merge development into dev/client_beck
This commit is contained in:
@@ -39,6 +39,7 @@ public enum Asset {
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shieldCard,
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shieldSymbol("Models/shieldCard/shieldSymbol.j3o", "Models/shieldCard/shieldCard_diff.png"),
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dice,
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missile("Models/missile/AVMT300.obj", "Models/missile/texture.jpg", 0.1f),
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tankShoot("Models/tank/tankShoot_bot.j3o", "Models/tank/tank_diff.png"),
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tankShootTop("Models/tank/tankShoot_top.j3o", "Models/tank/tank_diff.png"),
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treesSmallBackground("Models/treeSmall/treesSmallBackground.j3o", "Models/treeSmall/treeSmall_diff.png", 1.2f),
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@@ -149,25 +149,16 @@ else if(boardSelect != null) {
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if (name.equals("Right")) {
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isRotateRight = !isRotateRight;
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}
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if(name.equals("Test") &&isPressed){
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if(name.equals("Test2") &&isPressed){
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if(app.getView() instanceof GameView gameView){
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if(p == null) {
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p = UUID.randomUUID();
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gameView.getBoardHandler().addPlayer(Color.AIRFORCE,List.of(p,UUID.randomUUID(),UUID.randomUUID(),UUID.randomUUID()));
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gameView.getBoardHandler().movePieceStartAnim(p,0);
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gameView.getGuiHandler().addCardOwn(BonusCard.SHIELD);
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gameView.getGuiHandler().setSelectableCards(List.of(BonusCard.SHIELD));
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// gameView.getBoardHandler().movePieceAnim(p,0, 8);
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//gameView.getBoardHandler().movePieceAnim(p,0, 8);
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} else {
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// gameView.getBoardHandler().throwBombAnim(p);
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gameView.getBoardHandler().throwPiece(p,Color.ARMY);
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// gameView.getBoardHandler().movePieceAnim(p,0,20);
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// gameView.getBoardHandler().throwPiece(p,Color.CYBER);
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// gameView.getBoardHandler().throwPiece(p,Color.AIRFORCE);
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gameView.getBoardHandler().throwPiece(p, Color.ARMY);
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//gameView.getBoardHandler().movePieceStartAnim(p,0);
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}
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@@ -1,16 +1,8 @@
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package pp.mdga.client;
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import pp.mdga.client.acoustic.MdgaSound;
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import pp.mdga.client.server.MdgaServer;
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import pp.mdga.client.view.CeremonyView;
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import pp.mdga.client.view.GameView;
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import pp.mdga.client.view.LobbyView;
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import pp.mdga.game.BonusCard;
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import pp.mdga.game.Color;
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import pp.mdga.message.client.LobbyReadyMessage;
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import pp.mdga.notification.AcquireCardNotification;
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import pp.mdga.notification.DrawCardNotification;
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import pp.mdga.notification.TskSelectNotification;
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import java.util.UUID;
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import java.util.logging.Level;
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@@ -74,10 +66,11 @@ public void selectCard(BonusCard card) {
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this.card = card;
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GameView gameView = (GameView) app.getView();
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if(card != null) {
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gameView.needConfirm();
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} else {
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gameView.noConfirm();
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gameView.showNoPower();
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}
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}
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@@ -87,20 +80,19 @@ public void confirm() {
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GameView gameView = (GameView) app.getView();
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if(a != null && b != null) {
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selectPiece(a);
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selectPiece(b);
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app.getGameLogic().selectPiece(a);
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app.getGameLogic().selectPiece(b);
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gameView.getBoardHandler().clearSelectable();
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} else if (a != null) {
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selectPiece(a);
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app.getGameLogic().selectPiece(a);
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gameView.getBoardHandler().clearSelectable();
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} else if (card != null){
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selectCard(card);
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gameView.getGuiHandler().clearSelectableCards();
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} else {
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throw new RuntimeException("nothing to confirm");
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app.getGameLogic().selectCard(card);
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gameView.getGuiHandler().clearSelectableCards();
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}
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gameView.noConfirm();
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gameView.hideNoPower();
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}
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public void selectTsk(Color color) {
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@@ -1,5 +1,6 @@
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package pp.mdga.client;
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import pp.mdga.client.acoustic.MdgaSound;
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import pp.mdga.client.board.BoardHandler;
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import pp.mdga.client.gui.GuiHandler;
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import pp.mdga.client.view.CeremonyView;
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@@ -15,13 +16,26 @@ public class NotificationSynchronizer {
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private ArrayList<Notification> notifications = new ArrayList<>();
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private NanoTimer timer = new NanoTimer();
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private float delay = 0;
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private static final float STANDARD_DELAY = 2.5f;
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NotificationSynchronizer(MdgaApp app) {
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this.app = app;
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}
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public void update() {
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Notification n = app.getGameLogic().getNotification();
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while (n != null) {
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while (timer.getTimeInSeconds() >= delay) {
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Notification n = app.getGameLogic().getNotification();
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if(n == null) {
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return;
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}
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timer.reset();
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delay = 0;
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if(n instanceof InfoNotification infoNotification) {
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app.getView().showInfo(infoNotification.getMessage(), infoNotification.isError());
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return;
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@@ -89,9 +103,13 @@ private void handleGame(Notification notification) {
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if (notification instanceof AcquireCardNotification n) {
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guiHandler.addCardOwn(n.getBonusCard());
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app.getAcousticHandler().playSound(MdgaSound.BONUS);
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delay = STANDARD_DELAY;
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} else if (notification instanceof ActivePlayerNotification n) {
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gameView.getGuiHandler().setActivePlayer(n.getColor());
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if(n.getColor() != ownColor) boardHandler.showDice(n.getColor());
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app.getAcousticHandler().playSound(MdgaSound.UI90);
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delay = STANDARD_DELAY;
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} else if (notification instanceof CeremonyNotification ceremonyNotification) {
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app.enter(MdgaState.CEREMONY);
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CeremonyView ceremonyView = (CeremonyView) app.getView();
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@@ -126,8 +144,8 @@ private void handleGame(Notification notification) {
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} else if (notification instanceof HomeMoveNotification home) {
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boardHandler.movePieceHomeAnim(home.getPieceId(), home.getHomeIndex());
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guiHandler.hideText();
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} else if (notification instanceof InterruptNotification) {
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gameView.enterInterrupt();
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} else if (notification instanceof InterruptNotification notification1) {
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gameView.enterInterrupt(notification1.getColor());
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} else if (notification instanceof MovePieceNotification n) {
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if(n.isMoveStart()) {
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//StartMove
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@@ -160,8 +178,10 @@ private void handleGame(Notification notification) {
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if (n.isTurbo()) guiHandler.showRolledDiceMult(n.getEyes(), n.getMultiplier(), n.getColor());
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else guiHandler.showRolledDice(n.getEyes(), n.getColor());
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}
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delay = 7;
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} else if (notification instanceof SelectableCardsNotification n) {
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guiHandler.setSelectableCards(n.getCards());
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gameView.showNoPower();
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} else if (notification instanceof ShieldActiveNotification n) {
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boardHandler.shieldPiece(n.getPieceId());
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} else if (notification instanceof ShieldSuppressedNotification n) {
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@@ -18,12 +18,14 @@ public class AcousticHandler {
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private boolean fading = false; // Indicates if a fade is in progress
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private NanoTimer fadeTimer = new NanoTimer(); // Timer to track fade progress
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private static final float FADE_DURATION = 3.0f; // Duration for outfade
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private static final float FADE_DURATION = 2.0f; // Duration for outfade
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private static final float CROSSFADE_DURATION = 1.5f; // Duration for infade
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private GameMusic playing = null; // Currently playing track
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private GameMusic scheduled = null; // Scheduled track to play next
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private GameMusic old = null; // Old track being faded out
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private GameMusic birds;
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private float mainVolume = 0.0f;
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private float musicVolume = 1.0f;
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private float soundVolume = 1.0f;
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@@ -38,6 +40,8 @@ public AcousticHandler(MdgaApp app) {
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mainVolume = prefs.getFloat("mainVolume", 1.0f);
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musicVolume = prefs.getFloat("musicVolume", 1.0f);
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soundVolume = prefs.getFloat("soundVolume", 1.0f);
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birds = new GameMusic(app, MusicAsset.BIRDS, getSoundVolumeTotal(), MusicAsset.BIRDS.getSubVolume(), MusicAsset.BIRDS.getLoop(), 0.0f);
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}
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/**
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@@ -60,6 +64,8 @@ public void update() {
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iterator.remove();
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}
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}
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birds.update(Math.min(getSoundVolumeTotal(), getMusicVolumeTotal() > 0 ? 0 : 1));
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}
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/**
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@@ -113,9 +119,9 @@ public void playSound(MdgaSound sound) {
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assets.add(new SoundAssetDelayVolume(SoundAsset.JET, 1.0f, 0.0f));
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break;
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case EXPLOSION:
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assets.add(new SoundAssetDelayVolume(SoundAsset.EXPLOSION_1, 1.0f, 4f));
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assets.add(new SoundAssetDelayVolume(SoundAsset.EXPLOSION_2, 1.0f, 4f));
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assets.add(new SoundAssetDelayVolume(SoundAsset.THUNDER, 1.0f, 4f));
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assets.add(new SoundAssetDelayVolume(SoundAsset.EXPLOSION_1, 1.0f, 0f));
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assets.add(new SoundAssetDelayVolume(SoundAsset.EXPLOSION_2, 1.0f, 0f));
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assets.add(new SoundAssetDelayVolume(SoundAsset.THUNDER, 1.0f, 0f));
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break;
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case LOSE:
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assets.add(new SoundAssetDelayVolume(SoundAsset.LOSE, 1.0f, 0.0f));
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@@ -123,6 +129,15 @@ public void playSound(MdgaSound sound) {
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case BONUS:
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assets.add(new SoundAssetDelayVolume(SoundAsset.BONUS, 1.0f, 0.0f));
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break;
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case UI90:
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assets.add(new SoundAssetDelayVolume(SoundAsset.UI90, 1.0f, 0.0f));
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break;
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case MISSILE:
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assets.add(new SoundAssetDelayVolume(SoundAsset.MISSILE, 1.0f, 0.0f));
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break;
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case MATRIX:
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assets.add(new SoundAssetDelayVolume(SoundAsset.MATRIX, 1.0f, 0.0f));
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break;
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case TURRET_ROTATE:
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assets.add(new SoundAssetDelayVolume(SoundAsset.TURRET_ROTATE, 0.7f, 0f));
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break;
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@@ -153,6 +168,10 @@ public void playState(MdgaState state) {
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}
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MusicAsset asset = null;
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birds.pause();
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float pause = 0.0f;
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switch (state) {
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case MAIN:
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playGame = false;
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@@ -163,10 +182,12 @@ public void playState(MdgaState state) {
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asset = MusicAsset.LOBBY;
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break;
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case GAME:
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birds.play();
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addGameTracks();
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playGame = true;
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assert (!gameTracks.isEmpty()) : "no more game music available";
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asset = gameTracks.remove(0);
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pause = 2.0f;
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break;
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case CEREMONY:
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playGame = false;
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@@ -178,7 +199,7 @@ public void playState(MdgaState state) {
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assert (null != asset) : "music sceduling went wrong";
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scheduled = new GameMusic(app, asset, getMusicVolumeTotal(), asset.getSubVolume(), asset.getLoop(), 0.0f);
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scheduled = new GameMusic(app, asset, getMusicVolumeTotal(), asset.getSubVolume(), asset.getLoop(), pause);
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}
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/**
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@@ -454,7 +475,7 @@ public void setSoundVolume(float soundVolume) {
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*/
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float getMusicVolumeTotal() {
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return getMusicVolume() * getMainVolume();
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return getMusicVolume() * getMainVolume() / 2;
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}
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/**
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@@ -35,6 +35,9 @@ public enum MdgaSound {
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EXPLOSION,
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LOSE,
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BONUS,
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UI90,
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MISSILE,
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MATRIX,
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TURRET_ROTATE,
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TANK_SHOOT,
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TANK_EXPLOSION
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@@ -10,12 +10,13 @@ enum MusicAsset {
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MAIN_MENU("Spaceship.wav", true, 1.0f),
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LOBBY("DeadPlanet.wav", true, 1.0f),
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CEREMONY("80s,Disco,Life.wav", true, 1.0f),
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GAME_1("NeonRoadTrip.wav", 1.0f),
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GAME_2("NoPressureTrance.wav", 1.0f),
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GAME_3("TheSynthRave.wav", 1.0f),
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GAME_4("LaserParty.wav", 1.0f),
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GAME_5("RetroNoir.wav", 1.0f),
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GAME_6("SpaceInvaders.wav", 1.0f);
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GAME_1("NeonRoadTrip.wav", 0.5f),
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GAME_2("NoPressureTrance.wav", 0.5f),
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GAME_3("TheSynthRave.wav", 0.5f),
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GAME_4("LaserParty.wav", 0.5f),
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GAME_5("RetroNoir.wav", 0.5f),
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GAME_6("SpaceInvaders.wav", 0.5f),
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BIRDS("nature-ambience.ogg", true, 1.0f);
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private final String path;
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private final boolean loop;
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@@ -35,6 +35,8 @@ enum SoundAsset {
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UI90("ui90.ogg"),
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BONUS("bonus.ogg"),
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LOSE("lose.ogg"),
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MISSILE("missile.ogg"),
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MATRIX("matrix.wav"),
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CONNECTED("connected.wav"),
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TURRET_ROTATE("turret_rotate.ogg"),
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TANK_SHOOT("tank_shoot.ogg")
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@@ -8,7 +8,12 @@
|
||||
import com.jme3.scene.Node;
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import com.jme3.scene.control.AbstractControl;
|
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import pp.mdga.client.MdgaApp;
|
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import pp.mdga.client.acoustic.MdgaSound;
|
||||
|
||||
/**
|
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* The {@code Explosion} class represents an explosion effect in a 3D environment.
|
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* It manages the creation, configuration, and triggering of particle emitters for fire and smoke effects.
|
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*/
|
||||
public class Explosion {
|
||||
|
||||
private final Node rootNode;
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||||
@@ -22,11 +27,11 @@ public class Explosion {
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||||
private final Material mat;
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||||
|
||||
/**
|
||||
* Konstruktor für die Explosion.
|
||||
* Constructor for the {@code Explosion} class.
|
||||
*
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||||
* @param app Die Hauptanwendung.
|
||||
* @param rootNode Der Root-Knoten, an den die Explosion angefügt wird.
|
||||
* @param location Der Ort der Explosion in World-Koordinaten.
