Aufgabe 13

added class Shell for the feature Airstrike
added class ShellControl for the feature Airstrike
added new Model Bomb to implement the feature Airstrike
added README´S to the Models to show the free to use license
edited class ShipMap for the feature Airstrike
edited class ImpactEffectManager to improve the Fire and Water Particles
edited class MapViewSynchronizer for the feature Airstrike
edited class BattleState for the feature Airstrike
edited class BattleshipApp for the feature Airstrike
This commit is contained in:
Lukas Bauer
2024-10-09 21:10:31 +02:00
parent 1b7b842ca7
commit 6100e95e76
34 changed files with 28190 additions and 25 deletions

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@@ -145,6 +145,7 @@ public class BattleshipApp extends SimpleApplication implements BattleshipClient
*/
public static void main(String[] args) {
new BattleshipApp().start();
}
/**

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@@ -9,6 +9,7 @@
import com.jme3.math.Vector3f;
import com.jme3.scene.Node;
import com.jme3.scene.control.AbstractControl;
import pp.battleship.client.BattleshipApp;
import pp.battleship.model.Shot;
import java.lang.System.Logger;
@@ -23,13 +24,15 @@ public class ImpactEffectManager {
private static final Logger LOGGER = System.getLogger(ImpactEffectManager.class.getName());
private Material particleMaterial;
private BattleshipApp app;
/**
* Constructor to initialize the asset manager via the main application.
*
* @param app The main application instance.
*/
public ImpactEffectManager(Application app) {
public ImpactEffectManager(BattleshipApp app) {
this.app = app;
this.assetManager = app.getAssetManager();
this.particleMaterial = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
}
@@ -41,14 +44,16 @@ public ImpactEffectManager(Application app) {
* @param shot The details of the shot where the hit occurred.
*/
public void triggerHitEffect(Node battleshipNode, Shot shot) {
ParticleEmitter hitEffect = createParticleEmitter("HitEffect", 30, ColorRGBA.Orange, ColorRGBA.Red, 0.45f, 0.1f, 1f, 2f);
ParticleEmitter hitEffect = createParticleEmitter("HitEffect", 50, ColorRGBA.Orange, ColorRGBA.Red, 0.45f, 0.1f, 1f, 2f);
hitEffect.setLocalTranslation(shot.getY() + 0.5f, 0, shot.getX() + 0.5f);
LOGGER.log(Level.DEBUG, "Hit effect created at position: {0}", hitEffect.getLocalTranslation().toString());
hitEffect.emitAllParticles();
battleshipNode.attachChild(hitEffect);
hitEffect.addControl(new EffectCleanupControl(hitEffect, battleshipNode));
// hitEffect.emitAllParticles();
hitEffect.addControl(new EffectCleanupControl(hitEffect));
app.getRootNode().attachChild(hitEffect);
}
/**
@@ -58,9 +63,8 @@ public void triggerHitEffect(Node battleshipNode, Shot shot) {
* @return The particle emitter representing the miss effect.
*/
public ParticleEmitter triggerMissEffect(Shot shot) {
ParticleEmitter missEffect = createParticleEmitter("MissEffect", 15, ColorRGBA.Blue, ColorRGBA.Cyan, 0.3f, 0.05f, 0.5f, 1.5f);
ParticleEmitter missEffect = createParticleEmitter("MissEffect", 50, ColorRGBA.Blue, ColorRGBA.Cyan, 0.3f, 0.05f, 0.5f, 1.5f);
missEffect.setLocalTranslation(shot.getY() + 0.5f, 0, shot.getX() + 0.5f);
missEffect.emitAllParticles();
missEffect.addControl(new EffectCleanupControl(missEffect));
return missEffect;
}
@@ -80,6 +84,7 @@ public ParticleEmitter triggerMissEffect(Shot shot) {
*/
private ParticleEmitter createParticleEmitter(String name, int count, ColorRGBA startColor, ColorRGBA endColor, float startSize, float endSize, float lowLife, float highLife) {
ParticleEmitter emitter = new ParticleEmitter(name, Type.Triangle, count);
emitter.setNumParticles(0);
emitter.setMaterial(particleMaterial);
emitter.setImagesX(2);
emitter.setImagesY(2);
@@ -91,7 +96,6 @@ private ParticleEmitter createParticleEmitter(String name, int count, ColorRGBA
emitter.setGravity(0, -0.5f, 0);
emitter.setLowLife(lowLife);
emitter.setHighLife(highLife);
emitter.setParticlesPerSec(0);
return emitter;
}
@@ -101,7 +105,10 @@ private ParticleEmitter createParticleEmitter(String name, int count, ColorRGBA
private static class EffectCleanupControl extends AbstractControl {
private final ParticleEmitter emitter;
private final Node attachedNode;
// private final Node attachedNode;
private float currentTime = 0;
private final float duration = 3.5f;
/**
* Constructor for managing cleanup when a particle emitter is attached to a specific node.
@@ -109,10 +116,10 @@ private static class EffectCleanupControl extends AbstractControl {
* @param emitter The particle emitter to manage.
* @param attachedNode The node to which the emitter is attached.
*/
public EffectCleanupControl(ParticleEmitter emitter, Node attachedNode) {
this.emitter = emitter;
this.attachedNode = attachedNode;
}
// public EffectCleanupControl(ParticleEmitter emitter, Node attachedNode) {
// this.emitter = emitter;
// this.attachedNode = attachedNode;
// }
/**
* Constructor for managing cleanup of a standalone particle emitter.
@@ -120,7 +127,8 @@ public EffectCleanupControl(ParticleEmitter emitter, Node attachedNode) {
* @param emitter The particle emitter to manage.
*/
public EffectCleanupControl(ParticleEmitter emitter) {
this(emitter, null);
// this(emitter, null);
this.emitter = emitter;
}
/**
@@ -130,10 +138,23 @@ public EffectCleanupControl(ParticleEmitter emitter) {
*/
@Override
protected void controlUpdate(float tpf) {
if (emitter.getParticlesPerSec() == 0 && emitter.getNumVisibleParticles() == 0) {
if (attachedNode != null) {
attachedNode.detachChild(emitter);
}
currentTime += tpf;
if (currentTime <= duration) {
}
if (currentTime >= 1f && currentTime <= 1.1) {
//Start
emitter.setNumParticles(50);
emitter.setParticlesPerSec(50);
}
if (currentTime >= duration){
emitter.setParticlesPerSec(0);
}
if (currentTime >= duration+1f) {
//Ende
spatial.removeFromParent();
emitter.emitAllParticles();
}
}

