}
/**
* creates a new FireEffect
*
* @param battleshipNode the node of the ship
* @param shot the shot which triggered the effect
*/
public void createFireEffect(Node battleshipNode, Shot shot) {
createFieryEffect(battleshipNode, shot, "FireEffect", 30, 0.1f, 0.05f, -0.9f, 1f , 2f, true);
}
/**
* creates a fiery type hit effect
*
* @param battleshipNode the ship to which the effect should be attached
* @param shot the shot that triggered the effect
* @param name the name of the particle emitter
* @param numOfParticle the overall numberOfParticles
* @param startSize the start size of the particles
* @param endSize the end size of the particles
* @param gravity the gravity of the particles
* @param lowLife the lowest lifetime of a particle
* @param highLife the maximum lifetime of a particle
* @param loop if the effect should be looped
*/
public void createFieryEffect(Node battleshipNode, Shot shot, String name, int numOfParticle, float startSize, float endSize, float gravity,
float lowLife, float highLife, boolean loop) {
ParticleEmitter fieryEffect = new ParticleEmitter(name, Type.Triangle, numOfParticle);
fieryEffect.setMaterial(particleMat);
fieryEffect.setImagesX(2);
fieryEffect.setImagesY(2);
fieryEffect.setStartColor(ColorRGBA.Orange);
fieryEffect.setEndColor(ColorRGBA.Red);
fieryEffect.getParticleInfluencer().setInitialVelocity(new Vector3f(0,1,0));
fieryEffect.setStartSize(startSize);
fieryEffect.setEndSize(endSize);
fieryEffect.setGravity(0, gravity, 0);
fieryEffect.setLowLife(lowLife);
fieryEffect.setHighLife(highLife);
if(!loop) {
fieryEffect.setLocalTranslation(shot.getY() + 0.5f, 0 , shot.getX() + 0.5f);
fieryEffect.setParticlesPerSec(0);
fieryEffect.emitAllParticles();
} else {
fieryEffect.setLocalTranslation(shot.getY() + 0.5f, 0 , shot.getX() + 0.5f);
fieryEffect.getLocalTranslation().subtractLocal(battleshipNode.getLocalTranslation());
fieryEffect.setParticlesPerSec(10);
}
battleshipNode.attachChild(fieryEffect);
LOGGER.log(Level.DEBUG, "Created {0} at {1}", name ,fieryEffect.getLocalTranslation().toString());
fieryEffect.addControl(new EffectControl(fieryEffect, battleshipNode));
}
/**
* This method is used to create a miss effect at a certain location
*/
public ParticleEmitter createMissEffect(Shot shot) {
ParticleEmitter missEffect = new ParticleEmitter("MissEffect", Type.Triangle, 15);
missEffect.setMaterial(particleMat);
missEffect.setImagesX(2);
missEffect.setImagesY(2);
missEffect.setStartColor(ColorRGBA.Blue); // Water color
missEffect.setEndColor(ColorRGBA.Cyan);
missEffect.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 1, 0));
missEffect.setStartSize(0.3f);
missEffect.setEndSize(0.05f);
missEffect.setGravity(0, -0.1f, 0);
missEffect.setLowLife(0.5f);
missEffect.setHighLife(1.5f);
missEffect.setParticlesPerSec(0);
missEffect.setLocalTranslation(shot.getY() + 0.5f, 0 , shot.getX() + 0.5f);
missEffect.emitAllParticles();
missEffect.addControl(new EffectControl(missEffect));
return missEffect;
}
/**
* This inner class is used to control the effects
*/
private static class EffectControl extends AbstractControl {
private final ParticleEmitter emitter;
private final Node parentNode;
/**
* this constructor is used to when the effect should be attached to a specific node
*
* @param emitter the Particle emitter to be controlled
* @param parentNode the node to be attached
*/
public EffectControl(ParticleEmitter emitter, Node parentNode) {
this.emitter = emitter;
this.parentNode = parentNode;
}
/**
* This constructor is used when the effect shouldn't be attached to
* a specific node
*
* @param emitter the Particle emitter to be controlled
*/
public EffectControl(ParticleEmitter emitter){
this.emitter = emitter;
this.parentNode = null;
}
/**
* The method which checks if the Effect is not rendered anymore so it can be removed
*
* @param tpf time per frame (in seconds)
*/
@Override
protected void controlUpdate(float tpf) {
if (emitter.getParticlesPerSec() == 0 && emitter.getNumVisibleParticles() == 0) {
if (parentNode != null)
parentNode.detachChild(emitter);
}
}
/**
* @param rm the RenderManager rendering the controlled Spatial (not null)
* @param vp the ViewPort being rendered (not null)
*/
@Override
protected void controlRender(com.jme3.renderer.RenderManager rm, com.jme3.renderer.ViewPort vp) {}
}
}

View File

@@ -12,10 +12,10 @@
import com.jme3.scene.Node; import com.jme3.scene.Node;
import com.jme3.scene.Spatial; import com.jme3.scene.Spatial;
import pp.battleship.model.Battleship; import pp.battleship.model.Battleship;
import pp.battleship.model.IntPoint;
import pp.battleship.model.Shell; import pp.battleship.model.Shell;
import pp.battleship.model.Shot; import pp.battleship.model.Shot;
import pp.util.Position; import pp.util.Position;
import java.lang.System.Logger; import java.lang.System.Logger;
/** /**
@@ -24,15 +24,14 @@
* whenever changes occur in the model. * whenever changes occur in the model.
*/ */
class MapViewSynchronizer extends ShipMapSynchronizer { class MapViewSynchronizer extends ShipMapSynchronizer {
private static final Logger LOGGER = System.getLogger(MapViewSynchronizer.class.getName());
// Constants for rendering properties // Constants for rendering properties
private static final float SHIP_LINE_WIDTH = 6f; private static final float SHIP_LINE_WIDTH = 6f;
private static final float SHOT_DEPTH = -2f; private static final float SHOT_DEPTH = -2f;
private static final float SHIP_DEPTH = 0f; private static final float SHIP_DEPTH = 0f;
private static final float INDENT = 4f; private static final float INDENT = 4f;
private static final float SHELL_DEPTH = 8f; private static final float SHELL_DEPTH = 8f;
private static final float SHELL_IN_GRID = 0.1f;
private static final float SHELL_SIZE = 0.75f;
private static final float SHELL_CENTERED_IN_MAP_GRID = 0.0625f;
// Colors used for different visual elements // Colors used for different visual elements
private static final ColorRGBA HIT_COLOR = ColorRGBA.Red; private static final ColorRGBA HIT_COLOR = ColorRGBA.Red;
@@ -44,8 +43,6 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
// The MapView associated with this synchronizer // The MapView associated with this synchronizer
private final MapView view; private final MapView view;
static final Logger LOGGER = System.getLogger(MapViewSynchronizer.class.getName());
/** /**
* Constructs a new MapViewSynchronizer for the given MapView. * Constructs a new MapViewSynchronizer for the given MapView.
* Initializes the synchronizer and adds existing elements from the model to the view. * Initializes the synchronizer and adds existing elements from the model to the view.
@@ -67,7 +64,6 @@ public MapViewSynchronizer(MapView view) {
*/ */
@Override @Override
public Spatial visit(Shot shot) { public Spatial visit(Shot shot) {
LOGGER.log(Logger.Level.DEBUG, "Visiting " + shot);
// Convert the shot's model coordinates to view coordinates // Convert the shot's model coordinates to view coordinates
final Position p1 = view.modelToView(shot.getX(), shot.getY()); final Position p1 = view.modelToView(shot.getX(), shot.getY());
final Position p2 = view.modelToView(shot.getX() + 1, shot.getY() + 1); final Position p2 = view.modelToView(shot.getX() + 1, shot.getY() + 1);
@@ -75,9 +71,9 @@ public Spatial visit(Shot shot) {
// Create and return a rectangle representing the shot // Create and return a rectangle representing the shot
return view.getApp().getDraw().makeRectangle(p1.getX(), p1.getY(), return view.getApp().getDraw().makeRectangle(p1.getX(), p1.getY(),
SHOT_DEPTH, SHOT_DEPTH,
p2.getX() - p1.getX(), p2.getY() - p1.getY(), p2.getX() - p1.getX(), p2.getY() - p1.getY(),
color); color);
} }
/** /**
@@ -129,17 +125,25 @@ public Spatial visit(Battleship ship) {
public Spatial visit(Shell shell) { public Spatial visit(Shell shell) {
LOGGER.log(Logger.Level.DEBUG, "Visiting {0}", shell); LOGGER.log(Logger.Level.DEBUG, "Visiting {0}", shell);
final Node shellNode = new Node("shell"); final Node shellNode = new Node("shell");
final Position p1 = view.modelToView(shell.getX(), shell.getY()); final Position target = view.modelToView(shell.getX(), shell.getY());
final Position p2 = view.modelToView(shell.getX() + SHELL_SIZE, shell.getY() + SHELL_SIZE); final Position startPosition = view.modelToView(SHELL_IN_GRID, SHELL_IN_GRID);
shellNode.attachChild(createShell());
final Position startPosition = view.modelToView(SHELL_CENTERED_IN_MAP_GRID, SHELL_CENTERED_IN_MAP_GRID);
shellNode.attachChild(view.getApp().getDraw().makeRectangle(startPosition.getX(), startPosition.getY(), SHELL_DEPTH, p2.getX() - p1.getX(), p2.getY() - p1.getY(), ColorRGBA.Black));
shellNode.setLocalTranslation(startPosition.getX(), startPosition.getY(), SHELL_DEPTH); shellNode.setLocalTranslation(startPosition.getX(), startPosition.getY(), SHELL_DEPTH);
shellNode.addControl(new ShellMapControl(p1, view.getApp(), new IntPoint(shell.getX(), shell.getY()))); shellNode.scale(18f);
shellNode.addControl(new ShellMapControl(view.getApp(), target, shell));
return shellNode; return shellNode;
} }
/**
* returns the red dot for the shell in the MapViewSynchronizer
*
* @return Spatial
*/
private Spatial createShell() {
return view.getApp().getDraw().makeFilledCircle(ColorRGBA.Red);
}
/** /**
* Creates a line geometry representing part of the ship's border. * Creates a line geometry representing part of the ship's border.
* *
@@ -151,7 +155,6 @@ public Spatial visit(Shell shell) {
* @return a Geometry representing the line * @return a Geometry representing the line
*/ */
private Geometry shipLine(float x1, float y1, float x2, float y2, ColorRGBA color) { private Geometry shipLine(float x1, float y1, float x2, float y2, ColorRGBA color) {
LOGGER.log(Logger.Level.DEBUG, "created ship line");
return view.getApp().getDraw().makeFatLine(x1, y1, x2, y2, SHIP_DEPTH, color, SHIP_LINE_WIDTH); return view.getApp().getDraw().makeFatLine(x1, y1, x2, y2, SHIP_DEPTH, color, SHIP_LINE_WIDTH);
} }
} }