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||||
* @param app The main application managing the explosion.
|
||||
* @param rootNode The root node to which the explosion effects will be attached.
|
||||
* @param location The location of the explosion in world coordinates.
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||||
*/
|
||||
public Explosion(MdgaApp app, Node rootNode, Vector3f location) {
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||||
this.app = app;
|
||||
@@ -34,51 +39,54 @@ public Explosion(MdgaApp app, Node rootNode, Vector3f location) {
|
||||
this.location = location;
|
||||
|
||||
this.mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
|
||||
mat.getAdditionalRenderState().setDepthWrite(false);
|
||||
mat.getAdditionalRenderState().setDepthTest(false);
|
||||
mat.setTexture("Texture", app.getAssetManager().loadTexture("Images/particle/flame.png"));
|
||||
}
|
||||
|
||||
/**
|
||||
* Initialisiert den Partikel-Emitter für die Explosion.
|
||||
* Initializes the particle emitters for the explosion effect.
|
||||
* Configures the fire and smoke emitters with appearance, behavior, and lifespan.
|
||||
*/
|
||||
private void initializeEmitter() {
|
||||
fire = new ParticleEmitter("Effect", Type.Triangle,50);
|
||||
fire.setMaterial(mat);
|
||||
fire.setImagesX(2);
|
||||
fire.setImagesY(2);
|
||||
fire.setStartColor(ColorRGBA.Yellow);
|
||||
fire.setEndColor(ColorRGBA.Red);
|
||||
fire.getParticleInfluencer().setInitialVelocity(new Vector3f(0.2f,0.2f,4f));
|
||||
fire.getParticleInfluencer().setVelocityVariation(0.4f);
|
||||
fire.setStartSize(0.1f);
|
||||
fire.setEndSize(0.8f);
|
||||
fire.setStartSize(0.7f);
|
||||
fire.setEndSize(1.8f);
|
||||
fire.setGravity(0, 0, -0.1f);
|
||||
fire.setLowLife(0.5f);
|
||||
fire.setHighLife(2.2f);
|
||||
fire.setParticlesPerSec(0);
|
||||
|
||||
fire.setLocalTranslation(location);
|
||||
fire.move(0, 0, 45);
|
||||
|
||||
smoke = new ParticleEmitter("Effect2", Type.Triangle,40);
|
||||
smoke.setMaterial(mat);
|
||||
smoke.setImagesX(2);
|
||||
smoke.setImagesY(2);
|
||||
smoke.setImagesX(3);
|
||||
smoke.setImagesY(3);
|
||||
smoke.setStartColor(ColorRGBA.DarkGray);
|
||||
smoke.setEndColor(new ColorRGBA(0.05f, 0.05f, 0.05f, 1));
|
||||
smoke.getParticleInfluencer().setInitialVelocity(new Vector3f(0.0f,0.0f,0.7f));
|
||||
smoke.getParticleInfluencer().setVelocityVariation(0.5f);
|
||||
smoke.setStartSize(0.2f);
|
||||
smoke.setEndSize(0.5f);
|
||||
smoke.setStartSize(0.8f);
|
||||
smoke.setEndSize(1.5f);
|
||||
smoke.setGravity(0, 0, -0.3f);
|
||||
smoke.setLowLife(1.2f);
|
||||
smoke.setHighLife(5.5f);
|
||||
smoke.setParticlesPerSec(0);
|
||||
|
||||
smoke.setLocalTranslation(location);
|
||||
smoke.move(0, 0, 45);
|
||||
|
||||
app.getAcousticHandler().playSound(MdgaSound.EXPLOSION);
|
||||
}
|
||||
|
||||
/**
|
||||
* Löst die Explosion aus.
|
||||
* Triggers the explosion effect by attaching and activating the particle emitters for fire and smoke.
|
||||
* Both emitters are automatically detached after a predefined duration.
|
||||
*/
|
||||
public void trigger() {
|
||||
if (!triggered) {
|
||||
|
||||
@@ -17,31 +17,34 @@
|
||||
|
||||
import java.util.UUID;
|
||||
|
||||
/**
|
||||
* The {@code JetAnimation} class handles the animation of a jet model in a 3D environment.
|
||||
* It creates a jet model, animates its movement along a curved path, triggers an explosion at a target point,
|
||||
* and performs additional actions upon animation completion.
|
||||
*/
|
||||
public class JetAnimation {
|
||||
|
||||
private final MdgaApp app; // Referenz auf die Hauptanwendung
|
||||
private final Node rootNode; // Root-Knoten, an dem die Animation hängt
|
||||
private Spatial jetModel; // Das Model des "jet"
|
||||
private final Vector3f spawnPoint; // Spawnpunkt des Jets
|
||||
private final Vector3f nodePoint; // Punkt des überflogenen Knotens
|
||||
private final Vector3f despawnPoint; // Punkt, an dem der Jet despawnt
|
||||
private final float curveHeight; // Maximale Höhe der Kurve
|
||||
private final float animationDuration; // Dauer der Animation
|
||||
private final MdgaApp app;
|
||||
private final Node rootNode;
|
||||
private Spatial jetModel;
|
||||
private final Vector3f spawnPoint;
|
||||
private final Vector3f nodePoint;
|
||||
private final Vector3f despawnPoint;
|
||||
private final float curveHeight;
|
||||
private final float animationDuration;
|
||||
private Explosion explosion;
|
||||
private final UUID id;
|
||||
private Runnable actionAfter;
|
||||
|
||||
/**
|
||||
* Konstruktor für die ThrowAnimation-Klasse.
|
||||
* Constructor for the {@code JetAnimation} class.
|
||||
*
|
||||
* @param app Die Hauptanwendung
|
||||
* @param rootNode Der Root-Knoten, an dem der Jet angefügt wird
|
||||
* @param uuid Die UUID des pieces
|
||||
* @param targetPoint Der Punkt, an dem der Jet spawnt
|
||||
* @param curveHeight Die maximale Höhe der Flugkurve
|
||||
* @param animationDuration Die Gesamtdauer der Animation in Sekunden
|
||||
* @param app The main application managing the jet animation.
|
||||
* @param rootNode The root node to which the jet model will be attached.
|
||||
* @param targetPoint The target point where the explosion will occur.
|
||||
* @param curveHeight The height of the curve for the jet's flight path.
|
||||
* @param animationDuration The total duration of the jet animation.
|
||||
*/
|
||||
public JetAnimation(MdgaApp app, Node rootNode, UUID uuid, Vector3f targetPoint, float curveHeight, float animationDuration, Runnable actionAfter) {
|
||||
public JetAnimation(MdgaApp app, Node rootNode, Vector3f targetPoint, float curveHeight, float animationDuration, Runnable actionAfter) {
|
||||
Vector3f spawnPoint = targetPoint.add(170, 50, 50);
|
||||
|
||||
Vector3f controlPoint = targetPoint.add(new Vector3f(0, 0, -45));
|
||||
@@ -56,14 +59,12 @@ public JetAnimation(MdgaApp app, Node rootNode, UUID uuid, Vector3f targetPoint,
|
||||
this.curveHeight = curveHeight;
|
||||
this.animationDuration = animationDuration;
|
||||
|
||||
id = uuid;
|
||||
|
||||
explosion = new Explosion(app, rootNode, nodePoint);
|
||||
explosion = new Explosion(app, rootNode, targetPoint);
|
||||
this.actionAfter = actionAfter;
|
||||
}
|
||||
|
||||
/**
|
||||
* Startet die Animation.
|
||||
* Starts the jet animation by spawning the jet model and initiating its movement along the predefined path.
|
||||
*/
|
||||
public void start() {
|
||||
app.getAcousticHandler().playSound(MdgaSound.JET);
|
||||
@@ -72,7 +73,7 @@ public void start() {
|
||||
}
|
||||
|
||||
/**
|
||||
* Spawnt den Jet an der spezifizierten Position.
|
||||
* Spawns the jet model at the designated spawn point, applying material, scaling, and rotation.
|
||||
*/
|
||||
private void spawnJet() {
|
||||
jetModel = app.getAssetManager().loadModel(Asset.jet.getModelPath());
|
||||
@@ -85,12 +86,11 @@ private void spawnJet() {
|
||||
jetModel.setMaterial(mat);
|
||||
|
||||
rootNode.attachChild(jetModel);
|
||||
|
||||
app.getAcousticHandler().playSound(MdgaSound.EXPLOSION);
|
||||
}
|
||||
|
||||
/**
|
||||
* Animiert den Jet entlang einer Kurve und lässt ihn anschließend verschwinden.
|
||||
/**actionAfter
|
||||
* Animates the jet along a Bezier curve path, triggers the explosion effect at the appropriate time,
|
||||
* and performs cleanup operations after the animation completes.
|
||||
*/
|
||||
private void animateJet() {
|
||||
Vector3f controlPoint1 = spawnPoint.add(0, curveHeight, 0);
|
||||
@@ -127,9 +127,7 @@ protected void controlUpdate(float tpf) {
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void controlRender(RenderManager rm, ViewPort vp) {
|
||||
// Wird hier nicht benötigt
|
||||
}
|
||||
protected void controlRender(RenderManager rm, ViewPort vp) {}
|
||||
});
|
||||
}
|
||||
|
||||
@@ -138,11 +136,20 @@ private void endAnim(){
|
||||
}
|
||||
|
||||
/**
|
||||
* Repräsentiert eine 3D-Bezier-Kurve mit vier Kontrollpunkten.
|
||||
* The {@code BezierCurve3f} class represents a 3D cubic Bezier curve.
|
||||
* It provides methods to interpolate positions and derivatives along the curve.
|
||||
*/
|
||||
private static class BezierCurve3f {
|
||||
private final Vector3f p0, p1, p2, p3;
|
||||
|
||||
/**
|
||||
* Constructor for the {@code BezierCurve3f} class.
|
||||
*
|
||||
* @param p0 The starting point of the curve.
|
||||
* @param p1 The first control point influencing the curve's shape.
|
||||
* @param p2 The second control point influencing the curve's shape.
|
||||
* @param p3 The endpoint of the curve.
|
||||
*/
|
||||
public BezierCurve3f(Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3) {
|
||||
this.p0 = p0;
|
||||
this.p1 = p1;
|
||||
@@ -150,6 +157,12 @@ public BezierCurve3f(Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3) {
|
||||
this.p3 = p3;
|
||||
}
|
||||
|
||||
/**
|
||||
* Interpolates a position along the curve at a given progress value {@code t}.
|
||||
*
|
||||
* @param t The progress value (0.0 to 1.0) along the curve.
|
||||
* @return The interpolated position on the curve.
|
||||
*/
|
||||
public Vector3f interpolate(float t) {
|
||||
float u = 1 - t;
|
||||
float tt = t * t;
|
||||
@@ -164,6 +177,12 @@ public Vector3f interpolate(float t) {
|
||||
return point;
|
||||
}
|
||||
|
||||
/**
|
||||
* Computes the derivative at a given progress value {@code t}, representing the direction along the curve.
|
||||
*
|
||||
* @param t The progress value (0.0 to 1.0) along the curve.
|
||||
* @return The derivative (direction vector) at the specified progress.
|
||||
*/
|
||||
public Vector3f interpolateDerivative(float t) {
|
||||
float u = 1 - t;
|
||||
float tt = t * t;
|
||||
|
||||
@@ -0,0 +1,185 @@
|
||||
package pp.mdga.client.animation;
|
||||
|
||||
import com.jme3.effect.ParticleEmitter;
|
||||
import com.jme3.effect.ParticleMesh;
|
||||
import com.jme3.material.Material;
|
||||
import com.jme3.math.ColorRGBA;
|
||||
import com.jme3.math.FastMath;
|
||||
import com.jme3.math.Vector3f;
|
||||
import com.jme3.renderer.RenderManager;
|
||||
import com.jme3.renderer.ViewPort;
|
||||
import com.jme3.renderer.queue.RenderQueue;
|
||||
import com.jme3.scene.Node;
|
||||
import com.jme3.scene.Spatial;
|
||||
import com.jme3.scene.control.AbstractControl;
|
||||
import pp.mdga.client.Asset;
|
||||
import pp.mdga.client.MdgaApp;
|
||||
import pp.mdga.client.acoustic.MdgaSound;
|
||||
import pp.mdga.client.board.BoardHandler;
|
||||
|
||||
import java.util.UUID;
|
||||
|
||||
/**
|
||||
* The {@code MissileAnimation} class handles the animation of a missile moving along a parabolic path
|
||||
* towards a target point in a 3D environment. It also triggers an explosion at the target upon impact.
