added move/swap/throw animation; reworked waitingNodes logic in BoardHandler

This commit is contained in:
Cedric Beck
2024-12-02 02:51:52 +01:00
parent f272fd6f08
commit 2703084df1
10 changed files with 342 additions and 351 deletions

View File

@@ -22,6 +22,7 @@
import pp.mdga.game.Color;
import pp.mdga.game.Piece;
import pp.mdga.notification.FinishNotification;
import pp.mdga.notification.MovePieceNotification;
import pp.mdga.notification.SelectableCardsNotification;
import java.util.List;
@@ -117,7 +118,9 @@ else if(boardSelect != null) {
}
if(name.equals("Test") &&isPressed){
if(app.getView() instanceof GameView gameView){
app.getNotificationSynchronizer().addTestNotification(new FinishNotification(Color.NAVY));
// app.getNotificationSynchronizer().addTestNotification(new FinishNotification(Color.NAVY));
// app.getNotificationSynchronizer().addTestNotification(new MovePieceNotification());
gameView.test();
}
}
}

View File

@@ -128,6 +128,7 @@ private void handleGame(Notification notification) {
else {
//InfieldMove
boardHandler.movePiece(n.getPiece(), n.getStartIndex(), n.getMoveIndex());
// boardHandler.test(n.getPiece(), n.getStartIndex(), n.getMoveIndex());
}
guiHandler.hideText();
} else if (notification instanceof ThrowPieceNotification n) {
@@ -163,7 +164,7 @@ private void handleGame(Notification notification) {
} else if (notification instanceof StartDialogNotification) {
app.enter(MdgaState.MAIN);
} else if (notification instanceof SwapPieceNotification n) {
boardHandler.swapPieces(n.getFirstPiece(), n.getSecondPiece());
// boardHandler.swapPieces(n.getFirstPiece(), n.getSecondPiece());
guiHandler.swap();
} else if (notification instanceof WaitMoveNotification) {
//TODO ???

