finished ex. 13 + cleanup
This commit is contained in:
		@@ -9,7 +9,7 @@
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#
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# Specifies the map used by the opponent in single mode.
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# Single mode is activated if this property is set.
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map.opponent=maps/map2.json
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#map.opponent=maps/map2.json
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#
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# Specifies the map used by the player in single mode.
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# The player must define their own map if this property is not set.
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@@ -40,9 +40,6 @@
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import java.io.IOException;
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import java.lang.System.Logger;
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import java.lang.System.Logger.Level;
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import java.util.ArrayList;
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import java.util.Iterator;
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import java.util.List;
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import java.util.concurrent.ExecutorService;
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import java.util.concurrent.Executors;
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import java.util.logging.LogManager;
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@@ -281,9 +278,7 @@ private void setupStates() {
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     * Attaches the game sound state and sets its initial enabled state.
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     */
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    private void attachGameMusic() {
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        //TODO: start volume
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        final GameMusic gameMusic = new GameMusic();
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        logic.addListener(gameMusic);
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        gameMusic.setEnabled(GameMusic.enabledInPreferences());
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        stateManager.attach(gameMusic);
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    }
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@@ -309,19 +304,6 @@ public void simpleUpdate(float tpf) {
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        super.simpleUpdate(tpf);
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        dialogManager.update(tpf);
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        logic.update(tpf);
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        handleTimers(tpf);
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    }
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    private void handleTimers(float tpf) {
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        Iterator<Timer> iter = timerList.iterator();
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        while (iter.hasNext()) {
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            Timer next = iter.next();
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            next.update(tpf);
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            if (next.isFinished()){
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                iter.remove();
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            }
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        }
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    }
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    /**
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@@ -458,13 +440,7 @@ void errorDialog(String errorMessage) {
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                     .open();
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    }
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    public EffectHandler getEffectHandler(){
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    public EffectHandler getEffectHandler() {
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        return effectHandler;
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    }
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    private final List<Timer> timerList = new ArrayList<>();
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    public void setTimer(float time, Runnable runnable){
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        timerList.add(new Timer(time, runnable));
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    }
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}
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@@ -1,140 +1,197 @@
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package pp.battleship.client;
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import com.jme3.app.Application;
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import com.jme3.effect.ParticleEmitter;
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import com.jme3.effect.ParticleMesh;
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import com.jme3.effect.influencers.RadialParticleInfluencer;
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import com.jme3.material.Material;
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import com.jme3.math.ColorRGBA;
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import com.jme3.math.Vector3f;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.Node;
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import com.jme3.scene.Spatial;
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import pp.battleship.model.Battleship;
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import pp.battleship.model.IntPoint;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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import java.util.Timer;
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import java.util.TimerTask;
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/**
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 * EffectHandler manages the creation and manipulation of particle effects in the Battleship application.
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 */
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public class EffectHandler {
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    private BattleshipApp app;
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    private Map<Battleship, List<ParticleEmitter>> effects;
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    private final BattleshipApp app;
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    private final Map<Battleship, List<ParticleEmitter>> effects;
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    public EffectHandler(BattleshipApp app){
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    /**
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     * Constructs an EffectHandler with the specified BattleshipApp instance.
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     *
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     * @param app the BattleshipApp instance
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     */
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    public EffectHandler(BattleshipApp app) {
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        this.app = app;
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        effects = new HashMap<>();
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    }
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    public Node createFire(Vector3f point, Battleship ship){
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    /**
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     * Creates a fire effect at the specified position for the given Battleship.
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     *
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     * @param point the position where the fire effect will be created
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     * @param ship  the Battleship associated with the fire effect
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     * @return a Node containing the fire effect
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     */
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    public Node createFire(Vector3f point, Battleship ship) {
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        Node parent = new Node();
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        parent.setLocalTranslation(point);
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        ParticleEmitter fire = new ParticleEmitter("Emitter", ParticleMesh.Type.Triangle, 50);
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        Material matRed = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
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        matRed.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/flame.png"));
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        fire.setMaterial(matRed);
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        fire.setImagesX(2);
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        fire.setImagesY(2);
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        fire.setEndColor(new ColorRGBA(1f, 0f, 0f, 1f));
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        fire.setStartColor(new ColorRGBA(1f, 1f, 0f, 0.5f));
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        fire.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 1.5f, 0));
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        fire.setStartSize(.4f);
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        fire.setEndSize(0.05f);
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        fire.setGravity(0, 0, 0);
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        fire.setLowLife(1f);
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        fire.setHighLife(2f);
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        fire.getParticleInfluencer().setVelocityVariation(0.2f);
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        parent.attachChild(fire);
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        ParticleEmitter fire = initializeParticleEmitter(
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                "Effects/Explosion/flame.png",
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                2,2,
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                new ColorRGBA(1f, 0f, 0f, 1f),
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                new ColorRGBA(1f, 1f, 0f, 0.5f),
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                new Vector3f(0, 1.5f, 0),
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                50,
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                .4f,
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                0.05f,
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                1f,
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                2f,
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                0.2f,
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                new Vector3f(0, 0, 0)
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        );
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        ParticleEmitter smoke = new ParticleEmitter("Emitter", ParticleMesh.Type.Triangle, 600);
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        Material matBlack = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
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        matBlack.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Smoke/Smoke.png"));
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        smoke.setMaterial(matBlack);
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        smoke.setImagesX(15);
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        smoke.setImagesY(1);
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        smoke.setEndColor(new ColorRGBA(1f,1f,1f,0f));
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        smoke.setStartColor(new ColorRGBA(0.5f,0.5f,0.5f,0.5f));
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        smoke.getParticleInfluencer().setInitialVelocity(new Vector3f(0,1f, 0));
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        smoke.setStartSize(.2f);
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        smoke.setEndSize(0.1f);
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        smoke.setGravity(0, 0, 0);
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        smoke.setLowLife(1f);
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        smoke.setHighLife(5f);
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        smoke.getParticleInfluencer().setVelocityVariation(0.25f);
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        ParticleEmitter smoke = initializeParticleEmitter(
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                "Effects/Smoke/Smoke.png",
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                15,
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                1,
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                new ColorRGBA(1f, 1f, 1f, 0f),
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                new ColorRGBA(0.5f, 0.5f, 0.5f, 0.5f),
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                new Vector3f(0, 1f, 0),
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                600,
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                .2f,
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                0.1f,
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                1f,
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                5f,
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                0.25f,
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                new Vector3f(0, 0, 0)
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        );
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        parent.attachChild(fire);
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        parent.attachChild(smoke);
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        List<ParticleEmitter> oldEffects = new ArrayList<>(effects.getOrDefault(ship,new ArrayList<>()));
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        List<ParticleEmitter> oldEffects = new ArrayList<>(effects.getOrDefault(ship, new ArrayList<>()));
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        oldEffects.add(fire);
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        oldEffects.add(smoke);
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        effects.put(ship,oldEffects);
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        effects.put(ship, oldEffects);
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        return parent;
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    }
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    public void destroyShip(Battleship ship){
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        for (ParticleEmitter emitter: effects.get(ship)){
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    /**
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     * Creates a water splash effect at the specified position.
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     *
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     * @param pos the position where the water splash effect will be created
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     * @return a Geometry representing the water splash effect
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     */
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    public Geometry waterSplash(Vector3f pos) {
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        ParticleEmitter water = initializeParticleEmitter(
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                "Effects/Explosion/flash.png",
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                2,2,
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                new ColorRGBA(0.3f, 0.8f, 1f, 0f),
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                new ColorRGBA(0f, 0f, 1f, 1f),
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                new Vector3f(0, 3, 0),
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                100,
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                .6f,
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                0.05f,
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                1f,
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                1.5f,
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                0.3f,
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                new Vector3f(0, 4f, 0)
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        );
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        water.setLocalTranslation(pos);
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        water.emitAllParticles();
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        water.setParticlesPerSec(0);
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        new Timer().schedule(new TimerTask() {
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            @Override
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            public void run() {
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                deleteSplash(water);
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            }
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        }, 2000);
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        return water;
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    }
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    /**
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     * Creates a debris splash effect at the specified position.
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     *
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     * @param pos the position where the debris splash effect will be created
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     * @return a Geometry representing the debris splash effect
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     */
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    public Geometry debrisSplash(Vector3f pos) {
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        ParticleEmitter debris = initializeParticleEmitter(
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                "Effects/Explosion/Debris.png",
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                3,3,
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                new ColorRGBA(0.1f, 0.1f, 0.1f, 0f),
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                new ColorRGBA(0.5f, 0.5f, 0.5f, .8f),
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                new Vector3f(0, 2f, 0),
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                50,
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                0.1f,
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                0.5f,
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                1f,
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                1.5f,
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                0.5f,
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                new Vector3f(0, 0, 0)
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        );
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        debris.setLocalTranslation(pos);
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        debris.emitAllParticles();
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        debris.setParticlesPerSec(0);
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        return debris;
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    }
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    /**
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     * Deletes the specified splash effect from the scene.
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     *
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     * @param splash the Geometry representing the splash effect to be deleted
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     */
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    private void deleteSplash(Geometry splash) {
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        splash.getParent().detachChild(splash);
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    }
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    /**
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     * Stops all particle effects associated with the specified Battleship.
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     *
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     * @param ship the Battleship whose effects are to be destroyed
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     */
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    public void destroyShip(Battleship ship) {
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        for (ParticleEmitter emitter : effects.get(ship)) {
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            emitter.setParticlesPerSec(0);
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        }
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    }
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    public Geometry waterSplash(Vector3f pos){
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        ParticleEmitter fire = new ParticleEmitter("Emitter", ParticleMesh.Type.Triangle, 100);
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		||||
        Material matRed = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
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        matRed.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/flash.png"));
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        fire.setMaterial(matRed);
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        fire.setImagesX(2);
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        fire.setImagesY(2); // 2x2 texture animation
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        fire.setEndColor(new ColorRGBA(0.3f, 0.8f, 1f, 0f));
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		||||
        fire.setStartColor(new ColorRGBA(0f, 0f, 1f, 1f));
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        RadialParticleInfluencer inf = new RadialParticleInfluencer();
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        inf.setRadialVelocity(5);
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		||||
        inf.setVelocityVariation(0.3f);
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        inf.setInitialVelocity(new Vector3f(0,3,0));
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        fire.setParticleInfluencer(inf);
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        fire.setStartSize(.6f);
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        fire.setEndSize(0.05f);
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        fire.setGravity(0, 4f, 0);
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        fire.setLowLife(1f);
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        fire.setHighLife(1.5f);
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        fire.setLocalTranslation(pos);
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		||||
        fire.emitAllParticles();
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		||||
        fire.setParticlesPerSec(0);
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        app.setTimer(2,()->deleteSplash(fire));
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        return fire;
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		||||
    }
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    private ParticleEmitter initializeParticleEmitter(
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		||||
            String texturePath, int imagesX, int imagesY, ColorRGBA endColor, ColorRGBA startColor, Vector3f initialVelocity,
 | 
			