View File

@@ -7,14 +7,26 @@
package pp.battleship.client.gui; package pp.battleship.client.gui;
import com.jme3.effect.ParticleEmitter;
import com.jme3.effect.ParticleMesh.Type;
import com.jme3.material.Material; import com.jme3.material.Material;
import com.jme3.material.RenderState; import com.jme3.material.RenderState.BlendMode;
import com.jme3.renderer.queue.RenderQueue; import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.renderer.queue.RenderQueue.ShadowMode; import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node; import com.jme3.scene.Node;
import com.jme3.scene.Spatial; import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import pp.battleship.client.BattleshipApp; import pp.battleship.client.BattleshipApp;
import pp.battleship.model.*; import pp.battleship.model.Battleship;
import pp.battleship.model.Rotation;
import pp.battleship.model.Shell;
import pp.battleship.model.ShipMap;
import pp.battleship.model.Shot;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import static java.util.Objects.requireNonNull; import static java.util.Objects.requireNonNull;
import static pp.util.FloatMath.HALF_PI; import static pp.util.FloatMath.HALF_PI;
@@ -27,16 +39,18 @@
* logic for the sea map. * logic for the sea map.
*/ */
class SeaSynchronizer extends ShipMapSynchronizer { class SeaSynchronizer extends ShipMapSynchronizer {
private static final Logger LOGGER = System.getLogger(SeaSynchronizer.class.getName());
private static final String UNSHADED = "Common/MatDefs/Misc/Unshaded.j3md"; //NON-NLS private static final String UNSHADED = "Common/MatDefs/Misc/Unshaded.j3md"; //NON-NLS
private static final String KING_GEORGE_V_MODEL = "Models/KingGeorgeV/KingGeorgeV.j3o"; private static final String KING_GEORGE_V_MODEL = "Models/KingGeorgeV/KingGeorgeV.j3o"; //NON-NLS
private static final String UBOAT = "Models/UBoat/14084_WWII_Ship_German_Type_II_U-boat_v2_L1.obj"; //NON-NLS private static final String SUBMARINE = "Models/Submarine/submarine.j3o";
private static final String BATTLE_SHIP_MODERN = "Models/BattleShipModern/Destroyer.j3o"; private static final String DESTROYER = "Models/Destroyer/10619_Battleship.j3o";
private static final String BATTLE_SHIP_MODERN_TEXTURE = "Models/BattleShipModern/BattleshipC.jpg"; private static final String SMALL_SHIP = "Models/SmallShip/10634_SpeedBoat_v01_LOD3.obj";
private static final String PATROL_BOAT = "Models/PatrolBoat/12219_boat_v2_L2.obj"; private static final String PARTICLE = "Common/MatDefs/Misc/Particle.j3md";
private static final String SHELL_ROCKET = "Models/Rocket/Rocket.obj"; private static final String COLOR = "Color"; //NON-NLS
private static final String SHIP = "ship"; //NON-NLS private static final String SHIP = "ship"; //NON-NLS
private static final String SHELL = "shell"; private static final String ROCKET = "Models/Rocket/rocket.j3o";
private final EffectHandler effectHandler; private static final ColorRGBA BOX_COLOR = ColorRGBA.Gray;
private final ShipMap map; private final ShipMap map;
private final BattleshipApp app; private final BattleshipApp app;
@@ -52,7 +66,6 @@ public SeaSynchronizer(BattleshipApp app, Node root, ShipMap map) {
super(app.getGameLogic().getOwnMap(), root); super(app.getGameLogic().getOwnMap(), root);
this.app = app; this.app = app;
this.map = map; this.map = map;
effectHandler = new EffectHandler(app);
addExisting(); addExisting();
} }
@@ -66,7 +79,20 @@ public SeaSynchronizer(BattleshipApp app, Node root, ShipMap map) {
*/ */
@Override @Override
public Spatial visit(Shot shot) { public Spatial visit(Shot shot) {
return shot.isHit() ? handleHit(shot) : effectHandler.createMissEffect(shot); return shot.isHit() ? handleHit(shot) : handleMiss(shot);
}
/**
* Handles a miss
*
* @param shot a hit
* @return always null to prevent the representation from being attached
* to the items node as well
*/
private Spatial handleMiss(Shot shot) {
final ParticleEmitter emitter = createMissParticle(shot);
return emitter;
} }
/** /**
@@ -80,13 +106,114 @@ public Spatial visit(Shot shot) {
private Spatial handleHit(Shot shot) { private Spatial handleHit(Shot shot) {
final Battleship ship = requireNonNull(map.findShipAt(shot), "Missing ship"); final Battleship ship = requireNonNull(map.findShipAt(shot), "Missing ship");
final Node shipNode = requireNonNull((Node) getSpatial(ship), "Missing ship node"); final Node shipNode = requireNonNull((Node) getSpatial(ship), "Missing ship node");
final ParticleEmitter particleEmitter = createHitParticle(shot);
effectHandler.createHitEffect(shipNode, shot); particleEmitter.getLocalTranslation().subtractLocal(shipNode.getLocalTranslation());
effectHandler.createFireEffect(shipNode, shot); shipNode.attachChild(particleEmitter);
final ParticleEmitter fire = createFire(shot);
shipNode.attachChild(fire);
return null; return null;
} }
/**
* this method attach fire to the ship, if it is hit
*
* @param shot the shot, that hit the ship
* @return the Fire
*/
private ParticleEmitter createFire(Shot shot) {
ParticleEmitter hitEffect = new ParticleEmitter("fire", Type.Triangle, 5000);
hitEffect.setMaterial(new Material(app.getAssetManager(), PARTICLE));
hitEffect.setImagesX(2);
hitEffect.setImagesY(2);
hitEffect.setStartColor(ColorRGBA.Orange);
hitEffect.setEndColor(ColorRGBA.Red);
hitEffect.setStartSize(0.1f);
hitEffect.setEndSize(0.05f);
hitEffect.getParticleInfluencer().setInitialVelocity(new Vector3f(0,1,0));
hitEffect.setParticlesPerSec(5);
hitEffect.setLowLife(1f);
hitEffect.setHighLife(1f);
final Node shipNode = requireNonNull((Node) getSpatial(map.findShipAt(shot.getX(), shot.getY())), "Missing ship node");
hitEffect.setGravity(0, -0.9f, 0);
Vector3f shipNodePos = shipNode.getLocalTranslation();
Vector3f shotWorld = mapToWorldCord(shot.getX(), shot.getY());
Vector3f firePos = shotWorld.subtract(shipNodePos);
if (map.findShipAt(shot.getX(), shot.getY()).getLength() == 2) {
hitEffect.setLocalTranslation(firePos.x, 0.15f, firePos.z);
} else {
hitEffect.setLocalTranslation(firePos.x, 0.3f, firePos.z);
}
return hitEffect;
}
/**
* this method converts 2d to 3d positions
*
* @param x x-Coordinate
* @param y-Coordinate
* @return the Position as a 3d Vector
*/
private Vector3f mapToWorldCord(int x, int y) {
return new Vector3f(y + 0.5f, 0, x + 0.5f);
}
/**
* this method creates the particles, when the shot misses
*
* @param shot is the parameter, where was shot
* @return the particle
*/
private ParticleEmitter createMissParticle(Shot shot) {
ParticleEmitter hitEffect = new ParticleEmitter("HitEffect", Type.Triangle, 30);
hitEffect.setMaterial(new Material(app.getAssetManager(), PARTICLE));
hitEffect.setImagesX(2);
hitEffect.setImagesY(2);
hitEffect.setStartColor(ColorRGBA.Cyan);
hitEffect.setEndColor(ColorRGBA.Blue);
hitEffect.getParticleInfluencer().setInitialVelocity(new Vector3f(0.1f, 0.1f, 0.1f));
hitEffect.move(0, -2, 0);
hitEffect.setStartSize(0.45f);
hitEffect.setEndSize(0.45f);
hitEffect.setGravity(0, -0.5f, 0);
hitEffect.setLowLife(1f);
hitEffect.setHighLife(1f);
hitEffect.setParticlesPerSec(0);
hitEffect.setLocalTranslation(shot.getY() + 0.5f, 0, shot.getX() + 0.5f);
hitEffect.emitAllParticles();
return hitEffect;
}
/**
* this method creates the particles, when a ship is hit
*
* @param shot says, where was shot
* @return the particle
*/
private ParticleEmitter createHitParticle(Shot shot) {
ParticleEmitter hitEffect = new ParticleEmitter("HitEffect", Type.Triangle, 30);
hitEffect.setMaterial(new Material(app.getAssetManager(), PARTICLE));
hitEffect.setImagesX(2);
hitEffect.setImagesY(2);
hitEffect.setStartColor(ColorRGBA.Orange);
hitEffect.setEndColor(ColorRGBA.Red);
hitEffect.getParticleInfluencer().setInitialVelocity(new Vector3f(1, 1, 1));
hitEffect.setStartSize(0.45f);
hitEffect.setEndSize(0.1f);
hitEffect.setGravity(0, -0.5f, 0);
hitEffect.setLowLife(1f);
hitEffect.setHighLife(2f);
hitEffect.setParticlesPerSec(0);
hitEffect.setLocalTranslation(shot.getY() + 0.5f, 0, shot.getX() + 0.5f);
hitEffect.emitAllParticles();
return hitEffect;
}
/** /**
* Visits a {@link Battleship} and creates a graphical representation of it. * Visits a {@link Battleship} and creates a graphical representation of it.
* The representation is either a 3D model or a simple box depending on the * The representation is either a 3D model or a simple box depending on the
@@ -103,43 +230,39 @@ public Spatial visit(Battleship ship) {
final float x = 0.5f * (ship.getMinY() + ship.getMaxY() + 1f); final float x = 0.5f * (ship.getMinY() + ship.getMaxY() + 1f);
final float z = 0.5f * (ship.getMinX() + ship.getMaxX() + 1f); final float z = 0.5f * (ship.getMinX() + ship.getMaxX() + 1f);
node.setLocalTranslation(x, 0f, z); node.setLocalTranslation(x, 0f, z);
node.addControl(new ShipControl(ship)); node.addControl(new ShipControl(ship, map));
return node; return node;
} }
/** /**
* Visits a shell and creates a graphical representation * Visits a {@link Shell} and creates a graphical representation of it.
* The representation is a 3D model
* *
* @param shell the Shell element to visit * @param shell the shell to be represented
* @return the node containing the graphical representation * @return the node containing the graphical representation of the shell
*/ */
@Override @Override
public Spatial visit(Shell shell){ public Spatial visit(Shell shell) {
final Node node = new Node(SHELL); LOGGER.log(Level.INFO, "was visited by SeaSynchronizer");
node.attachChild(createRocket()); final Node node = new Node("Shell");
node.attachChild(createShell());
final float x = shell.getY(); node.setLocalTranslation(shell.getY() + 0.5f, 10, shell.getX() + 0.5f);
final float z = shell.getX(); node.addControl(new ShellControl(shell, app));
node.setLocalTranslation(x + 0.5f, 10f, z + 0.5f);
ShellControl shellControl = new ShellControl(shell, app);
node.addControl(shellControl);
return node; return node;
} }
/** /**
* creates the spatial representation of a rocket * this method loads the Model
* *
* @return a spatial the rocket * @return model
*/ */
private Spatial createRocket() { private Spatial createShell() {
final Spatial model = app.getAssetManager().loadModel(SHELL_ROCKET); LOGGER.log(Level.INFO, "created Shell");
final Spatial model = app.getAssetManager().loadModel(ROCKET);
model.rotate(PI, 0f, 0f); model.rotate(PI, PI, 0);
model.scale(0.002f); model.scale(0.0002f);
model.setShadowMode(ShadowMode.CastAndReceive);
model.move(0, 0, 0); model.move(0, 0, 0);
model.setShadowMode(ShadowMode.CastAndReceive);
return model; return model;
} }
@@ -151,15 +274,100 @@ private Spatial createRocket() {
* @return the spatial representing the battleship * @return the spatial representing the battleship
*/ */
private Spatial createShip(Battleship ship) { private Spatial createShip(Battleship ship) {
//return ship.getLength() == 4 ? createBattleship(ship) : createBox(ship);
return switch (ship.getLength()) { return switch (ship.getLength()) {
case 1 -> createPatrolBoat(ship); case (1) -> createSmallShip(ship);
case 2 -> createModernBattleship(ship); case (2) -> createSubmarine(ship);
case 3 -> createUBoat(ship); case (3) -> createDestroyer(ship);
case 4 -> createBattleship(ship); case (4) -> createBattleship(ship);
default -> throw new IllegalArgumentException("Ship length must be between 1 and 4 units long"); default -> createBox(ship);
}; };
} }
/**
* Creates a simple box to represent a battleship that is not of the "King George V" type.
*
* @param ship the battleship to be represented
* @return the geometry representing the battleship as a box
*/
private Spatial createBox(Battleship ship) {
final Box box = new Box(0.5f * (ship.getMaxY() - ship.getMinY()) + 0.3f,
0.3f,
0.5f * (ship.getMaxX() - ship.getMinX()) + 0.3f);
final Geometry geometry = new Geometry(SHIP, box);
geometry.setMaterial(createColoredMaterial(BOX_COLOR));
geometry.setShadowMode(ShadowMode.CastAndReceive);
return geometry;
}
/**
* Creates a Destroyer to represent a battleship that has the length of 3.
*
* @param ship the battleship to be represented
* @return the model representing the battleship
*/
private Spatial createDestroyer(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(DESTROYER);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()) - HALF_PI, 0f);
model.scale(0.0001f);
model.move(0, 0.3f, 0);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* Creates a Submarine to represent a battleship that has the length 2.
*
* @param ship the battleship to be represented
* @return the model representing the battleship
*/
private Spatial createSubmarine(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(SUBMARINE);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
model.scale(0.25f);
model.move(0, -0.2f, 0);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* Creates a SmallShip to represent a battleship that has the length y.
*
* @param ship the battleship to be represented
* @return the model representing the battleship
*/
private Spatial createSmallShip(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(SMALL_SHIP);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()) + HALF_PI, 0f);
model.scale(0.001f);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* Creates a new {@link Material} with the specified color.
* If the color includes transparency (i.e., alpha value less than 1),
* the material's render state is set to use alpha blending, allowing for
* semi-transparent rendering.
*
* @param color the {@link ColorRGBA} to be applied to the material. If the alpha value
* of the color is less than 1, the material will support transparency.
* @return a {@link Material} instance configured with the specified color and,
* if necessary, alpha blending enabled.
*/
private Material createColoredMaterial(ColorRGBA color) {
final Material material = new Material(app.getAssetManager(), UNSHADED);
if (color.getAlpha() < 1f)
material.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
material.setColor(COLOR, color);
return material;
}
/** /**
* Creates a detailed 3D model to represent a "King George V" battleship. * Creates a detailed 3D model to represent a "King George V" battleship.
* *
@@ -176,64 +384,6 @@ private Spatial createBattleship(Battleship ship) {
return model; return model;
} }
/**
* creates a detailed 3D model to represent an UBoat
*
* @param ship the ship to be represented
* @return the spatial representing the Uboat
*/
private Spatial createUBoat(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(UBOAT);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
model.scale(0.5f);
model.setShadowMode(ShadowMode.CastAndReceive);
model.move(0, -0.3f, 0);
return model;
}
/**
* creates a detailed 3D model to represent the modern battleship
*
* @param ship the ship to be represented
* @return the spatial representing the Modern Battleship
*/
private Spatial createModernBattleship(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(BATTLE_SHIP_MODERN);
Material mat = new Material(app.getAssetManager(), UNSHADED);
mat.setTexture("ColorMap", app.getAssetManager().loadTexture(BATTLE_SHIP_MODERN_TEXTURE));
mat.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Off);
model.setMaterial(mat);
model.setQueueBucket(RenderQueue.Bucket.Opaque);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
model.scale(0.08f);
model.setLocalTranslation(0f, 0.2f, 0f);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* creates a detailed 3D model to represent the patrol boat
*
* @param ship the ship to be represented
* @return the spatial representing the patrol boat
*/
private Spatial createPatrolBoat(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(PATROL_BOAT);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
model.scale(0.0005f);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/** /**
* Calculates the rotation angle for the specified rotation. * Calculates the rotation angle for the specified rotation.
* *