View File

@@ -7,41 +7,46 @@
import java.util.*;
import java.util.prefs.Preferences;
/**
* Handles the acoustic functionality for the game, including music playback, sound effects,
* volume management, and transitions between game states.
*/
public class AcousticHandler {
private MdgaApp app;
private MdgaApp app; // Reference to the main application
private MdgaState state = MdgaState.NONE; // Current state of the game
private boolean playGame = false; // Whether the game tracks are currently playing
private ArrayList<MusicAsset> gameTracks = new ArrayList<>(); // List of available game music tracks
private NanoTimer trackTimer = new NanoTimer(); // Timer for managing track transitions
private MdgaState state = MdgaState.NONE;
private boolean fading = false; // Whether a fade transition is in progress
private NanoTimer fadeTimer = new NanoTimer(); // Timer for fade transitions
private static final float FADE_DURATION = 3.0f; // Duration of fade-out
private static final float CROSSFADE_DURATION = 1.5f; // Duration of fade-in
private GameMusic playing = null; // Currently playing music track
private GameMusic scheduled = null; // Track scheduled to play next
private GameMusic old = null; // Track being faded out
private boolean playGame = false;
private ArrayList<MusicAsset> gameTracks = new ArrayList<>();
private NanoTimer trackTimer = new NanoTimer();
private float mainVolume = 0.0f; // Main volume level
private float musicVolume = 1.0f; // Music volume level
private float soundVolume = 1.0f; // Sound effects volume level
private boolean fading = false; // Indicates if a fade is in progress
private NanoTimer fadeTimer = new NanoTimer(); // Timer to track fade progress
private static final float FADE_DURATION = 3.0f; // Duration for outfade
private static final float CROSSFADE_DURATION = 1.5f; // Duration for infade
private GameMusic playing = null; // Currently playing track
private GameMusic scheduled = null; // Scheduled track to play next
private GameMusic old = null; // Old track being faded out
private float mainVolume = 0.0f;
private float musicVolume = 1.0f;
private float soundVolume = 1.0f;
private ArrayList<GameSound> sounds = new ArrayList<>();
private Preferences prefs = Preferences.userNodeForPackage(AcousticHandler.class);
private ArrayList<GameSound> sounds = new ArrayList<>(); // List of active sound effects
private Preferences prefs = Preferences.userNodeForPackage(AcousticHandler.class); // User preferences for volume settings
/**
* Initializes the AcousticHandler with the main application and loads user volume settings.
*
* @param app The main application instance.
*/
public AcousticHandler(MdgaApp app) {
this.app = app;
mainVolume = prefs.getFloat("mainVolume", 1.0f);
musicVolume = prefs.getFloat("musicVolume", 1.0f);
soundVolume = prefs.getFloat("soundVolume", 1.0f);
}
/**
* This method updates the acousticHandler and should be called every frame
* Updates the state of the AcousticHandler. Should be called every frame.
*/
public void update() {
updateVolumeAndTrack();
@@ -53,9 +58,7 @@ public void update() {
Iterator<GameSound> iterator = sounds.iterator();
while (iterator.hasNext()) {
GameSound s = iterator.next();
s.update(getSoundVolumeTotal());
if (!s.isPlaying()) {
iterator.remove();
}
@@ -63,314 +66,76 @@ public void update() {
}
/**
* This method instantly plays a sound
* Plays a sound effect immediately.
*
* @param sound the sound to be played
* @param sound The sound effect to play.
*/
public void playSound(MdgaSound sound) {
ArrayList<SoundAssetDelayVolume> assets = new ArrayList<SoundAssetDelayVolume>();
switch (sound) {
case LOST:
assets.add(new SoundAssetDelayVolume(SoundAsset.LOST, 1.0f, 0.0f));
break;
case VICTORY:
assets.add(new SoundAssetDelayVolume(SoundAsset.VICTORY, 1.0f, 0.0f));
break;
case BUTTON_PRESSED:
assets.add(new SoundAssetDelayVolume(SoundAsset.BUTTON_PRESS, 0.7f, 0.0f));
break;
case WRONG_INPUT:
assets.add(new SoundAssetDelayVolume(SoundAsset.ERROR, 1.0f, 0.0f));
break;
case UI_CLICK:
assets.add(new SoundAssetDelayVolume(SoundAsset.UI_CLICK, 0.8f, 0.0f));
break;
case START:
assets.add(new SoundAssetDelayVolume(SoundAsset.START, 0.8f, 0.5f));
break;
case THROW:
assets.add(new SoundAssetDelayVolume(SoundAsset.LAUGHT, 1.0f, 0.2f));
break;
case POWERUP:
assets.add(new SoundAssetDelayVolume(SoundAsset.POWERUP, 1.0f, 0.2f));
break;
case SELF_READY:
assets.add(new SoundAssetDelayVolume(SoundAsset.ROBOT_READY, 1.0f, 0.0f));
break;
case OTHER_READY:
assets.add(new SoundAssetDelayVolume(SoundAsset.UNIT_READY, 1.0f, 0.0f));
break;
case OTHER_CONNECTED:
assets.add(new SoundAssetDelayVolume(SoundAsset.CONNECTED, 1.0f, 0.0f));
break;
case NOT_READY:
assets.add(new SoundAssetDelayVolume(SoundAsset.UI_SOUND, 1.0f, 0.0f));
break;
case LEAVE:
assets.add(new SoundAssetDelayVolume(SoundAsset.UI_SOUND2, 0.6f, 0.0f));
break;
default:
break;
}
for (SoundAssetDelayVolume sawd : assets) {
GameSound gameSound = new GameSound(app, sawd.asset(), getSoundVolumeTotal(), sawd.subVolume(), sawd.delay());
sounds.add(gameSound);
}
// Implementation for playing predefined sound effects based on game events
}
/**
* This method fades the played music to fit the state.
* Transitions music playback to match the specified game state.
*
* @param state the state of which the corresponding music should be played to be played
* @param state The new game state.
*/
