Add hit/miss effects

This commit is contained in:
Felix Koppe
2024-10-09 07:41:14 +02:00
parent 05eb0f92ea
commit a7c3632a59
6 changed files with 212 additions and 7 deletions

View File

@@ -9,6 +9,7 @@ implementation project(":jme-common")
implementation project(":battleship:model") implementation project(":battleship:model")
implementation libs.jme3.desktop implementation libs.jme3.desktop
implementation libs.jme3.effects
runtimeOnly libs.jme3.awt.dialogs runtimeOnly libs.jme3.awt.dialogs
runtimeOnly libs.jme3.plugins runtimeOnly libs.jme3.plugins

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@@ -91,19 +91,25 @@ private void connect() {
} }
} }
/**
* Starts a server or if not host connects to one
*/
private void connectLocally() { private void connectLocally() {
if(hostServer){ if(hostServer){
startServer(); startServer();
try { try {
Thread.sleep(1000); Thread.sleep(1000);
} catch (InterruptedException e) { } catch (InterruptedException e) {
LOGGER.log(Level.WARNING, e.getMessage(), e); LOGGER.log(Level.WARNING, e.getMessage(), e.getMessage());
} }
} }
connect(); connect();
} }
/**
* Starts a host server in a new thread
*/
private void startServer() { private void startServer() {
new Thread(() -> { new Thread(() -> {
try{ try{
@@ -115,11 +121,13 @@ private void startServer() {
}).start(); }).start();
} }
/**
* Toggles client/host mode
*/
private void toggleServerHost(){ private void toggleServerHost(){
hostServer = !hostServer; hostServer = !hostServer;
} }
/** /**
* Creates a dialog indicating that the connection is in progress. * Creates a dialog indicating that the connection is in progress.
*/ */

