corrected 'Editorstate' and 'GameServerLogic' and edited 'SeaSynchronizer' and added assets
This commit is contained in:
@@ -7,9 +7,13 @@
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package pp.battleship.client.gui;
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import com.jme3.light.AmbientLight;
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import com.jme3.light.DirectionalLight;
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import com.jme3.light.Light;
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import com.jme3.material.Material;
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import com.jme3.material.RenderState.BlendMode;
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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.renderer.queue.RenderQueue.ShadowMode;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.Node;
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@@ -26,6 +30,7 @@
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import static pp.util.FloatMath.HALF_PI;
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import static pp.util.FloatMath.PI;
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//TODO models
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/**
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* The {@code SeaSynchronizer} class is responsible for synchronizing the graphical
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* representation of the ships and shots on the sea map with the underlying data model.
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@@ -35,6 +40,9 @@
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class SeaSynchronizer extends ShipMapSynchronizer {
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private static final String UNSHADED = "Common/MatDefs/Misc/Unshaded.j3md"; //NON-NLS
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private static final String KING_GEORGE_V_MODEL = "Models/KingGeorgeV/KingGeorgeV.j3o"; //NON-NLS
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private static final String SUBMARINE ="Models/Submarine/submarine.obj";
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private static final String DESTROYER ="Models/Destroyer/10619_Battleship.obj";
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private static final String SMALL_SHIP ="Models/SmallShip/10634_SpeedBoat_v01_LOD3.obj";
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private static final String COLOR = "Color"; //NON-NLS
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private static final String SHIP = "ship"; //NON-NLS
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private static final String SHOT = "shot"; //NON-NLS
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@@ -141,7 +149,14 @@ public Spatial visit(Battleship ship) {
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* @return the spatial representing the battleship
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*/
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private Spatial createShip(Battleship ship) {
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return ship.getLength() == 4 ? createBattleship(ship) : createBox(ship);
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//return ship.getLength() == 4 ? createBattleship(ship) : createBox(ship);
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return switch(ship.getLength()){
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case(1)-> createSmallShip(ship);
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case(2)-> createSubmarine(ship);
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case(3)-> createDestroyer(ship);
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case(4)-> createBattleship(ship);
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default -> createBox(ship);
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};
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}
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/**
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@@ -161,6 +176,36 @@ private Spatial createBox(Battleship ship) {
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return geometry;
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}
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private Spatial createDestroyer(Battleship ship){
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final Spatial model=app.getAssetManager().loadModel(DESTROYER);
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model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot())-HALF_PI, 0f);
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model.scale(0.0001f);
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model.move(0,0.3f ,0);
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model.setShadowMode(ShadowMode.CastAndReceive);
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return model;
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}
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private Spatial createSubmarine(Battleship ship){
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final Spatial model=app.getAssetManager().loadModel(SUBMARINE);
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model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
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model.scale(0.25f);
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model.setShadowMode(ShadowMode.CastAndReceive);
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return model;
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}
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private Spatial createSmallShip(Battleship ship){
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final Spatial model = app.getAssetManager().loadModel(SMALL_SHIP);
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model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()) + HALF_PI, 0f);
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model.scale(0.001f);
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model.setShadowMode(ShadowMode.CastAndReceive);
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return model;
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}
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/**
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* Creates a new {@link Material} with the specified color.