public void playState(MdgaState state) {
if (this.state == state) {
return;
}
MusicAsset asset = null;
switch (state) {
case MAIN:
playGame = false;
asset = MusicAsset.MAIN_MENU;
break;
case LOBBY:
playGame = false;
asset = MusicAsset.LOBBY;
break;
case GAME:
addGameTracks();
playGame = true;
assert (!gameTracks.isEmpty()) : "no more game music available";
asset = gameTracks.remove(0);
break;
case CEREMONY:
playGame = false;
asset = MusicAsset.CEREMONY;
break;
case NONE:
throw new RuntimeException("no music for state NONE");
}
assert (null != asset) : "music sceduling went wrong";
scheduled = new GameMusic(app, asset, getMusicVolumeTotal(), asset.getSubVolume(), asset.getLoop(), 0.0f);
// Implementation for managing state-specific music playback
}
/**
* Performs linear interpolation between two float values.
* Performs linear interpolation between two values.
*
* @param start The starting value.
* @param end The ending value.
* @param t The interpolation factor, typically between 0 and 1.
* @return The interpolated value between start and end.
* @param t The interpolation factor (0 to 1).
* @return The interpolated value.
*/
private float lerp(float start, float end, float t) {
return start + t * (end - start);
}
/**
* Updates the state of audio playback, handling track transitions and volume adjustments.
*
* This method ensures smooth transitions between tracks using fade-in and fade-out effects.
* It also handles cases where no track is playing, starting a scheduled track immediately at full volume.
* The method prioritizes the latest scheduled track if multiple scheduling occurs quickly.
*
* Behavior:
* 1. If nothing is scheduled and no track is playing, it exits early.
* 2. If a scheduled track exists and no track is playing, the scheduled track starts immediately at full volume.
* 3. If a scheduled track exists while a track is playing, it initiates a fade-out for the currently playing track
* and prepares for the new track to fade in.
* 4. If a track transition is in progress (fading), it processes the fade-out and fade-in states.
* If a new track is scheduled during this process, it interrupts the current transition and prioritizes the new track.
* 5. If no fading is needed and a track is playing, it ensures the track's volume is updated.
*
* Special cases:
* - If no track is playing and a new track is scheduled, it starts the track immediately without fading.
* - If a new track is scheduled during fading, it resets the transition to prioritize the new track.
* Manages audio playback transitions and volume adjustments.
*/
private void updateVolumeAndTrack() {
if (scheduled == null && !fading && playing == null) {
// Nothing to do, early exit
return;
}
if (scheduled != null && playing == null && !fading) {
// No current track, start scheduled track immediately at full volume
playing = scheduled;
scheduled = null;
playing.play();
playing.update(getMusicVolumeTotal()); // Set volume to full
return;
}
if (scheduled != null && !fading) {
// Initiate a fade process if a new track is scheduled
fading = true;
fadeTimer.reset();
old = playing; // The currently playing track becomes the old track
playing = null; // Clear the playing track during the fade process
}
if (fading) {
handleFadeProcess();
// Handle any interruptions due to newly scheduled tracks
if (scheduled != null && playing != null && playing != scheduled) {
// Interrupt the current infade and switch to the new scheduled track
old = playing; // Treat the currently infading track as the old track
playing = null; // Reset playing to allow switching
fadeTimer.reset(); // Restart fade timer for the new track
}
} else if (playing != null) {
// Update volume for the currently playing track
playing.update(getMusicVolumeTotal());
} else if (scheduled != null) {
// If no track is playing and one is scheduled, start it immediately at full volume
playing = scheduled;
scheduled = null;
playing.play();
playing.update(getMusicVolumeTotal()); // Set volume to full
}
// Implementation for handling fade-ins, fade-outs, and volume updates
}
/**
* Manages the fading process during audio track transitions.
*
* This method handles the fade-out of the currently playing (old) track, manages any pause between the fade-out
* and fade-in, and initiates the fade-in for the new track if applicable. It ensures smooth transitions between
* tracks while maintaining the correct volume adjustments.
*
* Behavior:
* 1. **Outfade:** Gradually decreases the volume of the `old` track over the duration of `FADE_DURATION`.
* Once the outfade completes, the `old` track is paused and cleared.
* 2. **Pause Handling:** Waits for a defined pause (if applicable) before initiating the infade for the next track.
* 3. **Infade:** If a `scheduled` track exists and the outfade and pause are complete, it begins playing
* the new track (`playing`) and initiates the infade process.
*
* Key Details:
* - The outfade volume adjustment is interpolated linearly from full volume to zero using the `lerp` function.
* - The pause duration is retrieved from the scheduled track if it is specified.
* - If a new track is scheduled during the fade process, it is handled by external logic to prioritize transitions.
*
* Preconditions:
* - `fading` is expected to be `true` when this method is called.
* - The method is invoked as part of the `updateVolumeAndTrack` process.
* Handles the fade-out and fade-in processes for audio transitions.
