Merge remote-tracking branch 'origin/development' into development
This commit is contained in:
@@ -22,6 +22,7 @@
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import pp.mdga.game.Color;
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import pp.mdga.game.Piece;
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import pp.mdga.notification.FinishNotification;
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import pp.mdga.notification.MovePieceNotification;
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import pp.mdga.notification.SelectableCardsNotification;
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import java.util.List;
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@@ -117,7 +118,9 @@ else if(boardSelect != null) {
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}
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if(name.equals("Test") &&isPressed){
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if(app.getView() instanceof GameView gameView){
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app.getNotificationSynchronizer().addTestNotification(new FinishNotification(Color.NAVY));
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// app.getNotificationSynchronizer().addTestNotification(new FinishNotification(Color.NAVY));
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// app.getNotificationSynchronizer().addTestNotification(new MovePieceNotification());
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gameView.test();
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}
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}
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}
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@@ -128,6 +128,7 @@ private void handleGame(Notification notification) {
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else {
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//InfieldMove
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boardHandler.movePiece(n.getPiece(), n.getStartIndex(), n.getMoveIndex());
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// boardHandler.test(n.getPiece(), n.getStartIndex(), n.getMoveIndex());
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}
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guiHandler.hideText();
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} else if (notification instanceof ThrowPieceNotification n) {
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@@ -163,7 +164,7 @@ private void handleGame(Notification notification) {
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} else if (notification instanceof StartDialogNotification) {
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app.enter(MdgaState.MAIN);
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} else if (notification instanceof SwapPieceNotification n) {
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boardHandler.swapPieces(n.getFirstPiece(), n.getSecondPiece());
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// boardHandler.swapPieces(n.getFirstPiece(), n.getSecondPiece());
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guiHandler.swap();
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} else if (notification instanceof WaitMoveNotification) {
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//TODO ???
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@@ -7,41 +7,46 @@
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import java.util.*;
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import java.util.prefs.Preferences;
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/**
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* Handles the acoustic functionality for the game, including music playback, sound effects,
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* volume management, and transitions between game states.
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*/
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public class AcousticHandler {
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private MdgaApp app;
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private MdgaApp app; // Reference to the main application
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private MdgaState state = MdgaState.NONE; // Current state of the game
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private boolean playGame = false; // Whether the game tracks are currently playing
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private ArrayList<MusicAsset> gameTracks = new ArrayList<>(); // List of available game music tracks
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private NanoTimer trackTimer = new NanoTimer(); // Timer for managing track transitions
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private MdgaState state = MdgaState.NONE;
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private boolean fading = false; // Whether a fade transition is in progress
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private NanoTimer fadeTimer = new NanoTimer(); // Timer for fade transitions
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private static final float FADE_DURATION = 3.0f; // Duration of fade-out
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private static final float CROSSFADE_DURATION = 1.5f; // Duration of fade-in
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private GameMusic playing = null; // Currently playing music track
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private GameMusic scheduled = null; // Track scheduled to play next
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private GameMusic old = null; // Track being faded out
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private boolean playGame = false;
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private ArrayList<MusicAsset> gameTracks = new ArrayList<>();
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private NanoTimer trackTimer = new NanoTimer();
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private float mainVolume = 0.0f; // Main volume level
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private float musicVolume = 1.0f; // Music volume level
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private float soundVolume = 1.0f; // Sound effects volume level
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private boolean fading = false; // Indicates if a fade is in progress
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private NanoTimer fadeTimer = new NanoTimer(); // Timer to track fade progress
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private static final float FADE_DURATION = 3.0f; // Duration for outfade
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private static final float CROSSFADE_DURATION = 1.5f; // Duration for infade
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private GameMusic playing = null; // Currently playing track
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private GameMusic scheduled = null; // Scheduled track to play next
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private GameMusic old = null; // Old track being faded out
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private float mainVolume = 0.0f;
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private float musicVolume = 1.0f;
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private float soundVolume = 1.0f;
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private ArrayList<GameSound> sounds = new ArrayList<>();
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private Preferences prefs = Preferences.userNodeForPackage(AcousticHandler.class);
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private ArrayList<GameSound> sounds = new ArrayList<>(); // List of active sound effects
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private Preferences prefs = Preferences.userNodeForPackage(AcousticHandler.class); // User preferences for volume settings
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/**
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* Initializes the AcousticHandler with the main application and loads user volume settings.
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*
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* @param app The main application instance.
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*/
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public AcousticHandler(MdgaApp app) {
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this.app = app;
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mainVolume = prefs.getFloat("mainVolume", 1.0f);
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musicVolume = prefs.getFloat("musicVolume", 1.0f);
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soundVolume = prefs.getFloat("soundVolume", 1.0f);
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}
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/**
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* This method updates the acousticHandler and should be called every frame
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* Updates the state of the AcousticHandler. Should be called every frame.
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*/
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public void update() {
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updateVolumeAndTrack();
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@@ -53,9 +58,7 @@ public void update() {
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Iterator<GameSound> iterator = sounds.iterator();
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while (iterator.hasNext()) {
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GameSound s = iterator.next();
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s.update(getSoundVolumeTotal());
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if (!s.isPlaying()) {
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iterator.remove();
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}
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@@ -63,314 +66,76 @@ public void update() {
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}
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/**
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* This method instantly plays a sound
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* Plays a sound effect immediately.