|
||||
*/
|
||||
public class MissileAnimation {
|
||||
|
||||
private final Node rootNode;
|
||||
private final MdgaApp app;
|
||||
private final Vector3f start;
|
||||
private final Vector3f target;
|
||||
private final float flightTime;
|
||||
private Explosion explosion;
|
||||
private Spatial missileModel;
|
||||
private Runnable actionAfter;
|
||||
private ParticleEmitter smoke;
|
||||
|
||||
private Node missileNode = new Node();
|
||||
|
||||
private final Material mat;
|
||||
|
||||
/**
|
||||
* Constructor for the {@code MissileAnimation} class.
|
||||
*
|
||||
* @param app The main application managing the missile animation.
|
||||
* @param rootNode The root node to which the missile model will be attached.
|
||||
* @param target The target point where the missile will explode.
|
||||
* @param flightTime The total flight time of the missile.
|
||||
*/
|
||||
public MissileAnimation(MdgaApp app, Node rootNode, Vector3f target, float flightTime, Runnable actionAfter) {
|
||||
this.app = app;
|
||||
this.rootNode = rootNode;
|
||||
this.flightTime = flightTime;
|
||||
this.actionAfter = actionAfter;
|
||||
|
||||
explosion = new Explosion(app, rootNode, target);
|
||||
|
||||
this.target = target.add(new Vector3f(1.5f, -1, 0));
|
||||
|
||||
|
||||
start = BoardHandler.gridToWorld(12, 0);
|
||||
start.add(new Vector3f(0, 0, 0));
|
||||
|
||||
this.mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
|
||||
mat.setTexture("Texture", app.getAssetManager().loadTexture("Images/particle/vapor_cloud.png"));
|
||||
|
||||
smoke = new ParticleEmitter("Effect2", ParticleMesh.Type.Triangle,400);
|
||||
smoke.setMaterial(mat);
|
||||
smoke.setImagesX(3);
|
||||
smoke.setImagesY(3);
|
||||
smoke.setStartColor(ColorRGBA.DarkGray);
|
||||
smoke.setEndColor(new ColorRGBA(0.05f, 0.05f, 0.05f, 1));
|
||||
smoke.getParticleInfluencer().setInitialVelocity(new Vector3f(0.0f,0.0f,0.0f));
|
||||
smoke.getParticleInfluencer().setVelocityVariation(0.1f);
|
||||
smoke.setStartSize(0.8f);
|
||||
smoke.setEndSize(1.5f);
|
||||
smoke.setGravity(0, 0, -0.3f);
|
||||
smoke.setLowLife(1.2f);
|
||||
smoke.setHighLife(3.5f);
|
||||
smoke.setParticlesPerSec(100);
|
||||
missileNode.attachChild(smoke);
|
||||
smoke.move(1, 0.85f, 1.0f);
|
||||
}
|
||||
|
||||
/**
|
||||
* Starts the missile animation by loading the missile model and initiating its parabolic movement.
|
||||
*/
|
||||
public void start() {
|
||||
Smoke s = new Smoke(app, rootNode, start);
|
||||
s.trigger();
|
||||
loadMissile();
|
||||
app.getAcousticHandler().playSound(MdgaSound.MISSILE);
|
||||
animateMissile();
|
||||
}
|
||||
|
||||
/**
|
||||
* Loads the missile model into the scene, applies scaling, material, and sets its initial position.
|
||||
*/
|
||||
private void loadMissile() {
|
||||
missileModel = app.getAssetManager().loadModel(Asset.missile.getModelPath());
|
||||
missileModel.scale(Asset.missile.getSize());
|
||||
missileModel.setShadowMode(RenderQueue.ShadowMode.CastAndReceive);
|
||||
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Light/Lighting.j3md");
|
||||
mat.setTexture("DiffuseMap", app.getAssetManager().loadTexture(Asset.missile.getDiffPath()));
|
||||
missileModel.setMaterial(mat);
|
||||
|
||||
missileNode.setLocalTranslation(start);
|
||||
missileNode.attachChild(missileModel);
|
||||
|
||||
rootNode.attachChild(missileNode);
|
||||
}
|
||||
|
||||
/**
|
||||
* Animates the missile along a parabolic path, triggers the explosion near the target,
|
||||
* and removes the missile model after the animation completes.
|
||||
*/
|
||||
private void animateMissile() {
|
||||
missileNode.addControl(new AbstractControl() {
|
||||
private float elapsedTime = 0;
|
||||
|
||||
@Override
|
||||
protected void controlUpdate(float tpf) {
|
||||
if(elapsedTime > 6) {
|
||||
endAnim();
|
||||
rootNode.detachChild(missileNode);
|
||||
this.spatial.removeControl(this);
|
||||
}
|
||||
|
||||
elapsedTime += tpf;
|
||||
float progress = elapsedTime / flightTime;
|
||||
|
||||
if (progress >= 0.55) {
|
||||
smoke.setParticlesPerSec(30);
|
||||
}
|
||||
|
||||
if (progress >= 0.7) {
|
||||
smoke.setParticlesPerSec(0);
|
||||
}
|
||||
|
||||
if (progress >= 0.95f) {
|
||||
explosion.trigger();
|
||||
}
|
||||
|
||||
if (progress >= 1) {
|
||||
explosion.trigger();
|
||||
missileNode.detachChild(missileModel);
|
||||
}
|
||||
|
||||
Vector3f currentPosition = computeParabolicPath(start, target, progress);
|
||||
missileNode.setLocalTranslation(currentPosition);
|
||||
|
||||
Vector3f direction = computeParabolicPath(start, target, progress + 0.01f)
|
||||
.subtract(currentPosition)
|
||||
.normalizeLocal();
|
||||
missileModel.lookAt(currentPosition.add(direction), Vector3f.UNIT_Y);
|
||||
missileModel.rotate(0, FastMath.HALF_PI, 0);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void controlRender(RenderManager rm, ViewPort vp) {
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
private void endAnim(){
|
||||
actionAfter.run();
|
||||
}
|
||||
|
||||
/**
|
||||
* Computes a position along a parabolic path at a given progress value {@code t}.
|
||||
*
|
||||
* @param start The starting point of the missile's flight.
|
||||
* @param target The target point of the missile's flight.
|
||||
* @param t The progress value (0.0 to 1.0) along the flight path.
|
||||
* @return The interpolated position along the parabolic path.
|
||||
*/
|
||||
private Vector3f computeParabolicPath(Vector3f start, Vector3f target, float t) {
|
||||
Vector3f midPoint = start.add(target).multLocal(0.5f);
|
||||
midPoint.addLocal(0, 0, 20);
|
||||
|
||||
Vector3f startToMid = FastMath.interpolateLinear(t, start, midPoint);
|
||||
Vector3f midToTarget = FastMath.interpolateLinear(t, midPoint, target);
|
||||
return FastMath.interpolateLinear(t, startToMid, midToTarget);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,127 @@
|
||||
package pp.mdga.client.animation;
|
||||
|
||||
import com.jme3.effect.ParticleEmitter;
|
||||
import com.jme3.effect.ParticleMesh;
|
||||
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.mdga.client.MdgaApp;
|
||||
import pp.mdga.client.acoustic.MdgaSound;
|
||||
|
||||
public class Smoke {
|
||||
|
||||
private final Node rootNode;
|
||||
private final MdgaApp app;
|
||||
private final Vector3f location;
|
||||
private ParticleEmitter fire;
|
||||
private ParticleEmitter smoke;
|
||||
|
||||
private boolean triggered = false;
|
||||
|
||||
private final Material mat;
|
||||
|
||||
/**
|
||||
* Constructor for the {@code Explosion} class.
|
||||
*
|
||||
* @param app The main application managing the explosion.
|
||||
* @param rootNode The root node to which the explosion effects will be attached.
|
||||
* @param location The location of the explosion in world coordinates.
|
||||
*/
|
||||
public Smoke(MdgaApp app, Node rootNode, Vector3f location) {
|
||||
this.app = app;
|
||||
this.rootNode = rootNode;
|
||||
this.location = location;
|
||||
|
||||
this.mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
|
||||
mat.setTexture("Texture", app.getAssetManager().loadTexture("Images/particle/vapor_cloud.png"));
|
||||
}
|
||||
|
||||
/**
|
||||
* Initializes the particle emitters for the explosion effect.
|
||||
* Configures the fire and smoke emitters with appearance, behavior, and lifespan.
|
||||
*/
|
||||
private void initializeEmitter() {
|
||||
fire = new ParticleEmitter("Effect", ParticleMesh.Type.Triangle,50);
|
||||
fire.setMaterial(mat);
|
||||
fire.setStartColor(ColorRGBA.DarkGray);
|
||||
fire.setEndColor(ColorRGBA.DarkGray);
|
||||
fire.getParticleInfluencer().setInitialVelocity(new Vector3f(0.2f,0.2f,4f));
|
||||
fire.getParticleInfluencer().setVelocityVariation(0.4f);
|
||||
fire.setStartSize(0.7f);
|
||||
fire.setEndSize(3.8f);
|
||||
fire.setGravity(0, 0, -0.1f);
|
||||
fire.setLowLife(0.5f);
|
||||
fire.setHighLife(1.2f);
|
||||
fire.setParticlesPerSec(0);
|
||||
|
||||
fire.setLocalTranslation(location);
|
||||
|
||||
smoke = new ParticleEmitter("Effect2", ParticleMesh.Type.Triangle,40);
|
||||
smoke.setMaterial(mat);
|
||||
smoke.setImagesX(2);
|
||||
smoke.setImagesY(2);
|
||||
smoke.setStartColor(ColorRGBA.DarkGray);
|
||||
smoke.setEndColor(new ColorRGBA(0.05f, 0.05f, 0.05f, 1));
|
||||
smoke.getParticleInfluencer().setInitialVelocity(new Vector3f(0.0f,0.0f,2f));
|
||||
smoke.getParticleInfluencer().setVelocityVariation(0.5f);
|
||||
smoke.setStartSize(0.5f);
|
||||
smoke.setEndSize(1.5f);
|
||||
smoke.setGravity(0, 0, -0.3f);
|
||||
smoke.setLowLife(1.2f);
|
||||
smoke.setHighLife(2.5f);
|
||||
smoke.setParticlesPerSec(0);
|
||||
|
||||
smoke.setLocalTranslation(location);
|
||||
|
||||
app.getAcousticHandler().playSound(MdgaSound.EXPLOSION);
|
||||
}
|
||||
|
||||
/**
|
||||
* Triggers the explosion effect by attaching and activating the particle emitters for fire and smoke.
|
||||
* Both emitters are automatically detached after a predefined duration.
|
||||
*/
|
||||
public void trigger() {
|
||||
if (!triggered) {
|
||||
triggered = true;
|
||||
initializeEmitter();
|
||||
}
|
||||
|
||||
rootNode.attachChild(fire);
|
||||
fire.emitAllParticles();
|
||||
fire.addControl(new AbstractControl() {
|
||||
private float elapsedTime = 0;
|
||||
|
||||
@Override
|
||||
protected void controlUpdate(float tpf) {
|
||||
elapsedTime += tpf;
|
||||
if (elapsedTime > 10f) {
|
||||
rootNode.detachChild(fire);
|
||||
fire.removeControl(this);
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void controlRender(com.jme3.renderer.RenderManager rm, com.jme3.renderer.ViewPort vp) {}
|
||||
});
|
||||
|
||||
rootNode.attachChild(smoke);
|
||||
smoke.emitAllParticles();
|
||||
smoke.addControl(new AbstractControl() {
|
||||
private float elapsedTime = 0;
|
||||
|
||||
@Override
|
||||
protected void controlUpdate(float tpf) {
|
||||
elapsedTime += tpf;
|
||||
if (elapsedTime > 10f) {
|
||||
rootNode.detachChild(smoke);
|
||||
smoke.removeControl(this);
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void controlRender(com.jme3.renderer.RenderManager rm, com.jme3.renderer.ViewPort vp) {}
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -224,7 +224,7 @@ private Spatial createModel(Asset asset, Vector3f pos, float rot) {
|
||||
* @param y The y-coordinate on the grid
|
||||
* @return The corresponding world position
|
||||
*/
|
||||
private static Vector3f gridToWorld(int x, int y) {
|
||||
public static Vector3f gridToWorld(int x, int y) {
|
||||
return new Vector3f(GRID_SIZE * x, GRID_SIZE * y, GRID_ELEVATION);
|
||||
}
|
||||
|
||||
@@ -240,16 +240,38 @@ private Spatial displayAsset(AssetOnMap assetOnMap) {
|
||||
return createModel(assetOnMap.asset(), gridToWorld(x, y), assetOnMap.rot());
|
||||
}
|
||||
|
||||
/**
|
||||
* Adds a visual representation of an asset to the scene, attaches a control to it, and returns the control.
|
||||
*
|
||||
* @param assetOnMap The asset to be displayed in the 3D environment.
|
||||
* @param control The control to be added to the spatial representing the asset.
|
||||
* @param <T> The type of control, extending {@code AbstractControl}.
|
||||
* @return The control that was added to the spatial.
|
||||
*/
|
||||
private <T extends AbstractControl> T displayAndControl(AssetOnMap assetOnMap, T control) {
|
||||
Spatial spatial = displayAsset(assetOnMap);
|
||||
spatial.addControl(control);
|
||||
return control;
|
||||
}
|
||||
|
||||
/**
|
||||
* Moves a piece in the 3D environment to the location of a specified node.
|
||||
*
|
||||
* @param pieceControl The control managing the piece to be moved.
|
||||
* @param nodeControl The control managing the target node to which the piece will move.
|
||||
*/
|
||||
private void movePieceToNode(PieceControl pieceControl, NodeControl nodeControl){
|
||||
pieceControl.setLocation(nodeControl.getLocation());
|
||||
}
|
||||
|
||||
/**
|
||||
* Adds a home node for a specific player color, attaching it to the map of home nodes.
|
||||
*
|
||||
* @param map The map storing lists of home nodes by player color.