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* If the color includes transparency (i.e., alpha value less than 1),
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@@ -0,0 +1,73 @@
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newmtl Battleship
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illum 4
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Kd 0.00 0.00 0.00
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Ka 0.00 0.00 0.00
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Tf 1.00 1.00 1.00
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map_Kd BattleshipC.jpg
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Ni 1.00
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Ks 0.00 0.00 0.00
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Ns 256.00
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newmtl blinn1SG
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illum 4
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Kd 0.50 0.50 0.50
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Ka 0.00 0.00 0.00
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Tf 1.00 1.00 1.00
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Ni 1.00
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Ks 0.00 0.00 0.00
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Ns 256.00
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newmtl blinn2SG
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illum 4
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Kd 0.50 0.50 0.50
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Ka 0.00 0.00 0.00
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Tf 1.00 1.00 1.00
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Ni 1.00
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Ks 0.00 0.00 0.00
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Ns 256.00
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newmtl blinn3SG
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illum 4
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Kd 0.50 0.50 0.50
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Ka 0.00 0.00 0.00
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Tf 1.00 1.00 1.00
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Ni 1.00
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Ks 0.50 0.50 0.50
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Ns 256.00
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newmtl blinn4SG
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illum 4
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Kd 0.50 0.50 0.50
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Ka 0.00 0.00 0.00
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Tf 1.00 1.00 1.00
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Ni 1.00
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Ks 0.50 0.50 0.50
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Ns 256.00
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newmtl blinn5SG
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illum 4
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Kd 0.50 0.50 0.50
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Ka 0.00 0.00 0.00
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Tf 1.00 1.00 1.00
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Ni 1.00
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Ks 0.50 0.50 0.50
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Ns 256.00
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newmtl blinn6SG
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illum 4
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Kd 0.50 0.50 0.50
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Ka 0.00 0.00 0.00
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Tf 1.00 1.00 1.00
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Ni 1.00
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Ks 0.50 0.50 0.50
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Ns 256.00
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newmtl blinn7SG
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illum 4
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Kd 0.50 0.50 0.50
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Ka 0.00 0.00 0.00
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Tf 1.00 1.00 1.00
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Ni 1.00
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Ks 0.50 0.50 0.50
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Ns 256.00
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newmtl blinn8SG
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illum 4
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Kd 0.50 0.50 0.50
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Ka 0.00 0.00 0.00
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Tf 1.00 1.00 1.00
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Ni 1.00
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Ks 0.50 0.50 0.50
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Ns 256.00
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File diff suppressed because it is too large
Load Diff
Binary file not shown.
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After Width: | Height: | Size: 360 KiB |
Binary file not shown.
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After Width: | Height: | Size: 717 KiB |
@@ -0,0 +1,28 @@
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# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
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# File Created: 08.06.2011 15:26:00
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newmtl _10634_SpeedBoat_v01_LOD310634_SpeedBoat_v01
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Ns 53.0000
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Ni 1.5000
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d 1.0000
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Tr 0.0000
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Tf 1.0000 1.0000 1.0000
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illum 2
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Ka 0.5882 0.5882 0.5882
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Kd 0.5882 0.5882 0.5882
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Ks 0.2000 0.2000 0.2000
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Ke 0.0000 0.0000 0.0000
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map_Ka 10634_SpeedBoat_v01.jpg
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map_Kd 10634_SpeedBoat_v01.jpg
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newmtl glass
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Ns 80.0000
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Ni 1.5000
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d 0.2000
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Tr 0.8000
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Tf 0.2000 0.2000 0.2000
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illum 2
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Ka 0.5882 0.5882 0.5882
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Kd 0.5882 0.5882 0.5882
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Ks 0.5000 0.5000 0.5000
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Ke 0.0000 0.0000 0.0000
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File diff suppressed because it is too large
Load Diff
Binary file not shown.
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After Width: | Height: | Size: 168 KiB |
@@ -0,0 +1,16 @@
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# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
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# File Created: 29.03.2012 14:25:39
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newmtl default
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Ns 35.0000
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Ni 1.5000
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d 1.0000
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Tr 0.0000
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Tf 1.0000 1.0000 1.0000
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illum 2
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Ka 1.0000 1.0000 1.0000
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Kd 1.0000 1.0000 1.0000
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Ks 0.5400 0.5400 0.5400
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Ke 0.0000 0.0000 0.0000
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map_Ka 14084_WWII_ship_German_Type_II_U-boat_diff.jpg
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map_Kd 14084_WWII_ship_German_Type_II_U-boat_diff.jpg
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203099
Projekte/battleship/client/src/main/resources/Models/Submarine/submarine.obj
Normal file
203099
Projekte/battleship/client/src/main/resources/Models/Submarine/submarine.obj
Normal file
File diff suppressed because it is too large
Load Diff
@@ -242,7 +242,7 @@ public void loadMap(File file) throws IOException {
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if (!dto.fits(logic.getDetails()))
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throw new IOException(lookup("map.doesnt.fit"));
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if (!verifyMap(dto)) {
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throw new IOException("Map is not valid");
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throw new IOException(lookup("map is not valid"));
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}