View File

@@ -1,6 +1,5 @@
package pp.battleship.client.gui; package pp.battleship.client.gui;
import com.jme3.math.Quaternion;
import com.jme3.renderer.RenderManager; import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort; import com.jme3.renderer.ViewPort;
import com.jme3.scene.control.AbstractControl; import com.jme3.scene.control.AbstractControl;
@@ -10,56 +9,60 @@
import pp.battleship.model.Shell; import pp.battleship.model.Shell;
import java.lang.System.Logger; import java.lang.System.Logger;
import java.lang.System.Logger.Level;
/** /**
* This class controls a 3D representation of a shell * this class controls the Shell in the view
*/ */
public class ShellControl extends AbstractControl { public class ShellControl extends AbstractControl {
private final Shell shell;
private final BattleshipApp app;
private static final float MOVE_SPEED = 8.0f; private static final Logger LOGGER = System.getLogger(ShellControl.class.getName());
static final Logger LOGGER = System.getLogger(ShellControl.class.getName());
/** /**
* Constructor to create a new ShellControl object * the shell, that is displayed
*/
private Shell shell;
/**
* the Height, when the shell will despawn
*/
private static final Float HEIGHT = 0f;
/**
* the battleship app
*/
private BattleshipApp app;
/**
* the constructor for this class
* *
* @param shell the shell to be displayed * @param shell the shell it displays
* @param app the main application * @param app the BattleshipApp
*/ */
public ShellControl(Shell shell, BattleshipApp app) { public ShellControl(Shell shell, BattleshipApp app) {
LOGGER.log(Level.INFO, "ShellControl has been initialized");
this.shell = shell; this.shell = shell;
this.app = app; this.app = app;
} }
/** /**
* this method moves the representation towards it destination * this method controls the movement of the shell in dependent on fpt
* and deletes it if it reaches its target
* *
* @param tpf time per frame (in seconds) * @param tpf time per frame (in seconds)
*/ */
@Override @Override
protected void controlUpdate(float tpf) { protected void controlUpdate(float tpf) {
spatial.move(0, -MOVE_SPEED * tpf, 0); if (spatial == null) return;
spatial.rotate(0f, 0.05f, 0f); if (spatial.getLocalTranslation().getY() <= HEIGHT) {
//LOGGER.log(System.Logger.Level.DEBUG, "moved rocket {0}", spatial.getLocalTranslation().getY());
if (spatial.getLocalTranslation().getY() <= 1.5){
spatial.getParent().detachChild(spatial); spatial.getParent().detachChild(spatial);
app.getGameLogic().send(new AnimationEndMessage(new IntPoint(shell.getX(), shell.getY()))); app.getGameLogic().send(new AnimationEndMessage(new IntPoint(shell.getX(), shell.getY())));
} else {
spatial.move(0, -1 * 4f * tpf, 0);
} }
} }
/**
* This method is called during the rendering phase, but it does not perform any
* operations in this implementation as the control only influences the spatial's
* transformation, not its rendering process.
*
* @param rm the RenderManager rendering the controlled Spatial (not null)
* @param vp the ViewPort being rendered (not null)
*/
@Override @Override
protected void controlRender(RenderManager rm, ViewPort vp) { protected void controlRender(RenderManager rm, ViewPort vp) {
//not in use
} }
} }

View File

@@ -7,55 +7,69 @@
import pp.battleship.client.BattleshipApp; import pp.battleship.client.BattleshipApp;
import pp.battleship.message.client.AnimationEndMessage; import pp.battleship.message.client.AnimationEndMessage;
import pp.battleship.model.IntPoint; import pp.battleship.model.IntPoint;
import pp.battleship.model.Shell;
import pp.battleship.notification.Sound;
import pp.util.Position; import pp.util.Position;
/** /**
* This class controls a ShellMap element * this class controls the behaviour of a shell in a 2d map
*/ */
public class ShellMapControl extends AbstractControl { public class ShellMapControl extends AbstractControl {
private static final System.Logger LOGGER = System.getLogger(ShellMapControl.class.getName());
/**
* the position in map-coordinates
*/
private final Position position; private final Position position;
private final IntPoint pos;
private static final Vector3f VECTOR = new Vector3f(); /**
* the vector, the shell is going on the 2d screen
*/
private static final Vector3f vector = new Vector3f();
/**
* the battleship app
*/
private final BattleshipApp app; private final BattleshipApp app;
/** /**
* constructs a new ShellMapControl object * the shell displayed
*
* @param position the position where the shell should move to on the map
* @param app the main application
* @param pos the position the then to render shot goes to
*/ */
public ShellMapControl(Position position, BattleshipApp app, IntPoint pos) { private final Shell shell;
super();
this.position = position;
this.pos = pos;
this.app = app;
VECTOR.set(new Vector3f(position.getX(), position.getY(), 0));
}
/** /**
* this method moves the shell representation to its correct spot and removes it after * the constructor for this class
* it arrived at its destination *
* @param app the Battleship app
* @param position the position shot at in map-coordinates
* @param shell the shell shot
*/
public ShellMapControl(BattleshipApp app, Position position, Shell shell) {
super();
this.position = position;
this.app = app;
this.shell = shell;
vector.set(new Vector3f(position.getX(), position.getY(), 0));
}
/**
* the update loop for this shell
* *
* @param tpf time per frame (in seconds) * @param tpf time per frame (in seconds)
*/ */
@Override
protected void controlUpdate(float tpf) { protected void controlUpdate(float tpf) {
spatial.move(VECTOR.mult(tpf));
if (spatial.getLocalTranslation().getX() >= position.getX() && spatial.getLocalTranslation().getY() >= position.getY()) { if (spatial.getLocalTranslation().getX() >= position.getX() && spatial.getLocalTranslation().getY() >= position.getY()) {
app.getGameLogic().playSound(Sound.ROCKET_STOP);
spatial.getParent().detachChild(spatial); spatial.getParent().detachChild(spatial);
app.getGameLogic().send(new AnimationEndMessage(pos)); app.getGameLogic().send(new AnimationEndMessage(new IntPoint(shell.getX(), shell.getY())));
LOGGER.log(System.Logger.Level.DEBUG, "shell has been deleted", spatial.getLocalTranslation());
} else {
spatial.move(vector.mult(tpf));
} }
} }
/**
* This method is called during the rendering phase, but it does not perform any
* operations in this implementation as the control only influences the spatial's
* transformation, not its rendering process.
*
* @param rm the RenderManager rendering the controlled Spatial (not null)
* @param vp the ViewPort being rendered (not null)
*/
@Override @Override
protected void controlRender(RenderManager rm, ViewPort vp) { protected void controlRender(RenderManager rm, ViewPort vp) {

View File

@@ -11,12 +11,13 @@
import com.jme3.math.Vector3f; import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager; import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort; import com.jme3.renderer.ViewPort;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.control.AbstractControl; import com.jme3.scene.control.AbstractControl;
import pp.battleship.model.Battleship; import pp.battleship.model.Battleship;
import pp.battleship.model.ShipMap;
import java.lang.System.Logger; import static java.util.Objects.requireNonNull;
import java.lang.System.Logger.Level;
import static pp.util.FloatMath.DEG_TO_RAD; import static pp.util.FloatMath.DEG_TO_RAD;
import static pp.util.FloatMath.TWO_PI; import static pp.util.FloatMath.TWO_PI;
import static pp.util.FloatMath.sin; import static pp.util.FloatMath.sin;
@@ -46,27 +47,22 @@ class ShipControl extends AbstractControl {
*/ */
private final Quaternion pitch = new Quaternion(); private final Quaternion pitch = new Quaternion();
/**
* the speed at which ships sink
*/
private static final float SINKING_SPEED = -0.05f;
/**
* the threshold when ships should be removed from the scene if they sink below the value
*/
private static final float SHIP_SINKING_REMOVE_THRESHOLD = -0.6f;
/** /**
* The current time within the oscillation cycle, used to calculate the ship's pitch angle. * The current time within the oscillation cycle, used to calculate the ship's pitch angle.
*/ */
private float time; private float time;
/** /**
* The ship to be controlled * this attribute is the ship, this ShipControl controls
*/ */
private final Battleship battleship;
static final Logger LOGGER = System.getLogger(ShipControl.class.getName()); private final Battleship ship;
/**
* this CONST represents the sinking height, when the ship will be removed
*/
private static final Float SINKING_HEIGHT = -0.6f;
/** /**
* Constructs a new ShipControl instance for the specified Battleship. * Constructs a new ShipControl instance for the specified Battleship.
@@ -75,9 +71,7 @@ class ShipControl extends AbstractControl {
* *
* @param ship the Battleship object to control * @param ship the Battleship object to control
*/ */
public ShipControl(Battleship ship) { public ShipControl(Battleship ship, ShipMap map) {
battleship = ship;
// Determine the axis of rotation based on the ship's orientation // Determine the axis of rotation based on the ship's orientation
axis = switch (ship.getRot()) { axis = switch (ship.getRot()) {
case LEFT, RIGHT -> Vector3f.UNIT_X; case LEFT, RIGHT -> Vector3f.UNIT_X;
@@ -85,14 +79,14 @@ public ShipControl(Battleship ship) {
}; };
// Set the cycle duration and amplitude based on the ship's length // Set the cycle duration and amplitude based on the ship's length
cycle = battleship.getLength() * 2f; cycle = ship.getLength() * 2f;
amplitude = 5f * DEG_TO_RAD / ship.getLength(); amplitude = 5f * DEG_TO_RAD / ship.getLength();
this.ship = ship;
} }
/** /**
* Updates the ship's pitch oscillation each frame. The ship's pitch is adjusted * Updates the ship's pitch oscillation each frame. The ship's pitch is adjusted
* to create a continuous tilting motion, simulating the effect of waves. * to create a continuous tilting motion, simulating the effect of waves.
* And lets the ship sink if it is destroyed and removes it from the scene when it has completely sunk
* *
* @param tpf time per frame (in seconds), used to calculate the new pitch angle * @param tpf time per frame (in seconds), used to calculate the new pitch angle
*/ */
@@ -100,26 +94,28 @@ public ShipControl(Battleship ship) {
protected void controlUpdate(float tpf) { protected void controlUpdate(float tpf) {
// If spatial is null, do nothing // If spatial is null, do nothing
if (spatial == null) return; if (spatial == null) return;
if(ship.isDestroyed()){
if(spatial.getLocalTranslation().getY() < SINKING_HEIGHT) { // removes the ship, if it is completely sunk
spatial.getParent().detachChild(spatial);
}
else // sink the ship, if it's not completely sunk
spatial.move(0, tpf * 0.1f * -1, 0);
if (battleship.isDestroyed() && spatial.getLocalTranslation().getY() <= SHIP_SINKING_REMOVE_THRESHOLD) {
LOGGER.log(Level.INFO, "Ship removed {0}", spatial.getName());
spatial.getParent().detachChild(spatial);
} else if (battleship.isDestroyed()) {
spatial.move(0, SINKING_SPEED * tpf, 0);
} else {
// Update the time within the oscillation cycle
time = (time + tpf) % cycle;
// Calculate the current angle of the oscillation
final float angle = amplitude * sin(time * TWO_PI / cycle);
// Update the pitch Quaternion with the new angle
pitch.fromAngleAxis(angle, axis);
// Apply the pitch rotation to the spatial
spatial.setLocalRotation(pitch);
} }
// Update the time within the oscillation cycle
time = (time + tpf) % cycle;
// Calculate the current angle of the oscillation
final float angle = amplitude * sin(time * TWO_PI / cycle);
// Update the pitch Quaternion with the new angle
pitch.fromAngleAxis(angle, axis);
// Apply the pitch rotation to the spatial
spatial.setLocalRotation(pitch);
} }
/** /**

View File

@@ -84,6 +84,7 @@ public void receivedEvent(ItemRemovedEvent event) {
@Override @Override
public void receivedEvent(ItemAddedEvent event) { public void receivedEvent(ItemAddedEvent event) {
if (shipMap == event.map()) if (shipMap == event.map())
add(event.item()); add(event.item());
} }
} }