|
||||
* @param color The color associated with the home nodes to be added.
|
||||
* @param assetOnMap The asset representing the home node in the 3D environment.
|
||||
* @throws RuntimeException if more than 4 home nodes are added for a single color.
|
||||
*/
|
||||
private void addHomeNode(Map<Color, List<NodeControl>> map, Color color, AssetOnMap assetOnMap){
|
||||
List<NodeControl> homeNodes = addItemToMapList(map, color, displayAndControl(assetOnMap, new NodeControl(app, fpp)));
|
||||
if (homeNodes.size() > 4) throw new RuntimeException("too many homeNodes for " + color);
|
||||
@@ -293,6 +315,16 @@ private void movePieceRek(UUID uuid, int curIndex, int moveIndex){
|
||||
movePieceRek(uuid, curIndex, moveIndex);
|
||||
}
|
||||
|
||||
/**
|
||||
* Adds an item to a list in a map. If the key does not exist in the map, a new list is created.
|
||||
*
|
||||
* @param map The map containing lists of items.
|
||||
* @param key The key associated with the list in the map.
|
||||
* @param item The item to be added to the list.
|
||||
* @param <T> The type of items in the list.
|
||||
* @param <E> The type of the key in the map.
|
||||
* @return The updated list associated with the specified key.
|
||||
*/
|
||||
private <T, E> List<T> addItemToMapList(Map<E,List<T>> map, E key, T item){
|
||||
List<T> list = map.getOrDefault(key, new ArrayList<>());
|
||||
list.add(item);
|
||||
@@ -300,12 +332,27 @@ private <T, E> List<T> addItemToMapList(Map<E,List<T>> map, E key, T item){
|
||||
return list;
|
||||
}
|
||||
|
||||
/**
|
||||
* Removes an item from a list in a map. If the key does not exist in the map, a new list is created.
|
||||
*
|
||||
* @param map The map containing lists of items.
|
||||
* @param key The key associated with the list in the map.
|
||||
* @param item The item to be removed from the list.
|
||||
* @param <T> The type of items in the list.
|
||||
* @param <E> The type of the key in the map.
|
||||
*/
|
||||
private <T, E> void removeItemFromMapList(Map<E,List<T>> map, E key, T item){
|
||||
List<T> list = map.getOrDefault(key, new ArrayList<>());
|
||||
list.remove(item);
|
||||
map.put(key, list);
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculates the mean position of the waiting nodes for a specific color.
|
||||
*
|
||||
* @param color The color associated with the waiting nodes.
|
||||
* @return The mean position of the waiting nodes as a {@code Vector3f}.
|
||||
*/
|
||||
private Vector3f getWaitingPos(Color color){
|
||||
return getMeanPosition(waitingNodesMap.get(color).stream().map(NodeControl::getLocation).toList());
|
||||
}
|
||||
@@ -753,7 +800,7 @@ public void throwPieceAnim(UUID uuid){
|
||||
public void throwPiece(UUID uuid, Color throwColor){
|
||||
switch(throwColor){
|
||||
case ARMY -> throwShell(uuid);
|
||||
case NAVY -> throwMissle(uuid);
|
||||
case NAVY -> throwMissile(uuid);
|
||||
case CYBER -> throwMatrix(uuid);
|
||||
case AIRFORCE -> throwBomb(uuid);
|
||||
default -> throw new RuntimeException("invalid color");
|
||||
@@ -768,7 +815,7 @@ public void throwPiece(UUID uuid, Color throwColor){
|
||||
private void throwBomb(UUID uuid) {
|
||||
Vector3f targetPoint = pieces.get(uuid).getLocation();
|
||||
|
||||
JetAnimation anim = new JetAnimation(app, rootNode, uuid, targetPoint, 40, 6, ()->throwPieceAnim(uuid));
|
||||
JetAnimation anim = new JetAnimation(app, rootNode, targetPoint, 40, 6, ()->throwPieceAnim(uuid));
|
||||
anim.start();
|
||||
}
|
||||
|
||||
@@ -785,8 +832,11 @@ private void throwMatrix(UUID uuid) {
|
||||
}));
|
||||
}
|
||||
|
||||
private void throwMissle(UUID uuid) {
|
||||
private void throwMissile(UUID uuid) {
|
||||
Vector3f targetPoint = pieces.get(uuid).getLocation();
|
||||
|
||||
MissileAnimation anim = new MissileAnimation(app, rootNode, targetPoint, 2f, ()->throwPieceAnim(uuid));
|
||||
anim.start();
|
||||
}
|
||||
|
||||
private void throwShell(UUID uuid) {
|
||||
|
||||
@@ -18,17 +18,37 @@ public class OutlineControl extends InitControl {
|
||||
private static final int THICKNESS_DEFAULT = 6;
|
||||
private MdgaApp app;
|
||||
|
||||
|
||||
/**
|
||||
* Constructs an {@code OutlineControl} with default thickness for the object outline.
|
||||
*
|
||||
* @param app The main application managing the outline control.
|
||||
* @param fpp The {@code FilterPostProcessor} used for post-processing effects.
|
||||
*/
|
||||
public OutlineControl(MdgaApp app, FilterPostProcessor fpp){
|
||||
this.app = app;
|
||||
outlineOwn = new SelectObjectOutliner(THICKNESS_DEFAULT, fpp, app.getRenderManager(), app.getAssetManager(), app.getCamera(), app);
|
||||
}
|
||||
|
||||
/**
|
||||
* Constructs an {@code OutlineControl} with default thickness, allowing a custom camera to be specified.
|
||||
*
|
||||
* @param app The main application managing the outline control.
|
||||
* @param fpp The {@code FilterPostProcessor} used for post-processing effects.
|
||||
* @param cam The camera used for rendering the outlined objects.
|
||||
*/
|
||||
public OutlineControl(MdgaApp app, FilterPostProcessor fpp, Camera cam){
|
||||
this.app = app;
|
||||
outlineOwn = new SelectObjectOutliner(THICKNESS_DEFAULT, fpp, app.getRenderManager(), app.getAssetManager(), cam, app);
|
||||
}
|
||||
|
||||
/**
|
||||
* Constructs an {@code OutlineControl} with a specified thickness and custom camera.
|
||||
*
|
||||
* @param app The main application managing the outline control.
|
||||
* @param fpp The {@code FilterPostProcessor} used for post-processing effects.
|
||||
* @param cam The camera used for rendering the outlined objects.
|
||||
* @param thickness The thickness of the outline.
|
||||
*/
|
||||
public OutlineControl(MdgaApp app, FilterPostProcessor fpp, Camera cam, int thickness){
|
||||
this.app = app;
|
||||
outlineOwn = new SelectObjectOutliner(thickness, fpp, app.getRenderManager(), app.getAssetManager(), cam, app);
|
||||
@@ -61,6 +81,11 @@ public void deOutline(){
|
||||
outlineOwn.deselect(spatial);
|
||||
}
|
||||
|
||||
/**
|
||||
* Retrieves the instance of the {@code MdgaApp} associated with this control.
|
||||
*
|
||||
* @return The {@code MdgaApp} instance.
|
||||
*/
|
||||
public MdgaApp getApp() {
|
||||
return app;
|
||||
}
|
||||
|
||||
@@ -77,12 +77,17 @@ public SliderButton(MdgaApp app, Node node, String label) {
|
||||
QuadBackgroundComponent background = new QuadBackgroundComponent(BUTTON_NORMAL);
|
||||
slider.setBackground(background);
|
||||
|
||||
// Set label background
|
||||
QuadBackgroundComponent labelBackground = new QuadBackgroundComponent(BUTTON_NORMAL);
|
||||
this.label.setBackground(labelBackground);
|
||||
|
||||
// Configure the label font
|
||||
this.label.setFont(font);
|
||||
this.label.setTextHAlignment(HAlignment.Center);
|
||||
|
||||
// Default position and size
|
||||
pos = new Vector2f(0, 0);
|
||||
size = new Vector2f(5.5f, 1);
|
||||
size = new Vector2f(6f, 1);
|
||||
|
||||
// Add label and slider to container
|
||||
container.addChild(this.label);
|
||||
|
||||
@@ -7,6 +7,11 @@
|
||||
import pp.mdga.client.button.SliderButton;
|
||||
import pp.mdga.client.view.MdgaView;
|
||||
|
||||
/**
|
||||
* The {@code AudioSettingsDialog} class represents a dialog for adjusting audio settings in the application.
|
||||
* It provides controls for managing main volume, music volume, and sound effect volume, and includes
|
||||
* a button to return to the previous menu.
|
||||
*/
|
||||
public class AudioSettingsDialog extends Dialog {
|
||||
private final MdgaView view;
|
||||
|
||||
@@ -18,6 +23,13 @@ public class AudioSettingsDialog extends Dialog {
|
||||
|
||||
private boolean active = false;
|
||||
|
||||
/**
|
||||
* Constructs an {@code AudioSettingsDialog}.
|
||||
*
|
||||
* @param app The main application managing the dialog.
|
||||
* @param node The root node for attaching UI elements.
|
||||
* @param view The current view, used for navigation and interaction with the dialog.
|
||||
*/
|
||||
public AudioSettingsDialog(MdgaApp app, Node node, MdgaView view) {
|
||||
super(app, node);
|
||||
|
||||
@@ -42,6 +54,9 @@ public AudioSettingsDialog(MdgaApp app, Node node, MdgaView view) {
|
||||
backButton.setPos(new Vector2f(0, 1.8f));
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the dialog is shown. Initializes and displays the volume controls and back button.
|
||||
*/
|
||||
@Override
|
||||
protected void onShow() {
|
||||
active = true;
|
||||
@@ -57,6 +72,9 @@ protected void onShow() {
|
||||
soundVolume.show();
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the dialog is hidden. Hides all volume controls and the back button.
|
||||
*/
|
||||
@Override
|
||||
protected void onHide() {
|
||||
active = false;
|
||||
@@ -68,6 +86,10 @@ protected void onHide() {
|
||||
soundVolume.hide();
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the application audio settings based on the current values of the sliders.
|
||||
* This method is called continuously while the dialog is active.
|
||||
*/
|
||||
public void update() {
|
||||
if(!active) {
|
||||
return;
|
||||
|
||||
@@ -10,17 +10,30 @@
|
||||
|
||||
import java.util.ArrayList;
|
||||
|
||||
/**
|
||||
* The {@code CeremonyDialog} class displays a dialog containing statistical data in a tabular format.
|
||||
* It allows adding rows of statistics and manages their visibility when shown or hidden.
|
||||
*/
|
||||
public class CeremonyDialog extends Dialog {
|
||||
private ArrayList<ArrayList<LabelButton>> labels;
|
||||
|
||||
float offsetX;
|
||||
|
||||
/**
|
||||
* Constructs a {@code CeremonyDialog}.
|
||||
*
|
||||
* @param app The main application managing the dialog.
|
||||
* @param node The root node for attaching UI elements.
|
||||
*/
|
||||
public CeremonyDialog(MdgaApp app, Node node) {
|
||||
super(app, node);
|
||||
|
||||
prepare();
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the dialog is shown. Makes all label buttons in the table visible.
|
||||
*/
|
||||
@Override
|
||||
protected void onShow() {
|
||||
for (ArrayList<LabelButton> row : labels) {
|
||||
@@ -30,6 +43,9 @@ protected void onShow() {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the dialog is hidden. Hides all label buttons in the table.
|
||||
*/
|
||||
@Override
|
||||
protected void onHide() {
|
||||
for (ArrayList<LabelButton> row : labels) {
|
||||
@@ -39,6 +55,17 @@ protected void onHide() {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Adds a row of statistical data to the dialog.
|
||||
*
|
||||
* @param name The name of the player or category for the row.
|
||||
* @param v1 The value for the first column.
|
||||
* @param v2 The value for the second column.
|
||||
* @param v3 The value for the third column.
|
||||
* @param v4 The value for the fourth column.
|
||||
* @param v5 The value for the fifth column.
|
||||
* @param v6 The value for the sixth column.
|
||||
*/
|
||||
public void addStatisticsRow(String name, int v1, int v2, int v3, int v4, int v5, int v6) {
|
||||
float offsetYSmall = 0.5f;
|
||||
|
||||
@@ -76,6 +103,9 @@ public void addStatisticsRow(String name, int v1, int v2, int v3, int v4, int v5
|
||||
labels.add(row);
|
||||
}
|
||||
|
||||
/**
|
||||
* Prepares the initial layout of the dialog, including header labels.
|
||||
*/
|
||||
public void prepare() {
|
||||
offsetX = 0.5f;
|
||||
|
||||
|
||||
@@ -4,30 +4,53 @@
|
||||
import com.simsilica.lemur.Container;
|
||||
import pp.mdga.client.MdgaApp;
|
||||
|
||||
/**
|
||||
* The {@code Dialog} class serves as an abstract base class for dialogs in the application.
|
||||
* It provides functionality for showing and hiding the dialog and defines abstract methods
|
||||
* for custom behavior when the dialog is shown or hidden.
|
||||
*/
|
||||
public abstract class Dialog {
|
||||
protected final MdgaApp app;
|
||||
protected final Node node = new Node();
|
||||
|
||||
private final Node root;
|
||||
|
||||
/**
|
||||
* Constructs a {@code Dialog}.
|
||||
*
|
||||
* @param app The main application managing the dialog.
|
||||
* @param node The root node to which the dialog's node will be attached.
|
||||
*/
|
||||
Dialog(MdgaApp app, Node node) {
|
||||
this.app = app;
|
||||
this.root = node;
|
||||
}
|
||||
|
||||
/**
|
||||
* Shows the dialog by attaching its node to the root node and invoking the {@code onShow} method.