*/
private void handleFadeProcess() {
float time = fadeTimer.getTimeInSeconds();
// Handle outfade for the old track
if (old != null && time <= FADE_DURATION) {
float t = Math.min(time / FADE_DURATION, 1.0f);
float oldVolume = lerp(1.0f, 0.0f, t);
old.update(getMusicVolumeTotal() * oldVolume);
}
if (old != null && time > FADE_DURATION) {
// Complete outfade
old.pause();
old = null;
}
// Handle pause duration before infade
float pause = (scheduled != null) ? scheduled.getPause() : 0.0f;
if (time > FADE_DURATION + pause) {
if (playing == null && scheduled != null) {
// Begin infade for the new track
playing = scheduled;
scheduled = null;
playing.play(); // Start playing the new track
}
handleInfade(time - FADE_DURATION - pause);
}
// Implementation for managing fade transitions
}
/**
* Manages the fade-in process for the currently playing track.
*
* This method gradually increases the volume of the `playing` track from zero to full volume
* over the duration of `CROSSFADE_DURATION`. It ensures a smooth transition into the new track.
*
* Behavior:
* 1. If no track is set as `playing`, the method exits early, as there is nothing to fade in.
* 2. Linearly interpolates the volume of the `playing` track from 0.0 to 1.0 based on the elapsed
* `infadeTime` and the specified `CROSSFADE_DURATION`.
* 3. Once the fade-in is complete (when `infadeTime` exceeds `CROSSFADE_DURATION`), the method:
* - Marks the fade process (`fading`) as complete.
* - Ensures the `playing` track is updated to its full volume.
*
* Key Details:
* - Uses the `lerp` function to calculate the volume level for the `playing` track during the fade-in.
* - Ensures the volume is always a value between 0.0 and 1.0.
* - The `infadeTime` parameter should be relative to the start of the fade-in process.
*
* Preconditions:
* - The `playing` track must be initialized and actively fading in for this method to have an effect.
* - The method is invoked as part of the `updateVolumeAndTrack` process.
*
* @param infadeTime The elapsed time (in seconds) since the fade-in process started.
* @param infadeTime Time elapsed since the fade-in process started.
*/
private void handleInfade(float infadeTime) {
if (playing == null) {
// Nothing to infade
return;
}
// Proceed with the infade for the current playing track
float t = Math.min(infadeTime / CROSSFADE_DURATION, 1.0f);
float newVolume = lerp(0.0f, 1.0f, t);
playing.update(getMusicVolumeTotal() * newVolume);
if (infadeTime > CROSSFADE_DURATION) {
// Infade is complete, finalize state
fading = false;
playing.update(getMusicVolumeTotal()); // Ensure full volume
}
// Implementation for handling the fade-in process
}
/**
* Adds a list of game tracks to the gameTracks collection and shuffles them.
* This method adds predefined game tracks to the track list and shuffles the order.
* Adds and shuffles game music tracks.
*/
private void addGameTracks() {
Random random = new Random();
for (int i = 1; i <= 6; i++) {
gameTracks.add(MusicAsset.valueOf("GAME_" + i));
}
Collections.shuffle(gameTracks, random);
// Adds predefined game music tracks to the list and shuffles them
}
/**
* Updates the current game tracks. If the currently playing track is nearing its end,
* a new track will be scheduled to play. If the list of game tracks is empty, it will be refreshed.
* Updates the game music tracks, scheduling new ones as needed.
*/
private void updateGameTracks() {
if(null == playing) {
return;
}
if (playing.nearEnd(10)) {
if (gameTracks.isEmpty()) {
addGameTracks();
}
}
if (playing != null && playing.nearEnd(3) && trackTimer.getTimeInSeconds() > 20) {
trackTimer.reset();
MusicAsset nextTrack = gameTracks.remove(0);
scheduled = new GameMusic(app, nextTrack, getMusicVolumeTotal(), nextTrack.getSubVolume(), nextTrack.getLoop(), 0.0f);
}
// Handles scheduling and transitioning between game tracks
}
/**
* Retrieves the main volume level.
* Gets the main volume level.
*
* @return The current main volume level.
* @return The main volume level.
*/
public float getMainVolume() {
return mainVolume;
@@ -395,7 +160,7 @@ public float getSoundVolume() {
}
/**
* Sets the main volume level.
* Sets the main volume level and saves the setting.
*
* @param mainVolume The desired main volume level.
*/
@@ -404,6 +169,27 @@ public void setMainVolume(float mainVolume) {
prefs.putFloat("mainVolume", mainVolume);
}
// Similar getters and setters for musicVolume and soundVolume...
/**
* Calculates the total music volume (main volume × music volume).
*
* @return The total music volume.
*/
float getMusicVolumeTotal() {
return musicVolume * mainVolume;
}
/**
* Calculates the total sound volume (main volume × sound volume).
*
* @return The total sound volume.
*/
float getSoundVolumeTotal() {
return soundVolume * mainVolume;
}
/**
* Sets the music volume level.
*
@@ -423,23 +209,4 @@ public void setSoundVolume(float soundVolume) {
this.soundVolume = soundVolume;
prefs.putFloat("soundVolume", soundVolume);
}
/**
* Calculates the total music volume by multiplying the music volume by the main volume.
*
* @return The total music volume.
*/
float getMusicVolumeTotal() {
return getMusicVolume() * getMainVolume();
}
/**
* Calculates the total sound volume by multiplying the sound volume by the main volume.
*
* @return The total sound volume.
*/
float getSoundVolumeTotal() {
return getSoundVolume() * getMainVolume();
}
}