View File

@@ -39,14 +39,12 @@
/** /**
* Server implementing the visitor pattern as MessageReceiver for ClientMessages * Server implementing the visitor pattern as MessageReceiver for ClientMessages
*/ */
public class BattleshipServer implements MessageListener<HostedConnection>, ConnectionListener, ServerSender { public class BattleshipLocalServer implements MessageListener<HostedConnection>, ConnectionListener, ServerSender {
private static final Logger LOGGER = System.getLogger(BattleshipServer.class.getName()); private static final Logger LOGGER = System.getLogger(BattleshipLocalServer.class.getName());
private static final File CONFIG_FILE = new File("server.properties"); private static final File CONFIG_FILE = new File("server.properties");
private static int port;
private final BattleshipConfig config = new BattleshipConfig(); private final BattleshipConfig config = new BattleshipConfig();
private Server myServer; private Server myServer;
private static int PORT_NUMBER;
private final ServerGameLogic logic; private final ServerGameLogic logic;
private final BlockingQueue<ReceivedMessage> pendingMessages = new LinkedBlockingQueue<>(); private final BlockingQueue<ReceivedMessage> pendingMessages = new LinkedBlockingQueue<>();
@@ -63,11 +61,13 @@ public class BattleshipServer implements MessageListener<HostedConnection>, Conn
} }
/** /**
* Creates the server. * this constructs the local battleship server
*
* @param portNumber the port number, the local-host should be accessed at
*/ */
public BattleshipServer(int port) { public BattleshipLocalServer(int portNumber) {
config.readFromIfExists(CONFIG_FILE); config.readFromIfExists(CONFIG_FILE);
BattleshipServer.port = port; PORT_NUMBER = portNumber;
LOGGER.log(Level.INFO, "Configuration: {0}", config); //NON-NLS LOGGER.log(Level.INFO, "Configuration: {0}", config); //NON-NLS
logic = new ServerGameLogic(this, config); logic = new ServerGameLogic(this, config);
} }
@@ -78,10 +78,13 @@ public void run() {
processNextMessage(); processNextMessage();
} }
/**
* this method is used to start a server
*/
private void startServer() { private void startServer() {
try { try {
LOGGER.log(Level.INFO, "Starting server..."); //NON-NLS LOGGER.log(Level.INFO, "Starting server..."); //NON-NLS
myServer = Network.createServer(port); myServer = Network.createServer(PORT_NUMBER); // creates new server, with the port given before
initializeSerializables(); initializeSerializables();
myServer.start(); myServer.start();
registerListeners(); registerListeners();
@@ -114,7 +117,7 @@ private void initializeSerializables() {
Serializer.registerClass(Shot.class); Serializer.registerClass(Shot.class);
Serializer.registerClass(AnimationEndMessage.class); Serializer.registerClass(AnimationEndMessage.class);
Serializer.registerClass(AnimationStartMessage.class); Serializer.registerClass(AnimationStartMessage.class);
Serializer.registerClass(SwitchBattleState.class); Serializer.registerClass(BackToBattleStateMessage.class);
} }
private void registerListeners() { private void registerListeners() {

View File

@@ -1,3 +0,0 @@
based on:
https://free3d.com/3d-model/battleship-v1--611736.html
License: Free Personal Use Only

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@@ -0,0 +1,3 @@
This model is from the following website:
https://free3d.com/3d-model/battleship-v1--611736.html
License: Free Personal Use Only

View File

@@ -1,104 +0,0 @@
# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
# File Created: 16.12.2011 14:18:52
newmtl white
Ns 53.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.6667 0.6667 0.6667
Kd 0.6667 0.6667 0.6667
Ks 0.1800 0.1800 0.1800
Ke 0.0000 0.0000 0.0000
newmtl boat_elements_black
Ns 55.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.0000 0.0000 0.0000
Kd 0.0000 0.0000 0.0000
Ks 0.3600 0.3600 0.3600
Ke 0.0000 0.0000 0.0000
newmtl boat_glass
Ns 60.0000
Ni 7.0000
d 0.4000
Tr 0.6000
Tf 0.4000 0.4000 0.4000
illum 2
Ka 0.1059 0.1569 0.1451
Kd 0.1059 0.1569 0.1451
Ks 0.6750 0.6750 0.6750
Ke 0.0000 0.0000 0.0000
newmtl boat_screw_hooks_bronze
Ns 80.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.2941 0.2157 0.0510
Kd 0.2941 0.2157 0.0510
Ks 0.7200 0.7200 0.7200
Ke 0.0000 0.0000 0.0000
newmtl boat_silver
Ns 80.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.3333 0.3333 0.3333
Kd 0.3333 0.3333 0.3333
Ks 0.7200 0.7200 0.7200
Ke 0.0000 0.0000 0.0000
newmtl boat_buffer
Ns 10.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 1.0000 1.0000 1.0000
Kd 1.0000 1.0000 1.0000
Ks 0.2700 0.2700 0.2700
Ke 0.0000 0.0000 0.0000
map_Ka boat_buffer_diffuse.jpg
map_Kd boat_buffer_diffuse.jpg
newmtl boat_roof_accessory
Ns 15.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 1.0000 1.0000 1.0000
Kd 1.0000 1.0000 1.0000
Ks 0.3600 0.3600 0.3600
Ke 0.0000 0.0000 0.0000
map_Ka boat_roof_accessory_diffuse.jpg
map_Kd boat_roof_accessory_diffuse.jpg
newmtl boat_body
Ns 55.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 1.0000 1.0000 1.0000
Kd 1.0000 1.0000 1.0000
Ks 0.3600 0.3600 0.3600
Ke 0.0000 0.0000 0.0000
map_Ka boat_body_diffuse.jpg
map_Kd boat_body_diffuse.jpg

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@@ -1,3 +0,0 @@
based on:
https://free3d.com/3d-model/boat-v2--225787.html
License: Free Personal Use Only

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@@ -1,250 +0,0 @@
#
# Generated by Sweet Home 3D - ven. janv. 02 20:37:08 CET 2015
# http://www.sweethome3d.com/
#
newmtl FrontColorNoCulling
illum 1
Ka 0.2 0.2 0.2
Kd 0.2 0.2 0.2
Ks 0.0 0.0 0.0
Ns 0.0
newmtl ForegroundColor
illum 1
Ka 0.2 0.2 0.2
Kd 0.2 0.2 0.2
Ks 0.0 0.0 0.0
Ns 0.0
newmtl white
illum 1
Ka 0.48235294 0.5019608 0.5803922
Kd 0.48235294 0.5019608 0.5803922
Ks 0.0 0.0 0.0
Ns 0.0
newmtl white_Cylinder_5
illum 1
Ka 0.47843137 0.49803922 0.5764706
Kd 0.47843137 0.49803922 0.5764706
Ks 0.0 0.0 0.0
Ns 0.0
newmtl white_Cylinder_10
illum 1
Ka 0.8784314 0.8745098 0.8901961
Kd 0.8784314 0.8745098 0.8901961
Ks 0.0 0.0 0.0
Ns 0.0
newmtl FrontColorNoCulling_11
illum 1
Ka 0.8784314 0.8745098 0.8901961
Kd 0.8784314 0.8745098 0.8901961
Ks 0.0 0.0 0.0
Ns 0.0
newmtl ForegroundColor_12
illum 1
Ka 0.8784314 0.8745098 0.8901961
Kd 0.8784314 0.8745098 0.8901961
Ks 0.0 0.0 0.0
Ns 0.0
newmtl white_Mesh_13
illum 1
Ka 0.6 0.6 0.6
Kd 0.6 0.6 0.6
Ks 0.0 0.0 0.0
Ns 0.0
newmtl Cube_1_1_1
illum 1
Ka 0.0 0.0 0.0
Kd 0.0 0.0 0.0
Ks 0.0 0.0 0.0
Ns 1.0
newmtl Cylinder_7_7
illum 1
Ka 0.4 0.4 0.4
Kd 0.4 0.4 0.4
Ks 0.0 0.0 0.0
Ns 1.0
newmtl Cylinder_10_10
illum 1
Ka 0.8 0.4 0.0
Kd 0.8 0.4 0.0
Ks 0.0 0.0 0.0
Ns 1.0
newmtl Cylinder_11_11
illum 2
Ka 0.2 0.2 0.2
Kd 0.2 0.2 0.2
Ks 0.0 0.0 0.0
Ns 1.0
newmtl 12_12
illum 1
Ka 0.2 0.2 0.2
Kd 0.2 0.2 0.2
Ks 0.0 0.0 0.0
Ns 1.0
newmtl Cube_1_1_1_Cube_1_1_1_38
illum 1
Ka 0.6 0.6 0.6
Kd 0.6 0.6 0.6
Ks 0.0 0.0 0.0
Ns 1.0
newmtl white_Cylinder_58
illum 1
Ka 0.1882353 0.27058825 0.58431375
Kd 0.1882353 0.27058825 0.58431375
Ks 0.0 0.0 0.0
Ns 0.0
newmtl white_Cylinder_59
illum 1
Ka 0.3137255 0.14901961 0.011764706
Kd 0.3137255 0.14901961 0.011764706
Ks 0.0 0.0 0.0
Ns 0.0
newmtl 1_1
illum 2
Ka 0.2 0.2 0.2
Kd 1.0 1.0 1.0
Ks 0.5 0.5 0.5
Ns 64.0
Ni 1.0
d 0.48000002
map_Kd Missile_AIM-120_D_[AMRAAM]_1_1.png
newmtl Cube_1_2_2
illum 1
Ka 0.8 0.4 0.0
Kd 0.8 0.4 0.0
Ks 0.0 0.0 0.0
Ns 1.0
newmtl Cylinder_4_4
illum 2
Ka 0.6 0.6 0.6
Kd 0.6 0.6 0.6
Ks 0.5 0.5 0.5
Ns 64.0
newmtl Cylinder_5_5
illum 2
Ka 0.8 0.8 0.0
Kd 0.8 0.8 0.0
Ks 0.5 0.5 0.5
Ns 64.0
newmtl Cylinder_6_6
illum 2
Ka 0.8784314 0.8745098 0.8901961
Kd 0.8784314 0.8745098 0.8901961
Ks 0.5 0.5 0.5
Ns 64.0
newmtl Cylinder_10_10_Cylinder_10_10_73
illum 1
Ka 0.2 0.2 0.2
Kd 0.2 0.2 0.2
Ks 0.0 0.0 0.0
Ns 1.0
newmtl 11_11
illum 1
Ka 0.6 0.6 0.6
Kd 0.6 0.6 0.6
Ks 0.0 0.0 0.0
Ns 1.0
newmtl Cube_1_1_1_Cube_1_1_1_76
illum 1
Ka 0.2 0.2 0.2
Kd 1.0 1.0 1.0
Ks 0.0 0.0 0.0
Ns 1.0
Ni 1.0
map_Kd Missile_AIM-120_D_[AMRAAM]_Cube_1_1_1_Cube_1_1_1_76.png
newmtl Cylinder_2_2
illum 2
Ka 0.6 0.6 0.6
Kd 0.6 0.6 0.6
Ks 0.5 0.5 0.5
Ns 64.0
newmtl Cylinder_3_3
illum 1
Ka 0.4 0.4 0.0
Kd 0.4 0.4 0.0
Ks 0.0 0.0 0.0
Ns 1.0
newmtl Cylinder_4_4_Cylinder_4_4_79
illum 1
Ka 0.0 0.0 0.0
Kd 0.0 0.0 0.0
Ks 0.0 0.0 0.0
Ns 1.0
newmtl Cube_1_5_5
illum 1
Ka 0.2 0.2 0.2
Kd 1.0 1.0 1.0
Ks 0.0 0.0 0.0
Ns 1.0
map_Kd Missile_AIM-120_D_[AMRAAM]_Cube_1_5_5.png
newmtl Cube_1_6_6
illum 1
Ka 0.2 0.2 0.2
Kd 1.0 1.0 1.0
Ks 0.0 0.0 0.0
Ns 1.0
Ni 1.0
map_Kd Missile_AIM-120_D_[AMRAAM]_Cube_1_6_6.png
newmtl Cylinder_1_1
illum 1
Ka 0.4 0.4 0.4
Kd 0.4 0.4 0.4
Ks 0.0 0.0 0.0
Ns 1.0
newmtl Cube_1_5_5_Cube_1_5_5_86
illum 1
Ka 0.2 0.2 0.2
Kd 0.2 0.2 0.2
Ks 0.0 0.0 0.0
Ns 1.0
newmtl Cube_1_6_6_Cube_1_6_6_87
illum 1
Ka 0.8 0.0 0.0
Kd 0.8 0.0 0.0
Ks 0.0 0.0 0.0
Ns 1.0
newmtl Cylinder_7_7_Cylinder_7_7_88
illum 1
Ka 0.8 0.4 0.0
Kd 0.8 0.4 0.0
Ks 0.0 0.0 0.0
Ns 1.0
newmtl Cylinder_8_8
illum 1
Ka 0.4 0.6 0.0
Kd 0.4 0.6 0.0
Ks 0.0 0.0 0.0
Ns 1.0

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@@ -1,3 +1,3 @@
based on: Rocket origin:
https://free3d.com/de/3d-model/aim-120d-missile-51025.html https://free3d.com/3d-model/proton-rocket-31617.html
License: Free Personal Use Only Licence: free for personal use

