finished ex. 13 + cleanup

This commit is contained in:
Cedric Beck
2024-10-12 15:34:45 +02:00
parent 4492843ca1
commit 9b85030050
40 changed files with 9569 additions and 437 deletions

View File

@@ -9,7 +9,7 @@
#
# Specifies the map used by the opponent in single mode.
# Single mode is activated if this property is set.
map.opponent=maps/map2.json
#map.opponent=maps/map2.json
#
# Specifies the map used by the player in single mode.
# The player must define their own map if this property is not set.

View File

@@ -40,9 +40,6 @@
import java.io.IOException;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.ArrayList;
import java.util.Iterator;
import java.util.List;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.logging.LogManager;
@@ -281,9 +278,7 @@ private void setupStates() {
* Attaches the game sound state and sets its initial enabled state.
*/
private void attachGameMusic() {
//TODO: start volume
final GameMusic gameMusic = new GameMusic();
logic.addListener(gameMusic);
gameMusic.setEnabled(GameMusic.enabledInPreferences());
stateManager.attach(gameMusic);
}
@@ -309,19 +304,6 @@ public void simpleUpdate(float tpf) {
super.simpleUpdate(tpf);
dialogManager.update(tpf);
logic.update(tpf);
handleTimers(tpf);
}
private void handleTimers(float tpf) {
Iterator<Timer> iter = timerList.iterator();
while (iter.hasNext()) {
Timer next = iter.next();
next.update(tpf);
if (next.isFinished()){
iter.remove();
}
}
}
/**
@@ -458,13 +440,7 @@ void errorDialog(String errorMessage) {
.open();
}
public EffectHandler getEffectHandler(){
public EffectHandler getEffectHandler() {
return effectHandler;
}
private final List<Timer> timerList = new ArrayList<>();
public void setTimer(float time, Runnable runnable){
timerList.add(new Timer(time, runnable));
}
}