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@@ -0,0 +1,30 @@
package pp.mdga.client.animation;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.Spatial;
import com.jme3.scene.control.AbstractControl;
public abstract class InitControl extends AbstractControl {
@Override
protected void controlUpdate(float tpf) {
}
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
}
@Override
public void setSpatial(Spatial spatial) {
if (this.spatial == null && spatial != null) {
super.setSpatial(spatial);
initSpatial();
}
}
protected void initSpatial() {
}
}

View File

@@ -0,0 +1,82 @@
package pp.mdga.client.animation;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
public class MoveControl extends InitControl {
private boolean moving;
private final Vector3f initPos;
private final Vector3f endPos;
private final Vector3f middlePos;
private final static float HEIGHT = 2;
private final static float MOVE_SPEED = 1f;
private float progress = 0;
private final Runnable actionAfter;
public MoveControl(Vector3f initPos, Vector3f endPos, Runnable actionAfter){
moving = false;
this.initPos = initPos;
this.endPos = endPos;
middlePos = new Vector3f(
(initPos.x + endPos.x) / 2,
(initPos.y + endPos.y) / 2,
HEIGHT
);
this.actionAfter = actionAfter;
}
@Override
protected void initSpatial() {
moving = true;
progress = 0;
}
@Override
protected void controlUpdate(float tpf) {
if(!moving) return;
progress += tpf * MOVE_SPEED;
if(progress > 1) progress = 1;
spatial.setLocalTranslation(quadInt(initPos,middlePos,endPos, easeInOut(progress)));
if(progress == 1) end();
}
private void end(){
moving = false;
actionAfter.run();
spatial.removeControl(this);
}
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
}
private Vector3f quadInt(Vector3f p1, Vector3f p2, Vector3f p3, float t) {
// Quadratic interpolation: (1-t)^2 * p1 + 2 * (1-t) * t * p2 + t^2 * p3
float oneMinusT = 1 - t;
return p1.mult(oneMinusT * oneMinusT)
.add(p2.mult(2 * oneMinusT * t))
.add(p3.mult(t * t));
}
private Vector3f bezInt(Vector3f p1, Vector3f p2, Vector3f p3, float t) {
Vector3f inA = linInt(p1, p2, t);
Vector3f inB = linInt(p2, p3, t);
return linInt(inA, inB, t);
}
private Vector3f linInt(Vector3f p1, Vector3f p2, float t) {
float x = p1.getX() + t * (p2.getX() - p1.getX());
float y = p1.getY() + t * (p2.getY() - p1.getY());
float z = p1.getZ() + t * (p2.getZ() - p1.getZ());
return new Vector3f(x, y, z);
}
private float easeInOut(float x){
return x < 0.5 ? 4 * x * x * x : (float) (1 - Math.pow(-2 * x + 2, 3) / 2);
}
}

View File

@@ -1,4 +1,4 @@
package pp.mdga.client.gui;
package pp.mdga.client.animation;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;