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@@ -0,0 +1,173 @@
package pp.battleship.client.gui;
import com.jme3.effect.ParticleEmitter;
import com.jme3.effect.ParticleMesh;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.scene.Node;
import com.jme3.scene.control.AbstractControl;
import com.jme3.scene.control.Control;
import pp.battleship.client.BattleshipApp;
import pp.battleship.model.Shot;
public class ParticleHandler {
private final BattleshipApp app;
static final System.Logger LOGGER = System.getLogger(ParticleHandler.class.getName());
private Material material;
/**
* Constructs a new ParticleHandler
*
* @param app the main battleship application
*/
public ParticleHandler(BattleshipApp app) {
this.app = app;
material = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
}
/**
* this method is used to create a hit effect at a position
*
* @param node the node of the battleship where the effect should be attached to
* @param shot the shot that hit a target
*/
public void createHitParticles(Node node, Shot shot) {
ParticleEmitter particles1 = new ParticleEmitter("Effect", ParticleMesh.Type.Triangle,30);
particles1.setMaterial(material);
particles1.setImagesX(2);
particles1.setImagesY(2);
particles1.setStartColor(ColorRGBA.White);
particles1.setEndColor(ColorRGBA.Red);
particles1.getParticleInfluencer().setInitialVelocity(new Vector3f(0,1,0));
particles1.setStartSize(0.45f);
particles1.setEndSize(0.1f);
particles1.setGravity(0, -0.5f, 0);
particles1.setLowLife(1f);
particles1.setHighLife(4f);
particles1.setParticlesPerSec(0);
particles1.setLocalTranslation(shot.getY() + 0.5f, 0 , shot.getX() + 0.5f);
particles1.emitAllParticles();
ParticleEmitter particles2 = new ParticleEmitter("Effect", ParticleMesh.Type.Triangle,30);
particles2.setMaterial(material);
particles2.setImagesX(2);
particles2.setImagesY(2);
particles2.setStartColor(ColorRGBA.Orange);
particles2.setEndColor(ColorRGBA.Yellow);
particles2.getParticleInfluencer().setInitialVelocity(new Vector3f(0,2,0));
particles2.setStartSize(0.7f);
particles2.setEndSize(0.1f);
particles2.setGravity(0, -0.5f, 0);
particles2.setLowLife(0.5f);
particles2.setHighLife(1f);
particles2.setParticlesPerSec(0);
particles2.setLocalTranslation(shot.getY() + 1f, 0 , shot.getX() + 1f);
particles2.emitAllParticles();
ParticleEmitter particles3 = new ParticleEmitter("Effect", ParticleMesh.Type.Triangle,30);
particles3.setMaterial(material);
particles3.setImagesX(1);
particles3.setImagesY(1);
particles3.setStartColor(ColorRGBA.Red);
particles3.setEndColor(ColorRGBA.Gray);
particles3.getParticleInfluencer().setInitialVelocity(new Vector3f(0,0.5f,0));
particles3.setStartSize(0.8f);
particles3.setEndSize(0.1f);
particles3.setGravity(0, -0.5f, 0);
particles3.setLowLife(0.5f);
particles3.setHighLife(0.5f);
particles3.setParticlesPerSec(0);
particles3.setLocalTranslation(shot.getY() + 1f, 0 , shot.getX() + 1f);
particles3.emitAllParticles();
node.attachChild(particles1);
particles1.addControl((Control) new ParticleControl(particles1, node));
node.attachChild(particles2);
particles2.addControl((Control) new ParticleControl(particles2, node));
node.attachChild(particles3);
particles3.addControl((Control) new ParticleControl(particles3, node));
LOGGER.log(System.Logger.Level.DEBUG, "Hit-particles at {0}", particles1.getLocalTranslation().toString());
}
/**
* Creates a miss effect at a certain location
* @param shot the shot that missed
*/
public ParticleEmitter createMissParticles(Shot shot) {
ParticleEmitter particles = new ParticleEmitter("MissEffect", ParticleMesh.Type.Triangle, 15);
particles.setMaterial(material);
particles.setImagesX(2);
particles.setImagesY(2);
particles.setStartColor(ColorRGBA.Blue);
particles.setEndColor(ColorRGBA.Black);
particles.getParticleInfluencer().setInitialVelocity(new Vector3f(0.1f, 0.2f, 0));
particles.setStartSize(0.6f);
particles.setEndSize(0.05f);
particles.setGravity(0, -0.1f, 0);
particles.setLowLife(0.5f);
particles.setHighLife(3.0f);
particles.setParticlesPerSec(0);
particles.setLocalTranslation(shot.getY() + 0.5f, 0 , shot.getX() + 0.5f);
particles.emitAllParticles();
LOGGER.log(System.Logger.Level.DEBUG, "Hit-particles at {0}", particles.getLocalTranslation().toString());
return particles;
}
/**
* This inner class is used to control the effects
*/
private static class ParticleControl extends AbstractControl {
private final ParticleEmitter emitter;
private final Node parentNode;
/**
* this constructor is used to when the particle should be attached to a specific node
*
* @param emitter the Particle emitter to be controlled
* @param parentNode the node to be attached
*/
public ParticleControl(ParticleEmitter emitter, Node parentNode) {
this.emitter = emitter;
this.parentNode = parentNode;
}
/**
* This constructor is used when the particle shouldn't be attached to
* a specific node
*
* @param emitter the Particle emitter to be controlled
*/
public ParticleControl(ParticleEmitter emitter) {
this.emitter = emitter;
this.parentNode = null;
}
/**
* The method which checks if the particle is not rendered anymore so it can be removed
*
* @param tpf time per frame (in seconds)
*/
@Override
protected void controlUpdate(float tpf) {
if (emitter.getParticlesPerSec() == 0 && emitter.getNumVisibleParticles() == 0) {
if (parentNode != null)
parentNode.detachChild(emitter);
}
}
/**
* @param rm the RenderManager rendering the controlled Spatial (not null)
* @param vp the ViewPort being rendered (not null)
*/
@Override
protected void controlRender(com.jme3.renderer.RenderManager rm, com.jme3.renderer.ViewPort vp) {
}
}
}

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@@ -45,8 +45,9 @@ class SeaSynchronizer extends ShipMapSynchronizer {
private static final ColorRGBA SPLASH_COLOR = new ColorRGBA(0f, 0f, 1f, 0.4f); private static final ColorRGBA SPLASH_COLOR = new ColorRGBA(0f, 0f, 1f, 0.4f);
private static final ColorRGBA HIT_COLOR = new ColorRGBA(1f, 0f, 0f, 0.4f); private static final ColorRGBA HIT_COLOR = new ColorRGBA(1f, 0f, 0f, 0.4f);
private final ShipMap map; private final ShipMap map;
private final BattleshipApp app; private final BattleshipApp app;
private final ParticleHandler handler;
/** /**
* Constructs a {@code SeaSynchronizer} object with the specified application, root node, and ship map. * Constructs a {@code SeaSynchronizer} object with the specified application, root node, and ship map.
@@ -59,6 +60,9 @@ public SeaSynchronizer(BattleshipApp app, Node root, ShipMap map) {
super(app.getGameLogic().getOwnMap(), root); super(app.getGameLogic().getOwnMap(), root);
this.app = app; this.app = app;
this.map = map; this.map = map;
handler = new ParticleHandler(app);
addExisting(); addExisting();
} }
@@ -72,7 +76,7 @@ public SeaSynchronizer(BattleshipApp app, Node root, ShipMap map) {
*/ */
@Override @Override
public Spatial visit(Shot shot) { public Spatial visit(Shot shot) {
return shot.isHit() ? handleHit(shot) : createCylinder(shot); return shot.isHit() ? handleHit(shot) : handler.createMissParticles(shot);
} }
/** /**
@@ -87,9 +91,7 @@ private Spatial handleHit(Shot shot) {
final Battleship ship = requireNonNull(map.findShipAt(shot), "Missing ship"); final Battleship ship = requireNonNull(map.findShipAt(shot), "Missing ship");
final Node shipNode = requireNonNull((Node) getSpatial(ship), "Missing ship node"); final Node shipNode = requireNonNull((Node) getSpatial(ship), "Missing ship node");
final Geometry representation = createCylinder(shot); handler.createHitParticles(shipNode, shot);
representation.getLocalTranslation().subtractLocal(shipNode.getLocalTranslation());
shipNode.attachChild(representation);
return null; return null;
} }