|
||||
*/
|
||||
public void show() {
|
||||
root.attachChild(node);
|
||||
|
||||
onShow();
|
||||
}
|
||||
|
||||
/**
|
||||
* Hides the dialog by detaching its node from the root node and invoking the {@code onHide} method.
|
||||
*/
|
||||
public void hide() {
|
||||
root.detachChild(node);
|
||||
|
||||
onHide();
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the dialog is shown. Subclasses must implement this method to define custom behavior.
|
||||
*/
|
||||
protected abstract void onShow();
|
||||
|
||||
/**
|
||||
* Called when the dialog is hidden. Subclasses must implement this method to define custom behavior.
|
||||
*/
|
||||
protected abstract void onHide();
|
||||
}
|
||||
|
||||
@@ -12,6 +12,10 @@
|
||||
|
||||
import java.util.prefs.Preferences;
|
||||
|
||||
/**
|
||||
* The {@code HostDialog} class represents a dialog for hosting a network game session.
|
||||
* It allows users to input a port number, start hosting a server, and navigate back to the previous view.
|
||||
*/
|
||||
public class HostDialog extends NetworkDialog {
|
||||
private InputButton portInput;
|
||||
|
||||
@@ -22,6 +26,13 @@ public class HostDialog extends NetworkDialog {
|
||||
|
||||
private Preferences prefs = Preferences.userNodeForPackage(JoinDialog.class);
|
||||
|
||||
/**
|
||||
* Constructs a {@code HostDialog}.
|
||||
*
|
||||
* @param app The main application managing the dialog.
|
||||
* @param node The root node for attaching UI elements.
|
||||
* @param view The main view used for navigation and interaction with the dialog.
|
||||
*/
|
||||
public HostDialog(MdgaApp app, Node node, MainView view) {
|
||||
super(app, node, (NetworkSupport) app.getNetworkSupport());
|
||||
|
||||
@@ -39,6 +50,9 @@ public HostDialog(MdgaApp app, Node node, MainView view) {
|
||||
offset += 1.5f;
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the dialog is shown. Displays all input fields and buttons.
|
||||
*/
|
||||
@Override
|
||||
protected void onShow() {
|
||||
portInput.show();
|
||||
@@ -46,6 +60,9 @@ protected void onShow() {
|
||||
backButton.show();
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the dialog is hidden. Hides all input fields and buttons.
|
||||
*/
|
||||
@Override
|
||||
protected void onHide() {
|
||||
portInput.hide();
|
||||
@@ -53,27 +70,44 @@ protected void onHide() {
|
||||
backButton.hide();
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the state of the port input field.
|
||||
* This method is called periodically to synchronize the dialog state.
|
||||
*/
|
||||
public void update() {
|
||||
portInput.update();
|
||||
}
|
||||
|
||||
/**
|
||||
* Retrieves the currently entered port number, saves it to preferences, and sets it as the active port.
|
||||
*
|
||||
* @return The port number as a string.
|
||||
*/
|
||||
public String getPort() {
|
||||
prefs.put("hostPort", portInput.getString());
|
||||
setPortNumber(Integer.parseInt(portInput.getString()));
|
||||
return portInput.getString();
|
||||
}
|
||||
|
||||
/**
|
||||
* Resets the port input field to its default value and updates preferences accordingly.
|
||||
*/
|
||||
public void resetPort() {
|
||||
portInput.reset();
|
||||
prefs.put("hostPort", "11111");
|
||||
}
|
||||
|
||||
/**
|
||||
* Starts the server to host a network game.
|
||||
*/
|
||||
public void hostServer() {
|
||||
startServer();
|
||||
}
|
||||
|
||||
/**
|
||||
* Connects to the server as a client.
|
||||
*/
|
||||
public void connectServerAsClient() {
|
||||
connectServer();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -8,36 +8,77 @@
|
||||
import pp.mdga.client.button.LabelButton;
|
||||
import pp.mdga.client.button.MenuButton;
|
||||
import pp.mdga.client.view.MdgaView;
|
||||
import pp.mdga.game.Color;
|
||||
|
||||
/**
|
||||
* The {@code InterruptDialog} class represents a dialog that interrupts the game flow,
|
||||
* providing a message and the option to force an action if the user is a host.
|
||||
*/
|
||||
public class InterruptDialog extends Dialog {
|
||||
private ButtonRight forceButton;
|
||||
|
||||
private LabelButton label;
|
||||
|
||||
private String text = "";
|
||||
|
||||
/**
|
||||
* Constructs an {@code InterruptDialog}.
|
||||
*
|
||||
* @param app The main application managing the dialog.
|
||||
* @param node The root node for attaching UI elements.
|
||||
*/
|
||||
public InterruptDialog(MdgaApp app, Node node) {
|
||||
super(app, node);
|
||||
|
||||
forceButton = new ButtonRight(app, node, () -> app.getModelSynchronize().force(), "Erzwingen", 1);
|
||||
|
||||
label = new LabelButton(app, node, "Warte auf Spieler...", new Vector2f(5.5f * 1.5f, 2), new Vector2f(0.5f, 0f), false);
|
||||
|
||||
float offset = 2.8f;
|
||||
|
||||
label.setPos(new Vector2f(0, MenuButton.VERTICAL - offset));
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the dialog is shown. Displays the label and optionally the force button if the user is the host.
|
||||
*/
|
||||
|
||||
@Override
|
||||
protected void onShow() {
|
||||
if(app.getGameLogic().isHost()) {
|
||||
forceButton.show();
|
||||
}
|
||||
|
||||
label = new LabelButton(app, node, "Warte auf " + text + "...", new Vector2f(5.5f * 1.5f, 2), new Vector2f(0.5f, 0f), false);
|
||||
|
||||
float offset = 2.8f;
|
||||
label.setPos(new Vector2f(0, MenuButton.VERTICAL - offset));
|
||||
|
||||
label.show();
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the dialog is hidden. Hides the label and the force button.
|
||||
*/
|
||||
@Override
|
||||
protected void onHide() {
|
||||
forceButton.hide();
|
||||
label.hide();
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the displayed text based on the specified color.
|
||||
*
|
||||
* @param color The color used to determine the text (e.g., "Luftwaffe" for AIRFORCE).
|
||||
*/
|
||||
public void setColor(Color color) {
|
||||
switch (color) {
|
||||
case AIRFORCE:
|
||||
text = "Luftwaffe";
|
||||
break;
|
||||
case ARMY:
|
||||
text = "Heer";
|
||||
break;
|
||||
case NAVY:
|
||||
text = "Marine";
|
||||
break;
|
||||
case CYBER:
|
||||
text = "CIR";
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -13,6 +13,10 @@
|
||||
|
||||
import java.util.prefs.Preferences;
|
||||
|
||||
/**
|
||||
* The {@code JoinDialog} class represents a dialog for joining a network game.
|
||||
* It allows users to input an IP address and port number, connect to a server, or navigate back to the previous view.
|
||||
*/
|
||||
public class JoinDialog extends NetworkDialog {
|
||||
private InputButton ipInput;
|
||||
private InputButton portInput;
|
||||
@@ -24,6 +28,13 @@ public class JoinDialog extends NetworkDialog {
|
||||
|
||||
private Preferences prefs = Preferences.userNodeForPackage(JoinDialog.class);
|
||||
|
||||
/**
|
||||
* Constructs a {@code JoinDialog}.
|
||||
*
|
||||
* @param app The main application managing the dialog.
|
||||
* @param node The root node for attaching UI elements.
|
||||
* @param view The main view used for navigation and interaction with the dialog.
|
||||
*/
|
||||
public JoinDialog(MdgaApp app, Node node, MainView view) {
|
||||
super(app, node, (NetworkSupport) app.getNetworkSupport());
|
||||
|
||||
@@ -46,6 +57,9 @@ public JoinDialog(MdgaApp app, Node node, MainView view) {
|
||||
offset += 1.5f;
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the dialog is shown. Displays all input fields and buttons.
|
||||
*/
|
||||
@Override
|
||||
protected void onShow() {
|
||||
ipInput.show();
|
||||
@@ -54,6 +68,9 @@ protected void onShow() {
|
||||
backButton.show();
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the dialog is hidden. Hides all input fields and buttons.
|
||||
*/
|
||||
@Override
|
||||
protected void onHide() {
|
||||
ipInput.hide();
|
||||
@@ -62,37 +79,62 @@ protected void onHide() {
|
||||
backButton.hide();
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the state of the input fields. This method is called periodically to synchronize the dialog state.
|
||||
*/
|
||||
public void update() {
|
||||
ipInput.update();
|
||||
portInput.update();
|
||||
}
|
||||
|
||||
/**
|
||||
* Retrieves the currently entered IP address, saves it to preferences, and sets it as the hostname.
|
||||
*
|
||||
* @return The IP address as a string.
|
||||
*/
|
||||
public String getIpt() {
|
||||
prefs.put("joinIp", ipInput.getString());
|
||||
setHostname(ipInput.getString());
|
||||
return ipInput.getString();
|
||||
}
|
||||
|
||||
/**
|
||||
* Resets the IP input field to its default value and updates preferences accordingly.
|
||||
*/
|
||||
public void resetIp() {
|
||||
ipInput.reset();
|
||||
prefs.put("joinIp", "");
|
||||
}
|
||||
|
||||
/**
|
||||
* Retrieves the currently entered port number, saves it to preferences, and sets it as the active port.
|
||||
*
|
||||
* @return The port number as a string.
|
||||
*/
|
||||
public String getPort() {
|
||||
prefs.put("joinPort", portInput.getString());
|
||||
setPortNumber(Integer.parseInt(portInput.getString()));
|
||||
return portInput.getString();
|
||||
}
|
||||
|
||||
/**
|
||||
* Resets the port input field to its default value and updates preferences accordingly.
|
||||
*/
|
||||
public void resetPort() {
|
||||
portInput.reset();
|
||||
prefs.put("joinPort", "11111");
|
||||
}
|
||||
|
||||
/**
|
||||
* Connects to the server using the current IP address and port number.
|
||||
*/
|
||||
public void connectToServer() {
|
||||
connectServer();
|
||||
}
|
||||
|
||||
/**
|
||||
* Disconnects from the server if a network connection exists.
|
||||
*/
|
||||
public void disconnect() {
|
||||
NetworkSupport network = getNetwork();
|
||||
if (network != null) {
|
||||
@@ -104,4 +146,3 @@ public void disconnect() {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -8,6 +8,11 @@
|
||||
import java.util.concurrent.ExecutionException;
|
||||
import java.util.concurrent.Future;
|
||||
|
||||
/**
|
||||
* The {@code NetworkDialog} class serves as an abstract base class for dialogs
|
||||
* that involve network-related functionalities, such as connecting to a server or hosting a game.
|
||||
* It provides methods for initializing, connecting to, and managing a network server.
|
||||
*/
|
||||
public abstract class NetworkDialog extends Dialog {
|
||||
|
||||
private NetworkSupport network;
|
||||
@@ -17,19 +22,41 @@ public abstract class NetworkDialog extends Dialog {
|
||||
private MdgaServer serverInstance;
|
||||
private Thread serverThread;
|
||||
|
||||
/**
|
||||
* Constructs a {@code NetworkDialog}.
|
||||
*
|
||||
* @param app The main application managing the dialog.
|
||||
* @param node The root node for attaching UI elements.
|
||||
* @param network The network support instance for managing network interactions.
|
||||
*/
|
||||
public NetworkDialog(MdgaApp app, Node node, NetworkSupport network) {
|
||||
super(app, node);
|
||||
this.network = network;
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the hostname for the network connection.
|
||||
*
|
||||
* @param hostname The hostname or IP address of the server.
|
||||
*/
|
||||
public void setHostname(String hostname) {
|
||||
this.hostname = hostname;
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the port number for the network connection.
|
||||
*
|
||||
* @param portNumber The port number to use for the connection.
|
||||
*/
|
||||
public void setPortNumber(int portNumber) {
|
||||
this.portNumber = portNumber;
|
||||
}
|
||||
|
||||
/**
|
||||
* Initializes the network connection using the current hostname and port number.
|
||||
*
|
||||
* @return {@code null} if successful, otherwise throws an exception.
|
||||
*/
|
||||
protected Object initNetwork() {
|
||||
try {
|
||||
this.network.initNetwork(this.hostname, this.portNumber);
|
||||
@@ -39,6 +66,9 @@ protected Object initNetwork() {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Starts the process of connecting to a server asynchronously.
|
||||
*/
|
||||
protected void connectServer() {
|
||||
try {
|
||||
connectionFuture = this.network.getApp().getExecutor().submit(this::initNetwork);
|
||||
@@ -47,6 +77,9 @@ protected void connectServer() {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Starts hosting a server in a separate thread.
|
||||
*/
|
||||
protected void startServer() {
|
||||
serverThread = new Thread(() -> {
|
||||
try {
|
||||
@@ -60,6 +93,9 @@ protected void startServer() {
|
||||
serverThread.start();
|
||||
}
|
||||
|
||||
/**
|
||||
* Shuts down the hosted server and cleans up resources.
|
||||
*/
|
||||
public void shutdownServer() {
|
||||
|
||||
try {
|
||||
@@ -85,6 +121,11 @@ public void shutdownServer() {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the state of the connection process.
|
||||
*
|
||||
* @param delta The time elapsed since the last update call.
|
||||
*/
|
||||
public void update(float delta) {
|
||||
if (this.connectionFuture != null && this.connectionFuture.isDone()) {
|
||||
try {
|
||||
@@ -97,6 +138,11 @@ public void update(float delta) {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Retrieves the {@code NetworkSupport} instance associated with this dialog.
|
||||
*
|
||||
* @return The {@code NetworkSupport} instance.