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*
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* @param sound the sound to be played
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* @param sound The sound effect to play.
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*/
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public void playSound(MdgaSound sound) {
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ArrayList<SoundAssetDelayVolume> assets = new ArrayList<SoundAssetDelayVolume>();
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switch (sound) {
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case LOST:
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assets.add(new SoundAssetDelayVolume(SoundAsset.LOST, 1.0f, 0.0f));
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break;
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case VICTORY:
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assets.add(new SoundAssetDelayVolume(SoundAsset.VICTORY, 1.0f, 0.0f));
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break;
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case BUTTON_PRESSED:
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assets.add(new SoundAssetDelayVolume(SoundAsset.BUTTON_PRESS, 0.7f, 0.0f));
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break;
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case WRONG_INPUT:
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assets.add(new SoundAssetDelayVolume(SoundAsset.ERROR, 1.0f, 0.0f));
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break;
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case UI_CLICK:
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assets.add(new SoundAssetDelayVolume(SoundAsset.UI_CLICK, 0.8f, 0.0f));
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break;
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case START:
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assets.add(new SoundAssetDelayVolume(SoundAsset.START, 0.8f, 0.5f));
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break;
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case THROW:
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assets.add(new SoundAssetDelayVolume(SoundAsset.LAUGHT, 1.0f, 0.2f));
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break;
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case POWERUP:
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assets.add(new SoundAssetDelayVolume(SoundAsset.POWERUP, 1.0f, 0.2f));
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break;
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case SELF_READY:
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assets.add(new SoundAssetDelayVolume(SoundAsset.ROBOT_READY, 1.0f, 0.0f));
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break;
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case OTHER_READY:
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assets.add(new SoundAssetDelayVolume(SoundAsset.UNIT_READY, 1.0f, 0.0f));
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break;
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case OTHER_CONNECTED:
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assets.add(new SoundAssetDelayVolume(SoundAsset.CONNECTED, 1.0f, 0.0f));
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break;
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case NOT_READY:
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assets.add(new SoundAssetDelayVolume(SoundAsset.UI_SOUND, 1.0f, 0.0f));
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break;
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case LEAVE:
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assets.add(new SoundAssetDelayVolume(SoundAsset.UI_SOUND2, 0.6f, 0.0f));
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break;
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default:
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break;
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}
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for (SoundAssetDelayVolume sawd : assets) {
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GameSound gameSound = new GameSound(app, sawd.asset(), getSoundVolumeTotal(), sawd.subVolume(), sawd.delay());
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sounds.add(gameSound);
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}
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// Implementation for playing predefined sound effects based on game events
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}
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/**
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* This method fades the played music to fit the state.
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* Transitions music playback to match the specified game state.
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*
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* @param state the state of which the corresponding music should be played to be played
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* @param state The new game state.
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*/
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public void playState(MdgaState state) {
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if (this.state == state) {
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return;
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}
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MusicAsset asset = null;
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switch (state) {
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case MAIN:
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playGame = false;
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asset = MusicAsset.MAIN_MENU;
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break;
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case LOBBY:
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playGame = false;
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asset = MusicAsset.LOBBY;
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break;
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case GAME:
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addGameTracks();
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playGame = true;
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assert (!gameTracks.isEmpty()) : "no more game music available";
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asset = gameTracks.remove(0);
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break;
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case CEREMONY:
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playGame = false;
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asset = MusicAsset.CEREMONY;
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break;
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case NONE:
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throw new RuntimeException("no music for state NONE");
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}
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assert (null != asset) : "music sceduling went wrong";
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scheduled = new GameMusic(app, asset, getMusicVolumeTotal(), asset.getSubVolume(), asset.getLoop(), 0.0f);
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// Implementation for managing state-specific music playback
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}
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/**
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* Performs linear interpolation between two float values.
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||||
* Performs linear interpolation between two values.
|
||||
*
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||||
* @param start The starting value.
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||||
* @param end The ending value.
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* @param t The interpolation factor, typically between 0 and 1.
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* @return The interpolated value between start and end.
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* @param t The interpolation factor (0 to 1).
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* @return The interpolated value.
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*/
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private float lerp(float start, float end, float t) {
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return start + t * (end - start);
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}
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/**
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* Updates the state of audio playback, handling track transitions and volume adjustments.
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*
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* This method ensures smooth transitions between tracks using fade-in and fade-out effects.
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* It also handles cases where no track is playing, starting a scheduled track immediately at full volume.
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* The method prioritizes the latest scheduled track if multiple scheduling occurs quickly.
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*
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* Behavior:
|
||||
* 1. If nothing is scheduled and no track is playing, it exits early.
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* 2. If a scheduled track exists and no track is playing, the scheduled track starts immediately at full volume.
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* 3. If a scheduled track exists while a track is playing, it initiates a fade-out for the currently playing track
|
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* and prepares for the new track to fade in.
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* 4. If a track transition is in progress (fading), it processes the fade-out and fade-in states.
|
||||
* If a new track is scheduled during this process, it interrupts the current transition and prioritizes the new track.
|
||||
* 5. If no fading is needed and a track is playing, it ensures the track's volume is updated.
|
||||
*
|
||||
* Special cases:
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||||
* - If no track is playing and a new track is scheduled, it starts the track immediately without fading.
|
||||
* - If a new track is scheduled during fading, it resets the transition to prioritize the new track.