		||||
            int particleCount, float startSize, float endSize, float lowLife, float highLife,
 | 
			
		||||
            float velocityVariation, Vector3f gravity
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		||||
    ) {
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		||||
        ParticleEmitter emitter = new ParticleEmitter("Emitter", ParticleMesh.Type.Triangle, particleCount);
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		||||
        Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
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		||||
        mat.setTexture("Texture", app.getAssetManager().loadTexture(texturePath));
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		||||
        emitter.setMaterial(mat);
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		||||
        emitter.setImagesX(imagesX);
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		||||
        emitter.setImagesY(imagesY);
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		||||
        emitter.setEndColor(endColor);
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		||||
        emitter.setStartColor(startColor);
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		||||
        emitter.getParticleInfluencer().setInitialVelocity(initialVelocity);
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		||||
        emitter.setStartSize(startSize);
 | 
			
		||||
        emitter.setEndSize(endSize);
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		||||
        emitter.setLowLife(lowLife);
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		||||
        emitter.setHighLife(highLife);
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		||||
        emitter.getParticleInfluencer().setVelocityVariation(velocityVariation);
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		||||
        emitter.setGravity(gravity);
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		||||
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		||||
    private void deleteSplash(Geometry splash){
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		||||
        splash.getParent().detachChild(splash);
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		||||
    }
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		||||
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		||||
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		||||
    public Geometry debrisSplash(Vector3f pos){
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		||||
        ParticleEmitter fire = new ParticleEmitter("Emitter", ParticleMesh.Type.Triangle, 50);
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		||||
        Material matRed = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
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		||||
        matRed.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/Debris.png"));
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		||||
        fire.setMaterial(matRed);
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		||||
        fire.setImagesX(3);
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		||||
        fire.setImagesY(3); // 2x2 texture animation
 | 
			
		||||
        fire.setEndColor(new ColorRGBA(0.1f, 0.1f, 0.1f, 0f));
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		||||
        fire.setStartColor(new ColorRGBA(0.5f, 0.5f, 0.5f, .8f));
 | 
			
		||||
        fire.setStartSize(0.1f);
 | 
			
		||||
        fire.setEndSize(0.5f);
 | 
			
		||||
        fire.setGravity(0, 2f, 0);
 | 
			
		||||
        fire.setLowLife(1f);
 | 
			
		||||
        fire.setHighLife(1.5f);
 | 
			
		||||
        fire.getParticleInfluencer().setInitialVelocity(new Vector3f(0,2f,0));
 | 
			
		||||
        fire.getParticleInfluencer().setVelocityVariation(.5f);
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        fire.setLocalTranslation(pos);
 | 
			
		||||
 | 
			
		||||
        fire.emitAllParticles();
 | 
			
		||||
        fire.setParticlesPerSec(0);
 | 
			
		||||
 | 
			
		||||
        return fire;
 | 
			
		||||
        return emitter;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -4,7 +4,6 @@
 | 
			
		||||
import com.jme3.app.state.AbstractAppState;
 | 
			
		||||
import com.jme3.app.state.AppStateManager;
 | 
			
		||||
import com.jme3.audio.AudioNode;
 | 
			
		||||
import pp.battleship.notification.GameEventListener;
 | 
			
		||||
 | 
			
		||||
import java.util.prefs.Preferences;
 | 
			
		||||
 | 
			
		||||
@@ -14,7 +13,7 @@
 | 
			
		||||
/**
 | 
			
		||||
 * An application state that plays sounds.
 | 
			
		||||
 */
 | 
			
		||||
public class GameMusic extends AbstractAppState implements GameEventListener {
 | 
			
		||||
public class GameMusic extends AbstractAppState {
 | 
			
		||||
    private static final Preferences PREFERENCES = getPreferences(GameMusic.class);
 | 
			
		||||
    private static final String ENABLED_PREF = "enabled";
 | 
			
		||||
    private static final String VOLUME_PREF = "volume";
 | 
			
		||||
@@ -28,7 +27,7 @@ public class GameMusic extends AbstractAppState implements GameEventListener {
 | 
			
		||||
     *
 | 
			
		||||
     * @return true if music is enabled, false otherwise
 | 
			
		||||
     */
 | 
			
		||||
    public static boolean enabledInPreferences(){
 | 
			
		||||
    public static boolean enabledInPreferences() {
 | 
			
		||||
        return PREFERENCES.getBoolean(ENABLED_PREF, true);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
@@ -37,7 +36,7 @@ public static boolean enabledInPreferences(){
 | 
			
		||||
     *
 | 
			
		||||
     * @return the volume level as a float (default is 0.5f)
 | 
			
		||||
     */
 | 
			
		||||
    public static float volumeInPreferences(){
 | 
			
		||||
    public static float volumeInPreferences() {
 | 
			
		||||
        return PREFERENCES.getFloat(VOLUME_PREF, 0.5f);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
@@ -45,7 +44,7 @@ public static float volumeInPreferences(){
 | 
			
		||||
     * Initializes the game music system
 | 
			
		||||
     *
 | 
			
		||||
     * @param stateManager the state manager of the game
 | 
			
		||||
     * @param app the main application
 | 
			
		||||
     * @param app          the main application
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void initialize(AppStateManager stateManager, Application app) {
 | 
			
		||||
@@ -63,10 +62,10 @@ public void initialize(AppStateManager stateManager, Application app) {
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void setEnabled(boolean enabled) {
 | 
			
		||||
        if(enabled && !isEnabled()){
 | 
			
		||||
        if (enabled && !isEnabled()) {
 | 
			
		||||
            playMusic();
 | 
			
		||||
        }
 | 
			
		||||
        else if(!enabled && isEnabled()){
 | 
			
		||||
        else if (!enabled && isEnabled()) {
 | 
			
		||||
            stopMusic();
 | 
			
		||||
        }
 | 
			
		||||
        super.setEnabled(enabled);
 | 
			
		||||
@@ -76,8 +75,8 @@ else if(!enabled && isEnabled()){
 | 
			
		||||
    /**
 | 
			
		||||
     * Plays the background music.
 | 
			
		||||
     */
 | 
			
		||||
    public void playMusic(){
 | 
			
		||||
        if (backgroundMusic != null){
 | 
			
		||||
    public void playMusic() {
 | 
			
		||||
        if (backgroundMusic != null) {
 | 
			
		||||
            backgroundMusic.play();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
@@ -85,8 +84,8 @@ public void playMusic(){
 | 
			
		||||
    /**
 | 
			
		||||
     * Stops background music.
 | 
			
		||||
     */
 | 
			
		||||
    public void stopMusic(){
 | 
			
		||||
        if (backgroundMusic != null){
 | 
			
		||||
    public void stopMusic() {
 | 
			
		||||
        if (backgroundMusic != null) {
 | 
			
		||||
            backgroundMusic.stop();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
@@ -96,8 +95,8 @@ public void stopMusic(){
 | 
			
		||||
     *
 | 
			
		||||
     * @param volume the volume level to set (0.0f to 1.0f)
 | 
			
		||||
     */
 | 
			
		||||
    public void setMusicVolume(float volume){
 | 
			
		||||
        if(backgroundMusic != null){
 | 
			
		||||
    public void setMusicVolume(float volume) {
 | 
			
		||||
        if (backgroundMusic != null) {
 | 
			
		||||
            backgroundMusic.setVolume(volume);
 | 
			
		||||
            PREFERENCES.putFloat(VOLUME_PREF, volume);
 | 
			
		||||
        }
 | 
			
		||||
 
 | 
			
		||||
@@ -32,7 +32,7 @@ public class GameSound extends AbstractAppState implements GameEventListener {
 | 
			
		||||
    private AudioNode splashSound;
 | 
			
		||||
    private AudioNode shipDestroyedSound;
 | 
			
		||||
    private AudioNode explosionSound;
 | 
			
		||||
 | 
			
		||||
    private AudioNode shellFlyingSound;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if sound is enabled in the preferences.
 | 
			
		||||
@@ -77,6 +77,18 @@ public void initialize(AppStateManager stateManager, Application app) {
 | 
			
		||||
        shipDestroyedSound = loadSound(app, "Sound/Effects/sunken.wav"); //NON-NLS
 | 
			
		||||
        splashSound = loadSound(app, "Sound/Effects/splash.wav"); //NON-NLS
 | 
			
		||||
        explosionSound = loadSound(app, "Sound/Effects/explosion.wav"); //NON-NLS
 | 
			
		||||
        shellFlyingSound = loadSound(app, "Sound/Effects/shell_flying.wav");
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Plays the shell flying sound effect.
 | 
			
		||||
     */
 | 
			
		||||
    public void shellFly() {
 | 
			
		||||
        System.out.println("shellFly");
 | 
			
		||||
        if (isEnabled() && shellFlyingSound != null) {
 | 
			
		||||
            System.out.println("play shell");
 | 
			
		||||
            shellFlyingSound.playInstance();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
@@ -109,6 +121,7 @@ public void receivedEvent(SoundEvent event) {
 | 
			
		||||
            case EXPLOSION -> explosion();
 | 
			
		||||
            case SPLASH -> splash();
 | 
			
		||||
            case DESTROYED_SHIP -> shipDestroyed();
 | 
			
		||||
            case SHELL_FLYING -> shellFly();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -10,8 +10,6 @@
 | 
			
		||||
import com.simsilica.lemur.Button;
 | 
			
		||||
import com.simsilica.lemur.Checkbox;
 | 
			
		||||
import com.simsilica.lemur.Label;
 | 
			
		||||
import com.simsilica.lemur.RangedValueModel;
 | 
			
		||||
import com.simsilica.lemur.Slider;
 | 
			
		||||
import com.simsilica.lemur.style.ElementId;
 | 
			
		||||
import pp.dialog.Dialog;
 | 
			
		||||
import pp.dialog.StateCheckboxModel;
 | 
			
		||||
@@ -75,7 +73,7 @@ public void update() {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    public void update(float delta){
 | 
			
		||||
    public void update(float delta) {
 | 
			
		||||
        volumeSlider.update();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -84,10 +84,10 @@ private void connect() {
 | 
			