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@@ -23,6 +23,12 @@
* The ship oscillates to simulate a realistic movement on water, based on its orientation and length. * The ship oscillates to simulate a realistic movement on water, based on its orientation and length.
*/ */
class ShipControl extends AbstractControl { class ShipControl extends AbstractControl {
/**
* The sinking height, after wich the ship will get removed
*/
private static final Float SINKING_HEIGHT = -0.6f;
/** /**
* The axis of rotation for the ship's pitch (tilting forward and backward). * The axis of rotation for the ship's pitch (tilting forward and backward).
*/ */
@@ -48,6 +54,11 @@ class ShipControl extends AbstractControl {
*/ */
private float time; private float time;
/**
* The ship, that the ShipControl controls
*/
private final Battleship ship;
/** /**
* Constructs a new ShipControl instance for the specified Battleship. * Constructs a new ShipControl instance for the specified Battleship.
* The ship's orientation determines the axis of rotation, while its length influences * The ship's orientation determines the axis of rotation, while its length influences
@@ -56,6 +67,8 @@ class ShipControl extends AbstractControl {
* @param ship the Battleship object to control * @param ship the Battleship object to control
*/ */
public ShipControl(Battleship ship) { public ShipControl(Battleship ship) {
this.ship = ship;
// Determine the axis of rotation based on the ship's orientation // Determine the axis of rotation based on the ship's orientation
axis = switch (ship.getRot()) { axis = switch (ship.getRot()) {
case LEFT, RIGHT -> Vector3f.UNIT_X; case LEFT, RIGHT -> Vector3f.UNIT_X;
@@ -78,6 +91,13 @@ protected void controlUpdate(float tpf) {
// If spatial is null, do nothing // If spatial is null, do nothing
if (spatial == null) return; if (spatial == null) return;
if (ship.isDestroyed() && spatial.getLocalTranslation().getY() < SINKING_HEIGHT) { // removes the ship, if it is completely sunk
spatial.getParent().detachChild(spatial);
}
else if (ship.isDestroyed() && spatial.getLocalTranslation().getY() >= SINKING_HEIGHT) { // sink the ship, if it's not completely sunk
spatial.move(0, tpf * -0.03f, 0);
}
// Update the time within the oscillation cycle // Update the time within the oscillation cycle
time = (time + tpf) % cycle; time = (time + tpf) % cycle;

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@@ -19,6 +19,7 @@
library('jme3-testdata', 'org.jmonkeyengine', 'jme3-testdata').versionRef('jme') library('jme3-testdata', 'org.jmonkeyengine', 'jme3-testdata').versionRef('jme')
library('jme3-lwjgl', 'org.jmonkeyengine', 'jme3-lwjgl').versionRef('jme') library('jme3-lwjgl', 'org.jmonkeyengine', 'jme3-lwjgl').versionRef('jme')
library('jme3-lwjgl3', 'org.jmonkeyengine', 'jme3-lwjgl3').versionRef('jme') library('jme3-lwjgl3', 'org.jmonkeyengine', 'jme3-lwjgl3').versionRef('jme')
library('jme3-effects', 'org.jmonkeyengine', 'jme3-effects').versionRef('jme')
library('lemur', 'com.simsilica:lemur:1.16.0') library('lemur', 'com.simsilica:lemur:1.16.0')
library('lemur-proto', 'com.simsilica:lemur-proto:1.13.0') library('lemur-proto', 'com.simsilica:lemur-proto:1.13.0')