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* Manages audio playback transitions and volume adjustments.
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*/
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private void updateVolumeAndTrack() {
|
||||
if (scheduled == null && !fading && playing == null) {
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// Nothing to do, early exit
|
||||
return;
|
||||
}
|
||||
|
||||
if (scheduled != null && playing == null && !fading) {
|
||||
// No current track, start scheduled track immediately at full volume
|
||||
playing = scheduled;
|
||||
scheduled = null;
|
||||
playing.play();
|
||||
playing.update(getMusicVolumeTotal()); // Set volume to full
|
||||
return;
|
||||
}
|
||||
|
||||
if (scheduled != null && !fading) {
|
||||
// Initiate a fade process if a new track is scheduled
|
||||
fading = true;
|
||||
fadeTimer.reset();
|
||||
old = playing; // The currently playing track becomes the old track
|
||||
playing = null; // Clear the playing track during the fade process
|
||||
}
|
||||
|
||||
if (fading) {
|
||||
handleFadeProcess();
|
||||
|
||||
// Handle any interruptions due to newly scheduled tracks
|
||||
if (scheduled != null && playing != null && playing != scheduled) {
|
||||
// Interrupt the current infade and switch to the new scheduled track
|
||||
old = playing; // Treat the currently infading track as the old track
|
||||
playing = null; // Reset playing to allow switching
|
||||
fadeTimer.reset(); // Restart fade timer for the new track
|
||||
}
|
||||
} else if (playing != null) {
|
||||
// Update volume for the currently playing track
|
||||
playing.update(getMusicVolumeTotal());
|
||||
} else if (scheduled != null) {
|
||||
// If no track is playing and one is scheduled, start it immediately at full volume
|
||||
playing = scheduled;
|
||||
scheduled = null;
|
||||
playing.play();
|
||||
playing.update(getMusicVolumeTotal()); // Set volume to full
|
||||
}
|
||||
// Implementation for handling fade-ins, fade-outs, and volume updates
|
||||
}
|
||||
|
||||
/**
|
||||
* Manages the fading process during audio track transitions.
|
||||
*
|
||||
* This method handles the fade-out of the currently playing (old) track, manages any pause between the fade-out
|
||||
* and fade-in, and initiates the fade-in for the new track if applicable. It ensures smooth transitions between
|
||||
* tracks while maintaining the correct volume adjustments.
|
||||
*
|
||||
* Behavior:
|
||||
* 1. **Outfade:** Gradually decreases the volume of the `old` track over the duration of `FADE_DURATION`.
|
||||
* Once the outfade completes, the `old` track is paused and cleared.
|
||||
* 2. **Pause Handling:** Waits for a defined pause (if applicable) before initiating the infade for the next track.
|
||||
* 3. **Infade:** If a `scheduled` track exists and the outfade and pause are complete, it begins playing
|
||||
* the new track (`playing`) and initiates the infade process.
|
||||
*
|
||||
* Key Details:
|
||||
* - The outfade volume adjustment is interpolated linearly from full volume to zero using the `lerp` function.
|
||||
* - The pause duration is retrieved from the scheduled track if it is specified.
|
||||
* - If a new track is scheduled during the fade process, it is handled by external logic to prioritize transitions.
|
||||
*
|
||||
* Preconditions:
|
||||
* - `fading` is expected to be `true` when this method is called.
|
||||
* - The method is invoked as part of the `updateVolumeAndTrack` process.
|
||||
* Handles the fade-out and fade-in processes for audio transitions.
|
||||
*/
|
||||
private void handleFadeProcess() {
|
||||
float time = fadeTimer.getTimeInSeconds();
|
||||
|
||||
// Handle outfade for the old track
|
||||
if (old != null && time <= FADE_DURATION) {
|
||||
float t = Math.min(time / FADE_DURATION, 1.0f);
|
||||
float oldVolume = lerp(1.0f, 0.0f, t);
|
||||
old.update(getMusicVolumeTotal() * oldVolume);
|
||||
}
|
||||
|
||||
if (old != null && time > FADE_DURATION) {
|
||||
// Complete outfade
|
||||
old.pause();
|
||||
old = null;
|
||||
}
|
||||
|
||||
// Handle pause duration before infade
|
||||
float pause = (scheduled != null) ? scheduled.getPause() : 0.0f;
|
||||
if (time > FADE_DURATION + pause) {
|
||||
if (playing == null && scheduled != null) {
|
||||
// Begin infade for the new track
|
||||
playing = scheduled;
|
||||
scheduled = null;
|
||||
playing.play(); // Start playing the new track
|
||||
}
|
||||
handleInfade(time - FADE_DURATION - pause);
|
||||
}
|
||||
// Implementation for managing fade transitions
|
||||
}
|
||||
|
||||
/**
|
||||
* Manages the fade-in process for the currently playing track.
|
||||
*
|
||||
* This method gradually increases the volume of the `playing` track from zero to full volume
|
||||
* over the duration of `CROSSFADE_DURATION`. It ensures a smooth transition into the new track.
|
||||
*
|
||||
* Behavior:
|
||||
* 1. If no track is set as `playing`, the method exits early, as there is nothing to fade in.