		||||
            portNumber = Integer.parseInt(port.getText());
 | 
			
		||||
            openProgressDialog();
 | 
			
		||||
 | 
			
		||||
            if (clientHostCheckbox.isChecked()){
 | 
			
		||||
            if (clientHostCheckbox.isChecked()) {
 | 
			
		||||
                serverFuture = network.getApp().getExecutor().submit(this::initServer);
 | 
			
		||||
 | 
			
		||||
                while (server == null || !server.isReady()){
 | 
			
		||||
                while (server == null || !server.isReady()) {
 | 
			
		||||
                    Thread.sleep(100);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
@@ -131,12 +131,13 @@ private Object initNetwork() {
 | 
			
		||||
     *
 | 
			
		||||
     * @throws RuntimeException If an error occurs when starting the server.
 | 
			
		||||
     */
 | 
			
		||||
    private Object initServer(){
 | 
			
		||||
    private Object initServer() {
 | 
			
		||||
        try {
 | 
			
		||||
            server = new BattleshipServerClient();
 | 
			
		||||
            server.run();
 | 
			
		||||
            return null;
 | 
			
		||||
        } catch (Exception e) {
 | 
			
		||||
        }
 | 
			
		||||
        catch (Exception e) {
 | 
			
		||||
            LOGGER.log(Level.ERROR, "Error while starting server", e);
 | 
			
		||||
            throw new RuntimeException(e);
 | 
			
		||||
        }
 | 
			
		||||
@@ -164,9 +165,11 @@ public void update(float delta) {
 | 
			
		||||
        if (serverFuture != null && serverFuture.isDone()) {
 | 
			
		||||
            try {
 | 
			
		||||
                serverFuture.get();
 | 
			
		||||
            } catch (ExecutionException e) {
 | 
			
		||||
            }
 | 
			
		||||
            catch (ExecutionException e) {
 | 
			
		||||
                LOGGER.log(Level.ERROR, "Failed to start server", e.getCause());
 | 
			
		||||
            } catch (InterruptedException e) {
 | 
			
		||||
            }
 | 
			
		||||
            catch (InterruptedException e) {
 | 
			
		||||
                LOGGER.log(Level.WARNING, "Server thread was interrupted", e);
 | 
			
		||||
                Thread.currentThread().interrupt();
 | 
			
		||||
            }
 | 
			
		||||
 
 | 
			
		||||
@@ -1,28 +0,0 @@
 | 
			
		||||
package pp.battleship.client;
 | 
			
		||||
 | 
			
		||||
public class Timer {
 | 
			
		||||
    private float time;
 | 
			
		||||
    private final Runnable runnable;
 | 
			
		||||
    private boolean finished;
 | 
			
		||||
 | 
			
		||||
    public Timer(float time, Runnable runnable){
 | 
			
		||||
        this.time = time;
 | 
			
		||||
        this.runnable = runnable;
 | 
			
		||||
        this.finished = false;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void update(float delta){
 | 
			
		||||
        if(!finished){
 | 
			
		||||
            time -= delta;
 | 
			
		||||
            if(time < 0){
 | 
			
		||||
                finished = true;
 | 
			
		||||
                runnable.run();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public boolean isFinished(){
 | 
			
		||||
        return finished;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
@@ -17,7 +17,7 @@ public class VolumeSlider extends Slider {
 | 
			
		||||
     *
 | 
			
		||||
     * @param gameMusic the instance of {@link GameMusic} to control music volume
 | 
			
		||||
     */
 | 
			
		||||
    public VolumeSlider(GameMusic gameMusic){
 | 
			
		||||
    public VolumeSlider(GameMusic gameMusic) {
 | 
			
		||||
        super();
 | 
			
		||||
        this.gameMusic = gameMusic;
 | 
			
		||||
        volume = GameMusic.volumeInPreferences();
 | 
			
		||||
@@ -29,8 +29,8 @@ public VolumeSlider(GameMusic gameMusic){
 | 
			
		||||
     * If the slider's percent value has changed, it updates the music volume
 | 
			
		||||
     * in the associated {@link GameMusic} instance.
 | 
			
		||||
     */
 | 
			
		||||
    public void update(){
 | 
			
		||||
        if(getModel().getPercent() != volume){
 | 
			
		||||
    public void update() {
 | 
			
		||||
        if (getModel().getPercent() != volume) {
 | 
			
		||||
            this.volume = (float) getModel().getPercent();
 | 
			
		||||
            gameMusic.setMusicVolume(volume);
 | 
			
		||||
        }
 | 
			
		||||
 
 | 
			
		||||
@@ -18,6 +18,7 @@
 | 
			
		||||
import pp.battleship.game.server.Player;
 | 
			
		||||
import pp.battleship.game.server.ServerGameLogic;
 | 
			
		||||
import pp.battleship.game.server.ServerSender;
 | 
			
		||||
import pp.battleship.message.client.AnimationFinishedMessage;
 | 
			
		||||
import pp.battleship.message.client.ClientMessage;
 | 
			
		||||
import pp.battleship.message.client.MapMessage;
 | 
			
		||||
import pp.battleship.message.client.ShootMessage;
 | 
			
		||||
@@ -130,6 +131,7 @@ private void initializeSerializables() {
 | 
			
		||||
        Serializer.registerClass(MapMessage.class);
 | 
			
		||||
        Serializer.registerClass(ShootMessage.class);
 | 
			
		||||
        Serializer.registerClass(EffectMessage.class);
 | 
			
		||||
        Serializer.registerClass(AnimationFinishedMessage.class);
 | 
			
		||||
        Serializer.registerClass(Battleship.class);
 | 
			
		||||
        Serializer.registerClass(IntPoint.class);
 | 
			
		||||
        Serializer.registerClass(Shot.class);
 | 
			
		||||
@@ -141,6 +143,7 @@ private void initializeSerializables() {
 | 
			
		||||
    private void registerListeners() {
 | 
			
		||||
        myServer.addMessageListener(this, MapMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, ShootMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, AnimationFinishedMessage.class);
 | 
			
		||||
        myServer.addConnectionListener(this);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -28,7 +28,7 @@
 | 
			
		||||
 * and interaction between the model and the view.
 | 
			
		||||
 */
 | 
			
		||||
class MapView {
 | 
			
		||||
    private static final float FIELD_SIZE = 40f;
 | 
			
		||||
    public static final float FIELD_SIZE = 40f;
 | 
			
		||||
    private static final float GRID_LINE_WIDTH = 2f;
 | 
			
		||||
    private static final float BACKGROUND_DEPTH = -4f;
 | 
			
		||||
    private static final float GRID_DEPTH = -1f;
 | 
			
		||||
 
 | 
			
		||||
@@ -7,14 +7,21 @@
 | 
			
		||||
 | 
			
		||||
package pp.battleship.client.gui;
 | 
			
		||||
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.material.RenderState;
 | 
			
		||||
import com.jme3.material.RenderState.BlendMode;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.scene.Geometry;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.scene.Spatial;
 | 
			
		||||
import com.jme3.scene.shape.Sphere;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
import pp.battleship.model.Shell;
 | 
			
		||||
import pp.battleship.model.Shot;
 | 
			
		||||
import pp.util.Position;
 | 
			
		||||
 | 
			
		||||
import static com.jme3.material.Materials.UNSHADED;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Synchronizes the visual representation of the ship map with the game model.
 | 
			
		||||
 * It handles the rendering of ships and shots on the map view, updating the view
 | 
			
		||||
@@ -25,6 +32,7 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
 | 
			
		||||
    private static final float SHIP_LINE_WIDTH = 6f;
 | 
			
		||||
    private static final float SHOT_DEPTH = -2f;
 | 
			
		||||
    private static final float SHIP_DEPTH = 0f;
 | 
			
		||||
    private static final float SHELL_DEPTH = 1f;
 | 
			
		||||
    private static final float INDENT = 4f;
 | 
			
		||||
 | 
			
		||||
    // Colors used for different visual elements
 | 
			
		||||
@@ -109,6 +117,26 @@ public Spatial visit(Battleship ship) {
 | 
			
		||||
        return shipNode;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates and returns a Spatial representation of the given {@code Shell} object
 | 
			
		||||
     * for 2D visualization in the game. The shell is represented as a circle.
 | 
			
		||||
     *
 | 
			
		||||
     * @param shell The {@code Shell} object to be visualized.
 | 
			
		||||
     * @return A {@code Spatial} object representing the shell on the map.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public Spatial visit(Shell shell) {
 | 
			
		||||
        final ColorRGBA color = ColorRGBA.Black;
 | 
			
		||||
        Geometry ellipse = new Geometry("ellipse", new Sphere(50, 50, MapView.FIELD_SIZE / 2 * 0.8f));
 | 
			
		||||
        Material mat = new Material(view.getApp().getAssetManager(), UNSHADED); //NON-NLS
 | 
			
		||||
        mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
 | 
			
		||||
        mat.getAdditionalRenderState().setFaceCullMode(RenderState.FaceCullMode.Off);
 | 
			
		||||
        mat.setColor("Color", color);
 | 
			
		||||
        ellipse.setMaterial(mat);
 | 
			
		||||
        ellipse.addControl(new Shell2DControl(view, shell));
 | 
			
		||||
        return ellipse;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a line geometry representing part of the ship's border.
 | 
			
		||||
     *
 | 
			
		||||
 
 | 
			
		||||
@@ -10,7 +10,6 @@
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.material.RenderState.BlendMode;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
 | 
			
		||||
import com.jme3.scene.Geometry;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
@@ -20,10 +19,15 @@
 | 
			
		||||
import pp.battleship.client.BattleshipApp;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
import pp.battleship.model.Rotation;
 | 
			
		||||
import pp.battleship.model.Shell;
 | 
			
		||||
import pp.battleship.model.ShipMap;
 | 
			
		||||
import pp.battleship.model.Shot;
 | 
			
		||||
 | 
			
		||||
import java.util.Timer;
 | 
			
		||||
import java.util.TimerTask;
 | 
			
		||||
 | 
			
		||||
import static java.util.Objects.requireNonNull;
 | 
			
		||||
import static pp.JmeUtil.mapToWorldCord;
 | 
			
		||||
import static pp.util.FloatMath.HALF_PI;
 | 
			
		||||
import static pp.util.FloatMath.PI;
 | 
			
		||||
 | 
			
		||||
@@ -89,11 +93,16 @@ private Spatial handleHit(Shot shot) {
 | 
			
		||||
        final Battleship ship = requireNonNull(map.findShipAt(shot), "Missing ship");
 | 
			