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@@ -0,0 +1,28 @@
# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
# File Created: 08.06.2011 15:26:00
newmtl _10634_SpeedBoat_v01_LOD310634_SpeedBoat_v01
Ns 53.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.5882 0.5882 0.5882
Kd 0.5882 0.5882 0.5882
Ks 0.2000 0.2000 0.2000
Ke 0.0000 0.0000 0.0000
map_Ka 10634_SpeedBoat_v01.jpg
map_Kd 10634_SpeedBoat_v01.jpg
newmtl glass
Ns 80.0000
Ni 1.5000
d 0.2000
Tr 0.8000
Tf 0.2000 0.2000 0.2000
illum 2
Ka 0.5882 0.5882 0.5882
Kd 0.5882 0.5882 0.5882
Ks 0.5000 0.5000 0.5000
Ke 0.0000 0.0000 0.0000

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@@ -0,0 +1,3 @@
This model is from following website:
https://free3d.com/3d-model/speedboat-v01--840133.html
License: Free Personal Use Only

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@@ -1,3 +1,3 @@
based on: This model is from the following website:
https://free3d.com/3d-model/wwii-ship-german-type-ii-uboat-v2--700733.html https://free3d.com/3d-model/wwii-ship-german-type-ii-uboat-v2--700733.html
License: Free Personal Use Only License: Free Personal Use Only

View File

@@ -1,3 +0,0 @@
based on
https://opengameart.org/content/boss-battle-2-symphonic-metal
License: CC0 (public domain)

View File

@@ -1,3 +0,0 @@
based on
https://opengameart.org/content/game-over-instrumental
License: CC0 (public domain)

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@@ -1,3 +0,0 @@
based on
https://opengameart.org/content/victory-fanfare-short
License: CC0 (public domain)

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@@ -1,3 +0,0 @@
based on
https://opengameart.org/content/dark-intro
License: CC0 (public domain)

View File

@@ -0,0 +1,3 @@
The soundtrack for the background-music is from:
https://pixabay.com/music/future-bass-nightfall-future-bass-music-228100/
the soundtrack is free to use

View File

@@ -0,0 +1,3 @@
RocketSound origin:
https://pixabay.com/sound-effects/rocket-loop-99748/
Licence: free to use

View File

@@ -41,7 +41,7 @@ public static void main(String[] args) {
*/ */
@Override @Override
public void simpleInitApp() { public void simpleInitApp() {
export("Models/KingGeorgeV/King_George_V.obj", "KingGeorgeV.j3o"); //NON-NLS export("Models/KingGeorgeV/rocket/proton.obj", "proton.j3o"); //NON-NLS
stop(); stop();
} }

View File

@@ -1,45 +1,44 @@
package pp.battleship.game.client; package pp.battleship.game.client;
import pp.battleship.message.client.AnimationEndMessage;
import pp.battleship.message.server.AnimationStartMessage;
import pp.battleship.message.server.BackToBattleStateMessage;
import pp.battleship.message.server.EffectMessage; import pp.battleship.message.server.EffectMessage;
import pp.battleship.message.server.SwitchBattleState;
import pp.battleship.model.IntPoint; import pp.battleship.model.IntPoint;
import pp.battleship.model.Shell; import pp.battleship.model.Shell;
import pp.battleship.model.ShipMap; import pp.battleship.model.ShipMap;
import pp.battleship.notification.Music;
import pp.battleship.notification.Sound; import pp.battleship.notification.Sound;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
public class AnimationState extends ClientState { public class AnimationState extends ClientState {
private boolean myTurn; private static final Logger LOGGER = System.getLogger(AnimationState.class.getName());
/** /**
* creates an object of AnimationState * Constructs a client state of the specified game logic.
* *
* @param logic the client logic * @param logic the game logic
* @param myTurn a boolean containing if it is the clients turn
* @param position the position a shell should be created
*/ */
public AnimationState(ClientGameLogic logic, boolean myTurn, IntPoint position) { AnimationState(ClientGameLogic logic, boolean myTurn, IntPoint pos) {
super(logic); super(logic);
logic.playMusic(Music.BATTLE_THEME); if (myTurn) {
this.myTurn = myTurn; logic.getOpponentMap().add(new Shell(pos));
if(myTurn) { logic.playSound(Sound.ROCKET);
logic.getOpponentMap().add(new Shell(position)); } else {
}else { logic.getOwnMap().add(new Shell(pos));
logic.getOwnMap().add(new Shell(position)); logic.playSound(Sound.ROCKET);
logic.playSound(Sound.ROCKET_FIRED);
} }
} }
/**
* This method makes sure the client renders the correct view
*
* @return true
*/
@Override @Override
boolean showBattle() { boolean showBattle() {
return true; return true;
} }
/** /**
* Reports the effect of a shot based on the server message. * Reports the effect of a shot based on the server message.
* *
@@ -47,30 +46,20 @@ boolean showBattle() {
*/ */
@Override @Override
public void receivedEffect(EffectMessage msg) { public void receivedEffect(EffectMessage msg) {
ClientGameLogic.LOGGER.log(System.Logger.Level.INFO, "report effect: {0}", msg); //NON-NLS logic.playSound(Sound.ROCKET_STOP);
ClientGameLogic.LOGGER.log(Level.INFO, "report effect: {0}", msg); //NON-NLS
playSound(msg); playSound(msg);
myTurn = msg.isMyTurn(); logic.setInfoText(msg.getInfoTextKey()); //
logic.setInfoText(msg.getInfoTextKey());
affectedMap(msg).add(msg.getShot()); affectedMap(msg).add(msg.getShot());
if (destroyedOpponentShip(msg)) { if (destroyedOpponentShip(msg)) {
logic.getOpponentMap().add(msg.getDestroyedShip()); logic.getOpponentMap().add(msg.getDestroyedShip());
} }
if (msg.isGameOver()) { if (msg.isGameOver()) {
msg.getRemainingOpponentShips().forEach(logic.getOpponentMap()::add); msg.getRemainingOpponentShips().forEach(logic.getOpponentMap()::add);
logic.setState(new GameOverState(logic, msg.isGameLost())); logic.setState(new GameOverState(logic));
} }
} }
/**
* this method is used to change the client to the battle state again
*
* @param msg the message to process
*/
@Override
public void receivedSwitchBattleState(SwitchBattleState msg) {
logic.setState(new BattleState(logic, msg.isTurn()));
}
/** /**
* Determines which map (own or opponent's) should be affected by the shot based on the message. * Determines which map (own or opponent's) should be affected by the shot based on the message.
* *
@@ -91,6 +80,15 @@ private boolean destroyedOpponentShip(EffectMessage msg) {
return msg.getDestroyedShip() != null && msg.isOwnShot(); return msg.getDestroyedShip() != null && msg.isOwnShot();
} }
/**
* receives an AnimationStartMessage and sets the state to AnimationState
*
* @param msg the message received
*/
public void receivedAnimationStart(AnimationStartMessage msg) {
logic.setState(new AnimationState(logic, msg.isMyTurn(), msg.getPosition()));
}
/** /**
* Plays a sound based on the outcome of the shot. Different sounds are played for a miss, hit, * Plays a sound based on the outcome of the shot. Different sounds are played for a miss, hit,
* or destruction of a ship. * or destruction of a ship.
@@ -105,4 +103,14 @@ else if (msg.getDestroyedShip() == null)
else else
logic.playSound(Sound.DESTROYED_SHIP); logic.playSound(Sound.DESTROYED_SHIP);
} }
/**
* receives a BackToBattleStateMessage and sets the state to BattleState
*
* @param msg the message received
*/
@Override
public void receiveBackToBattleState(BackToBattleStateMessage msg) {
logic.setState(new BattleState(logic, msg.isMyTurn()));
}
} }

View File

@@ -10,7 +10,6 @@
import pp.battleship.message.client.ShootMessage; import pp.battleship.message.client.ShootMessage;
import pp.battleship.message.server.AnimationStartMessage; import pp.battleship.message.server.AnimationStartMessage;
import pp.battleship.model.IntPoint; import pp.battleship.model.IntPoint;
import pp.battleship.notification.Music;
/** /**
* Represents the state of the client where players take turns to attack each other's ships. * Represents the state of the client where players take turns to attack each other's ships.
@@ -26,20 +25,24 @@ class BattleState extends ClientState {
*/ */
public BattleState(ClientGameLogic logic, boolean myTurn) { public BattleState(ClientGameLogic logic, boolean myTurn) {
super(logic); super(logic);
logic.playMusic(Music.BATTLE_THEME);
this.myTurn = myTurn; this.myTurn = myTurn;
} }
/** /**
* This method makes sure the client renders the correct view * this return-statement decides, whether the battle will be shown
* *
* @return true * @return true, so the battle will be displayed
*/ */
@Override @Override
public boolean showBattle() { public boolean showBattle() {
return true; return true;
} }
/**
* the logic, responsible for deciding, whether it was a valid input or not
*
* @param pos the position where the click occurred
*/
@Override @Override
public void clickOpponentMap(IntPoint pos) { public void clickOpponentMap(IntPoint pos) {
if (!myTurn) if (!myTurn)
@@ -48,8 +51,14 @@ else if (logic.getOpponentMap().isValid(pos))
logic.send(new ShootMessage(pos)); logic.send(new ShootMessage(pos));
} }
/**
* Receives an AnimationStartEvent and changes then the client-state to AnimationState
*
* @param msg the message received
*/
@Override @Override
public void receivedAnimationStart(AnimationStartMessage msg){ public void receivedAnimationStart(AnimationStartMessage msg) {
logic.setState(new AnimationState(logic, msg.isMyTurn(), msg.getPosition())); logic.setState(new AnimationState(logic, msg.isMyTurn(), msg.getPosition()));
} }
} }

View File

@@ -17,8 +17,6 @@
import pp.battleship.notification.GameEventBroker; import pp.battleship.notification.GameEventBroker;
import pp.battleship.notification.GameEventListener; import pp.battleship.notification.GameEventListener;
import pp.battleship.notification.InfoTextEvent; import pp.battleship.notification.InfoTextEvent;
import pp.battleship.notification.Music;
import pp.battleship.notification.MusicEvent;
import pp.battleship.notification.Sound; import pp.battleship.notification.Sound;
import pp.battleship.notification.SoundEvent; import pp.battleship.notification.SoundEvent;
@@ -226,23 +224,23 @@ public void received(EffectMessage msg) {
} }
/** /**
* Reports that the client should start an animation * Reports the AnimationStartMessage based on the server-state
* *
* @param msg the AnimationStartMessage received * @param animationStartMessage the StartMessage received
*/ */
@Override @Override
public void received(AnimationStartMessage msg) { public void received(AnimationStartMessage animationStartMessage) {
state.receivedAnimationStart(msg); state.receivedAnimationStart(animationStartMessage);//TODO
} }
/** /**
* Reports that the client should move to the battle state * Reports the BackToBattleStateMessage based on the server-state
* *
* @param msg the SwitchBattleState received * @param backToBattleStateMessage the Message received
*/ */
@Override @Override
public void received(SwitchBattleState msg) { public void received(BackToBattleStateMessage backToBattleStateMessage) {
state.receivedSwitchBattleState(msg); state.receiveBackToBattleState(backToBattleStateMessage);
} }
/** /**
@@ -277,15 +275,6 @@ public void playSound(Sound sound) {
notifyListeners(new SoundEvent(sound)); notifyListeners(new SoundEvent(sound));
} }
/**
* Emits an event to play the specified music
*
* @param music the music to be played
*/
public void playMusic(Music music) {
notifyListeners(new MusicEvent(music));
}
/** /**
* Loads a map from the specified file. * Loads a map from the specified file.
* *
@@ -332,7 +321,7 @@ public void saveMap(File file) throws IOException {
* *
* @param msg the message to be sent * @param msg the message to be sent
*/ */
public void send(ClientMessage msg) { public void send(ClientMessage msg) {
if (clientSender == null) if (clientSender == null)
LOGGER.log(Level.ERROR, "trying to send {0} with sender==null", msg); //NON-NLS LOGGER.log(Level.ERROR, "trying to send {0} with sender==null", msg); //NON-NLS
else else

View File

@@ -164,21 +164,10 @@ void receivedEffect(EffectMessage msg) {
} }
/** /**
* Reports that the client should start an animation * @param msg the message received
*
* @param msg the AnimationStartMessage received
*/ */
void receivedAnimationStart(AnimationStartMessage msg){ void receivedAnimationStart(AnimationStartMessage msg) {
ClientGameLogic.LOGGER.log(Level.ERROR, "receivedEffect not allowed in {0}", getName()); ClientGameLogic.LOGGER.log(Level.ERROR, "receivedAnimationStart not allowed in {0}", getName());
}
/**
* Reports that the client should move to the battle state
*
* @param msg the SwitchBattleState received
*/
void receivedSwitchBattleState(SwitchBattleState msg){
ClientGameLogic.LOGGER.log(Level.ERROR, "receivedSwitchBattleState not allowed in {0}", getName());
} }
/** /**
@@ -209,6 +198,15 @@ boolean maySaveMap() {
return true; return true;
} }
/**
* Received a BackToBattleStateMessage and logs it
*
* @param msg the message received
*/
public void receiveBackToBattleState(BackToBattleStateMessage msg) {
ClientGameLogic.LOGGER.log(Level.ERROR, "receivedBackToBattleState not allowed in {0}", getName());
}
/** /**
* Called once per frame by the update loop if this state is active. * Called once per frame by the update loop if this state is active.
* *