|
||||
* 2. Linearly interpolates the volume of the `playing` track from 0.0 to 1.0 based on the elapsed
|
||||
* `infadeTime` and the specified `CROSSFADE_DURATION`.
|
||||
* 3. Once the fade-in is complete (when `infadeTime` exceeds `CROSSFADE_DURATION`), the method:
|
||||
* - Marks the fade process (`fading`) as complete.
|
||||
* - Ensures the `playing` track is updated to its full volume.
|
||||
*
|
||||
* Key Details:
|
||||
* - Uses the `lerp` function to calculate the volume level for the `playing` track during the fade-in.
|
||||
* - Ensures the volume is always a value between 0.0 and 1.0.
|
||||
* - The `infadeTime` parameter should be relative to the start of the fade-in process.
|
||||
*
|
||||
* Preconditions:
|
||||
* - The `playing` track must be initialized and actively fading in for this method to have an effect.
|
||||
* - The method is invoked as part of the `updateVolumeAndTrack` process.
|
||||
*
|
||||
* @param infadeTime The elapsed time (in seconds) since the fade-in process started.
|
||||
* @param infadeTime Time elapsed since the fade-in process started.
|
||||
*/
|
||||
private void handleInfade(float infadeTime) {
|
||||
if (playing == null) {
|
||||
// Nothing to infade
|
||||
return;
|
||||
}
|
||||
|
||||
// Proceed with the infade for the current playing track
|
||||
float t = Math.min(infadeTime / CROSSFADE_DURATION, 1.0f);
|
||||
float newVolume = lerp(0.0f, 1.0f, t);
|
||||
playing.update(getMusicVolumeTotal() * newVolume);
|
||||
|
||||
if (infadeTime > CROSSFADE_DURATION) {
|
||||
// Infade is complete, finalize state
|
||||
fading = false;
|
||||
playing.update(getMusicVolumeTotal()); // Ensure full volume
|
||||
}
|
||||
// Implementation for handling the fade-in process
|
||||
}
|
||||
|
||||
/**
|
||||
* Adds a list of game tracks to the gameTracks collection and shuffles them.
|
||||
* This method adds predefined game tracks to the track list and shuffles the order.
|
||||
* Adds and shuffles game music tracks.
|
||||
*/
|
||||
private void addGameTracks() {
|
||||
Random random = new Random();
|
||||
|
||||
for (int i = 1; i <= 6; i++) {
|
||||
gameTracks.add(MusicAsset.valueOf("GAME_" + i));
|
||||
}
|
||||
Collections.shuffle(gameTracks, random);
|
||||
// Adds predefined game music tracks to the list and shuffles them
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the current game tracks. If the currently playing track is nearing its end,
|
||||
* a new track will be scheduled to play. If the list of game tracks is empty, it will be refreshed.
|
||||
* Updates the game music tracks, scheduling new ones as needed.
|
||||
*/
|
||||
private void updateGameTracks() {
|
||||
if(null == playing) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (playing.nearEnd(10)) {
|
||||
if (gameTracks.isEmpty()) {
|
||||
addGameTracks();
|
||||
}
|
||||
}
|
||||
|
||||
if (playing != null && playing.nearEnd(3) && trackTimer.getTimeInSeconds() > 20) {
|
||||
trackTimer.reset();
|
||||
|
||||
MusicAsset nextTrack = gameTracks.remove(0);
|
||||
|
||||
scheduled = new GameMusic(app, nextTrack, getMusicVolumeTotal(), nextTrack.getSubVolume(), nextTrack.getLoop(), 0.0f);
|
||||
}
|
||||
// Handles scheduling and transitioning between game tracks
|
||||
}
|
||||
|
||||
/**
|
||||
* Retrieves the main volume level.
|
||||
* Gets the main volume level.
|
||||
*
|
||||
* @return The current main volume level.
|
||||
* @return The main volume level.
|
||||
*/
|
||||
public float getMainVolume() {
|
||||
return mainVolume;
|
||||
@@ -395,7 +160,7 @@ public float getSoundVolume() {
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the main volume level.
|
||||
* Sets the main volume level and saves the setting.
|
||||
*
|
||||
* @param mainVolume The desired main volume level.
|
||||
*/
|
||||
@@ -404,6 +169,27 @@ public void setMainVolume(float mainVolume) {
|
||||
prefs.putFloat("mainVolume", mainVolume);
|
||||
}
|
||||
|
||||
// Similar getters and setters for musicVolume and soundVolume...
|
||||
|
||||
/**
|
||||
* Calculates the total music volume (main volume × music volume).
|
||||
*
|
||||
* @return The total music volume.
|
||||
*/
|
||||
float getMusicVolumeTotal() {
|
||||
return musicVolume * mainVolume;
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculates the total sound volume (main volume × sound volume).
|
||||
*
|
||||
* @return The total sound volume.
|
||||
*/
|
||||
float getSoundVolumeTotal() {
|
||||
return soundVolume * mainVolume;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Sets the music volume level.
|
||||
*
|
||||
@@ -423,23 +209,4 @@ public void setSoundVolume(float soundVolume) {
|
||||
this.soundVolume = soundVolume;
|
||||
prefs.putFloat("soundVolume", soundVolume);
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculates the total music volume by multiplying the music volume by the main volume.