|
||||
*/
|
||||
public NetworkSupport getNetwork() {
|
||||
return network;
|
||||
}
|
||||
|
||||
@@ -8,6 +8,10 @@
|
||||
import pp.mdga.client.view.MainView;
|
||||
import pp.mdga.client.view.MdgaView;
|
||||
|
||||
/**
|
||||
* The {@code SettingsDialog} class represents a dialog for navigating to various settings sections,
|
||||
* such as video and audio settings, or returning to the previous view.
|
||||
*/
|
||||
public class SettingsDialog extends Dialog {
|
||||
private MenuButton videoButton;
|
||||
private MenuButton audioButton;
|
||||
@@ -15,6 +19,13 @@ public class SettingsDialog extends Dialog {
|
||||
|
||||
private final MdgaView view;
|
||||
|
||||
/**
|
||||
* Constructs a {@code SettingsDialog}.
|
||||
*
|
||||
* @param app The main application managing the dialog.
|
||||
* @param node The root node for attaching UI elements.
|
||||
* @param view The view managing navigation and interaction with the settings dialog.
|
||||
*/
|
||||
public SettingsDialog(MdgaApp app, Node node, MdgaView view) {
|
||||
super(app, node);
|
||||
|
||||
@@ -34,6 +45,9 @@ public SettingsDialog(MdgaApp app, Node node, MdgaView view) {
|
||||
backButton.setPos(new Vector2f(0, 1.8f));
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the dialog is shown. Displays all buttons for video settings, audio settings, and back navigation.
|
||||
*/
|
||||
@Override
|
||||
protected void onShow() {
|
||||
videoButton.show();
|
||||
@@ -41,6 +55,9 @@ protected void onShow() {
|
||||
backButton.show();
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the dialog is hidden. Hides all buttons for video settings, audio settings, and back navigation.
|
||||
*/
|
||||
@Override
|
||||
protected void onHide() {
|
||||
videoButton.hide();
|
||||
|
||||
@@ -14,6 +14,10 @@
|
||||
import java.util.Random;
|
||||
import java.util.random.RandomGenerator;
|
||||
|
||||
/**
|
||||
* The {@code StartDialog} class represents the initial dialog in the application,
|
||||
* allowing the user to input their name, host or join a game, or exit the application.
|
||||
*/
|
||||
public class StartDialog extends Dialog {
|
||||
private InputButton nameInput;
|
||||
|
||||
@@ -23,6 +27,13 @@ public class StartDialog extends Dialog {
|
||||
|
||||
private final MainView view;
|
||||
|
||||
/**
|
||||
* Constructs a {@code StartDialog}.
|
||||
*
|
||||
* @param app The main application managing the dialog.
|
||||
* @param node The root node for attaching UI elements.
|
||||
* @param view The main view used for navigation and interaction with the dialog.
|
||||
*/
|
||||
public StartDialog(MdgaApp app, Node node, MainView view) {
|
||||
super(app, node);
|
||||
|
||||
@@ -48,6 +59,9 @@ public StartDialog(MdgaApp app, Node node, MainView view) {
|
||||
endButton.setPos(new Vector2f(0, 1.8f));
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the dialog is shown. Displays the name input field and all buttons.
|
||||
*/
|
||||
@Override
|
||||
protected void onShow() {
|
||||
nameInput.show();
|
||||
@@ -57,6 +71,9 @@ protected void onShow() {
|
||||
endButton.show();
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the dialog is hidden. Hides the name input field and all buttons.
|
||||
*/
|
||||
@Override
|
||||
protected void onHide ()
|
||||
{
|
||||
@@ -67,10 +84,18 @@ protected void onHide ()
|
||||
endButton.hide();
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the state of the name input field. This method is called periodically to synchronize the dialog state.
|
||||
*/
|
||||
public void update() {
|
||||
nameInput.update();
|
||||
}
|
||||
|
||||
/**
|
||||
* Retrieves the name entered by the user. If no name is provided, a random name is generated.
|
||||
*
|
||||
* @return The user's name or a randomly generated name.
|
||||
*/
|
||||
public String getName() {
|
||||
String name = nameInput.getString();
|
||||
|
||||
@@ -206,7 +231,7 @@ public String getName() {
|
||||
"FluffiKopf",
|
||||
"DonutDöner",
|
||||
"VollpfostenX",
|
||||
"Schraubenschlüssel",
|
||||
"Waschlappen",
|
||||
"Witzepumper",
|
||||
"ToastTraum",
|
||||
"FroschFighter",
|
||||
@@ -263,22 +288,22 @@ public String getName() {
|
||||
"VulkanKeks",
|
||||
"WasserToast",
|
||||
"MenschSalat",
|
||||
"KampfKohlenhydrate",
|
||||
"KampfKohl",
|
||||
"SockenZirkus",
|
||||
"SchwimmBärchen",
|
||||
"TanzenderDachgepäckträger",
|
||||
"TanzenderPudel",
|
||||
"PizzamarktMensch",
|
||||
"ZahnarztZocker",
|
||||
"RollerCoasterTester",
|
||||
"WaschmaschinenPilot",
|
||||
"RollerRudi",
|
||||
"PupsPilot",
|
||||
"WitzigeZwiebel",
|
||||
"Pillenschlucker",
|
||||
"ZwiebelReiter",
|
||||
"HüpfenderKaktus",
|
||||
"KochenderAsteroid",
|
||||
"AsteroidenAlf",
|
||||
"ChaosKarotte",
|
||||
"WolkenFurz",
|
||||
"SchnitzelPartikel",
|
||||
"Krümelmonster",
|
||||
"WackelBiene",
|
||||
};
|
||||
|
||||
|
||||
@@ -11,6 +11,11 @@
|
||||
|
||||
import java.util.prefs.Preferences;
|
||||
|
||||
/**
|
||||
* The {@code VideoSettingsDialog} class represents a dialog for configuring video settings,
|
||||
* such as resolution and fullscreen mode. It also provides an option to restart the application
|
||||
* when certain settings are changed.
|
||||
*/
|
||||
public class VideoSettingsDialog extends Dialog {
|
||||
private static Preferences prefs = Preferences.userNodeForPackage(JoinDialog.class);
|
||||
|
||||
@@ -29,6 +34,13 @@ public class VideoSettingsDialog extends Dialog {
|
||||
|
||||
private boolean active = false;
|
||||
|
||||
/**
|
||||
* Constructs a {@code VideoSettingsDialog}.
|
||||
*
|
||||
* @param app The main application managing the dialog.
|
||||
* @param node The root node for attaching UI elements.
|
||||
* @param view The view managing navigation and interaction with the video settings dialog.
|
||||
*/
|
||||
public VideoSettingsDialog(MdgaApp app, Node node, MdgaView view) {
|
||||
super(app, node);
|
||||
|
||||
@@ -67,6 +79,9 @@ public VideoSettingsDialog(MdgaApp app, Node node, MdgaView view) {
|
||||
backButton.setPos(new Vector2f(0, 1.8f));
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the dialog is shown. Displays all buttons and marks the dialog as active.
|
||||
*/
|
||||
@Override
|
||||
protected void onShow() {
|
||||
active = true;
|
||||
@@ -83,6 +98,9 @@ protected void onShow() {
|
||||
backButton.show();
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the dialog is hidden. Hides all buttons and marks the dialog as inactive.
|
||||
*/
|
||||
@Override
|
||||
protected void onHide() {
|
||||
active = false;
|
||||
@@ -100,12 +118,23 @@ protected void onHide() {
|
||||
restartButton.hide();
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the dialog's state. This method can be used for periodic updates while the dialog is active.
|
||||
*/
|
||||
public void update() {
|
||||
if(!active) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the resolution settings and optionally triggers the restart button if changes are detected.
|
||||
*
|
||||
* @param width The width of the resolution.
|
||||
* @param height The height of the resolution.
|
||||
* @param imageFactor The scaling factor for the resolution.
|
||||
* @param isFullscreen {@code true} if fullscreen mode is enabled, {@code false} otherwise.
|
||||
*/
|
||||
public void updateResolution(int width, int height, float imageFactor, boolean isFullscreen) {
|
||||
if(width != prefs.getInt("width", 1280) || height != prefs.getInt("height", 720) || isFullscreen != prefs.getBoolean("fullscreen", false)) {
|
||||
restartButton.show();
|
||||
|
||||
@@ -10,12 +10,25 @@
|
||||
import pp.mdga.client.animation.ZoomControl;
|
||||
import pp.mdga.game.Color;
|
||||
|
||||
/**
|
||||
* The {@code ActionTextHandler} class manages the display of animated and stylized text messages in the game's UI.
|
||||
* It supports dynamic text creation with spacing, color, and effects, such as dice rolls, player actions, and rankings.
|
||||
*/
|
||||
class ActionTextHandler {
|
||||
private Node root;
|
||||
private BitmapFont font;
|
||||
private AppSettings appSettings;
|
||||
private int ranking;
|
||||
|
||||
float paddingRanked = 100;
|
||||
|
||||
/**
|
||||
* Constructs an {@code ActionTextHandler}.
|
||||
*
|
||||
* @param guiNode The GUI node where the text messages will be displayed.
|
||||
* @param assetManager The asset manager used to load fonts and other assets.
|
||||
* @param appSettings The application settings for positioning and sizing.
|
||||
*/
|
||||
ActionTextHandler(Node guiNode, AssetManager assetManager, AppSettings appSettings){
|
||||
root = new Node("actionTextRoot");
|
||||
guiNode.attachChild(root);
|
||||
@@ -26,6 +39,16 @@ class ActionTextHandler {
|
||||
ranking = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a {@code Node} containing text with specified spacing, size, and colors for each segment of the text.
|
||||
*
|
||||
* @param textArr An array of strings representing the text to be displayed.
|
||||
* @param spacing The spacing between individual characters.
|
||||
* @param size The size of the text.
|
||||
* @param colorArr An array of {@code ColorRGBA} representing the color for each string in {@code textArr}.
|
||||
* @return A {@code Node} containing the styled text with spacing and color applied.
|
||||
* @throws RuntimeException if the lengths of {@code textArr} and {@code colorArr} do not match.
|
||||
*/
|
||||
private Node createTextWithSpacing(String[] textArr, float spacing, float size, ColorRGBA[] colorArr) {
|
||||
if(textArr.length != colorArr.length) throw new RuntimeException("text and color are not the same length");
|
||||
|
||||
@@ -52,18 +75,55 @@ private Node createTextWithSpacing(String[] textArr, float spacing, float size,
|
||||
return textNode;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a {@code Node} containing text with specified spacing, size, and a single color.
|
||||
*
|
||||
* @param text The text to be displayed.
|
||||
* @param spacing The spacing between individual characters.
|
||||
* @param size The size of the text.
|
||||
* @param color The color of the text.
|
||||
* @return A {@code Node} containing the styled text.
|
||||
*/
|
||||
private Node createTextWithSpacing(String text, float spacing, float size, ColorRGBA color) {
|
||||
return createTextWithSpacing(new String[]{text}, spacing, size, new ColorRGBA[]{color});
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculates the center position of a rectangle given its width, height, and an origin position.
|
||||
*
|
||||
* @param width The width of the rectangle.
|
||||
* @param height The height of the rectangle.
|
||||
* @param pos The origin position of the rectangle.
|
||||
* @return A {@code Vector3f} representing the center position.
|
||||
*/
|
||||
private Vector3f center(float width, float height, Vector3f pos){
|
||||
return new Vector3f(pos.x+width/2, pos.y+height/2,0);
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates and positions a single-line text at the top of the screen with a specified vertical offset.
|
||||
*
|
||||
* @param name The text to be displayed.
|
||||
* @param spacing The spacing between individual characters.
|
||||
* @param size The size of the text.
|
||||
* @param color The color of the text.
|
||||
* @param top The vertical offset from the top of the screen.
|
||||
* @return A {@code Node} containing the styled text positioned at the top.
|
||||
*/
|
||||
private Node createTopText(String name, float spacing, float size, ColorRGBA color, float top){
|
||||
return createTopText(new String[]{name}, spacing, size, new ColorRGBA[]{color}, top);
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates and positions multi-line text at the top of the screen with specified vertical offset, spacing, and colors.
|
||||
*
|
||||
* @param name An array of strings representing the text to be displayed.
|
||||
* @param spacing The spacing between individual characters.
|
||||
* @param size The size of the text.
|
||||
* @param color An array of {@code ColorRGBA} representing the color for each string in {@code name}.
|
||||
* @param top The vertical offset from the top of the screen.
|
||||
* @return A {@code Node} containing the styled text positioned at the top.
|
||||
*/
|
||||
private Node createTopText(String[] name, float spacing, float size, ColorRGBA color[], float top){
|
||||
Node text = createTextWithSpacing(name, spacing, size, color);
|
||||
text.setLocalTranslation(0, (appSettings.getHeight()/2f)*0.8f-top,0);
|
||||
@@ -71,18 +131,44 @@ private Node createTopText(String[] name, float spacing, float size, ColorRGBA c
|
||||
return text;
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculates the center position of a rectangle with negative width offset.
|
||||
*
|
||||
* @param width The negative width of the rectangle.
|
||||
* @param height The height of the rectangle.
|
||||
* @param pos The origin position of the rectangle.
|
||||
* @return A {@code Vector3f} representing the center position.
|
||||
*/
|
||||
private Vector3f centerText(float width, float height, Vector3f pos){
|
||||
return center(-width, height, pos);
|
||||
}
|
||||
|
||||
/**
|
||||
* Displays a message indicating the active player.
|
||||
*
|
||||
* @param name The name of the active player.
|
||||
* @param color The color representing the player's team.