		||||
        final Node shipNode = requireNonNull((Node) getSpatial(ship), "Missing ship node");
 | 
			
		||||
 | 
			
		||||
        shipNode.getControl(ShipEffectControl.class).hit(shot);
 | 
			
		||||
        if(ship.isDestroyed()){
 | 
			
		||||
            shipNode.getControl(ShipEffectControl.class).destroyed();
 | 
			
		||||
            shipNode.getControl(ShipMovementControl.class).destroyed();
 | 
			
		||||
            app.setTimer(9,()->handleShipDestroy(shipNode));
 | 
			
		||||
        shipNode.getControl(ShipControl.class).hit(shot);
 | 
			
		||||
        if (ship.isDestroyed()) {
 | 
			
		||||
            shipNode.getControl(ShipControl.class).destroyed();
 | 
			
		||||
 | 
			
		||||
            new Timer().schedule(new TimerTask() {
 | 
			
		||||
                @Override
 | 
			
		||||
                public void run() {
 | 
			
		||||
                    handleShipDestroy(shipNode);
 | 
			
		||||
                }
 | 
			
		||||
            }, 9000);
 | 
			
		||||
        }
 | 
			
		||||
        return null;
 | 
			
		||||
    }
 | 
			
		||||
@@ -102,11 +111,6 @@ private void handleShipDestroy(Node shipNode) {
 | 
			
		||||
        shipNode.getParent().detachChild(shipNode);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private Vector3f mapToWorldCord(int x, int y){
 | 
			
		||||
        return new Vector3f(y+0.5f, 0, x+0.5f);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a cylinder geometry representing the specified shot.
 | 
			
		||||
     * The appearance of the cylinder depends on whether the shot is a hit or a miss.
 | 
			
		||||
@@ -145,11 +149,31 @@ public Spatial visit(Battleship ship) {
 | 
			
		||||
        final float x = 0.5f * (ship.getMinY() + ship.getMaxY() + 1f);
 | 
			
		||||
        final float z = 0.5f * (ship.getMinX() + ship.getMaxX() + 1f);
 | 
			
		||||
        node.setLocalTranslation(x, 0f, z);
 | 
			
		||||
        node.addControl(new ShipMovementControl(ship));
 | 
			
		||||
        node.addControl(new ShipEffectControl(node, ship, app));
 | 
			
		||||
        node.addControl(new ShipControl(ship, node, app.getEffectHandler()));
 | 
			
		||||
        return node;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates and returns a 3D model representation of the given {@code Shell} object
 | 
			
		||||
     * for visualization in the game.
 | 
			
		||||
     *
 | 
			
		||||
     * @param shell The {@code Shell} object to be visualized.
 | 
			
		||||
     * @return A {@code Spatial} object representing the 3D model of the shell.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public Spatial visit(Shell shell) {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel("Models/Shell/shell.j3o");
 | 
			
		||||
        model.setLocalScale(.05f);
 | 
			
		||||
        model.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), LIGHTING);
 | 
			
		||||
        mat.setTexture("DiffuseMap", app.getAssetManager().loadTexture("Models/Shell/shell_color.png"));
 | 
			
		||||
        mat.setReceivesShadows(true);
 | 
			
		||||
        model.setMaterial(mat);
 | 
			
		||||
 | 
			
		||||
        model.addControl(new ShellControl(shell));
 | 
			
		||||
        return model;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates the appropriate graphical representation of the specified battleship.
 | 
			
		||||
     * The representation is either a detailed model or a simple box based on the length of the ship.
 | 
			
		||||
@@ -221,7 +245,7 @@ private Spatial createBattleship(Battleship ship, ShipModel shipModel) {
 | 
			
		||||
 | 
			
		||||
        String colorPath = shipModel.getColorPath();
 | 
			
		||||
        String bumpPath = shipModel.getBumpPath();
 | 
			
		||||
        if (colorPath != null) mat.setTexture("DiffuseMap",app.getAssetManager().loadTexture(colorPath));
 | 
			
		||||
        if (colorPath != null) mat.setTexture("DiffuseMap", app.getAssetManager().loadTexture(colorPath));
 | 
			
		||||
        if (bumpPath != null) mat.setTexture("NormalMap", app.getAssetManager().loadTexture(bumpPath));
 | 
			
		||||
 | 
			
		||||
        mat.setReceivesShadows(true);
 | 
			
		||||
 
 | 
			
		||||
@@ -0,0 +1,49 @@
 | 
			
		||||
package pp.battleship.client.gui;
 | 
			
		||||
 | 
			
		||||
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.Shell;
 | 
			
		||||
import pp.util.Position;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Controls the 2D representation of a {@code Shell} in the game, updating its position
 | 
			
		||||
 * based on the shell's current state in the game model. The {@code Shell2DControl} class
 | 
			
		||||
 * is responsible for translating the shell's 3D position to a 2D view position within
 | 
			
		||||
 * the game's map view.
 | 
			
		||||
 */
 | 
			
		||||
public class Shell2DControl extends AbstractControl {
 | 
			
		||||
    private final Shell shell;
 | 
			
		||||
    private final MapView view;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new {@code Shell2DControl} to manage the 2D visualization of the given {@code Shell}.
 | 
			
		||||
     *
 | 
			
		||||
     * @param view  The {@code MapView} used to get information about the map to display.
 | 
			
		||||
     * @param shell The {@code Shell} being visualized.
 | 
			
		||||
     */
 | 
			
		||||
    public Shell2DControl(MapView view, Shell shell){
 | 
			
		||||
        this.shell = shell;
 | 
			
		||||
        this.view = view;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the position of the shell's 2D representation based on the shell's current
 | 
			
		||||
     * 3D position in the game model. The position is mapped from model space to view space
 | 
			
		||||
     * coordinates and translated to the appropriate location within the {@code MapView}.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf Time per frame, representing the time elapsed since the last frame.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlUpdate(float tpf) {
 | 
			
		||||
        Vector3f shellPos = shell.getPosition();
 | 
			
		||||
        Position viewPos = view.modelToView(shellPos.x, shellPos.z);
 | 
			
		||||
        spatial.setLocalTranslation(viewPos.getX() + MapView.FIELD_SIZE / 2, viewPos.getY() + MapView.FIELD_SIZE / 2, 0);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlRender(RenderManager rm, ViewPort vp) {
 | 
			
		||||
        // No rendering-specific behavior required for this control
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,51 @@
 | 
			
		||||
package pp.battleship.client.gui;
 | 
			
		||||
 | 
			
		||||
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.Shell;
 | 
			
		||||
 | 
			
		||||
import static pp.JmeUtil.mapToWorldCord;
 | 
			
		||||
import static pp.util.FloatMath.PI;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Controls the 3D representation of a {@code Shell} in the game, updating its position
 | 
			
		||||
 * and rotation based on the shell's current state in the game model. The {@code ShellControl}
 | 
			
		||||
 * class ensures that the spatial associated with the shell is positioned and oriented correctly
 | 
			
		||||
 * within the world.
 | 
			
		||||
 */
 | 
			
		||||
public class ShellControl extends AbstractControl {
 | 
			
		||||
    private final Shell shell;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new {@code ShellControl} to manage the 3D visualization of the given {@code Shell}.
 | 
			
		||||
     *
 | 
			
		||||
     * @param shell The {@code Shell} being visualized and controlled.
 | 
			
		||||
     */
 | 
			
		||||
    public ShellControl(Shell shell){
 | 
			
		||||
        super();
 | 
			
		||||
        this.shell = shell;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the 3D position and rotation of the shell based on its current state.
 | 
			
		||||
     * Converts map coordinates to world coordinates and applies the shell's orientation.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf Time per frame, representing the elapsed time since the last update.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlUpdate(float tpf) {
 | 
			
		||||
        Vector3f pos = shell.getPosition();
 | 
			
		||||
        Vector3f fixed = mapToWorldCord(pos.x, pos.z);
 | 
			
		||||
        fixed.setY(pos.y);
 | 
			
		||||
        spatial.setLocalTranslation(fixed);
 | 
			
		||||
        spatial.setLocalRotation(shell.getRotation());
 | 
			
		||||
        spatial.rotate(PI/2,0,0);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlRender(RenderManager rm, ViewPort vp) {
 | 
			
		||||
        // No rendering-specific behavior required for this control
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,161 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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.Node;
 | 
			
		||||
import com.jme3.scene.control.AbstractControl;
 | 
			
		||||
import pp.battleship.client.EffectHandler;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
import pp.battleship.model.Shot;
 | 
			
		||||
 | 
			
		||||
import java.util.Timer;
 | 
			
		||||
import java.util.TimerTask;
 | 
			
		||||
 | 
			
		||||
import static pp.JmeUtil.mapToWorldCord;
 | 
			
		||||
import static pp.util.FloatMath.DEG_TO_RAD;
 | 
			
		||||
import static pp.util.FloatMath.TWO_PI;
 | 
			
		||||
import static pp.util.FloatMath.sin;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Controls the pitch oscillation and sinking behavior of a {@code Battleship} model in the game.
 | 
			
		||||
 * The ship tilts back and forth to simulate movement on water, and can also be animated to sink
 | 
			
		||||
 * when destroyed.
 | 
			
		||||
 */
 | 
			
		||||
class ShipControl extends AbstractControl {
 | 
			
		||||
    private static final float SINK_SPEED = 0.04f;
 | 
			
		||||
    private static final float SINK_ROT_SPEED = 0.1f;
 | 
			
		||||
 | 
			
		||||
    // The axis of rotation for the ship's pitch (tilting).
 | 
			
		||||
    private final Vector3f axis;
 | 
			
		||||
 | 
			
		||||
    // The duration of one oscillation cycle in seconds.
 | 
			
		||||
    private final float cycle;
 | 
			
		||||
 | 
			
		||||
    // The amplitude of the pitch oscillation in radians.
 | 
			
		||||
    private final float amplitude;
 | 
			
		||||
 | 
			
		||||
    // Quaternion representing the ship's pitch rotation.
 | 
			
		||||
    private final Quaternion pitch = new Quaternion();
 | 
			
		||||
 | 
			
		||||
    // The current time within the oscillation cycle.
 | 
			
		||||
    private float time;
 | 
			
		||||
 | 
			
		||||
    // Flag indicating if the ship is sinking.
 | 
			
		||||
    private boolean sinking;
 | 
			
		||||
 | 
			
		||||
    // The battleship being controlled.
 | 
			
		||||
    private final Battleship battleship;
 | 
			
		||||
 | 
			
		||||
    // Node representing the ship in the scene graph.
 | 
			
		||||
    private final Node shipNode;
 | 
			
		||||
 | 
			
		||||
    // Handles visual effects for the ship.
 | 
			
		||||
    private final EffectHandler effectHandler;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new {@code ShipControl} instance to manage the effects for a specified {@code Battleship}.
 | 
			