|
||||
*
|
||||
* @return The total music volume.
|
||||
*/
|
||||
float getMusicVolumeTotal() {
|
||||
|
||||
return getMusicVolume() * getMainVolume();
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculates the total sound volume by multiplying the sound volume by the main volume.
|
||||
*
|
||||
* @return The total sound volume.
|
||||
*/
|
||||
float getSoundVolumeTotal() {
|
||||
return getSoundVolume() * getMainVolume();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,30 @@
|
||||
package pp.mdga.client.animation;
|
||||
|
||||
import com.jme3.renderer.RenderManager;
|
||||
import com.jme3.renderer.ViewPort;
|
||||
import com.jme3.scene.Spatial;
|
||||
import com.jme3.scene.control.AbstractControl;
|
||||
|
||||
public abstract class InitControl extends AbstractControl {
|
||||
|
||||
@Override
|
||||
protected void controlUpdate(float tpf) {
|
||||
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void controlRender(RenderManager rm, ViewPort vp) {
|
||||
|
||||
}
|
||||
|
||||
@Override
|
||||
public void setSpatial(Spatial spatial) {
|
||||
if (this.spatial == null && spatial != null) {
|
||||
super.setSpatial(spatial);
|
||||
initSpatial();
|
||||
}
|
||||
}
|
||||
|
||||
protected void initSpatial() {
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,82 @@
|
||||
package pp.mdga.client.animation;
|
||||
|
||||
import com.jme3.math.Vector3f;
|
||||
import com.jme3.renderer.RenderManager;
|
||||
import com.jme3.renderer.ViewPort;
|
||||
|
||||
public class MoveControl extends InitControl {
|
||||
|
||||
private boolean moving;
|
||||
private final Vector3f initPos;
|
||||
private final Vector3f endPos;
|
||||
private final Vector3f middlePos;
|
||||
private final static float HEIGHT = 2;
|
||||
private final static float MOVE_SPEED = 1f;
|
||||
private float progress = 0;
|
||||
private final Runnable actionAfter;
|
||||
|
||||
public MoveControl(Vector3f initPos, Vector3f endPos, Runnable actionAfter){
|
||||
moving = false;
|
||||
this.initPos = initPos;
|
||||
this.endPos = endPos;
|
||||
middlePos = new Vector3f(
|
||||
(initPos.x + endPos.x) / 2,
|
||||
(initPos.y + endPos.y) / 2,
|
||||
HEIGHT
|
||||
);
|
||||
this.actionAfter = actionAfter;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void initSpatial() {
|
||||
moving = true;
|
||||
progress = 0;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void controlUpdate(float tpf) {
|
||||
if(!moving) return;
|
||||
progress += tpf * MOVE_SPEED;
|
||||
if(progress > 1) progress = 1;
|
||||
spatial.setLocalTranslation(quadInt(initPos,middlePos,endPos, easeInOut(progress)));
|
||||
if(progress == 1) end();
|
||||
}
|
||||
|
||||
private void end(){
|
||||
moving = false;
|
||||
actionAfter.run();
|
||||
spatial.removeControl(this);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void controlRender(RenderManager rm, ViewPort vp) {
|
||||
|
||||
}
|
||||
|
||||
private Vector3f quadInt(Vector3f p1, Vector3f p2, Vector3f p3, float t) {
|
||||
// Quadratic interpolation: (1-t)^2 * p1 + 2 * (1-t) * t * p2 + t^2 * p3
|
||||
float oneMinusT = 1 - t;
|
||||
return p1.mult(oneMinusT * oneMinusT)
|
||||
.add(p2.mult(2 * oneMinusT * t))
|
||||
.add(p3.mult(t * t));
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
private float easeInOut(float x){
|
||||
return x < 0.5 ? 4 * x * x * x : (float) (1 - Math.pow(-2 * x + 2, 3) / 2);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
package pp.mdga.client.gui;
|
||||
package pp.mdga.client.animation;
|
||||
|
||||
import com.jme3.math.Quaternion;
|
||||
import com.jme3.math.Vector3f;
|
||||
@@ -1,11 +1,11 @@
|
||||
package pp.mdga.client.gui;
|
||||
package pp.mdga.client.animation;
|
||||
|
||||
import com.jme3.renderer.RenderManager;
|
||||
import com.jme3.renderer.ViewPort;
|
||||
import com.jme3.scene.Spatial;
|
||||
import com.jme3.scene.control.AbstractControl;
|
||||
|
||||
public class ZoomControl extends AbstractControl {
|
||||
public class ZoomControl extends InitControl {
|
||||
private boolean zoomingIn = false;
|
||||
private boolean zoomingOut = false;
|
||||
private float progress = 0;
|
||||
@@ -20,14 +20,7 @@ public ZoomControl(float speed) {
|
||||
}
|
||||
|
||||
@Override
|
||||
public void setSpatial(Spatial spatial) {
|
||||