View File

@@ -1,140 +1,197 @@
package pp.battleship.client;
import com.jme3.app.Application;
import com.jme3.effect.ParticleEmitter;
import com.jme3.effect.ParticleMesh;
import com.jme3.effect.influencers.RadialParticleInfluencer;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import pp.battleship.model.Battleship;
import pp.battleship.model.IntPoint;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.Timer;
import java.util.TimerTask;
/**
* EffectHandler manages the creation and manipulation of particle effects in the Battleship application.
*/
public class EffectHandler {
private BattleshipApp app;
private Map<Battleship, List<ParticleEmitter>> effects;
private final BattleshipApp app;
private final Map<Battleship, List<ParticleEmitter>> effects;
public EffectHandler(BattleshipApp app){
/**
* Constructs an EffectHandler with the specified BattleshipApp instance.
*
* @param app the BattleshipApp instance
*/
public EffectHandler(BattleshipApp app) {
this.app = app;
effects = new HashMap<>();
}
public Node createFire(Vector3f point, Battleship ship){
/**
* Creates a fire effect at the specified position for the given Battleship.
*
* @param point the position where the fire effect will be created
* @param ship the Battleship associated with the fire effect
* @return a Node containing the fire effect
*/
public Node createFire(Vector3f point, Battleship ship) {
Node parent = new Node();
parent.setLocalTranslation(point);
ParticleEmitter fire = new ParticleEmitter("Emitter", ParticleMesh.Type.Triangle, 50);
Material matRed = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
matRed.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/flame.png"));
fire.setMaterial(matRed);
fire.setImagesX(2);
fire.setImagesY(2);
fire.setEndColor(new ColorRGBA(1f, 0f, 0f, 1f));
fire.setStartColor(new ColorRGBA(1f, 1f, 0f, 0.5f));
fire.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 1.5f, 0));
fire.setStartSize(.4f);
fire.setEndSize(0.05f);
fire.setGravity(0, 0, 0);
fire.setLowLife(1f);
fire.setHighLife(2f);
fire.getParticleInfluencer().setVelocityVariation(0.2f);
parent.attachChild(fire);
ParticleEmitter fire = initializeParticleEmitter(
"Effects/Explosion/flame.png",
2,2,
new ColorRGBA(1f, 0f, 0f, 1f),
new ColorRGBA(1f, 1f, 0f, 0.5f),
new Vector3f(0, 1.5f, 0),
50,
.4f,
0.05f,
1f,
2f,
0.2f,
new Vector3f(0, 0, 0)
);
ParticleEmitter smoke = new ParticleEmitter("Emitter", ParticleMesh.Type.Triangle, 600);
Material matBlack = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
matBlack.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Smoke/Smoke.png"));
smoke.setMaterial(matBlack);
smoke.setImagesX(15);
smoke.setImagesY(1);
smoke.setEndColor(new ColorRGBA(1f,1f,1f,0f));
smoke.setStartColor(new ColorRGBA(0.5f,0.5f,0.5f,0.5f));
smoke.getParticleInfluencer().setInitialVelocity(new Vector3f(0,1f, 0));
smoke.setStartSize(.2f);
smoke.setEndSize(0.1f);
smoke.setGravity(0, 0, 0);
smoke.setLowLife(1f);
smoke.setHighLife(5f);
smoke.getParticleInfluencer().setVelocityVariation(0.25f);
ParticleEmitter smoke = initializeParticleEmitter(
"Effects/Smoke/Smoke.png",
15,
1,
new ColorRGBA(1f, 1f, 1f, 0f),
new ColorRGBA(0.5f, 0.5f, 0.5f, 0.5f),
new Vector3f(0, 1f, 0),
600,
.2f,
0.1f,
1f,
5f,
0.25f,
new Vector3f(0, 0, 0)
);
parent.attachChild(fire);
parent.attachChild(smoke);
List<ParticleEmitter> oldEffects = new ArrayList<>(effects.getOrDefault(ship,new ArrayList<>()));
List<ParticleEmitter> oldEffects = new ArrayList<>(effects.getOrDefault(ship, new ArrayList<>()));
oldEffects.add(fire);
oldEffects.add(smoke);
effects.put(ship,oldEffects);
effects.put(ship, oldEffects);
return parent;
}
public void destroyShip(Battleship ship){
for (ParticleEmitter emitter: effects.get(ship)){
/**
* Creates a water splash effect at the specified position.
*
* @param pos the position where the water splash effect will be created
* @return a Geometry representing the water splash effect
*/
public Geometry waterSplash(Vector3f pos) {
ParticleEmitter water = initializeParticleEmitter(
"Effects/Explosion/flash.png",
2,2,
new ColorRGBA(0.3f, 0.8f, 1f, 0f),
new ColorRGBA(0f, 0f, 1f, 1f),
new Vector3f(0, 3, 0),
100,
.6f,
0.05f,
1f,
1.5f,
0.3f,
new Vector3f(0, 4f, 0)
);
water.setLocalTranslation(pos);
water.emitAllParticles();
water.setParticlesPerSec(0);
new Timer().schedule(new TimerTask() {
@Override
public void run() {
deleteSplash(water);
}
}, 2000);
return water;
}
/**
* Creates a debris splash effect at the specified position.
*
* @param pos the position where the debris splash effect will be created
* @return a Geometry representing the debris splash effect
*/
public Geometry debrisSplash(Vector3f pos) {
ParticleEmitter debris = initializeParticleEmitter(
"Effects/Explosion/Debris.png",
3,3,
new ColorRGBA(0.1f, 0.1f, 0.1f, 0f),
new ColorRGBA(0.5f, 0.5f, 0.5f, .8f),
new Vector3f(0, 2f, 0),
50,
0.1f,
0.5f,
1f,
1.5f,
0.5f,
new Vector3f(0, 0, 0)
);
debris.setLocalTranslation(pos);
debris.emitAllParticles();
debris.setParticlesPerSec(0);
return debris;
}
/**
* Deletes the specified splash effect from the scene.
*
* @param splash the Geometry representing the splash effect to be deleted
*/
private void deleteSplash(Geometry splash) {
splash.getParent().detachChild(splash);
}
/**
* Stops all particle effects associated with the specified Battleship.
*
* @param ship the Battleship whose effects are to be destroyed
*/
public void destroyShip(Battleship ship) {
for (ParticleEmitter emitter : effects.get(ship)) {
emitter.setParticlesPerSec(0);
}
}
public Geometry waterSplash(Vector3f pos){
ParticleEmitter fire = new ParticleEmitter("Emitter", ParticleMesh.Type.Triangle, 100);
Material matRed = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
matRed.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/flash.png"));
fire.setMaterial(matRed);
fire.setImagesX(2);
fire.setImagesY(2); // 2x2 texture animation
fire.setEndColor(new ColorRGBA(0.3f, 0.8f, 1f, 0f));
fire.setStartColor(new ColorRGBA(0f, 0f, 1f, 1f));
RadialParticleInfluencer inf = new RadialParticleInfluencer();
inf.setRadialVelocity(5);
inf.setVelocityVariation(0.3f);
inf.setInitialVelocity(new Vector3f(0,3,0));
fire.setParticleInfluencer(inf);
fire.setStartSize(.6f);
fire.setEndSize(0.05f);
fire.setGravity(0, 4f, 0);
fire.setLowLife(1f);
fire.setHighLife(1.5f);
fire.setLocalTranslation(pos);
fire.emitAllParticles();
fire.setParticlesPerSec(0);
app.setTimer(2,()->deleteSplash(fire));
return fire;
}
private ParticleEmitter initializeParticleEmitter(
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
) {
ParticleEmitter emitter = new ParticleEmitter("Emitter", ParticleMesh.Type.Triangle, particleCount);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture(texturePath));
emitter.setMaterial(mat);
emitter.setImagesX(imagesX);
emitter.setImagesY(imagesY);
emitter.setEndColor(endColor);
emitter.setStartColor(startColor);
emitter.getParticleInfluencer().setInitialVelocity(initialVelocity);
emitter.setStartSize(startSize);
emitter.setEndSize(endSize);
emitter.setLowLife(lowLife);
emitter.setHighLife(highLife);
emitter.getParticleInfluencer().setVelocityVariation(velocityVariation);
emitter.setGravity(gravity);
private void deleteSplash(Geometry splash){
splash.getParent().detachChild(splash);
}
public Geometry debrisSplash(Vector3f pos){
ParticleEmitter fire = new ParticleEmitter("Emitter", ParticleMesh.Type.Triangle, 50);
Material matRed = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
matRed.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/Debris.png"));
fire.setMaterial(matRed);
fire.setImagesX(3);
fire.setImagesY(3); // 2x2 texture animation
fire.setEndColor(new ColorRGBA(0.1f, 0.1f, 0.1f, 0f));
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;
}
}

View File

@@ -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);
}

View File

@@ -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();
}
}
}

View File

@@ -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();
}

View File

@@ -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();
}

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@@ -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;
}
}

View File

@@ -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);
}

View File

@@ -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);
}

View File

@@ -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;

View File

@@ -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.
*

View File

@@ -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);

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@@ -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
}
}

View File

@@ -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
}
}

View File

@@ -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));
}
}

View File

@@ -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);
}
}

View File

@@ -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;

View File

@@ -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;
}
}

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