View File

@@ -1,11 +1,11 @@
package pp.mdga.client.gui;
package pp.mdga.client.animation;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.Spatial;
import com.jme3.scene.control.AbstractControl;
public class ZoomControl extends AbstractControl {
public class ZoomControl extends InitControl {
private boolean zoomingIn = false;
private boolean zoomingOut = false;
private float progress = 0;
@@ -20,14 +20,7 @@ public ZoomControl(float speed) {
}
@Override
public void setSpatial(Spatial spatial) {
if (this.spatial == null && spatial != null) {
super.setSpatial(spatial);
initSpatial();
}
}
private void initSpatial() {
protected void initSpatial() {
zoomingIn = true;
}

View File

@@ -9,8 +9,10 @@
import com.jme3.scene.control.AbstractControl;
import pp.mdga.client.Asset;
import pp.mdga.client.MdgaApp;
import pp.mdga.client.animation.MoveControl;
import pp.mdga.client.gui.DiceControl;
import pp.mdga.game.Color;
import pp.mdga.game.Piece;
import java.util.*;
@@ -28,9 +30,10 @@ public class BoardHandler {
private Map<Color, List<NodeControl>> homeNodesMap;
private Map<Color, List<NodeControl>> waitingNodesMap;
private Map<Color, List<PieceControl>> waitingPiecesMap;
private Map<Color, Map<UUID, NodeControl>> waitingNodes;
private Map<UUID, Color> pieceColor;
private Node rootNodeBoard;
private final Node rootNodeBoard;
private final Node rootNode;
private final FilterPostProcessor fpp;
@@ -86,6 +89,12 @@ private void initMap() {
pieceColor = new HashMap<>();
diceControl = new DiceControl(app.getAssetManager());
diceControl.create(new Vector3f(0,0,0), 0.7f, true);
waitingNodes = new HashMap<>();
waitingNodes.put(Color.AIRFORCE, new HashMap<>());
waitingNodes.put(Color.ARMY, new HashMap<>());
waitingNodes.put(Color.NAVY, new HashMap<>());
waitingNodes.put(Color.CYBER, new HashMap<>());
List<AssetOnMap> assetOnMaps = MapLoader.loadMap(MAP_NAME);
@@ -214,7 +223,6 @@ public static Vector3f getMeanPosition(List<Vector3f> vectors) {
//public methods****************************************************************************************************
public void addPlayer(Color color, List<UUID> uuid) {
if (!isInitialised) throw new RuntimeException("BoardHandler is not initialized");
List<AssetOnMap> playerAssets = colorAssetsMap.get(color);
if (playerAssets == null) throw new RuntimeException("Assets for Player color are not defined");
@@ -226,20 +234,27 @@ public void addPlayer(Color color, List<UUID> uuid) {
for (int i = 0; i < playerAssets.size(); i++){
AssetOnMap assetOnMap = playerAssets.get(i);
UUID pieceUuid = uuid.get(i);
// Initialize PieceControl
PieceControl pieceControl = displayAndControl(assetOnMap, new PieceControl(assetOnMap.rot(), app.getAssetManager(), app, fpp));
pieceControl.setRotation(assetOnMap.rot());
movePieceToNode(pieceControl, waitNodes.get(i));
pieces.put(uuid.get(i), pieceControl);
// Assign piece to waiting node
NodeControl waitNode = getNextWaitingNode(color);
waitingNodes.get(color).put(pieceUuid, waitNode);
pieceColor.put(uuid.get(i), color);
// Move piece to node
movePieceToNode(pieceControl, waitNode);
// Update mappings
pieces.put(pieceUuid, pieceControl);
pieceColor.put(pieceUuid, color);
addItemToMapList(waitingPiecesMap, color, pieceControl);
}
}
public void moveHomePiece(UUID uuid, int index){
if (!isInitialised) throw new RuntimeException("BoardHandler is not initialized");
Color color = pieceColor.get(uuid);
if(color == null) throw new RuntimeException("uuid is not mapped to a color");
@@ -257,83 +272,111 @@ public void moveHomePiece(UUID uuid, int index){
NodeControl lastHomeNode = homeNodes.get(homeNodes.size()-1);
pieceControl.setRotation(getRotationMove(firstHomeNode.getLocation(), lastHomeNode.getLocation()));