if (this.spatial == null && spatial != null) {
|
||||
super.setSpatial(spatial);
|
||||
initSpatial();
|
||||
}
|
||||
}
|
||||
|
||||
private void initSpatial() {
|
||||
protected void initSpatial() {
|
||||
zoomingIn = true;
|
||||
}
|
||||
|
||||
@@ -9,8 +9,10 @@
|
||||
import com.jme3.scene.control.AbstractControl;
|
||||
import pp.mdga.client.Asset;
|
||||
import pp.mdga.client.MdgaApp;
|
||||
import pp.mdga.client.animation.MoveControl;
|
||||
import pp.mdga.client.gui.DiceControl;
|
||||
import pp.mdga.game.Color;
|
||||
import pp.mdga.game.Piece;
|
||||
|
||||
import java.util.*;
|
||||
|
||||
@@ -28,9 +30,10 @@ public class BoardHandler {
|
||||
private Map<Color, List<NodeControl>> homeNodesMap;
|
||||
private Map<Color, List<NodeControl>> waitingNodesMap;
|
||||
private Map<Color, List<PieceControl>> waitingPiecesMap;
|
||||
private Map<Color, Map<UUID, NodeControl>> waitingNodes;
|
||||
private Map<UUID, Color> pieceColor;
|
||||
|
||||
private Node rootNodeBoard;
|
||||
private final Node rootNodeBoard;
|
||||
private final Node rootNode;
|
||||
|
||||
private final FilterPostProcessor fpp;
|
||||
@@ -86,6 +89,12 @@ private void initMap() {
|
||||
pieceColor = new HashMap<>();
|
||||
diceControl = new DiceControl(app.getAssetManager());
|
||||
diceControl.create(new Vector3f(0,0,0), 0.7f, true);
|
||||
waitingNodes = new HashMap<>();
|
||||
waitingNodes.put(Color.AIRFORCE, new HashMap<>());
|
||||
waitingNodes.put(Color.ARMY, new HashMap<>());
|
||||
waitingNodes.put(Color.NAVY, new HashMap<>());
|
||||
waitingNodes.put(Color.CYBER, new HashMap<>());
|
||||
|
||||
|
||||
List<AssetOnMap> assetOnMaps = MapLoader.loadMap(MAP_NAME);
|
||||
|
||||
@@ -214,7 +223,6 @@ public static Vector3f getMeanPosition(List<Vector3f> vectors) {
|
||||
|
||||
//public methods****************************************************************************************************
|
||||
public void addPlayer(Color color, List<UUID> uuid) {
|
||||
if (!isInitialised) throw new RuntimeException("BoardHandler is not initialized");
|
||||
|
||||
List<AssetOnMap> playerAssets = colorAssetsMap.get(color);
|
||||
if (playerAssets == null) throw new RuntimeException("Assets for Player color are not defined");
|
||||
@@ -226,20 +234,27 @@ public void addPlayer(Color color, List<UUID> uuid) {
|
||||
|
||||
for (int i = 0; i < playerAssets.size(); i++){
|
||||
AssetOnMap assetOnMap = playerAssets.get(i);
|
||||
UUID pieceUuid = uuid.get(i);
|
||||
|
||||
// Initialize PieceControl
|
||||
PieceControl pieceControl = displayAndControl(assetOnMap, new PieceControl(assetOnMap.rot(), app.getAssetManager(), app, fpp));
|
||||
pieceControl.setRotation(assetOnMap.rot());
|
||||
movePieceToNode(pieceControl, waitNodes.get(i));
|
||||
|
||||
pieces.put(uuid.get(i), pieceControl);
|
||||
// Assign piece to waiting node
|
||||
NodeControl waitNode = getNextWaitingNode(color);
|
||||
waitingNodes.get(color).put(pieceUuid, waitNode);
|
||||
|
||||
pieceColor.put(uuid.get(i), color);
|
||||
// Move piece to node
|
||||
movePieceToNode(pieceControl, waitNode);
|
||||
|
||||
// Update mappings
|
||||
pieces.put(pieceUuid, pieceControl);
|
||||
pieceColor.put(pieceUuid, color);
|
||||
addItemToMapList(waitingPiecesMap, color, pieceControl);
|
||||
}
|
||||
}
|
||||
|
||||
public void moveHomePiece(UUID uuid, int index){
|
||||
if (!isInitialised) throw new RuntimeException("BoardHandler is not initialized");
|
||||
|
||||
Color color = pieceColor.get(uuid);
|
||||
if(color == null) throw new RuntimeException("uuid is not mapped to a color");
|
||||
@@ -257,83 +272,111 @@ public void moveHomePiece(UUID uuid, int index){
|
||||
NodeControl lastHomeNode = homeNodes.get(homeNodes.size()-1);
|
||||
|
||||
pieceControl.setRotation(getRotationMove(firstHomeNode.getLocation(), lastHomeNode.getLocation()));
|
||||
app.getModelSynchronize().animationEnd();
|
||||
}
|
||||
|
||||
public void movePieceStart(UUID uuid, int nodeIndex){
|
||||
if (!isInitialised) throw new RuntimeException("BoardHandler is not initialized");
|
||||
|
||||
// Farbe des Pieces abrufen
|
||||
Color color = pieceColor.get(uuid);
|
||||
if(color == null) throw new RuntimeException("uuid is not mapped to a color");
|
||||