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@@ -12,6 +12,7 @@
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import pp.battleship.model.Battleship;
import pp.battleship.model.Shell;
import pp.battleship.model.Shot;
import pp.util.Position;
@@ -109,6 +110,11 @@ public Spatial visit(Battleship ship) {
return shipNode;
}
@Override
public Spatial visit(Shell shell) {
return null;
}
/**
* Creates a line geometry representing part of the ship's border.
*

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@@ -17,10 +17,7 @@
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Cylinder;
import pp.battleship.client.BattleshipApp;
import pp.battleship.model.Battleship;
import pp.battleship.model.Rotation;
import pp.battleship.model.ShipMap;
import pp.battleship.model.Shot;
import pp.battleship.model.*;
import static java.util.Objects.requireNonNull;
import static pp.util.FloatMath.HALF_PI;
@@ -35,9 +32,10 @@
class SeaSynchronizer extends ShipMapSynchronizer {
private static final String UNSHADED = "Common/MatDefs/Misc/Unshaded.j3md"; //NON-NLS
private static final String KING_GEORGE_V_MODEL = "Models/KingGeorgeV/KingGeorgeV.j3o";//NON-NLS
private static final String DESTROYER = "Models/Destroyer/10619_Battleship.obj";
private static final String DESTROYER = "Models/Destroyer/Destroyer.j3o";
private static final String FERRY = "Models/Ferry/13922_Staten_Island_Ferry_V1_l1.obj";
private static final String SMALL = "Models/Small/10634_SpeedBoat_v01_LOD3.obj";
private static final String BOMB = "Models/Bomb/BombGBU.j3o";
private static final String COLOR = "Color"; //NON-NLS
private static final String SHIP = "ship"; //NON-NLS
private static final String SHOT = "shot"; //NON-NLS
@@ -89,6 +87,7 @@ private Spatial handleHit(Shot shot) {
final Battleship ship = requireNonNull(map.findShipAt(shot), "Missing ship");
final Node shipNode = requireNonNull((Node) getSpatial(ship), "Missing ship node");
System.out.println(shot.getX() + " " + shot.getY());
effectHandler.triggerHitEffect(shipNode, shot);
return null;
@@ -136,6 +135,23 @@ public Spatial visit(Battleship ship) {
return node;
}
@Override
public Spatial visit(Shell shell) {
final Spatial bombModel = app.getAssetManager().loadModel(BOMB);
// Apply transformations to the bomb model (scale, rotate, etc. if needed)
bombModel.scale(0.05f); // Adjust the scale based on your model size
bombModel.rotate(-HALF_PI, 0f, 0f); // Rotate the model if necessary
// Set the position of the bomb at the shell's current position
bombModel.setLocalTranslation(shell.getCurrentPosition());
// Add a control to animate the bomb's movement (similar to the previous cylinder animation)
bombModel.addControl(new ShellControl(shell));
return bombModel;
}
/**
* Creates the appropriate graphical representation of the specified battleship.
* The representation is a detailed model based on the length of the ship.