		||||
     * The ship's orientation determines the axis of rotation, and its length affects the oscillation cycle
 | 
			
		||||
     * and amplitude.
 | 
			
		||||
     *
 | 
			
		||||
     * @param battleship    The {@code Battleship} being controlled.
 | 
			
		||||
     * @param shipNode      The scene graph node representing the ship.
 | 
			
		||||
     * @param effectHandler The {@code EffectHandler} for creating visual effects.
 | 
			
		||||
     */
 | 
			
		||||
    public ShipControl(Battleship battleship, Node shipNode, EffectHandler effectHandler) {
 | 
			
		||||
        this.battleship = battleship;
 | 
			
		||||
        this.shipNode = shipNode;
 | 
			
		||||
        this.effectHandler = effectHandler;
 | 
			
		||||
 | 
			
		||||
        sinking = false;
 | 
			
		||||
        // Determine the axis of rotation based on the ship's orientation.
 | 
			
		||||
        axis = switch (battleship.getRot()) {
 | 
			
		||||
            case LEFT, RIGHT -> Vector3f.UNIT_X;
 | 
			
		||||
            case UP, DOWN -> Vector3f.UNIT_Z;
 | 
			
		||||
        };
 | 
			
		||||
 | 
			
		||||
        // Set the cycle duration and amplitude based on the ship's length.
 | 
			
		||||
        cycle = battleship.getLength() * 2f;
 | 
			
		||||
        amplitude = 5f * DEG_TO_RAD / battleship.getLength();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the ship's motion. If the ship is sinking, it animates the sinking process.
 | 
			
		||||
     * Otherwise, it oscillates the ship to simulate wave motion.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf Time per frame, used to update the ship's motion.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlUpdate(float tpf) {
 | 
			
		||||
        if (sinking) {
 | 
			
		||||
            handleSinking(tpf);
 | 
			
		||||
        }
 | 
			
		||||
        else {
 | 
			
		||||
            handlePitch(tpf);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Handles the sinking animation.
 | 
			
		||||
    private void handleSinking(float tpf) {
 | 
			
		||||
        if (spatial == null) return;
 | 
			
		||||
 | 
			
		||||
        spatial.setLocalTranslation(spatial.getLocalTranslation().add(new Vector3f(0, -1, 0).mult(tpf * SINK_SPEED)));
 | 
			
		||||
        spatial.rotate(tpf * SINK_ROT_SPEED, 0, 0);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Handles the pitch oscillation to simulate wave movement.
 | 
			
		||||
    private void handlePitch(float tpf) {
 | 
			
		||||
        if (spatial == null) return;
 | 
			
		||||
 | 
			
		||||
        // Update time in the oscillation cycle.
 | 
			
		||||
        time = (time + tpf) % cycle;
 | 
			
		||||
 | 
			
		||||
        // Calculate the pitch angle.
 | 
			
		||||
        float angle = amplitude * sin(time * TWO_PI / cycle);
 | 
			
		||||
 | 
			
		||||
        // Update pitch rotation.
 | 
			
		||||
        pitch.fromAngleAxis(angle, axis);
 | 
			
		||||
 | 
			
		||||
        // Apply rotation to the spatial.
 | 
			
		||||
        spatial.setLocalRotation(pitch);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlRender(RenderManager rm, ViewPort vp) {
 | 
			
		||||
        // No rendering-specific behavior required.
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initiates the ship's sinking animation and schedules its destruction.
 | 
			
		||||
     */
 | 
			
		||||
    public void destroyed() {
 | 
			
		||||
        sinking = true;
 | 
			
		||||
        shipNode.attachChild(effectHandler.debrisSplash(shipNode.getLocalTranslation()));
 | 
			
		||||
        new Timer().schedule(new TimerTask() {
 | 
			
		||||
            @Override
 | 
			
		||||
            public void run() {
 | 
			
		||||
                effectHandler.destroyShip(battleship);
 | 
			
		||||
            }
 | 
			
		||||
        }, 4000);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Triggers an effect when the ship is hit by a shot, creating a fire effect at the impact location.
 | 
			
		||||
     *
 | 
			
		||||
     * @param shot The shot that hit the ship.
 | 
			
		||||
     */
 | 
			
		||||
    public void hit(Shot shot) {
 | 
			
		||||
        Vector3f shipNodePos = shipNode.getLocalTranslation();
 | 
			
		||||
        Vector3f shotWorld = mapToWorldCord(shot.getX(), shot.getY());
 | 
			
		||||
        Vector3f firePos = shotWorld.subtract(shipNodePos);
 | 
			
		||||
        shipNode.attachChild(effectHandler.createFire(firePos, battleship));
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -1,55 +0,0 @@
 | 
			
		||||
package pp.battleship.client.gui;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.renderer.RenderManager;
 | 
			
		||||
import com.jme3.renderer.ViewPort;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.scene.control.AbstractControl;
 | 
			
		||||
import pp.battleship.client.BattleshipApp;
 | 
			
		||||
import pp.battleship.client.EffectHandler;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
import pp.battleship.model.Shot;
 | 
			
		||||
 | 
			
		||||
public class ShipEffectControl extends AbstractControl {
 | 
			
		||||
    private final Node shipNode;
 | 
			
		||||
    private final Battleship battleship;
 | 
			
		||||
    private final BattleshipApp app;
 | 
			
		||||
 | 
			
		||||
    public ShipEffectControl(Node node, Battleship battleship, BattleshipApp app){
 | 
			
		||||
        this.shipNode = node;
 | 
			
		||||
        this.battleship = battleship;
 | 
			
		||||
        this.app = app;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlUpdate(float tpf) {
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlRender(RenderManager rm, ViewPort vp) {
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void hit(Shot shot){
 | 
			
		||||
        Vector3f shipNodePos = shipNode.getLocalTranslation();
 | 
			
		||||
        Vector3f shotWorld = mapToWorldCord(shot.getX(),shot.getY());
 | 
			
		||||
        Vector3f firePos = shotWorld.subtract(shipNodePos);
 | 
			
		||||
        shipNode.attachChild(app.getEffectHandler().createFire(firePos, battleship));
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private Vector3f mapToWorldCord(int x, int y){
 | 
			
		||||
        return new Vector3f(y+0.5f, 0, x+0.5f);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void destroyed() {
 | 
			
		||||
        shipNode.attachChild(app.getEffectHandler().debrisSplash(shipNode.getLocalTranslation()));
 | 
			
		||||
        app.setTimer(4,this::stopEffects);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void stopEffects(){
 | 
			
		||||
        app.getEffectHandler().destroyShip(battleship);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -7,10 +7,10 @@
 | 
			
		||||
 * Each ship model has a corresponding 3D model path, scale, translation, color texture, and optional bump texture.
 | 
			
		||||
 */
 | 
			
		||||
public enum ShipModel {
 | 
			
		||||
    SHIP1("Models/Ships/1/ship1.j3o",0.15f, new Vector3f(0f, 0f, 0f), "Models/Ships/1/ship1_color.png", null),
 | 
			
		||||
    SHIP2("Models/Ships/2/ship2.j3o",0.03f, new Vector3f(0f, 0.2f, 0f), "Models/Ships/2/ship2.jpg", null),
 | 
			
		||||
    SHIP3("Models/Ships/3/ship3.j3o",0.47f, new Vector3f(0f, -0.2f, 0f), "Models/Ships/3/ship3_color.jpg", null),
 | 
			
		||||
    SHIP4("Models/Ships/4/ship4.j3o",1.48f, new Vector3f(0f, 0f, 0f), "Models/Ships/4/ship4_color.jpg", "Models/Ships/4/ship4_bump.jpg");
 | 
			
		||||
    SHIP1("Models/Ships/1/ship1.j3o", 0.15f, new Vector3f(0f, 0f, 0f), "Models/Ships/1/ship1_color.png", null),
 | 
			
		||||
    SHIP2("Models/Ships/2/ship2.j3o", 0.03f, new Vector3f(0f, 0.2f, 0f), "Models/Ships/2/ship2.jpg", null),
 | 
			
		||||
    SHIP3("Models/Ships/3/ship3.j3o", 0.47f, new Vector3f(0f, -0.2f, 0f), "Models/Ships/3/ship3_color.jpg", null),
 | 
			
		||||
    SHIP4("Models/Ships/4/ship4.j3o", 1.48f, new Vector3f(0f, 0f, 0f), "Models/Ships/4/ship4_color.jpg", "Models/Ships/4/ship4_bump.jpg");
 | 
			
		||||
 | 
			
		||||
    private final String modelPath;
 | 
			
		||||
    private final float modelScale;
 | 
			
		||||
@@ -27,7 +27,7 @@ public enum ShipModel {
 | 
			
		||||
     * @param colorPath   the path to the color texture of the model
 | 
			
		||||
     * @param bumpPath    the optional path to the bump texture of the model (may be null)
 | 
			
		||||
     */
 | 
			
		||||
    ShipModel(String modelPath, float modelScale, Vector3f translation, String colorPath, String bumpPath){
 | 
			
		||||
    ShipModel(String modelPath, float modelScale, Vector3f translation, String colorPath, String bumpPath) {
 | 
			
		||||
        this.modelPath = modelPath;
 | 
			
		||||
        this.modelScale = modelScale;
 | 
			
		||||
        this.translation = translation;
 | 
			
		||||
 
 | 
			
		||||
@@ -1,128 +0,0 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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 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 ShipMovementControl extends AbstractControl {
 | 
			
		||||
    private final float sinkingSpeed = 0.04f;
 | 
			
		||||
    private final float sinkRotSpeed = 0.1f;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 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 boolean sinking;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new ShipMovementControl 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 ship the Battleship object to control
 | 
			
		||||
     */
 | 
			
		||||
    public ShipMovementControl(Battleship ship) {
 | 
			
		||||
        sinking = false;
 | 
			
		||||
        // Determine the axis of rotation based on the ship's orientation
 | 
			
		||||
        axis = switch (ship.getRot()) {
 | 
			
		||||
            case LEFT, RIGHT -> Vector3f.UNIT_X;
 | 
			
		||||
            case UP, DOWN -> Vector3f.UNIT_Z;
 | 
			
		||||
        };
 | 
			
		||||
 | 
			
		||||
        // Set the cycle duration and amplitude based on the ship's length
 | 
			