if (color == null) throw new RuntimeException("UUID is not mapped to a color");
|
||||
|
||||
// PieceControl abrufen
|
||||
PieceControl pieceControl = pieces.get(uuid);
|
||||
movePieceToNode(pieceControl, infield.get(nodeIndex));
|
||||
if (pieceControl == null) throw new RuntimeException("PieceControl not found for UUID: " + uuid);
|
||||
|
||||
// Zielknoten abrufen und prüfen
|
||||
if (nodeIndex < 0 || nodeIndex >= infield.size()) {
|
||||
throw new IllegalArgumentException("Invalid nodeIndex: " + nodeIndex);
|
||||
}
|
||||
NodeControl targetNode = infield.get(nodeIndex);
|
||||
|
||||
movePieceToNode(pieceControl, targetNode);
|
||||
|
||||
removeItemFromMapList(waitingPiecesMap, color, pieceControl);
|
||||
waitingNodes.get(color).remove(uuid);
|
||||
app.getModelSynchronize().animationEnd();
|
||||
}
|
||||
|
||||
public void movePiece(UUID uuid, int curIndex, int moveIndex){
|
||||
if (!isInitialised) throw new RuntimeException("BoardHandler is not initialized");
|
||||
|
||||
movePieceRek(uuid, curIndex, moveIndex);
|
||||
app.getModelSynchronize().animationEnd();
|
||||
}
|
||||
|
||||
public void throwPiece(UUID uuid){
|
||||
if (!isInitialised) throw new RuntimeException("BoardHandler is not initialized");
|
||||
|
||||
// Farbe des Pieces abrufen
|
||||
Color color = pieceColor.get(uuid);
|
||||
if(color == null) throw new RuntimeException("uuid is not mapped to a color");
|
||||
|
||||
if (color == null) throw new RuntimeException("UUID is not mapped to a color");
|
||||
|
||||
// PieceControl abrufen
|
||||
PieceControl pieceControl = pieces.get(uuid);
|
||||
List<NodeControl> waitNodes = waitingNodesMap.get(color);
|
||||
List<PieceControl> waitPieces = waitingPiecesMap.get(color);
|
||||
if (pieceControl == null) throw new RuntimeException("PieceControl not found for UUID: " + uuid);
|
||||
|
||||
movePieceToNode(pieceControl, waitNodes.get(waitPieces.size()));
|
||||
// Nächste freie Waiting Node abrufen
|
||||
NodeControl nextWaitNode = getNextWaitingNode(color);
|
||||
if (nextWaitNode == null) {
|
||||
throw new IllegalStateException("No available waiting nodes for color: " + color);
|
||||
}
|
||||
|
||||
// Bewegung durchführen
|
||||
movePieceToNode(pieceControl, nextWaitNode);
|
||||
|
||||
// Waiting Nodes aktualisieren
|
||||
waitingNodes.get(color).put(uuid, nextWaitNode);
|
||||
|
||||
// Synchronisation oder Animation
|
||||
pieceControl.rotateInit();
|
||||
app.getModelSynchronize().animationEnd();
|
||||
}
|
||||
|
||||
public void shieldPiece(UUID uuid){
|
||||
if (!isInitialised) throw new RuntimeException("BoardHandler is not initialized");
|
||||
|
||||
pieces.get(uuid).activateShield();
|
||||
}
|
||||
|
||||
public void unshieldPiece(UUID uuid){
|
||||
if (!isInitialised) throw new RuntimeException("BoardHandler is not initialized");
|
||||
|
||||
pieces.get(uuid).deactivateShield();
|
||||
}
|
||||
|
||||
public void suppressShield(UUID uuid){
|
||||
if (!isInitialised) throw new RuntimeException("BoardHandler is not initialized");
|
||||
|
||||
pieces.get(uuid).suppressShield();
|
||||
}
|
||||
|
||||
public void swapPieces(UUID piece1, UUID piece2){
|
||||
if (!isInitialised) throw new RuntimeException("BoardHandler is not initialized");
|
||||
public void swapPieces(PieceControl p1, PieceControl p2, Vector3f loc1, float rot1, Vector3f loc2, float rot2){
|
||||
|
||||
PieceControl piece1Control = pieces.get(piece1);
|
||||
PieceControl piece2Control = pieces.get(piece2);
|
||||
// PieceControl piece1Control = pieces.get(piece1);
|
||||
// PieceControl piece2Control = pieces.get(piece2);
|
||||
|
||||
if(piece1Control == null) throw new RuntimeException("piece1 UUID is not valid");
|
||||
if(piece2Control == null) throw new RuntimeException("piece2 UUID is not valid");
|
||||
// if(piece1Control == null) throw new RuntimeException("piece1 UUID is not valid");
|
||||
// if(piece2Control == null) throw new RuntimeException("piece2 UUID is not valid");
|
||||
|
||||
float rot1 = piece1Control.getRotation();
|
||||
float rot2 = piece2Control.getRotation();
|
||||
// float rot1 = piece1Control.getRotation();
|
||||
// float rot2 = piece2Control.getRotation();
|
||||
|
||||
piece1Control.setRotation(rot2);
|
||||
piece2Control.setRotation(rot1);
|
||||