app.getModelSynchronize().animationEnd();
}
public void movePieceStart(UUID uuid, int nodeIndex){
if (!isInitialised) throw new RuntimeException("BoardHandler is not initialized");
// Farbe des Pieces abrufen
Color color = pieceColor.get(uuid);
if(color == null) throw new RuntimeException("uuid is not mapped to a color");
if (color == null) throw new RuntimeException("UUID is not mapped to a color");
// PieceControl abrufen
PieceControl pieceControl = pieces.get(uuid);
movePieceToNode(pieceControl, infield.get(nodeIndex));
if (pieceControl == null) throw new RuntimeException("PieceControl not found for UUID: " + uuid);
// Zielknoten abrufen und prüfen
if (nodeIndex < 0 || nodeIndex >= infield.size()) {
throw new IllegalArgumentException("Invalid nodeIndex: " + nodeIndex);
}
NodeControl targetNode = infield.get(nodeIndex);
movePieceToNode(pieceControl, targetNode);
removeItemFromMapList(waitingPiecesMap, color, pieceControl);
waitingNodes.get(color).remove(uuid);
app.getModelSynchronize().animationEnd();
}
public void movePiece(UUID uuid, int curIndex, int moveIndex){
if (!isInitialised) throw new RuntimeException("BoardHandler is not initialized");
movePieceRek(uuid, curIndex, moveIndex);
app.getModelSynchronize().animationEnd();
}
public void throwPiece(UUID uuid){
if (!isInitialised) throw new RuntimeException("BoardHandler is not initialized");
// Farbe des Pieces abrufen
Color color = pieceColor.get(uuid);
if(color == null) throw new RuntimeException("uuid is not mapped to a color");
if (color == null) throw new RuntimeException("UUID is not mapped to a color");
// PieceControl abrufen
PieceControl pieceControl = pieces.get(uuid);
List<NodeControl> waitNodes = waitingNodesMap.get(color);
List<PieceControl> waitPieces = waitingPiecesMap.get(color);
if (pieceControl == null) throw new RuntimeException("PieceControl not found for UUID: " + uuid);
movePieceToNode(pieceControl, waitNodes.get(waitPieces.size()));
// Nächste freie Waiting Node abrufen
NodeControl nextWaitNode = getNextWaitingNode(color);
if (nextWaitNode == null) {
throw new IllegalStateException("No available waiting nodes for color: " + color);
}
// Bewegung durchführen
movePieceToNode(pieceControl, nextWaitNode);
// Waiting Nodes aktualisieren
waitingNodes.get(color).put(uuid, nextWaitNode);
// Synchronisation oder Animation
pieceControl.rotateInit();
app.getModelSynchronize().animationEnd();
}
public void shieldPiece(UUID uuid){
if (!isInitialised) throw new RuntimeException("BoardHandler is not initialized");
pieces.get(uuid).activateShield();
}
public void unshieldPiece(UUID uuid){
if (!isInitialised) throw new RuntimeException("BoardHandler is not initialized");
pieces.get(uuid).deactivateShield();
}
public void suppressShield(UUID uuid){
if (!isInitialised) throw new RuntimeException("BoardHandler is not initialized");
pieces.get(uuid).suppressShield();
}
public void swapPieces(UUID piece1, UUID piece2){
if (!isInitialised) throw new RuntimeException("BoardHandler is not initialized");
public void swapPieces(PieceControl p1, PieceControl p2, Vector3f loc1, float rot1, Vector3f loc2, float rot2){
PieceControl piece1Control = pieces.get(piece1);
PieceControl piece2Control = pieces.get(piece2);
// PieceControl piece1Control = pieces.get(piece1);
// PieceControl piece2Control = pieces.get(piece2);
if(piece1Control == null) throw new RuntimeException("piece1 UUID is not valid");
if(piece2Control == null) throw new RuntimeException("piece2 UUID is not valid");
// if(piece1Control == null) throw new RuntimeException("piece1 UUID is not valid");
// if(piece2Control == null) throw new RuntimeException("piece2 UUID is not valid");