		||||
        cycle = ship.getLength() * 2f;
 | 
			
		||||
        amplitude = 5f * DEG_TO_RAD / ship.getLength();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 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(sinking) handleSinking(tpf);
 | 
			
		||||
        else handlePitch(tpf);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void handleSinking(float tpf) {
 | 
			
		||||
        if (spatial == null) return;
 | 
			
		||||
 | 
			
		||||
        spatial.setLocalTranslation(spatial.getLocalTranslation().add(new Vector3f(0,-1,0).mult(tpf * sinkingSpeed)));
 | 
			
		||||
        spatial.rotate(tpf * sinkRotSpeed, 0, 0);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void handlePitch(float tpf){
 | 
			
		||||
        // If spatial is null, do nothing
 | 
			
		||||
        if (spatial == null) return;
 | 
			
		||||
 | 
			
		||||
        // Update the time within the oscillation cycle
 | 
			
		||||
        time = (time + tpf) % cycle;
 | 
			
		||||
 | 
			
		||||
        // Calculate the current angle of the oscillation
 | 
			
		||||
        final float angle = amplitude * sin(time * TWO_PI / cycle);
 | 
			
		||||
 | 
			
		||||
        // Update the pitch Quaternion with the new angle
 | 
			
		||||
        pitch.fromAngleAxis(angle, axis);
 | 
			
		||||
 | 
			
		||||
        // Apply the pitch rotation to the spatial
 | 
			
		||||
        spatial.setLocalRotation(pitch);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 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
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void destroyed() {
 | 
			
		||||
        sinking = true;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
										
											Binary file not shown.
										
									
								
							
										
											Binary file not shown.
										
									
								
							| 
		 After Width: | Height: | Size: 43 KiB  | 
										
											Binary file not shown.
										
									
								
							@@ -41,7 +41,7 @@ public static void main(String[] args) {
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void simpleInitApp() {
 | 
			
		||||
        export("Models/4/ship4.obj", "ship4.j3o"); //NON-NLS
 | 
			
		||||
        export("shell.obj", "shell.j3o"); //NON-NLS
 | 
			
		||||
 | 
			
		||||
        stop();
 | 
			
		||||
    }
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										42
									
								
								Projekte/battleship/converter/src/main/resources/shell.mtl
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										42
									
								
								Projekte/battleship/converter/src/main/resources/shell.mtl
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,42 @@
 | 
			
		||||
# Blender 3.6.5 MTL File: 'untitled.blend'
 | 
			
		||||
# www.blender.org
 | 
			
		||||
 | 
			
		||||
newmtl base
 | 
			
		||||
Ns 467.358765
 | 
			
		||||
Ka 0.636364 0.636364 0.636364
 | 
			
		||||
Kd 0.000000 0.000000 0.000000
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.000000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 3
 | 
			
		||||
 | 
			
		||||
newmtl ring
 | 
			
		||||
Ns 467.358765
 | 
			
		||||
Ka 0.636364 0.636364 0.636364
 | 
			
		||||
Kd 0.031430 0.012811 0.000000
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.000000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 3
 | 
			
		||||
 | 
			
		||||
newmtl tip
 | 
			
		||||
Ns 467.358765
 | 
			
		||||
Ka 0.636364 0.636364 0.636364
 | 
			
		||||
Kd 0.032954 0.004269 0.000000
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.000000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 3
 | 
			
		||||
 | 
			
		||||
newmtl top
 | 
			
		||||
Ns 467.358765
 | 
			
		||||
Ka 0.636364 0.636364 0.636364
 | 
			
		||||
Kd 0.000489 0.006614 0.000950
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.000000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 3
 | 
			
		||||
							
								
								
									
										8628
									
								
								Projekte/battleship/converter/src/main/resources/shell.obj
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8628
									
								
								Projekte/battleship/converter/src/main/resources/shell.obj
									
									
									
									
									
										Normal file
									
								
							
										
											
												File diff suppressed because it is too large
												Load Diff
											
										
									
								
							@@ -9,8 +9,8 @@
 | 
			
		||||
 | 
			
		||||
import pp.battleship.message.client.ShootMessage;
 | 
			
		||||
import pp.battleship.message.server.EffectMessage;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
import pp.battleship.model.IntPoint;
 | 
			
		||||
import pp.battleship.model.Shell;
 | 
			
		||||
import pp.battleship.model.ShipMap;
 | 
			
		||||
import pp.battleship.notification.Sound;
 | 
			
		||||
 | 
			
		||||
@@ -30,6 +30,7 @@ class BattleState extends ClientState {
 | 
			
		||||
     */
 | 
			
		||||
    public BattleState(ClientGameLogic logic, boolean myTurn) {
 | 
			
		||||
        super(logic);
 | 
			
		||||
        System.out.println("battle state");
 | 
			
		||||
        this.myTurn = myTurn;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
@@ -54,18 +55,14 @@ else if (logic.getOpponentMap().isValid(pos))
 | 
			
		||||
    @Override
 | 
			
		||||
    public void receivedEffect(EffectMessage msg) {
 | 
			
		||||
        ClientGameLogic.LOGGER.log(Level.INFO, "report effect: {0}", msg); //NON-NLS
 | 
			
		||||
        playSound(msg);
 | 
			
		||||
 | 
			
		||||
        myTurn = msg.isMyTurn();
 | 
			
		||||
        logic.setInfoText(msg.getInfoTextKey());
 | 
			
		||||
        affectedMap(msg).add(msg.getShot());
 | 
			
		||||
        if (destroyedOpponentShip(msg))
 | 
			
		||||
            logic.getOpponentMap().add(msg.getDestroyedShip());
 | 
			
		||||
        if (msg.isGameOver()) {
 | 
			
		||||
            for(Battleship ship: msg.getRemainingOpponentShips()){
 | 
			
		||||
                logic.getOpponentMap().add(ship);
 | 
			
		||||
            }
 | 
			
		||||
            logic.setState(new GameOverState(logic));
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        Shell shell = new Shell(msg.getShot());
 | 
			
		||||
        affectedMap(msg).add(shell);
 | 
			
		||||
        logic.playSound(Sound.SHELL_FLYING);
 | 
			
		||||
        logic.setState(new ShootingState(logic, shell, myTurn, msg));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
@@ -77,29 +74,4 @@ public void receivedEffect(EffectMessage msg) {
 | 
			
		||||
    private ShipMap affectedMap(EffectMessage msg) {
 | 
			
		||||
        return msg.isOwnShot() ? logic.getOpponentMap() : logic.getOwnMap();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if the opponent's ship was destroyed by the player's shot.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the effect message received from the server
 | 
			
		||||
     * @return true if the shot destroyed an opponent's ship, false otherwise
 | 
			
		||||
     */
 | 
			
		||||
    private boolean destroyedOpponentShip(EffectMessage msg) {
 | 
			
		||||
        return msg.getDestroyedShip() != null && msg.isOwnShot();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Plays a sound based on the outcome of the shot. Different sounds are played for a miss, hit,
 | 
			
		||||
     * or destruction of a ship.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the effect message containing the result of the shot
 | 
			
		||||
     */
 | 
			
		||||
    private void playSound(EffectMessage msg) {
 | 
			
		||||
        if (!msg.getShot().isHit())
 | 
			
		||||
            logic.playSound(Sound.SPLASH);
 | 
			
		||||
        else if (msg.getDestroyedShip() == null)
 | 
			
		||||
            logic.playSound(Sound.EXPLOSION);
 | 
			
		||||
        else
 | 
			
		||||
            logic.playSound(Sound.DESTROYED_SHIP);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -0,0 +1,115 @@
 | 
			
		||||
package pp.battleship.game.client;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.message.client.AnimationFinishedMessage;
 | 
			
		||||
import pp.battleship.message.server.EffectMessage;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
import pp.battleship.model.Shell;
 | 
			
		||||
import pp.battleship.model.ShipMap;
 | 
			
		||||
import pp.battleship.notification.Sound;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents the shooting state of the game where a shell is fired at the opponent.
 | 
			
		||||
 */
 | 
			
		||||
public class ShootingState extends ClientState {
 | 
			
		||||
    private float shootValue;
 | 
			
		||||
    private final static float SHELL_SPEED = 0.3f;
 | 
			
		||||
    private final Shell shell;
 | 
			
		||||
    private final boolean myTurn;
 | 
			
		||||
    private final EffectMessage msg;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a shooting state with the specified game logic.
 | 
			
		||||
     *
 | 
			
		||||
     * @param logic  the game logic
 | 
			
		||||
     * @param shell  the shell being shot
 | 
			
		||||
     * @param myTurn indicates if it is the player's turn
 | 
			
		||||
     * @param msg    the effect message associated with the shooting action
 | 
			
		||||
     */
 | 
			
		||||
    public ShootingState(ClientGameLogic logic, Shell shell, boolean myTurn, EffectMessage msg) {
 | 
			
		||||
        super(logic);
 | 
			
		||||
        System.out.println("shooting state");
 | 
			
		||||
        this.msg = msg;
 | 
			
		||||
        this.myTurn = myTurn;
 | 
			
		||||
        this.shell = shell;
 | 
			
		||||
        this.shootValue = 0;
 | 
			
		||||
        shell.move(shootValue);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    public boolean showBattle() {
 | 
			
		||||
        return true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the shooting state by moving the shell based on the elapsed time.
 | 
			
		||||
     *
 | 
			
		||||
     * @param delta the time in seconds since the last update
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    void update(float delta) {
 | 
			
		||||
        super.update(delta);
 | 
			
		||||
        if (shootValue > 1) {
 | 
			
		||||
            endState();
 | 
			
		||||
        }
 | 
			
		||||
        else {
 | 
			
		||||
            shootValue += delta * SHELL_SPEED;
 | 
			
		||||
            shell.move(shootValue);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Ends the shooting state and processes the effects of the shot.
 | 
			
		||||
     */
 | 
			
		||||
    private void endState() {
 | 
			
		||||
        playSound(msg);
 | 
			
		||||
        affectedMap(msg).add(msg.getShot());
 | 
			
		||||
        affectedMap(msg).remove(shell);
 | 
			
		||||
 | 
			
		||||
        if (destroyedOpponentShip(msg))
 | 
			
		||||
            logic.getOpponentMap().add(msg.getDestroyedShip());
 | 
			
		||||
        if (msg.isGameOver()) {
 | 
			
		||||
            for (Battleship ship : msg.getRemainingOpponentShips()) {
 | 
			
		||||
                logic.getOpponentMap().add(ship);
 | 
			
		||||
            }
 | 
			
		||||
            logic.setState(new GameOverState(logic));
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
        logic.send(new AnimationFinishedMessage());
 | 
			