View File

@@ -10,17 +10,17 @@
import pp.battleship.message.client.MapMessage; import pp.battleship.message.client.MapMessage;
import pp.battleship.model.Battleship; import pp.battleship.model.Battleship;
import pp.battleship.model.IntPoint; import pp.battleship.model.IntPoint;
import pp.battleship.model.Rotation;
import pp.battleship.model.ShipMap; import pp.battleship.model.ShipMap;
import pp.battleship.model.dto.ShipMapDTO; import pp.battleship.model.dto.ShipMapDTO;
import java.io.File; import java.io.File;
import java.io.IOException; import java.io.IOException;
import java.lang.System.Logger.Level; import java.lang.System.Logger.Level;
import java.util.Arrays; import java.util.ArrayList;
import java.util.List; import java.util.List;
import static pp.battleship.Resources.lookup; import static pp.battleship.Resources.lookup;
import static pp.battleship.game.client.ClientGameLogic.LOGGER;
import static pp.battleship.model.Battleship.Status.INVALID_PREVIEW; import static pp.battleship.model.Battleship.Status.INVALID_PREVIEW;
import static pp.battleship.model.Battleship.Status.NORMAL; import static pp.battleship.model.Battleship.Status.NORMAL;
import static pp.battleship.model.Battleship.Status.VALID_PREVIEW; import static pp.battleship.model.Battleship.Status.VALID_PREVIEW;
@@ -59,7 +59,7 @@ public boolean showEditor() {
*/ */
@Override @Override
public void movePreview(IntPoint pos) { public void movePreview(IntPoint pos) {
LOGGER.log(Level.DEBUG, "move preview to {0}", pos); //NON-NLS ClientGameLogic.LOGGER.log(Level.DEBUG, "move preview to {0}", pos); //NON-NLS
if (preview == null || !ownMap().isValid(pos)) return; if (preview == null || !ownMap().isValid(pos)) return;
preview.moveTo(pos); preview.moveTo(pos);
setPreviewStatus(preview); setPreviewStatus(preview);
@@ -74,7 +74,7 @@ public void movePreview(IntPoint pos) {
*/ */
@Override @Override
public void clickOwnMap(IntPoint pos) { public void clickOwnMap(IntPoint pos) {
LOGGER.log(Level.DEBUG, "click at {0} in own map", pos); //NON-NLS ClientGameLogic.LOGGER.log(Level.DEBUG, "click at {0} in own map", pos); //NON-NLS
if (!ownMap().isValid(pos)) return; if (!ownMap().isValid(pos)) return;
if (preview == null) if (preview == null)
modifyShip(pos); modifyShip(pos);
@@ -128,7 +128,7 @@ private void placeShip(IntPoint cursor) {
*/ */
@Override @Override
public void clickHarbor(IntPoint pos) { public void clickHarbor(IntPoint pos) {
LOGGER.log(Level.DEBUG, "click at {0} in harbor", pos); //NON-NLS ClientGameLogic.LOGGER.log(Level.DEBUG, "click at {0} in harbor", pos); //NON-NLS
if (!harbor().isValid(pos)) return; if (!harbor().isValid(pos)) return;
final Battleship shipAtCursor = harbor().findShipAt(pos); final Battleship shipAtCursor = harbor().findShipAt(pos);
if (preview != null) { if (preview != null) {
@@ -155,7 +155,7 @@ else if (shipAtCursor != null) {
*/ */
@Override @Override
public void rotateShip() { public void rotateShip() {
LOGGER.log(Level.DEBUG, "pushed rotate"); //NON-NLS ClientGameLogic.LOGGER.log(Level.DEBUG, "pushed rotate"); //NON-NLS
if (preview == null) return; if (preview == null) return;
preview.rotated(); preview.rotated();
ownMap().remove(preview); ownMap().remove(preview);
@@ -241,8 +241,8 @@ public void loadMap(File file) throws IOException {
final ShipMapDTO dto = ShipMapDTO.loadFrom(file); final ShipMapDTO dto = ShipMapDTO.loadFrom(file);
if (!dto.fits(logic.getDetails())) if (!dto.fits(logic.getDetails()))
throw new IOException(lookup("map.doesnt.fit")); throw new IOException(lookup("map.doesnt.fit"));
else if (!checkMapToLoad(dto)) { if (!verifyMap(dto)) {
throw new IOException(lookup("ships.dont.fit.the.map")); throw new IOException(lookup("player.submitted.invalid.map"));
} }
ownMap().clear(); ownMap().clear();
dto.getShips().forEach(ownMap()::add); dto.getShips().forEach(ownMap()::add);
@@ -252,36 +252,46 @@ else if (!checkMapToLoad(dto)) {
} }
/** /**
* This method is used to check if the loaded map is correct * this method returns true, if the given map is valid (don't overlap or out of bound)
* *
* @param dto the data transfer object to check * @param dto the map
* @return boolean if map is correct or not * @return true, if the map is valid
*/ */
private boolean checkMapToLoad(ShipMapDTO dto) { private boolean verifyMap(ShipMapDTO dto) { //MapMessage msg, int playerID
return verifyBounds(dto) && verifyOverlap(dto);
}
/**
* checks, whether a ship is out of the grid
*
* @param dto is the Map, where the ships are in
* @return true, if all ships are in bound
*/
private boolean verifyBounds(ShipMapDTO dto) {
int mapWidth = dto.getWidth(); int mapWidth = dto.getWidth();
int mapHeight = dto.getHeight(); int mapHeight = dto.getHeight();
for (Battleship ship : dto.getShips()) {
// check if ship is out of bounds if (ship.getMaxX() > mapWidth || ship.getMinX() < 0 || ship.getMaxY() > mapHeight || ship.getMinY() < 0)
for (int i = 0; i < dto.getShips().size(); i++) {
Battleship battleship = dto.getShips().get(i);
if (battleship.getMaxX() >= mapWidth || battleship.getMinX() < 0 || battleship.getMaxY() >= mapHeight || battleship.getMinY() < 0) {
LOGGER.log(Level.ERROR, "Ship is out of bounds ({0})", battleship.toString());
return false; return false;
}
} }
return true;
}
// check if ships overlap /**
* checks whether the ships overlap each other
*
* @param dto ist the map, where the ships are in
* @return true, if no ships overlap
*/
private boolean verifyOverlap(ShipMapDTO dto) {
List<Battleship> ships = dto.getShips(); List<Battleship> ships = dto.getShips();
for(Battleship ship:ships){ for (Battleship ship : ships) {
for(Battleship compareShip:ships){ for (Battleship compareShip : ships) {
if(!(ship==compareShip)){ if (!ship.equals(compareShip)) {
if(ship.collidesWith(compareShip)){ if (ship.collidesWith(compareShip)) return false;
return false;
}
} }
} }
} }
return true; return true;
} }

View File

@@ -7,8 +7,6 @@
package pp.battleship.game.client; package pp.battleship.game.client;
import pp.battleship.notification.Music;
/** /**
* Represents the state of the client when the game is over. * Represents the state of the client when the game is over.
*/ */
@@ -18,13 +16,8 @@ class GameOverState extends ClientState {
* *
* @param logic the client game logic * @param logic the client game logic
*/ */
GameOverState(ClientGameLogic logic, boolean lost) { GameOverState(ClientGameLogic logic) {
super(logic); super(logic);
if (lost){
logic.playMusic(Music.GAME_OVER_THEME_L);
} else {
logic.playMusic(Music.GAME_OVER_THEME_V);
}
} }
/** /**

View File

@@ -41,14 +41,16 @@ public void receivedStartBattle(StartBattleMessage msg) {
} }
/** /**
* This method will revert the client from wait state to editor state * Handles the GameDetails message received from the server.
* in case a wrong map was submitted * If the map is invalid, the editor state is set.
* *
* @param details the game details including map size and ships * @param msg the GameDetails message received
*/ */
@Override @Override
public void receivedGameDetails(GameDetails details){ public void receivedGameDetails(GameDetails msg) {
logic.setInfoText("invalid.map"); ClientGameLogic.LOGGER.log(Level.WARNING, "Invalid Map"); //NON-NLS
logic.setInfoText("map.invalid");
logic.setState(new EditorState(logic)); logic.setState(new EditorState(logic));
} }
} }