|
||||
*/
|
||||
void activePlayer(String name, Color color){
|
||||
createTopText(new String[]{name," ist dran"}, 10,90,new ColorRGBA[]{playerColorToColorRGBA(color),ColorRGBA.White}, 0).addControl(new ZoomControl());
|
||||
}
|
||||
|
||||
/**
|
||||
* Displays a message indicating that the current player is active.
|
||||
*
|
||||
* @param color The color representing the player's team.
|
||||
*/
|
||||
void ownActive(Color color){
|
||||
createTopText(new String[]{"Du"," bist dran"}, 10,90,new ColorRGBA[]{playerColorToColorRGBA(color),ColorRGBA.White}, 0).addControl(new ZoomControl());
|
||||
}
|
||||
|
||||
/**
|
||||
* Displays a dice roll result for a player.
|
||||
*
|
||||
* @param diceNum The number rolled on the dice.
|
||||
* @param name The name of the player.
|
||||
* @param color The color representing the player's team.
|
||||
*/
|
||||
void diceNum(int diceNum, String name, Color color){
|
||||
createTopText(new String[]{name," würfelt:"}, 10,90,new ColorRGBA[]{playerColorToColorRGBA(color),ColorRGBA.White}, 0);
|
||||
|
||||
@@ -90,38 +176,84 @@ void diceNum(int diceNum, String name, Color color){
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Displays a dice roll result with a multiplier for a player.
|
||||
*
|
||||
* @param diceNum The number rolled on the dice.
|
||||
* @param mult The multiplier applied to the dice result.
|
||||
* @param name The name of the player.
|
||||
* @param color The color representing the player's team.
|
||||
*/
|
||||
void diceNumMult(int diceNum,int mult, String name, Color color){
|
||||
createTopText(new String[]{name," würfelt:"}, 10,90,new ColorRGBA[]{playerColorToColorRGBA(color),ColorRGBA.White}, 0);
|
||||
|
||||
createTopText(new String[]{String.valueOf(diceNum), " x" + mult + " = " + (diceNum*mult)}, 20, 100, new ColorRGBA[]{ColorRGBA.White,ColorRGBA.Red}, 100);
|
||||
}
|
||||
|
||||
/**
|
||||
* Displays the dice roll result for the current player.
|
||||
*
|
||||
* @param diceNum The number rolled on the dice.
|
||||
*/
|
||||
void ownDice(int diceNum){
|
||||
createTopText(String.valueOf(diceNum), 10, 100, ColorRGBA.White, 0);
|
||||
}
|
||||
|
||||
/**
|
||||
* Displays the dice roll result with a multiplier for the current player.
|
||||
*
|
||||
* @param diceNum The number rolled on the dice.
|
||||
* @param mult The multiplier applied to the dice result.
|
||||
*/
|
||||
void ownDiceMult(int diceNum, int mult){
|
||||
createTopText(new String[]{String.valueOf(diceNum), " x" + mult + " = " + (diceNum*mult)}, 20, 100, new ColorRGBA[]{ColorRGBA.White,ColorRGBA.Red}, 0);
|
||||
}
|
||||
|
||||
/**
|
||||
* Displays a message indicating that a specified player received a bonus card.
|
||||
*
|
||||
* @param name The name of the player who received the bonus card.
|
||||
* @param color The color representing the player's team.
|
||||
*/
|
||||
void drawCard(String name, Color color){
|
||||
createTopText(new String[]{name," erhält eine Bonuskarte"}, 7,70, new ColorRGBA[]{playerColorToColorRGBA(color),ColorRGBA.White}, 0).addControl(new ZoomControl());
|
||||
}
|
||||
|
||||
/**
|
||||
* Displays a message indicating that the current player received a bonus card.
|
||||
*
|
||||
* @param color The color representing the player's team.
|
||||
*/
|
||||
void drawCardOwn(Color color){
|
||||
createTopText(new String[]{"Du"," erhälst eine Bonuskarte"}, 5,70, new ColorRGBA[]{playerColorToColorRGBA(color),ColorRGBA.White}, 0).addControl(new ZoomControl());
|
||||
}
|
||||
|
||||
/**
|
||||
* Displays a message indicating that a specified player has completed their turn or action.
|
||||
*
|
||||
* @param name The name of the player who finished.
|
||||
* @param color The color representing the player's team.
|
||||
*/
|
||||
void finishText(String name, Color color){
|
||||
createTopText(new String[]{name," ist fertig!"}, 7,70, new ColorRGBA[]{playerColorToColorRGBA(color),ColorRGBA.White}, 0).addControl(new ZoomControl());
|
||||
}
|
||||
|
||||
/**
|
||||
* Displays a message indicating that the current player has completed their turn or action.
|
||||
*
|
||||
* @param color The color representing the player's team.
|
||||
*/
|
||||
void finishTextOwn(Color color){
|
||||
createTopText(new String[]{"Du", " bist fertig!"}, 7,70, new ColorRGBA[]{playerColorToColorRGBA(color),ColorRGBA.White}, 0).addControl(new ZoomControl());
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* Converts a player's team color to a corresponding {@code ColorRGBA}.
|
||||
*
|
||||
* @param color The player's team color.
|
||||
* @return The corresponding {@code ColorRGBA}.
|
||||
* @throws RuntimeException if the color is invalid.
|
||||
*/
|
||||
private ColorRGBA playerColorToColorRGBA(Color color){
|
||||
return switch (color){
|
||||
case ARMY -> ColorRGBA.Green;
|
||||
@@ -132,23 +264,40 @@ private ColorRGBA playerColorToColorRGBA(Color color){
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Hides all text messages displayed by the handler and resets the ranking counter.
|
||||
*/
|
||||
void hide(){
|
||||
ranking = 0;
|
||||
root.detachAllChildren();
|
||||
}
|
||||
|
||||
float paddingRanked = 100;
|
||||
|
||||
/**
|
||||
* Displays a ranked dice roll result for a specified player.
|
||||
*
|
||||
* @param name The name of the player.
|
||||
* @param color The color representing the player's team.
|
||||
* @param eye The dice roll result.
|
||||
*/
|
||||
void rollRankingResult(String name, Color color, int eye){
|
||||
createTopText(new String[]{name,": "+eye}, 10,90,new ColorRGBA[]{playerColorToColorRGBA(color),ColorRGBA.White}, paddingRanked*ranking);
|
||||
ranking++;
|
||||
}
|
||||
|
||||
/**
|
||||
* Displays a ranked dice roll result for the current player.
|
||||
*
|
||||
* @param color The color representing the player's team.
|
||||
* @param eye The dice roll result.
|
||||
*/
|
||||
void rollRankingResultOwn(Color color, int eye){
|
||||
createTopText(new String[]{"Du",": "+eye}, 10,90,new ColorRGBA[]{playerColorToColorRGBA(color),ColorRGBA.White}, paddingRanked*ranking);
|
||||
ranking++;
|
||||
}
|
||||
|
||||
/**
|
||||
* Displays a message prompting the player to roll the dice.
|
||||
*/
|
||||
void diceNow(){
|
||||
createTopText("Klicke zum Würfeln", 5, 80, ColorRGBA.White, 0);
|
||||
}
|
||||
|
||||
@@ -131,6 +131,8 @@ public void selectCard(CardControl cardControl) {
|
||||
cardControl.select();
|
||||
cardSelect = getKeyByValue(bonusCardControlMap, cardControl);
|
||||
}
|
||||
|
||||
app.getModelSynchronize().selectCard(cardSelect);
|
||||
}
|
||||
|
||||
public Camera getCardLayerCamera() {
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
import com.jme3.network.serializing.serializers.EnumSerializer;
|
||||
import pp.mdga.Resources;
|
||||
import pp.mdga.game.*;
|
||||
import pp.mdga.game.card.*;
|
||||
import pp.mdga.message.client.*;
|
||||
import pp.mdga.message.server.*;
|
||||
import pp.mdga.server.ServerGameLogic;
|
||||
@@ -124,7 +125,7 @@ private void initializeSerializables() {
|
||||
Serializer.registerClass(NoTurnMessage.class);
|
||||
Serializer.registerClass(PauseGameMessage.class);
|
||||
Serializer.registerClass(PlayCardMessage.class);
|
||||
Serializer.registerClass(PossibleCardMessage.class);
|
||||
Serializer.registerClass(PossibleCardsMessage.class);
|
||||
Serializer.registerClass(PossiblePieceMessage.class);
|
||||
Serializer.registerClass(RankingResponseMessage.class);
|
||||
Serializer.registerClass(RankingRollAgainMessage.class);
|
||||
@@ -144,12 +145,17 @@ private void initializeSerializables() {
|
||||
Serializer.registerClass(Piece.class);
|
||||
Serializer.registerClass(BonusNode.class);
|
||||
Serializer.registerClass(StartNode.class);
|
||||
Serializer.registerClass(PlayerData.class);
|
||||
Serializer.registerClass(HomeNode.class);
|
||||
Serializer.registerClass(PowerCard.class);
|
||||
Serializer.registerClass(TurboCard.class);
|
||||
Serializer.registerClass(SwapCard.class);
|
||||
Serializer.registerClass(ShieldCard.class);
|
||||
Serializer.registerClass(HiddenCard.class);
|
||||
|
||||
Serializer.registerClass(Color.class, new EnumSerializer());
|
||||
Serializer.registerClass(PieceState.class, new EnumSerializer());
|
||||
Serializer.registerClass(ShieldState.class, new EnumSerializer());
|
||||
Serializer.registerClass(BonusCard.class, new EnumSerializer());
|
||||
}
|
||||
|
||||
private void registerListeners() {
|
||||
|
||||
@@ -20,6 +20,8 @@ public class GameView extends MdgaView {
|
||||
private ButtonLeft leaveButton;
|
||||
private ButtonRight confirmButton;
|
||||
|
||||
private ButtonRight noPowerButton;
|
||||
|
||||
private Color ownColor = null;
|
||||
|
||||
private InterruptDialog interruptDialog;
|
||||
@@ -35,6 +37,8 @@ public GameView(MdgaApp app) {
|
||||
|
||||
confirmButton = new ButtonRight(app, guiNode, () -> app.getModelSynchronize().confirm(), "Bestätigen", 1);
|
||||
|
||||
noPowerButton = new ButtonRight(app, guiNode, () -> app.getModelSynchronize().confirm(), "Verzichten", 1);
|
||||
|
||||
interruptDialog = new InterruptDialog(app, guiNode);
|
||||
|
||||
fpp = new FilterPostProcessor(app.getAssetManager());
|
||||
@@ -65,6 +69,7 @@ public void onLeave() {
|
||||
|
||||
|
||||
confirmButton.hide();
|
||||
noPowerButton.hide();
|
||||
|
||||
app.getViewPort().removeProcessor(fpp);
|
||||
}
|
||||
@@ -109,6 +114,7 @@ public Color getOwnColor() {
|
||||
}
|
||||
|
||||
public void needConfirm() {
|
||||
noPowerButton.hide();
|
||||
confirmButton.show();
|
||||
}
|
||||
|
||||
@@ -116,7 +122,16 @@ public void noConfirm() {
|
||||
confirmButton.hide();
|
||||
}
|
||||
|
||||
public void enterInterrupt() {
|
||||
public void showNoPower() {
|
||||
confirmButton.hide();
|
||||
noPowerButton.show();
|
||||
}
|
||||
|
||||
public void hideNoPower() {
|
||||
noPowerButton.hide();
|
||||
}
|
||||
|
||||
public void enterInterrupt(Color color) {
|
||||
enterOverlay(Overlay.INTERRUPT);
|
||||
|
||||
guiNode.detachChild(guiHandlerNode);
|
||||
@@ -124,6 +139,7 @@ public void enterInterrupt() {
|
||||
|
||||
app.getInputSynchronize().setClickAllowed(false);
|
||||
|
||||
interruptDialog.setColor(color);
|
||||
interruptDialog.show();
|
||||
}
|
||||
|
||||
@@ -135,6 +151,8 @@ public void leaveInterrupt() {
|
||||
|
||||
app.getInputSynchronize().setClickAllowed(true);
|
||||
|
||||
app.getAcousticHandler().playSound(MdgaSound.START);
|
||||
|
||||
interruptDialog.hide();
|
||||
}
|
||||
}
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 216 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 274 KiB |
@@ -1,7 +1,6 @@
|
||||
// Samplers for textures
|
||||
uniform sampler2D m_Texture;
|
||||
uniform sampler2D m_OutlineDepthTexture;
|
||||
uniform sampler2D m_DepthTexture;
|
||||
|
||||
// Input texture coordinates from the vertex shader
|
||||
in vec2 texCoord;
|
||||
@@ -15,26 +14,25 @@ uniform float m_OutlineWidth;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main() {
|
||||
// Sample depth textures
|
||||
// Sample depth textures at various offsets
|
||||
vec4 depth = texture(m_OutlineDepthTexture, texCoord);
|
||||
vec4 depth1 = texture(m_OutlineDepthTexture, ((texCoord * m_Resolution) + vec2(m_OutlineWidth, m_OutlineWidth)) / m_Resolution);
|
||||
vec4 depth2 = texture(m_OutlineDepthTexture, ((texCoord * m_Resolution) + vec2(m_OutlineWidth, -m_OutlineWidth)) / m_Resolution);
|
||||
vec4 depth3 = texture(m_OutlineDepthTexture, ((texCoord * m_Resolution) + vec2(-m_OutlineWidth, m_OutlineWidth)) / m_Resolution);
|
||||
vec4 depth4 = texture(m_OutlineDepthTexture, ((texCoord * m_Resolution) + vec2(-m_OutlineWidth, -m_OutlineWidth)) / m_Resolution);
|
||||
vec4 depth5 = texture(m_OutlineDepthTexture, ((texCoord * m_Resolution) + vec2(0.0, m_OutlineWidth)) / m_Resolution);
|
||||
vec4 depth6 = texture(m_OutlineDepthTexture, ((texCoord * m_Resolution) + vec2(0.0, -m_OutlineWidth)) / m_Resolution);
|
||||
vec4 depth7 = texture(m_OutlineDepthTexture, ((texCoord * m_Resolution) + vec2(m_OutlineWidth, 0.0)) / m_Resolution);
|
||||
vec4 depth8 = texture(m_OutlineDepthTexture, ((texCoord * m_Resolution) + vec2(-m_OutlineWidth, 0.0)) / m_Resolution);
|
||||
vec4 depth1 = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(m_OutlineWidth, m_OutlineWidth)) / m_Resolution);
|
||||