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@@ -0,0 +1,107 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client.gui;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.control.AbstractControl;
import pp.battleship.model.Battleship;
import pp.battleship.model.Shell;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import static pp.util.FloatMath.DEG_TO_RAD;
import static pp.util.FloatMath.TWO_PI;
import static pp.util.FloatMath.sin;
/**
* Controls the oscillating pitch motion of a battleship model in the game.
* The ship oscillates to simulate a realistic movement on water, based on its orientation and length.
*/
class ShellControl extends AbstractControl {
/**
* The axis of rotation for the ship's pitch (tilting forward and backward).
*/
private final Vector3f axis;
/**
* The duration of one complete oscillation cycle in seconds.
*/
private final float cycle;
/**
* The amplitude of the pitch oscillation in radians, determining how much the ship tilts.
*/
private final float amplitude;
/**
* A quaternion representing the ship's current pitch rotation.
*/
private final Quaternion pitch = new Quaternion();
/**
* The current time within the oscillation cycle, used to calculate the ship's pitch angle.
*/
private float time;
private Shell shell;
/**
* Logger for logging messages related to ShipControl operations.
*/
static final Logger LOGGER = System.getLogger(ShipControl.class.getName());
/**
* Constructs a new ShipControl instance for the specified Battleship.
* The ship's orientation determines the axis of rotation, while its length influences
* the cycle duration and amplitude of the oscillation.
*
* @param shell the Battleship object to control
*/
public ShellControl(Shell shell) {
this.shell = shell;
// Determine the axis of rotation based on the ship's orientation
axis = Vector3f.UNIT_X;
// Set the cycle duration and amplitude based on the ship's length
cycle = 1 * 2f;
amplitude = 5f * DEG_TO_RAD / 1;
}
/**
* Updates the ship's pitch oscillation each frame. The ship's pitch is adjusted
* to create a continuous tilting motion, simulating the effect of waves.
*
* @param tpf time per frame (in seconds), used to calculate the new pitch angle
*/
@Override
protected void controlUpdate(float tpf) {
// If spatial is null, do nothing
if (spatial == null) return;
shell.updatePosition(tpf);
spatial.setLocalTranslation(shell.getCurrentPosition());
}
/**
* This method is called during the rendering phase, but it does not perform any
* operations in this implementation as the control only influences the spatial's
* transformation, not its rendering process.
*
* @param rm the RenderManager rendering the controlled Spatial (not null)
* @param vp the ViewPort being rendered (not null)
*/
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
// No rendering logic is needed for this control
}
}

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@@ -0,0 +1,11 @@
# Blender MTL File: 'untitletttd.blend'
# Material Count: 1
newmtl None
Ns 0
Ka 0.000000 0.000000 0.000000
Kd 0.8 0.8 0.8
Ks 0.8 0.8 0.8
d 1
illum 2
map_Kd C:\Users\Convidado.Cliente-JMF-PC\Desktop\ghftht.png

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

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@@ -0,0 +1,3 @@
based on:
https://free3d.com/3d-model/statenislandferry-v1--603882.html
License: Free Personal Use Only

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@@ -0,0 +1,3 @@
based on:
https://free3d.com/3d-model/speedboat-v01--840133.html
License: Free Personal Use Only