View File

@@ -15,14 +15,10 @@
import pp.battleship.message.server.*; import pp.battleship.message.server.*;
import pp.battleship.model.Battleship; import pp.battleship.model.Battleship;
import pp.battleship.model.IntPoint; import pp.battleship.model.IntPoint;
import pp.battleship.model.Rotation;
import pp.util.Position;
import java.lang.System.Logger; import java.lang.System.Logger;
import java.lang.System.Logger.Level; import java.lang.System.Logger.Level;
import java.lang.reflect.Array;
import java.util.ArrayList; import java.util.ArrayList;
import java.util.Arrays;
import java.util.HashSet; import java.util.HashSet;
import java.util.List; import java.util.List;
import java.util.Set; import java.util.Set;
@@ -40,9 +36,8 @@ public class ServerGameLogic implements ClientInterpreter {
private final ServerSender serverSender; private final ServerSender serverSender;
private Player activePlayer; private Player activePlayer;
private ServerState state = ServerState.WAIT; private ServerState state = ServerState.WAIT;
private boolean playerOneAnimationReady = false;
private boolean player1AnimationReady = false; private boolean playerTwoAnimationReady = false;
private boolean player2AnimationReady = false;
/** /**
* Constructs a ServerGameLogic with the specified sender and configuration. * Constructs a ServerGameLogic with the specified sender and configuration.
@@ -147,41 +142,76 @@ public Player addPlayer(int id) {
public void received(MapMessage msg, int from) { public void received(MapMessage msg, int from) {
if (state != ServerState.SET_UP) if (state != ServerState.SET_UP)
LOGGER.log(Level.ERROR, "playerReady not allowed in {0}", state); //NON-NLS LOGGER.log(Level.ERROR, "playerReady not allowed in {0}", state); //NON-NLS
else if (!checkMap(msg, from)) { else if (!verifyMap(msg, from)) {
LOGGER.log(Level.ERROR, "player submitted not allowed Map"); LOGGER.log(Level.ERROR, "player submitted invalid map", state);
send(getPlayerById(from), new GameDetails(config)); send(getPlayerById(from), new GameDetails(config));
} } else
else
playerReady(getPlayerById(from), msg.getShips()); playerReady(getPlayerById(from), msg.getShips());
} }
/** @Override
* Returns true if the map contains correct ship placement and is of the correct size public void received(AnimationEndMessage msg, int from) {
* LOGGER.log(Level.INFO, "AnimationEndMessage was received by ServerGameLogic");
* @param msg the received MapMessage of the player if (state != ServerState.ANIMATION_WAIT_STATE)
* @param from the ID of the Player LOGGER.log(Level.ERROR, "animation not allowed in {0}", state);
* @return a boolean based on if the transmitted map ist correct else if (getPlayerById(from) == players.get(0)) {
*/ LOGGER.log(Level.DEBUG, "{0} set to true", getPlayerById(from));
private boolean checkMap(MapMessage msg, int from) { playerOneAnimationReady = true;
int mapWidth = getPlayerById(from).getMap().getWidth(); shoot(getPlayerById(from), msg.getPosition());
int mapHeight = getPlayerById(from).getMap().getHeight(); } else if (getPlayerById(from) == players.get(1)) {
LOGGER.log(Level.DEBUG, "{0} set to true {1}", getPlayerById(from), getPlayerById(from).toString());
// check if ship is out of bounds playerTwoAnimationReady = true;
for (Battleship battleship : msg.getShips()){ shoot(getPlayerById(from), msg.getPosition());
if (battleship.getMaxX() >= mapWidth || battleship.getMinX() < 0 || battleship.getMaxY() >= mapHeight || battleship.getMinY() < 0) { }
LOGGER.log(Level.ERROR, "Ship is out of bounds ({0})", battleship.toString()); if (playerOneAnimationReady && playerTwoAnimationReady) {
return false; setState(ServerState.BATTLE);
} for (Player player : players)
send(player, new BackToBattleStateMessage(player == activePlayer));
playerOneAnimationReady = false;
playerTwoAnimationReady = false;
} }
// check if ships overlap }
/**
* this method returns true, if the given map is valid (don't overlap or out of bound)
*
* @param msg the message, where the map is in
* @param playerID the player, who committed the map
* @return true, if the map is valid
*/
private boolean verifyMap(MapMessage msg, int playerID) {
return verifyBounds(msg, playerID) && verifyOverlap(msg);
}
/**
* checks, whether a ship is out of the grid
*
* @param msg is the message, where the map is in
* @return true, if all ships are in bound
*/
private boolean verifyBounds(MapMessage msg, int playerID) {
int mapWidth = getPlayerById(playerID).getMap().getWidth();
int mapHeight = getPlayerById(playerID).getMap().getHeight();
for (Battleship ship : msg.getShips()) {
if (ship.getMaxX() > mapWidth || ship.getMinX() < 0 || ship.getMaxY() > mapHeight || ship.getMinY() < 0)
return false;
}
return true;
}
/**
* checks whether the ships overlap each other
*
* @param msg is the message, where the map is in
* @return true, if no ships overlap
*/
private boolean verifyOverlap(MapMessage msg) {
List<Battleship> ships = msg.getShips(); List<Battleship> ships = msg.getShips();
for(Battleship ship:ships){ for (Battleship ship : ships) {
for(Battleship compareShip:ships){ for (Battleship compareShip : ships) {
if(!(ship==compareShip)){ if (!ship.equals(compareShip)) {
if(ship.collidesWith(compareShip)){ if (ship.collidesWith(compareShip)) return false;
return false;
}
} }
} }
} }
@@ -198,40 +228,12 @@ private boolean checkMap(MapMessage msg, int from) {
public void received(ShootMessage msg, int from) { public void received(ShootMessage msg, int from) {
if (state != ServerState.BATTLE) if (state != ServerState.BATTLE)
LOGGER.log(Level.ERROR, "shoot not allowed in {0}", state); //NON-NLS LOGGER.log(Level.ERROR, "shoot not allowed in {0}", state); //NON-NLS
else else {
for (Player player : players){ for (Player player : players) {
send(player, new AnimationStartMessage(msg.getPosition(), player == activePlayer)); send(player, new AnimationStartMessage(msg.getPosition(), player == activePlayer));
setState(ServerState.ANIMATION_WAIT); setState(ServerState.ANIMATION_WAIT_STATE);
} }
}
/**
* Handles a clients message that it is done with the animation
*
* @param msg the AnimationEndMessage to be processed
* @param from the connection ID from which the message was received
*/
@Override
public void received(AnimationEndMessage msg, int from){
if(state != ServerState.ANIMATION_WAIT) {
LOGGER.log(Level.ERROR, "animation not allowed in {0}", state);
return;
}
if(getPlayerById(from) == players.get(0)){
LOGGER.log(Level.DEBUG, "{0} set to true", getPlayerById(from));
player1AnimationReady = true;
shoot(getPlayerById(from), msg.getPosition());
} else if (getPlayerById(from) == players.get(1)){
LOGGER.log(Level.DEBUG, "{0} set to true {1}", getPlayerById(from), getPlayerById(from).toString());
player2AnimationReady = true;
shoot(getPlayerById(from), msg.getPosition());
}
if(player1AnimationReady && player2AnimationReady){
setState(ServerState.BATTLE);
for (Player player : players)
send(player, new SwitchBattleState(player == activePlayer));
player1AnimationReady = false;
player2AnimationReady = false;
} }
} }
@@ -256,57 +258,127 @@ void playerReady(Player player, List<Battleship> ships) {
} }
/** /**
* This method decides what effectMessage the client should get based on the shot made * Handles the shooting action by the player.
* and switches the active player if a shot was missed
* *
* @param p the player to be sent the message * @param p the player who shot
* @param position the position where the shot would hit in the 2d map model * @param position the position of the shot
*/ */
void shoot(Player p, IntPoint position) { void shoot(Player p, IntPoint position) {
final Battleship selectedShip; final Battleship selectedShip;
if(p != activePlayer){ selectedShip = getSelectedShip(p, position);
selectedShip = p.getMap().findShipAt(position);
} else {
selectedShip = getOpponent(p).getMap().findShipAt(position);
}
if (selectedShip == null) { if (selectedShip == null) {
if (p != activePlayer) { nullShip(p, position);
send(p, EffectMessage.miss(false, position));
} else {
send(activePlayer, EffectMessage.miss(true, position));
}
if(player1AnimationReady && player2AnimationReady){
LOGGER.log(Level.DEBUG, "switched active player");
if(p != activePlayer){
activePlayer = p;
} else {
activePlayer = getOpponent(p);
}
}
} else { } else {
selectedShip.hit(position); shootShip(p, position, selectedShip);
if(getOpponent(activePlayer).getMap().getRemainingShips().isEmpty()){ }
if(p != activePlayer){ }
send(p, EffectMessage.lost(position, selectedShip, activePlayer.getMap().getRemainingShips()));
} else { /**
send(activePlayer, EffectMessage.won(position, selectedShip)); * getter for the selected battleship through the shot
} *
if(player1AnimationReady && player2AnimationReady){ * @param p the current player
setState(ServerState.GAME_OVER); * @param position the position shot at
} * @return the battleship, on the position shot at
} else if (selectedShip.isDestroyed()){ */
if(p != activePlayer){ private Battleship getSelectedShip(Player p, IntPoint position) {
send(p, EffectMessage.shipDestroyed(false, position, selectedShip)); return (p != activePlayer) ? p.getMap().findShipAt(position) : getOpponent(p).getMap().findShipAt(position);
} else { }
send(activePlayer, EffectMessage.shipDestroyed(true, position, selectedShip));
} /**
* this method handles the shot logic, if the shot misses
*
* @param p the current player
* @param position the position shot at
*/
private void nullShip(Player p, IntPoint position) {
if (p != activePlayer) {
send(p, EffectMessage.miss(false, position));
} else {
send(activePlayer, EffectMessage.miss(true, position));
}
//switches the active player, when both have finished their animation
if (playerOneAnimationReady && playerTwoAnimationReady) {
LOGGER.log(Level.DEBUG, "switched active player");
if (p != activePlayer) {
activePlayer = p;
} else { } else {
if(p != activePlayer){ activePlayer = getOpponent(p);
send(p, EffectMessage.hit(false, position));
} else {
send(activePlayer, EffectMessage.hit(true, position));
}
} }
} }
} }
}
/**
* this method handles the shot logic, if the shot misses
*
* @param p the current player
* @param position the position shot at
* @param selectedShip the ship shot at
*/
private void shootShip(Player p, IntPoint position, Battleship selectedShip) {
selectedShip.hit(position);
if (isGameOver(getOpponent(p))) {
gameOver(p, position, selectedShip);
} else if (selectedShip.isDestroyed()) {
shipDestroys(p, position, selectedShip);
} else {
shipHit(p, position);
}
}
/**
* checks, if the given player ends the game, bc he has no ships
*
* @param p the player
* @return true, if the given player has no shi left
*/
private boolean isGameOver(Player p) {
return p.getMap().getRemainingShips().isEmpty();
}
/**
* handles the shot logic,if the game is over
*
* @param p the player
* @param position the position shot at
* @param selectedShip the current ship, shot at
*/
private void gameOver(Player p, IntPoint position, Battleship selectedShip) {
if (p != activePlayer) {
send(p, EffectMessage.lost(position, selectedShip, activePlayer.getMap().getRemainingShips()));
} else {
send(activePlayer, EffectMessage.won(position, selectedShip));
}
if (playerOneAnimationReady && playerTwoAnimationReady) {
setState(ServerState.GAME_OVER);
}
}
/**
* handles the logic,if the ship is destroyed and it's not gameOver
*
* @param p the player
* @param position the position shot at
* @param selectedShip the ship shot at
*/
private void shipDestroys(Player p, IntPoint position, Battleship selectedShip) {
if (p != activePlayer) {
send(p, EffectMessage.shipDestroyed(false, position, selectedShip));
} else {
send(activePlayer, EffectMessage.shipDestroyed(true, position, selectedShip));
}
}
/**
* handles the logic,if the ship is hit and it's not gameOver
*
* @param p the player
* @param position the position shot at
*/
private void shipHit(Player p, IntPoint position) {
if (p != activePlayer) {
send(p, EffectMessage.hit(false, position));
} else {
send(activePlayer, EffectMessage.hit(true, position));
}
}
}

View File

@@ -32,7 +32,7 @@ enum ServerState {
GAME_OVER, GAME_OVER,
/** /**
* The server waits for all players to finish the animation * The game has paused, cause the clients need time to play their respective animations
*/ */
ANIMATION_WAIT ANIMATION_WAIT_STATE
} }

View File

@@ -7,7 +7,11 @@
package pp.battleship.game.singlemode; package pp.battleship.game.singlemode;
import pp.battleship.message.client.*; import pp.battleship.message.client.AnimationEndMessage;
import pp.battleship.message.client.ClientInterpreter;
import pp.battleship.message.client.ClientMessage;
import pp.battleship.message.client.MapMessage;
import pp.battleship.message.client.ShootMessage;
import pp.battleship.model.Battleship; import pp.battleship.model.Battleship;
/** /**
@@ -61,11 +65,10 @@ public void received(MapMessage msg, int from) {
} }
/** /**
* Handles the reception of a AnimationEndMessage * Receives an AnimationEndMessage, copies it
* Creates a copy of the AnimationEndMessage
* *
* @param msg the AnimationEndMessage to be processed * @param msg the message
* @param from the connection ID from which the message was received * @param from the connectionID
*/ */
@Override @Override
public void received(AnimationEndMessage msg, int from) { public void received(AnimationEndMessage msg, int from) {

View File

@@ -12,21 +12,23 @@
import pp.battleship.message.server.*; import pp.battleship.message.server.*;
import java.io.IOException; import java.io.IOException;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
/** /**
* A proxy class that interprets messages from the server and forwards them to the BattleshipClient. * A proxy class that interprets messages from the server and forwards them to the BattleshipClient.
* Implements the ServerInterpreter interface to handle specific server messages. * Implements the ServerInterpreter interface to handle specific server messages.
*/ */
class InterpreterProxy implements ServerInterpreter { class InterpreterProxy implements ServerInterpreter {
private static final Logger LOGGER = System.getLogger(InterpreterProxy.class.getName());
private final BattleshipClient playerClient; private final BattleshipClient playerClient;
static final System.Logger LOGGER = System.getLogger(InterpreterProxy.class.getName());
/** /**
* Constructs an InterpreterProxy with the specified BattleshipClient. * Constructs an InterpreterProxy with the specified BattleshipClient.
* *
* @param playerClient the client to which the server messages are forwarded * @param playerClient the client to which the server messages are forwarded
*/ */
InterpreterProxy(BattleshipClient playerClient) { InterpreterProxy(BattleshipClient playerClient) {
this.playerClient = playerClient; this.playerClient = playerClient;
} }
@@ -53,8 +55,7 @@ private void loadMap() {
final ClientGameLogic clientGameLogic = playerClient.getGameLogic(); final ClientGameLogic clientGameLogic = playerClient.getGameLogic();
try { try {
clientGameLogic.loadMap(playerClient.getConfig().getOwnMap()); clientGameLogic.loadMap(playerClient.getConfig().getOwnMap());
} } catch (IOException e) {
catch (IOException e) {
throw new RuntimeException("Failed to load PlayerClient map", e); throw new RuntimeException("Failed to load PlayerClient map", e);
} }
clientGameLogic.mapFinished(); clientGameLogic.mapFinished();
@@ -81,24 +82,24 @@ public void received(EffectMessage msg) {
} }
/** /**
* Forwards the received AnimationStartMessage to the client's game logic. * Received an AnimationStartMessage, logs it and forwards it
* *
* @param msg the AnimationStartMessage received from the server * @param animationStartMessage the StartMessage received
*/ */
@Override @Override
public void received(AnimationStartMessage msg) { public void received(AnimationStartMessage animationStartMessage) {
forward(msg); LOGGER.log(Level.INFO, "AnimationStartMessage was received by InterpreterProxy");
forward(animationStartMessage);
} }
/** /**
* Forwards the received SwitchBattleState to the client's game logic. * Received a BackToBattleStateMessage, and forwards it
* *
* @param msg the SwitchBattleState received from the server * @param backToBattleStateMessage the Message received
*/ */
@Override @Override
public void received(SwitchBattleState msg){ public void received(BackToBattleStateMessage backToBattleStateMessage) {
LOGGER.log(System.Logger.Level.INFO, "Received SwitchBattleState"); forward(backToBattleStateMessage);
forward(msg);
} }
/** /**

View File

@@ -111,35 +111,38 @@ public void received(StartBattleMessage msg) {
} }
/** /**
* Receives an effect message, logs it. * Receives an effect message, logs it, and updates the turn status.
* If it is RobotClient's turn to shoot, schedules a shot using shoot();
* *
* @param msg The effect message * @param msg The effect message
*/ */
@Override @Override
public void received(EffectMessage msg) { public void received(EffectMessage msg) {
LOGGER.log(Level.INFO, "Received EffectMessage: {0}", msg); //NON-NLS LOGGER.log(Level.INFO, "Received EffectMessage: {0}", msg); //NON-NLS
if (msg.isMyTurn())
shoot();
} }
/** /**
* Receives an AnimationStartMessage, and responds instantly with an AnimationEndMessage * Received an AnimationStartMessage, logs it, and sends an AnimationEndMessage, bc it can't be displayed
* *
* @param msg the AnimationStartMessage received * @param msg the StartMessage received
*/ */
@Override @Override
public void received(AnimationStartMessage msg) { public void received(AnimationStartMessage msg) {
LOGGER.log(Level.INFO, "Received AnimationStartMessage: {0}", msg); LOGGER.log(Level.INFO, "AnimationStartMessage was received by RobotClient");
connection.sendRobotMessage(new AnimationEndMessage(msg.getPosition())); connection.sendRobotMessage(new AnimationEndMessage(msg.getPosition()));
} }
/** /**
* Receives a SwitchBattleState, and shots if it is the robots turn * Received an Message, if the BackToBattleState is active, checks, if it's his turn and fires, if it is
* *
* @param msg the SwitchBattleState received * @param backToBattleStateMessage the Message received
*/ */
@Override @Override
public void received(SwitchBattleState msg){ public void received(BackToBattleStateMessage backToBattleStateMessage) {
LOGGER.log(Level.INFO, "Received SwitchBattleStateMessage: {0}", msg); if (backToBattleStateMessage.isMyTurn()) {
if (msg.isTurn())
shoot(); shoot();
}
} }
} }