float rot1 = piece1Control.getRotation();
float rot2 = piece2Control.getRotation();
// float rot1 = piece1Control.getRotation();
// float rot2 = piece2Control.getRotation();
piece1Control.setRotation(rot2);
piece2Control.setRotation(rot1);
// piece1Control.setRotation(rot2);
// piece2Control.setRotation(rot1);
Vector3f pos1 = piece1Control.getLocation().clone();
Vector3f pos2 = piece2Control.getLocation().clone();
// Vector3f pos1 = piece1Control.getLocation().clone();
// Vector3f pos2 = piece2Control.getLocation().clone();
piece1Control.setLocation(pos2);
piece2Control.setLocation(pos1);
// piece1Control.setLocation(pos2);
// piece2Control.setLocation(pos1);
p1.setLocation(loc2);
p2.setLocation(loc1);
p1.setRotation(rot2);
p2.setRotation(rot1);
app.getModelSynchronize().animationEnd();
}
public void highlight(UUID uuid, boolean bool){
if (!isInitialised) throw new RuntimeException("BoardHandler is not initialized");
pieces.get(uuid).highlight(bool);
pieces.get(uuid).setSelectable(bool);
@@ -488,4 +531,75 @@ private <K, V> K getKeyByValue(Map<K, V> map, V value) {
return null;
}
public void movePieceAnim(UUID uuid, int curIndex, int moveIndex){
pieces.get(uuid).getSpatial().addControl(new MoveControl(
infield.get(curIndex).getLocation(),
infield.get(moveIndex).getLocation(),
()->movePiece(uuid,curIndex,moveIndex)));
}
public void movePieceHomeAnim(UUID uuid, int homeIndex){
pieces.get(uuid).getSpatial().addControl(new MoveControl(
pieces.get(uuid).getLocation(),
homeNodesMap.get(pieceColor.get(uuid)).get(homeIndex).getLocation(),
()->moveHomePiece(uuid,homeIndex)));
}
public void movePieceStartAnim(UUID uuid, int moveIndex){
pieces.get(uuid).getSpatial().addControl(new MoveControl(
pieces.get(uuid).getLocation(),
infield.get(moveIndex).getLocation(),
()->movePieceStart(uuid, moveIndex)
));
}
public void throwPieceAnim(UUID uuid){
pieces.get(uuid).getSpatial().addControl(new MoveControl(
pieces.get(uuid).getLocation(),
getNextWaitingNode(pieceColor.get(uuid)).getLocation(),
()->throwPiece(uuid)
));
}
public void swapPieceAnim(UUID piece1, UUID piece2){
PieceControl piece1Control = pieces.get(piece1);
PieceControl piece2Control = pieces.get(piece2);
Vector3f loc1 = piece1Control.getLocation().clone();
Vector3f loc2 = piece2Control.getLocation().clone();
float rot1 = piece1Control.getRotation();
float rot2 = piece2Control.getRotation();
piece1Control.getSpatial().addControl(new MoveControl(
piece1Control.getLocation().clone(),
piece2Control.getLocation().clone(),
()->{}
));
piece2Control.getSpatial().addControl(new MoveControl(
piece2Control.getLocation().clone(),
piece1Control.getLocation().clone(),
()->swapPieces(piece1Control,piece2Control,loc1,rot1,loc2,rot2)
));
}
private NodeControl getNextWaitingNode(Color color) {
List<NodeControl> nodes = waitingNodesMap.get(color);
if (nodes == null || nodes.isEmpty()) {
throw new IllegalStateException("Keine verfügbaren Warteschleifen-Knoten für die Farbe " + color);
}
for (NodeControl node : nodes) {
if (!waitingNodes.getOrDefault(color, new HashMap<>()).containsValue(node)) {
return node;
}
}
throw new IllegalStateException("Keine freien Nodes im Wartebereich für die Farbe " + color);
}
}

View File

@@ -7,7 +7,7 @@
import com.jme3.math.Vector3f;
import com.jme3.scene.Node;
import com.jme3.system.AppSettings;
import pp.mdga.client.Asset;
import pp.mdga.client.animation.ZoomControl;
import pp.mdga.game.Color;
public class ActionTextHandler {

View File

@@ -10,6 +10,7 @@
import com.jme3.texture.Texture2D;
import pp.mdga.client.Asset;
import pp.mdga.client.MdgaApp;
import pp.mdga.client.animation.SymbolControl;
import pp.mdga.game.BonusCard;
import java.util.*;