		||||
        logic.setState(new BattleState(logic, myTurn));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if an opponent's ship was destroyed by the shot.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the effect message containing the shot details
 | 
			
		||||
     * @return true if an opponent's ship was destroyed, false otherwise
 | 
			
		||||
     */
 | 
			
		||||
    private boolean destroyedOpponentShip(EffectMessage msg) {
 | 
			
		||||
        return msg.getDestroyedShip() != null && msg.isOwnShot();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Retrieves the affected map based on whether the shot was owned by the player or the opponent.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the effect message containing shot details
 | 
			
		||||
     * @return the ShipMap that was affected by the shot
 | 
			
		||||
     */
 | 
			
		||||
    private ShipMap affectedMap(EffectMessage msg) {
 | 
			
		||||
        return msg.isOwnShot() ? logic.getOpponentMap() : logic.getOwnMap();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Plays a sound based on the outcome of the shot. Different sounds are played for a miss, hit,
 | 
			
		||||
     * or destruction of a ship.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the effect message containing the result of the shot
 | 
			
		||||
     */
 | 
			
		||||
    private void playSound(EffectMessage msg) {
 | 
			
		||||
        if (!msg.getShot().isHit())
 | 
			
		||||
            logic.playSound(Sound.SPLASH);
 | 
			
		||||
        else if (msg.getDestroyedShip() == null)
 | 
			
		||||
            logic.playSound(Sound.EXPLOSION);
 | 
			
		||||
        else
 | 
			
		||||
            logic.playSound(Sound.DESTROYED_SHIP);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -8,6 +8,7 @@
 | 
			
		||||
package pp.battleship.game.server;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.BattleshipConfig;
 | 
			
		||||
import pp.battleship.message.client.AnimationFinishedMessage;
 | 
			
		||||
import pp.battleship.message.client.ClientInterpreter;
 | 
			
		||||
import pp.battleship.message.client.MapMessage;
 | 
			
		||||
import pp.battleship.message.client.ShootMessage;
 | 
			
		||||
@@ -38,6 +39,7 @@ public class ServerGameLogic implements ClientInterpreter {
 | 
			
		||||
    private final ServerSender serverSender;
 | 
			
		||||
    private Player activePlayer;
 | 
			
		||||
    private ServerState state = ServerState.WAIT;
 | 
			
		||||
    private Set<Player> waitPlayers = new HashSet<>();
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a ServerGameLogic with the specified sender and configuration.
 | 
			
		||||
@@ -142,17 +144,41 @@ public Player addPlayer(int id) {
 | 
			
		||||
    public void received(MapMessage msg, int from) {
 | 
			
		||||
        if (state != ServerState.SET_UP)
 | 
			
		||||
            LOGGER.log(Level.ERROR, "playerReady not allowed in {0}", state); //NON-NLS
 | 
			
		||||
        else{
 | 
			
		||||
            if(checkMap(msg.getShips())){
 | 
			
		||||
        else {
 | 
			
		||||
            if (checkMap(msg.getShips())) {
 | 
			
		||||
                playerReady(getPlayerById(from), msg.getShips());
 | 
			
		||||
            }
 | 
			
		||||
            else{
 | 
			
		||||
            else {
 | 
			
		||||
                LOGGER.log(Level.WARNING, "Invalid Map sent from player {0}", from); //NON-NLS
 | 
			
		||||
                send(players.get(from), new GameDetails(config));
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the reception of a AnimationFinishedMessage.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg  the received MapMessage
 | 
			
		||||
     * @param from the ID of the sender client
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void received(AnimationFinishedMessage msg, int from) {
 | 
			
		||||
        if (state != ServerState.ANIMATION) {
 | 
			
		||||
            LOGGER.log(Level.ERROR, "animation finished not allowed in {0}", state);
 | 
			
		||||
        }
 | 
			
		||||
        else {
 | 
			
		||||
            Player player = getPlayerById(from);
 | 
			
		||||
            if (!waitPlayers.add(player)) {
 | 
			
		||||
                LOGGER.log(Level.ERROR, "{0} already sent animation finished", player); //NON-NLS
 | 
			
		||||
                return;
 | 
			
		||||
            }
 | 
			
		||||
            if (waitPlayers.size() == 2) {
 | 
			
		||||
                waitPlayers = new HashSet<>();
 | 
			
		||||
                setState(ServerState.BATTLE);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Validates the placement of battleships on the map.
 | 
			
		||||
     * Ensures that:
 | 
			
		||||
@@ -165,18 +191,18 @@ public void received(MapMessage msg, int from) {
 | 
			
		||||
     * @param ships the list of {@link Battleship} objects to validate
 | 
			
		||||
     * @return {@code true} if all ships are placed correctly; {@code false} otherwise
 | 
			
		||||
     */
 | 
			
		||||
    private boolean checkMap(List<Battleship> ships){
 | 
			
		||||
    private boolean checkMap(List<Battleship> ships) {
 | 
			
		||||
        int numShips = config.getShipNums().values().stream().mapToInt(Integer::intValue).sum();
 | 
			
		||||
        if (numShips != ships.size()) return false;
 | 
			
		||||
 | 
			
		||||
        List<IntPoint> occupied = new ArrayList<>();
 | 
			
		||||
 | 
			
		||||
        for (Battleship battleship: ships){
 | 
			
		||||
        for (Battleship battleship : ships) {
 | 
			
		||||
            int x = battleship.getX();
 | 
			
		||||
            int y = battleship.getY();
 | 
			
		||||
            for(int i = 0; i < battleship.getLength(); i++){
 | 
			
		||||
                if(x >= 0 && x < config.getMapWidth() && y >= 0 && y < config.getMapHeight() && !occupied.contains(new IntPoint(x,y))){
 | 
			
		||||
                    occupied.add(new IntPoint(x,y));
 | 
			
		||||
            for (int i = 0; i < battleship.getLength(); i++) {
 | 
			
		||||
                if (x >= 0 && x < config.getMapWidth() && y >= 0 && y < config.getMapHeight() && !occupied.contains(new IntPoint(x, y))) {
 | 
			
		||||
                    occupied.add(new IntPoint(x, y));
 | 
			
		||||
                    x += battleship.getRot().dx();
 | 
			
		||||
                    y += battleship.getRot().dy();
 | 
			
		||||
                }
 | 
			
		||||
@@ -244,6 +270,7 @@ void shoot(Player p, IntPoint pos) {
 | 
			
		||||
                send(activePlayer, EffectMessage.won(pos, selectedShip));
 | 
			
		||||
                send(otherPlayer, EffectMessage.lost(pos, selectedShip, activePlayer.getMap().getRemainingShips()));
 | 
			
		||||
                setState(ServerState.GAME_OVER);
 | 
			
		||||
                return;
 | 
			
		||||
            }
 | 
			
		||||
            else if (selectedShip.isDestroyed()) {
 | 
			
		||||
                // ship has been destroyed, but game is not yet over
 | 
			
		||||
@@ -256,5 +283,6 @@ else if (selectedShip.isDestroyed()) {
 | 
			
		||||
                send(otherPlayer, EffectMessage.hit(false, pos));
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        setState(ServerState.ANIMATION);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -26,6 +26,11 @@ enum ServerState {
 | 
			
		||||
     */
 | 
			
		||||
    BATTLE,
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The server is waiting for all clients to finish the shoot animation.
 | 
			
		||||
     */
 | 
			
		||||
    ANIMATION,
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The game has ended because all the ships of one player have been destroyed.
 | 
			
		||||
     */
 | 
			
		||||
 
 | 
			
		||||
@@ -7,6 +7,7 @@
 | 
			
		||||
 | 
			
		||||
package pp.battleship.game.singlemode;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.message.client.AnimationFinishedMessage;
 | 
			
		||||
import pp.battleship.message.client.ClientInterpreter;
 | 
			
		||||
import pp.battleship.message.client.ClientMessage;
 | 
			
		||||
import pp.battleship.message.client.MapMessage;
 | 
			
		||||
@@ -63,6 +64,11 @@ public void received(MapMessage msg, int from) {
 | 
			
		||||
        copiedMessage = new MapMessage(msg.getShips().stream().map(Copycat::copy).toList());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    public void received(AnimationFinishedMessage msg, int from) {
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a copy of the provided {@link Battleship}.
 | 
			
		||||
     *
 | 
			
		||||
 
 | 
			
		||||
@@ -0,0 +1,24 @@
 | 
			
		||||
package pp.battleship.message.client;
 | 
			
		||||
 | 
			
		||||
import com.jme3.network.serializing.Serializable;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents a message indicating that an animation has finished on the client side.
 | 
			
		||||
 */
 | 
			
		||||
@Serializable
 | 
			
		||||
public class AnimationFinishedMessage extends ClientMessage {
 | 
			
		||||
    public AnimationFinishedMessage() {
 | 
			
		||||
        super();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Accepts a visitor to process this message.
 | 
			
		||||
     *
 | 
			
		||||
     * @param interpreter the visitor to process this message
 | 
			
		||||
     * @param from        the connection ID from which the message was received
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void accept(ClientInterpreter interpreter, int from) {
 | 
			
		||||
        interpreter.received(this, from);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -26,4 +26,12 @@ public interface ClientInterpreter {
 | 
			
		||||
     * @param from the connection ID from which the message was received
 | 
			
		||||
     */
 | 
			
		||||
    void received(MapMessage msg, int from);
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Processes a received AnimationFinishedMessage.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg  the MapMessage to be processed
 | 
			
		||||
     * @param from the connection ID from which the message was received
 | 
			
		||||
     */
 | 
			
		||||
    void received(AnimationFinishedMessage msg, int from);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -0,0 +1,125 @@
 | 
			
		||||
package pp.battleship.model;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Quaternion;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * The {@code Shell} class represents a projectile fired by a ship in the Battleship game.
 | 
			
		||||
 * It models the position and rotation of the projectile and allows for its movement along
 | 
			
		||||
 * a Bezier curve.
 | 
			
		||||
 */
 | 
			
		||||
public class Shell implements Item {
 | 
			
		||||
    /**
 | 
			
		||||
     * Initial position of the shell
 | 
			
		||||
     */
 | 
			
		||||
    private final static Vector3f INIT_POS = new Vector3f(-3, 7, -3);
 | 
			
		||||
    /**
 | 
			
		||||
     * The overshot difference vector used to get a shallower flight path
 | 
			