vec4 depth2 = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(m_OutlineWidth, -m_OutlineWidth)) / m_Resolution);
|
||||
vec4 depth3 = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(-m_OutlineWidth, m_OutlineWidth)) / m_Resolution);
|
||||
vec4 depth4 = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(-m_OutlineWidth, -m_OutlineWidth)) / m_Resolution);
|
||||
vec4 depth5 = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(0.0, m_OutlineWidth)) / m_Resolution);
|
||||
vec4 depth6 = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(0.0, -m_OutlineWidth)) / m_Resolution);
|
||||
vec4 depth7 = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(m_OutlineWidth, 0.0)) / m_Resolution);
|
||||
vec4 depth8 = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(-m_OutlineWidth, 0.0)) / m_Resolution);
|
||||
|
||||
// Sample the main texture
|
||||
vec4 color = texture(m_Texture, texCoord);
|
||||
|
||||
// Determine whether to apply the outline color
|
||||
if (depth == vec4(0.0) &&
|
||||
(depth1 != depth || depth2 != depth || depth3 != depth || depth4 != depth ||
|
||||
depth5 != depth || depth6 != depth || depth7 != depth || depth8 != depth)) {
|
||||
fragColor = m_OutlineColor; // Apply outline color
|
||||
} else {
|
||||
fragColor = color; // Use the original texture color
|
||||
}
|
||||
// Check if an outline should be applied
|
||||
bool isEdge = (depth == vec4(0.0)) &&
|
||||
(depth1 != depth || depth2 != depth || depth3 != depth || depth4 != depth ||
|
||||
depth5 != depth || depth6 != depth || depth7 != depth || depth8 != depth);
|
||||
|
||||
// Output the final color
|
||||
fragColor = isEdge ? m_OutlineColor : color;
|
||||
}
|
||||
|
||||
@@ -1,11 +1,10 @@
|
||||
|
||||
// Use 'in' instead of 'varying' for inputs from the vertex shader
|
||||
// Input texture coordinates from the vertex shader
|
||||
in vec2 texCoord;
|
||||
|
||||
// Declare a custom output variable for the fragment color
|
||||
// Output variable for the fragment color
|
||||
out vec4 fragColor;
|
||||
|
||||
// Uniform samplers
|
||||
// Uniform samplers for textures
|
||||
uniform sampler2D m_Texture;
|
||||
uniform sampler2D m_NormalsTexture;
|
||||
uniform sampler2D m_DepthTexture;
|
||||
@@ -13,6 +12,7 @@ uniform sampler2D m_DepthTexture;
|
||||
void main() {
|
||||
// Sample the texture at the given texture coordinates
|
||||
vec4 color = texture(m_Texture, texCoord);
|
||||
|
||||
// Assign the color to the output variable
|
||||
fragColor = color;
|
||||
}
|
||||
|
||||
@@ -1,109 +1,78 @@
|
||||
// Uniform samplers
|
||||
uniform sampler2D m_Texture;
|
||||
uniform sampler2D m_OutlineDepthTexture;
|
||||
uniform sampler2D m_DepthTexture;
|
||||
varying vec2 texCoord;
|
||||
|
||||
// Input texture coordinates from the vertex shader
|
||||
in vec2 texCoord;
|
||||
|
||||
// Uniforms for resolution, outline color, and width
|
||||
uniform vec2 m_Resolution;
|
||||
uniform vec4 m_OutlineColor;
|
||||
uniform float m_OutlineWidth;
|
||||
|
||||
// Output variable for fragment color
|
||||
out vec4 fragColor;
|
||||
|
||||
void main() {
|
||||
vec4 depth = texture2D(m_OutlineDepthTexture, texCoord);
|
||||
vec4 depth1 = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(m_OutlineWidth,m_OutlineWidth))/m_Resolution);
|
||||
vec4 depth2 = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(m_OutlineWidth,-m_OutlineWidth))/m_Resolution);
|
||||
vec4 depth3 = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(-m_OutlineWidth,m_OutlineWidth))/m_Resolution);
|
||||
vec4 depth4 = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(-m_OutlineWidth,-m_OutlineWidth))/m_Resolution);
|
||||
vec4 depth5 = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(0.,m_OutlineWidth))/m_Resolution);
|
||||
vec4 depth6 = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(0.,-m_OutlineWidth))/m_Resolution);
|
||||
vec4 depth7 = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(m_OutlineWidth,0.))/m_Resolution);
|
||||
vec4 depth8 = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(-m_OutlineWidth,0.))/m_Resolution);
|
||||
vec4 color = texture2D(m_Texture, texCoord);
|
||||
//如果是背景
|
||||
float ratio=0.;
|
||||
if(depth==vec4(0.) && (depth1 != depth || depth2 != depth || depth3 != depth || depth4 != depth||depth5 != depth || depth6 != depth || depth7 != depth || depth8 != depth)){
|
||||
float dist=m_OutlineWidth;
|
||||
//距离边的像素
|
||||
vec4 nearDepth;
|
||||
if(depth1 != depth){
|
||||
for(float i=0.;i<m_OutlineWidth;i++){
|
||||
nearDepth = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(i,i))/m_Resolution);
|
||||
if(nearDepth != depth){
|
||||
dist = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}else
|
||||
if(depth2 != depth){
|
||||
for(float i=0.;i<m_OutlineWidth;i++){
|
||||
nearDepth = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(i,-i))/m_Resolution);
|
||||
if(nearDepth != depth){
|
||||
dist = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}else
|
||||
if(depth3 != depth){
|
||||
for(float i=0.;i<m_OutlineWidth;i++){
|
||||
nearDepth = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(-i,i))/m_Resolution);
|
||||
if(nearDepth != depth){
|
||||
dist = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}else
|
||||
if(depth4 != depth){
|
||||
for(float i=0.;i<m_OutlineWidth;i++){
|
||||
nearDepth = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(-i,-i))/m_Resolution);
|
||||
if(nearDepth != depth){
|
||||
dist = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}else
|
||||
if(depth5 != depth){
|
||||
for(float i=0.;i<m_OutlineWidth;i++){
|
||||
nearDepth = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(0.,i))/m_Resolution);
|
||||
if(nearDepth != depth){
|
||||
dist = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}else
|
||||
if(depth6 != depth){
|
||||
for(float i=0.;i<m_OutlineWidth;i++){
|
||||
nearDepth = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(0.,-i))/m_Resolution);
|
||||
if(nearDepth != depth){
|
||||
dist = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}else
|
||||
if(depth7 != depth){
|
||||
for(float i=0.;i<m_OutlineWidth;i++){
|
||||
nearDepth = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(i,0.))/m_Resolution);
|
||||
if(nearDepth != depth){
|
||||
dist = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}else
|
||||
if(depth8 != depth){
|
||||
for(float i=0.;i<m_OutlineWidth;i++){
|
||||
nearDepth = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(-i,0.))/m_Resolution);
|
||||
if(nearDepth != depth){
|
||||
dist = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
//0:场景颜色 1:outline颜色
|
||||
ratio = clamp(1.- dist/m_OutlineWidth,0.,1.);
|
||||
//float off = (1.-ratio*ratio)*(1.-ratio*ratio);
|
||||
gl_FragColor = color*(1.-ratio) +m_OutlineColor*ratio;
|
||||
//gl_FragColor = m_OutlineColor;
|
||||
}else{
|
||||
gl_FragColor = color;
|
||||
}
|
||||
//debug
|
||||
//gl_FragColor = vec4(0.,(1.-ratio),0.,1.);
|
||||
}
|
||||
vec4 depth = texture(m_OutlineDepthTexture, texCoord);
|
||||
vec4 depth1 = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(m_OutlineWidth, m_OutlineWidth)) / m_Resolution);
|
||||
vec4 depth2 = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(m_OutlineWidth, -m_OutlineWidth)) / m_Resolution);
|
||||
vec4 depth3 = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(-m_OutlineWidth, m_OutlineWidth)) / m_Resolution);
|
||||
vec4 depth4 = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(-m_OutlineWidth, -m_OutlineWidth)) / m_Resolution);
|
||||
vec4 depth5 = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(0.0, m_OutlineWidth)) / m_Resolution);
|
||||
vec4 depth6 = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(0.0, -m_OutlineWidth)) / m_Resolution);
|
||||
vec4 depth7 = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(m_OutlineWidth, 0.0)) / m_Resolution);
|
||||
vec4 depth8 = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(-m_OutlineWidth, 0.0)) / m_Resolution);
|
||||
|
||||
vec4 color = texture(m_Texture, texCoord);
|
||||
|
||||
float ratio = 0.0;
|
||||
if (depth == vec4(0.0) &&
|
||||
(depth1 != depth || depth2 != depth || depth3 != depth || depth4 != depth ||
|
||||
depth5 != depth || depth6 != depth || depth7 != depth || depth8 != depth)) {
|
||||
float dist = m_OutlineWidth;
|
||||
vec4 nearDepth;
|
||||
|
||||
// Iterate to find the distance to the nearest edge
|
||||
for (float i = 0.0; i < m_OutlineWidth; i++) {
|
||||
if (depth1 != depth) {
|
||||
nearDepth = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(i, i)) / m_Resolution);
|
||||
if (nearDepth != depth) { dist = i; break; }
|
||||
} else if (depth2 != depth) {
|
||||
nearDepth = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(i, -i)) / m_Resolution);
|
||||
if (nearDepth != depth) { dist = i; break; }
|
||||
} else if (depth3 != depth) {
|
||||
nearDepth = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(-i, i)) / m_Resolution);
|
||||
if (nearDepth != depth) { dist = i; break; }
|
||||
} else if (depth4 != depth) {
|
||||
nearDepth = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(-i, -i)) / m_Resolution);
|
||||
if (nearDepth != depth) { dist = i; break; }
|
||||
} else if (depth5 != depth) {
|
||||
nearDepth = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(0.0, i)) / m_Resolution);
|
||||
if (nearDepth != depth) { dist = i; break; }
|
||||
} else if (depth6 != depth) {
|
||||
nearDepth = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(0.0, -i)) / m_Resolution);
|
||||
if (nearDepth != depth) { dist = i; break; }
|
||||
} else if (depth7 != depth) {
|
||||
nearDepth = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(i, 0.0)) / m_Resolution);
|
||||
if (nearDepth != depth) { dist = i; break; }
|
||||
} else if (depth8 != depth) {
|
||||
nearDepth = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(-i, 0.0)) / m_Resolution);
|
||||
if (nearDepth != depth) { dist = i; break; }
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate ratio for outline blending
|
||||
ratio = clamp(1.0 - dist / m_OutlineWidth, 0.0, 1.0);
|
||||
|
||||
// Blend the outline color with the base color
|
||||
fragColor = color * (1.0 - ratio) + m_OutlineColor * ratio;
|
||||
} else {
|
||||
// No outline, use the base texture color
|
||||
fragColor = color;
|
||||
}
|
||||
|
||||
// Optional: Debugging outline visualization
|
||||
// fragColor = vec4(0.0, 1.0 - ratio, 0.0, 1.0);
|
||||
}
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
// Use 'in' for vertex attributes
|
||||
// Vertex attributes
|
||||
in vec4 inPosition;
|
||||
in vec2 inTexCoord;
|
||||
|
||||
// Use 'out' for passing data to the fragment shader
|
||||
// Output to fragment shader
|
||||
out vec2 texCoord;
|
||||
|
||||
void main() {
|
||||
|
||||
Binary file not shown.
Binary file not shown.
File diff suppressed because one or more lines are too long
3052
Projekte/mdga/client/src/main/resources/Models/missile/AVMT300.fbx
Normal file
3052
Projekte/mdga/client/src/main/resources/Models/missile/AVMT300.fbx
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,32 @@
|
||||
# Blender MTL File: 'untitled.blend'
|
||||
# Material Count: 3
|
||||
|
||||
newmtl Material.001
|
||||
Ns 96.078431
|
||||
Ka 0.000000 0.000000 0.000000
|
||||
Kd 0.640000 0.640000 0.640000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Kd untiffftled.jpg
|
||||
|
||||
newmtl Material.002
|
||||
Ns 96.078431
|
||||
Ka 0.000000 0.000000 0.000000
|
||||
Kd 0.640000 0.640000 0.640000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Kd untiffftled.jpg
|
||||
|
||||
newmtl Material.004
|
||||
Ns 96.078431
|
||||
Ka 0.000000 0.000000 0.000000
|
||||
Kd 0.640000 0.640000 0.640000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Kd untiffftled.jpg
|
||||
2523
Projekte/mdga/client/src/main/resources/Models/missile/AVMT300.obj
Normal file
2523
Projekte/mdga/client/src/main/resources/Models/missile/AVMT300.obj
Normal file
File diff suppressed because it is too large
Load Diff
Binary file not shown.
|
After Width: | Height: | Size: 42 KiB |
Binary file not shown.
BIN
Projekte/mdga/client/src/main/resources/Sounds/missile.ogg
Normal file
BIN
Projekte/mdga/client/src/main/resources/Sounds/missile.ogg
Normal file
Binary file not shown.
Reference in New Issue
Block a user