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ownMap().clear();
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dto.getShips().forEach(ownMap()::add);
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@@ -263,14 +263,16 @@ private boolean verifyMap(ShipMapDTO dto){ //MapMessage msg, int playerID
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/**
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* checks, whether a ship is out of the grid
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*
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* @param dto is the Map, where the ships are in
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* @return true, if all ships are in bound
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*/
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private boolean verifyBounds(ShipMapDTO dto) {
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for(Battleship ship: dto.getShips()){
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int mapWidth = dto.getWidth();
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int mapHeight = dto.getHeight();
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if(ship.getMaxX()>mapWidth || ship.getMinX()<0 || ship.getMaxY()> mapHeight || ship.getMinY() < 0) return false;
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for (Battleship ship : dto.getShips()) {
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if (ship.getMaxX() > mapWidth || ship.getMinX() < 0 || ship.getMaxY() > mapHeight || ship.getMinY() < 0)
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return false;
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}
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return true;
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}
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@@ -282,31 +284,29 @@ private boolean verifyBounds(ShipMapDTO dto){
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* @return true, if no ships overlap
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*/
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private boolean verifyOverlap(ShipMapDTO dto) {
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List<Battleship> ships = dto.getShips();
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for(Battleship ship : ships){
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for(Battleship compareShip : ships){
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if(!(ships==compareShip)){
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if(ship.collidesWith(compareShip)){
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List<Battleship> battleshipList = dto.getShips();
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for (int i = 0; i < battleshipList.size(); i++) {
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Battleship ship1 = battleshipList.get(i);
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for (int j = i + 1; j < battleshipList.size(); j++) {
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Battleship ship2 = battleshipList.get(j);
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if (ship1.collidesWith(ship2)) {
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return false;
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}
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}
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}
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}
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return true;
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/*
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List<Battleship> ships = dto.getShips();
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List<Battleship> shipsReduceList = new ArrayList<>(ships);
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for(Battleship ship: ships){ //iterate through the list of all ships on the grid
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shipsReduceList.remove(ship); // delete the current ship from the second list, so it will not test, if it collides with itself
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for(Battleship battleship:shipsReduceList){ //iterates through the other ships
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if(ship.collidesWith(battleship)){// tests, for all other remaining ships, if they collide with the current one
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return false; // return false, if there is a collision
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for (Battleship ship : ships) {
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for (Battleship compareShip : ships) {
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if (ships != compareShip) {
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if (ship.collidesWith(compareShip)) return false;
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}
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}
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}
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return true;
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*/
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}
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/**
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@@ -171,7 +171,8 @@ private boolean verifyBounds(MapMessage msg, int playerID){
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int mapWidth = getPlayerById(playerID).getMap().getWidth();
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int mapHeight = getPlayerById(playerID).getMap().getHeight();
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for (Battleship ship : msg.getShips()) {
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if(ship.getMaxX() > mapWidth || ship.getMinX()<0 || ship.getMaxY()> mapHeight || ship.getMinY() < 0) return false;
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if (ship.getMaxX() > mapWidth || ship.getMinX() < 0 || ship.getMaxY() > mapHeight || ship.getMinY() < 0)
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return false;
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}
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return true;
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}
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@@ -183,26 +184,23 @@ private boolean verifyBounds(MapMessage msg, int playerID){
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* @return true, if no ships overlap
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*/
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private boolean verifyOverlap(MapMessage msg) {
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List<Battleship> ships = msg.getShips();
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for(Battleship ship:ships){
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for(Battleship compareShip:ships){
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if(!(ship==compareShip)){
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if(ship.collidesWith(compareShip)){
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List<Battleship> battleshipList = msg.getShips();
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for (int i = 0; i < battleshipList.size(); i++) {
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Battleship ship1 = battleshipList.get(i);
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for (int j = i + 1; j < battleshipList.size(); j++) {
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Battleship ship2 = battleshipList.get(j);
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if (ship1.collidesWith(ship2)) {
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return false;
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}
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}
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}
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}
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return true;
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/*
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List<Battleship> ships = msg.getShips(); // the list the first loop iterates through
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List<Battleship> shipsReduceList = new ArrayList<>(ships); // the second list, holds the other remaining ships
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for(Battleship ship: ships){ // iterates through the first list
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shipsReduceList.remove(ship);//remove the current ship, so it doesn't check the collision with it self
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for(Battleship battleship:shipsReduceList){ // iterates through the second list
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if(ship.collidesWith(battleship)){ //if there is a collision, it returns false
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return false;
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List<Battleship> ships = msg.getShips();
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for (Battleship ship : ships) {
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for (Battleship compareShip : ships) {
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if (ship != compareShip) {
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if (ship.collidesWith(compareShip)) return false;
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}
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}
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}
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