View File

@@ -3,27 +3,33 @@
import com.jme3.network.serializing.Serializable; import com.jme3.network.serializing.Serializable;
import pp.battleship.model.IntPoint; import pp.battleship.model.IntPoint;
/**
* this class represents the AnimationEndMessage, that is sent from the clients to the server, to say, they are finished with the animation
*/
@Serializable @Serializable
public class AnimationEndMessage extends ClientMessage { public class AnimationEndMessage extends ClientMessage {
/**
* the position, where was shot at
*/
private IntPoint position; private IntPoint position;
/** /**
* used for serialization * this private constructor is used for the serialization
*/ */
private AnimationEndMessage(){ /* nothing */} private AnimationEndMessage() { /* nothing */}
/** /**
* constructs a new AnimationEndMessage * this is the constructor for this class
* *
* @param position the position to be effected by the server * @param position IntPoint
*/ */
public AnimationEndMessage(IntPoint position) { public AnimationEndMessage(IntPoint position) {
this.position = position; this.position = position;
} }
/** /**
* getter for the position * the getter for the position
* *
* @return IntPoint position * @return IntPoint position
*/ */
@@ -32,7 +38,7 @@ public IntPoint getPosition() {
} }
/** /**
* Accepts Visitors to process this message * the accept-method for the ClientInterpreter
* *
* @param interpreter the visitor to be used for processing * @param interpreter the visitor to be used for processing
* @param from the connection ID of the sender * @param from the connection ID of the sender
@@ -41,4 +47,4 @@ public IntPoint getPosition() {
public void accept(ClientInterpreter interpreter, int from) { public void accept(ClientInterpreter interpreter, int from) {
interpreter.received(this, from); interpreter.received(this, from);
} }
} }

View File

@@ -28,10 +28,10 @@ public interface ClientInterpreter {
void received(MapMessage msg, int from); void received(MapMessage msg, int from);
/** /**
* Processes a received AnimationendMessage * Processes a received AnimationEndMessage
* *
* @param msg the AnimationEndMessage to be processed * @param animationEndMessage the message processed
* @param from the connection ID from which the message was received * @param from the connectionID
*/ */
void received(AnimationEndMessage msg, int from); void received(AnimationEndMessage animationEndMessage, int from);
} }

View File

@@ -3,21 +3,24 @@
import com.jme3.network.serializing.Serializable; import com.jme3.network.serializing.Serializable;
import pp.battleship.model.IntPoint; import pp.battleship.model.IntPoint;
/**
* This class represents the AnimationStartMessage, which tells the clients, that they should display their animations
*/
@Serializable @Serializable
public class AnimationStartMessage extends ServerMessage { public class AnimationStartMessage extends ServerMessage {
private IntPoint position; private IntPoint position;
private boolean myTurn; private boolean myTurn;
/** /**
* used for serialization * this empty constructor is needed for the serialization
*/ */
private AnimationStartMessage(){ /* nothing */} private AnimationStartMessage() { /* nothing */}
/** /**
* constructs a new AnimationStartMessage * this is the constructor for the AnimationMessage
* *
* @param position the Position a shell should affect * @param position the position, where was shot
* @param isTurn boolean containing if it is the clients turn or not * @param isTurn of the receiving client
*/ */
public AnimationStartMessage(IntPoint position, boolean isTurn) { public AnimationStartMessage(IntPoint position, boolean isTurn) {
this.position = position; this.position = position;
@@ -43,7 +46,7 @@ public boolean isMyTurn() {
} }
/** /**
* Accepts visitors to process this message * this method accept ServerInterpreter
* *
* @param interpreter the visitor to be used for processing * @param interpreter the visitor to be used for processing
*/ */
@@ -53,9 +56,9 @@ public void accept(ServerInterpreter interpreter) {
} }
/** /**
* returns a string that gives context to the message * getter for the Info text for each state
* *
* @return String teh context * @return String InfoText
*/ */
@Override @Override
public String getInfoTextKey() { public String getInfoTextKey() {

View File

@@ -0,0 +1,59 @@
package pp.battleship.message.server;
import com.jme3.network.serializing.Serializable;
/**
* this Message tells the clients, that they should return to the BattleState
*/
@Serializable
public class BackToBattleStateMessage extends ServerMessage {
/**
* the boolean describes, whether it is his turn
*/
private boolean isMyTurn;
/**
* the private constructor is used for the serialization
*/
private BackToBattleStateMessage() { /* nothing */}
/**
* the constructor for the message
*
* @param isMyTurn indicates, whether the client, that receives this message, has his turn
*/
public BackToBattleStateMessage(boolean isMyTurn) {
this.isMyTurn = isMyTurn;
}
/**
* getter for the MyTurn
*
* @return boolean myTurn
*/
public boolean isMyTurn() {
return isMyTurn;
}
/**
* accept-method for ServerInterpreter
*
* @param interpreter the visitor to be used for processing
*/
@Override
public void accept(ServerInterpreter interpreter) {
interpreter.received(this);
}
/**
* returns info text for this Message
*
* @return String
*/
@Override
public String getInfoTextKey() {
return "";
}
}

View File

@@ -35,16 +35,16 @@ public interface ServerInterpreter {
void received(EffectMessage msg); void received(EffectMessage msg);
/** /**
* Handles an AnimationStartMessage received from the server * Handles the AnimationStartMessage
* *
* @param msg the AnimationStartMessage received * @param animationStartMessage the StartMessage received
*/ */
void received(AnimationStartMessage msg); void received(AnimationStartMessage animationStartMessage);
/** /**
* handles an SwitchBattleState received from the server * Handles the Message, that sets the clients back in the BattleState
* *
* @param msg the SwitchBattleState received * @param backToBattleStateMessage the Message received
*/ */
void received(SwitchBattleState msg); void received(BackToBattleStateMessage backToBattleStateMessage);
} }

View File

@@ -1,51 +0,0 @@
package pp.battleship.message.server;
import com.jme3.network.serializing.Serializable;
@Serializable
public class SwitchBattleState extends ServerMessage {
private boolean isTurn;
/**
* used for serialization
*/
private SwitchBattleState(){ /* nothing */}
/**
* constructs a new SwitchBattleState message
*
* @param isTurn boolean containing if it is the clients turn
*/
public SwitchBattleState(boolean isTurn) {
this.isTurn = isTurn;
}
/**
* getter for isTurn
*
* @return boolean isTurn
*/
public boolean isTurn() {
return isTurn;
}
/**
* accept visitors the process this message
*
* @param interpreter the visitor to be used for processing
*/
@Override
public void accept(ServerInterpreter interpreter) {
interpreter.received(this);
}
/**
* returns a string containing context for this method
*
* @return String containing context
*/
@Override
public String getInfoTextKey() {
return "";
}
}

View File

@@ -1,20 +1,50 @@
package pp.battleship.model; package pp.battleship.model;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
/** /**
* This class represents a shell * this class is the model for the shell, that hits the Battleships
*/ */
public class Shell implements Item { public class Shell implements Item {
private int x;
private int y; private static final Logger LOGGER = System.getLogger(Shell.class.getName());
/** /**
* constructs a new shell object * the Target, the Shell will hit
*
* @param position the end position of the shell
*/ */
public Shell(IntPoint position) { private IntPoint target;
x = position.getX();
y = position.getY(); /**
* the constructor for this class
*
* @param target the target, the shell is fired at
*/
public Shell(IntPoint target) {
this.target = target;
LOGGER.log(Level.INFO, "Shell has been initialized");
}
/**
* the accept-method for a generic visitor
*
* @param visitor the visitor performing operations on the item
* @param <T> cause it is generic
* @return T
*/
@Override
public <T> T accept(Visitor<T> visitor) {
return visitor.visit(this);
}
/**
* the accept-method for the void visitor
*
* @param visitor the visitor performing operations on the item
*/
@Override
public void accept(VoidVisitor visitor) {
visitor.visit(this);
} }
/** /**
@@ -23,7 +53,7 @@ public Shell(IntPoint position) {
* @return int x coordinate * @return int x coordinate
*/ */
public int getX() { public int getX() {
return x; return target.getX();
} }
/** /**
@@ -32,46 +62,6 @@ public int getX() {
* @return int y coordinate * @return int y coordinate
*/ */
public int getY() { public int getY() {
return y; return target.getY();
}
/**
* setter for x coordinate
*
* @param x the new value of x coordinate
*/
public void setX(int x) {
this.x = x;
}
/**
* setter for y coordinate
*
* @param y the new value of y coordinate
*/
public void setY(int y) {
this.y = y;
}
/**
* Accepts a visitor with a return value.
*
* @param visitor the visitor to accept
* @param <T> the type of the return value
* @return the result of the visitor's visit method
*/
@Override
public <T> T accept(Visitor<T> visitor) {
return visitor.visit(this);
}
/**
* Accepts a visitor without a return value.
*
* @param visitor the visitor to accept
*/
@Override
public void accept(VoidVisitor visitor) {
visitor.visit(this);
} }
} }

View File

@@ -92,11 +92,11 @@ public void add(Shot shot) {
} }
/** /**
* Registers a shell in the map and updates an item added event * adds the shell to the ShipMap
* *
* @param shell the shell to be registered * @param shell the shell that's added
*/ */
public void add(Shell shell){ public void add(Shell shell) {
addItem(shell); addItem(shell);
} }
@@ -190,8 +190,8 @@ public int getHeight() {
*/ */
public boolean isValid(Battleship ship) { public boolean isValid(Battleship ship) {
return isValid(ship.getMinX(), ship.getMinY()) && return isValid(ship.getMinX(), ship.getMinY()) &&
isValid(ship.getMaxX(), ship.getMaxY()) && isValid(ship.getMaxX(), ship.getMaxY()) &&
getShips().filter(s -> s != ship).noneMatch(ship::collidesWith); getShips().filter(s -> s != ship).noneMatch(ship::collidesWith);
} }
/** /**
@@ -203,8 +203,8 @@ public boolean isValid(Battleship ship) {
*/ */
public Battleship findShipAt(int x, int y) { public Battleship findShipAt(int x, int y) {
return getShips().filter(ship -> ship.contains(x, y)) return getShips().filter(ship -> ship.contains(x, y))
.findAny() .findAny()
.orElse(null); .orElse(null);
} }
/** /**
@@ -236,7 +236,7 @@ public boolean isValid(IntPosition pos) {
*/ */
public boolean isValid(int x, int y) { public boolean isValid(int x, int y) {
return x >= 0 && x < width && return x >= 0 && x < width &&
y >= 0 && y < height; y >= 0 && y < height;
} }
/** /**

View File

@@ -29,11 +29,5 @@ public interface Visitor<T> {
*/ */
T visit(Battleship ship); T visit(Battleship ship);
/**
* Visits a Shell element
*
* @param shell the Shell element to visit
* @return the result of visiting the Shell element
*/
T visit(Shell shell); T visit(Shell shell);
} }

View File

@@ -26,10 +26,5 @@ public interface VoidVisitor {
*/ */
void visit(Battleship ship); void visit(Battleship ship);
/**
* Visits a Shell element
*
* @param shell the Shell element to visit
*/
void visit(Shell shell); void visit(Shell shell);
} }

View File

@@ -82,20 +82,6 @@ public List<Battleship> getShips() {
return ships.stream().map(BattleshipDTO::toBattleship).toList(); return ships.stream().map(BattleshipDTO::toBattleship).toList();
} }
/**
* This method returns the width of the DTO.
*
* @return the width of the DTO
*/
public int getWidth() {return width;}
/**
* Returns the height of the DTO.
*
* @return the height of the DTO.
*/
public int getHeight() {return height;}
/** /**
* Saves the current ShipMapDTO to a file in JSON format. * Saves the current ShipMapDTO to a file in JSON format.
* *
@@ -128,4 +114,12 @@ public static ShipMapDTO loadFrom(File file) throws IOException {
throw new IOException(e.getLocalizedMessage()); throw new IOException(e.getLocalizedMessage());
} }
} }
public int getWidth(){
return this.width;
}
public int getHeight(){
return this.height;
}
} }

View File

@@ -45,11 +45,4 @@ default void receivedEvent(SoundEvent event) { /* do nothing */ }
* @param event the received event * @param event the received event
*/ */
default void receivedEvent(ClientStateEvent event) { /* do nothing */ } default void receivedEvent(ClientStateEvent event) { /* do nothing */ }
/**
* Indicates that the music should be changed
*
* @param event the received Event
*/
default void receivedEvent(MusicEvent event) { /* do nothing */ }
} }

View File

@@ -1,23 +0,0 @@
package pp.battleship.notification;
/**
* Enumeration representing different types of sounds used in the game.
*/
public enum Music {
/**
* Menu music
*/
MENU_THEME,
/**
* Battle music
*/
BATTLE_THEME,
/**
* Game over music for a loss
*/
GAME_OVER_THEME_L,
/**
* Game over music for a victory
*/
GAME_OVER_THEME_V,
}

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