		||||
     */
 | 
			
		||||
    private final static Vector3f OVER_SHOT_DIFF = new Vector3f(-1, -1, -1);
 | 
			
		||||
    // Target shot position
 | 
			
		||||
    private final Vector3f shotPosition;
 | 
			
		||||
    // Position on top of shotPosition used for Bezier curve
 | 
			
		||||
    private final Vector3f overShotPosition;
 | 
			
		||||
    // Current position of the shell
 | 
			
		||||
    private Vector3f position;
 | 
			
		||||
    // Current rotation of the shell
 | 
			
		||||
    private final Quaternion rotation;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new {@code Shell} object using the given {@code Shot} target.
 | 
			
		||||
     * The initial position, target position, and overshot position are calculated.
 | 
			
		||||
     *
 | 
			
		||||
     * @param shot The target {@code Shot} object containing the destination coordinates.
 | 
			
		||||
     */
 | 
			
		||||
    public Shell(Shot shot) {
 | 
			
		||||
        this.shotPosition = new Vector3f(shot.getX(), 0, shot.getY());
 | 
			
		||||
        this.overShotPosition = new Vector3f(shotPosition.x, INIT_POS.y, shotPosition.z).add(OVER_SHOT_DIFF);
 | 
			
		||||
        this.position = INIT_POS;
 | 
			
		||||
        this.rotation = new Quaternion();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the current position of the shell.
 | 
			
		||||
     *
 | 
			
		||||
     * @return The current position as a {@code Vector3f}.
 | 
			
		||||
     */
 | 
			
		||||
    public Vector3f getPosition() {
 | 
			
		||||
        return this.position;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the current rotation of the shell.
 | 
			
		||||
     *
 | 
			
		||||
     * @return The current rotation as a {@code Quaternion}.
 | 
			
		||||
     */
 | 
			
		||||
    public Quaternion getRotation() {
 | 
			
		||||
        return this.rotation;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Moves the shell along a Bezier curve based on the given time factor {@code t}.
 | 
			
		||||
     * The position and rotation of the shell are updated.
 | 
			
		||||
     *
 | 
			
		||||
     * @param t The time factor between 0 and 1, representing the progress of the shell's flight.
 | 
			
		||||
     */
 | 
			
		||||
    public void move(float t) {
 | 
			
		||||
        if (t > 1f) t = 1f;
 | 
			
		||||
        Vector3f newPosition = bezInt(INIT_POS, overShotPosition, shotPosition, t);
 | 
			
		||||
        updateRotation(position, newPosition);
 | 
			
		||||
        this.position = newPosition;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Performs a quadratic Bezier interpolation between three points based on the time factor {@code t}.
 | 
			
		||||
     *
 | 
			
		||||
     * @param p1 The start position.
 | 
			
		||||
     * @param p2 The overshot position.
 | 
			
		||||
     * @param p3 The target position.
 | 
			
		||||
     * @param t  The time factor for interpolation.
 | 
			
		||||
     * @return The interpolated position as a {@code Vector3f}.
 | 
			
		||||
     */
 | 
			
		||||
    private Vector3f bezInt(Vector3f p1, Vector3f p2, Vector3f p3, float t) {
 | 
			
		||||
        Vector3f inA = linInt(p1, p2, t);
 | 
			
		||||
        Vector3f inB = linInt(p2, p3, t);
 | 
			
		||||
        return linInt(inA, inB, t);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Performs linear interpolation between two points {@code p1} and {@code p2} based on the time factor {@code t}.
 | 
			
		||||
     *
 | 
			
		||||
     * @param p1 The start position.
 | 
			
		||||
     * @param p2 The end position.
 | 
			
		||||
     * @param t  The time factor for interpolation.
 | 
			
		||||
     * @return The interpolated position as a {@code Vector3f}.
 | 
			
		||||
     */
 | 
			
		||||
    private Vector3f linInt(Vector3f p1, Vector3f p2, float t) {
 | 
			
		||||
        float x = p1.getX() + t * (p2.getX() - p1.getX());
 | 
			
		||||
        float y = p1.getY() + t * (p2.getY() - p1.getY());
 | 
			
		||||
        float z = p1.getZ() + t * (p2.getZ() - p1.getZ());
 | 
			
		||||
        return new Vector3f(x, y, z);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the rotation of the shell to face the new position along its flight path.
 | 
			
		||||
     *
 | 
			
		||||
     * @param oldPos The previous position of the shell.
 | 
			
		||||
     * @param newPos The new position of the shell.
 | 
			
		||||
     */
 | 
			
		||||
    private void updateRotation(Vector3f oldPos, Vector3f newPos) {
 | 
			
		||||
        Vector3f direction = newPos.subtract(oldPos).normalize();
 | 
			
		||||
        if (direction.lengthSquared() > 0) {
 | 
			
		||||
            this.rotation.lookAt(direction, Vector3f.UNIT_Y);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    public <T> T accept(Visitor<T> visitor) {
 | 
			
		||||
        return visitor.visit(this);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    public void accept(VoidVisitor visitor) {
 | 
			
		||||
        visitor.visit(this);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -91,6 +91,15 @@ public void add(Shot shot) {
 | 
			
		||||
        addItem(shot);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Registers a shot on the map and triggers an item addition event.
 | 
			
		||||
     *
 | 
			
		||||
     * @param shell the shell to be registered on the map
 | 
			
		||||
     */
 | 
			
		||||
    public void add(Shell shell) {
 | 
			
		||||
        addItem(shell);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Removes an item from the map and triggers an item removal event.
 | 
			
		||||
     *
 | 
			
		||||
 
 | 
			
		||||
@@ -28,4 +28,12 @@ public interface Visitor<T> {
 | 
			
		||||
     * @return the result of visiting the Battleship element
 | 
			
		||||
     */
 | 
			
		||||
    T visit(Battleship ship);
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Visits a Shell element.
 | 
			
		||||
     *
 | 
			
		||||
     * @param shell the Battleship element to visit
 | 
			
		||||
     * @return the result of visiting the Battleship element
 | 
			
		||||
     */
 | 
			
		||||
    T visit(Shell shell);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -25,4 +25,11 @@ public interface VoidVisitor {
 | 
			
		||||
     * @param ship the Battleship element to visit
 | 
			
		||||
     */
 | 
			
		||||
    void visit(Battleship ship);
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Visits a Shell element.
 | 
			
		||||
     *
 | 
			
		||||
     * @param shell the Battleship element to visit
 | 
			
		||||
     */
 | 
			
		||||
    void visit(Shell shell);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -22,5 +22,9 @@ public enum Sound {
 | 
			
		||||
    /**
 | 
			
		||||
     * Sound of a ship being destroyed.
 | 
			
		||||
     */
 | 
			
		||||
    DESTROYED_SHIP
 | 
			
		||||
    DESTROYED_SHIP,
 | 
			
		||||
    /**
 | 
			
		||||
     * Sound of a shell in flight.
 | 
			
		||||
     */
 | 
			
		||||
    SHELL_FLYING
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -18,6 +18,7 @@
 | 
			
		||||
import pp.battleship.game.server.Player;
 | 
			
		||||
import pp.battleship.game.server.ServerGameLogic;
 | 
			
		||||
import pp.battleship.game.server.ServerSender;
 | 
			
		||||
import pp.battleship.message.client.AnimationFinishedMessage;
 | 
			
		||||
import pp.battleship.message.client.ClientMessage;
 | 
			
		||||
import pp.battleship.message.client.MapMessage;
 | 
			
		||||
import pp.battleship.message.client.ShootMessage;
 | 
			
		||||
@@ -115,6 +116,7 @@ private void initializeSerializables() {
 | 
			
		||||
        Serializer.registerClass(MapMessage.class);
 | 
			
		||||
        Serializer.registerClass(ShootMessage.class);
 | 
			
		||||
        Serializer.registerClass(EffectMessage.class);
 | 
			
		||||
        Serializer.registerClass(AnimationFinishedMessage.class);
 | 
			
		||||
        Serializer.registerClass(Battleship.class);
 | 
			
		||||
        Serializer.registerClass(IntPoint.class);
 | 
			
		||||
        Serializer.registerClass(Shot.class);
 | 
			
		||||
@@ -123,6 +125,7 @@ private void initializeSerializables() {
 | 
			
		||||
    private void registerListeners() {
 | 
			
		||||
        myServer.addMessageListener(this, MapMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, ShootMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, AnimationFinishedMessage.class);
 | 
			
		||||
        myServer.addConnectionListener(this);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -7,14 +7,6 @@
 | 
			
		||||
 | 
			
		||||
package pp.util;
 | 
			
		||||
 | 
			
		||||
//import com.jme3.app.Application;
 | 
			
		||||
//import com.jme3.asset.AssetLoadException;
 | 
			
		||||
//import com.jme3.asset.AssetNotFoundException;
 | 
			
		||||
//import com.jme3.audio.AudioData;
 | 
			
		||||
//import com.jme3.audio.AudioNode;
 | 
			
		||||
 | 
			
		||||
import java.lang.System.Logger;
 | 
			
		||||
//import java.lang.System.Logger.Level;
 | 
			
		||||
import java.util.ArrayList;
 | 
			
		||||
import java.util.Collections;
 | 
			
		||||
import java.util.HashSet;
 | 
			
		||||
 
 | 
			
		||||
@@ -5,13 +5,14 @@
 | 
			
		||||
import com.jme3.asset.AssetNotFoundException;
 | 
			
		||||
import com.jme3.audio.AudioData;
 | 
			
		||||
import com.jme3.audio.AudioNode;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import pp.util.Util;
 | 
			
		||||
 | 
			
		||||
import java.lang.System.Logger;
 | 
			
		||||
import java.lang.System.Logger.Level;
 | 
			
		||||
 | 
			
		||||
public class JmeUtil {
 | 
			
		||||
    private JmeUtil(){ /* Do not initialize */ }
 | 
			
		||||
    private JmeUtil() { /* Do not initialize */ }
 | 
			
		||||
 | 
			
		||||
    private static final Logger LOGGER = System.getLogger(Util.class.getName());
 | 
			
		||||
 | 
			
		||||
@@ -34,4 +35,8 @@ public static AudioNode loadSound(Application app, String name) {
 | 
			
		||||
        }
 | 
			
		||||
        return null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public static Vector3f mapToWorldCord(float x, float y) {
 | 
			
		||||
        return new Vector3f(y + 0.5f, 0, x + 0.5f);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user