// piece1Control.setRotation(rot2);
|
||||
// piece2Control.setRotation(rot1);
|
||||
|
||||
Vector3f pos1 = piece1Control.getLocation().clone();
|
||||
Vector3f pos2 = piece2Control.getLocation().clone();
|
||||
// Vector3f pos1 = piece1Control.getLocation().clone();
|
||||
// Vector3f pos2 = piece2Control.getLocation().clone();
|
||||
|
||||
piece1Control.setLocation(pos2);
|
||||
piece2Control.setLocation(pos1);
|
||||
// piece1Control.setLocation(pos2);
|
||||
// piece2Control.setLocation(pos1);
|
||||
|
||||
p1.setLocation(loc2);
|
||||
p2.setLocation(loc1);
|
||||
|
||||
p1.setRotation(rot2);
|
||||
p2.setRotation(rot1);
|
||||
|
||||
|
||||
app.getModelSynchronize().animationEnd();
|
||||
}
|
||||
|
||||
public void highlight(UUID uuid, boolean bool){
|
||||
if (!isInitialised) throw new RuntimeException("BoardHandler is not initialized");
|
||||
|
||||
pieces.get(uuid).highlight(bool);
|
||||
pieces.get(uuid).setSelectable(bool);
|
||||
@@ -488,4 +531,75 @@ private <K, V> K getKeyByValue(Map<K, V> map, V value) {
|
||||
return null;
|
||||
}
|
||||
|
||||
public void movePieceAnim(UUID uuid, int curIndex, int moveIndex){
|
||||
pieces.get(uuid).getSpatial().addControl(new MoveControl(
|
||||
infield.get(curIndex).getLocation(),
|
||||
infield.get(moveIndex).getLocation(),
|
||||
()->movePiece(uuid,curIndex,moveIndex)));
|
||||
}
|
||||
|
||||
public void movePieceHomeAnim(UUID uuid, int homeIndex){
|
||||
pieces.get(uuid).getSpatial().addControl(new MoveControl(
|
||||
pieces.get(uuid).getLocation(),
|
||||
homeNodesMap.get(pieceColor.get(uuid)).get(homeIndex).getLocation(),
|
||||
()->moveHomePiece(uuid,homeIndex)));
|
||||
}
|
||||
|
||||
public void movePieceStartAnim(UUID uuid, int moveIndex){
|
||||
pieces.get(uuid).getSpatial().addControl(new MoveControl(
|
||||
pieces.get(uuid).getLocation(),
|
||||
infield.get(moveIndex).getLocation(),
|
||||
()->movePieceStart(uuid, moveIndex)
|
||||
));
|
||||
}
|
||||
|
||||
public void throwPieceAnim(UUID uuid){
|
||||
pieces.get(uuid).getSpatial().addControl(new MoveControl(
|
||||
pieces.get(uuid).getLocation(),
|
||||
getNextWaitingNode(pieceColor.get(uuid)).getLocation(),
|
||||
()->throwPiece(uuid)
|
||||
));
|
||||
}
|
||||
|
||||
public void swapPieceAnim(UUID piece1, UUID piece2){
|
||||
PieceControl piece1Control = pieces.get(piece1);
|
||||
PieceControl piece2Control = pieces.get(piece2);
|
||||
|
||||
Vector3f loc1 = piece1Control.getLocation().clone();
|
||||
Vector3f loc2 = piece2Control.getLocation().clone();
|
||||
float rot1 = piece1Control.getRotation();
|
||||
float rot2 = piece2Control.getRotation();
|
||||
|
||||
piece1Control.getSpatial().addControl(new MoveControl(
|
||||
piece1Control.getLocation().clone(),
|
||||
piece2Control.getLocation().clone(),
|
||||
()->{}
|
||||
));
|
||||
piece2Control.getSpatial().addControl(new MoveControl(
|
||||
piece2Control.getLocation().clone(),
|
||||
piece1Control.getLocation().clone(),
|
||||
()->swapPieces(piece1Control,piece2Control,loc1,rot1,loc2,rot2)
|
||||
));
|
||||
}
|
||||
|
||||
private NodeControl getNextWaitingNode(Color color) {
|
||||
List<NodeControl> nodes = waitingNodesMap.get(color);
|
||||
|
||||
if (nodes == null || nodes.isEmpty()) {
|
||||
throw new IllegalStateException("Keine verfügbaren Warteschleifen-Knoten für die Farbe " + color);
|
||||
}
|
||||
|
||||
for (NodeControl node : nodes) {
|
||||
if (!waitingNodes.getOrDefault(color, new HashMap<>()).containsValue(node)) {
|
||||
return node;
|
||||
}
|
||||
}
|
||||
|
||||
throw new IllegalStateException("Keine freien Nodes im Wartebereich für die Farbe " + color);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
import com.jme3.math.Vector3f;
|
||||
import com.jme3.scene.Node;
|
||||
import com.jme3.system.AppSettings;
|
||||
import pp.mdga.client.Asset;
|
||||
import pp.mdga.client.animation.ZoomControl;
|
||||
import pp.mdga.game.Color;
|
||||
|
||||
public class ActionTextHandler {
|
||||
|
||||
@@ -10,6 +10,7 @@
|
||||
import com.jme3.texture.Texture2D;
|
||||
import pp.mdga.client.Asset;
|
||||
import pp.mdga.client.MdgaApp;
|
||||
import pp.mdga.client.animation.SymbolControl;
|
||||
import pp.mdga.game.BonusCard;
|
||||
|
||||
import java.util.*;
|
||||
|
||||
Reference in New Issue
Block a user