corrected the server based validation in 'WaitState' and 'ServerGameLogic' and 'battleship.properties' and 'battleship_de.properties' and reformatted 'SeaSynchronizer'
corrected the 'ServerGameLogic' so it will send new GameLogic and will be still in EditorState, when presented with an invalid map and added in the properties the keys writen in 'WaitState' and added the 'ReceivedGameLogic', to receive new GameDetails
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@@ -122,12 +122,13 @@ private Spatial handleHit(Shot shot) {
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/**
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* this method attach fire to the ship, if it is hit
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*
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* @param shot the shot, that hit the ship
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* @return the Fire
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*/
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private ParticleEmitter createFire(Shot shot) {
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ParticleEmitter hitEffect = new ParticleEmitter("HitEffect", Type.Triangle, 5000);
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ParticleEmitter hitEffect = new ParticleEmitter("HitEffect", Type.Triangle, 5000);
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hitEffect.setMaterial(new Material(app.getAssetManager(), PARTICLE));
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hitEffect.setImagesX(2);
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hitEffect.setImagesY(2);
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@@ -280,12 +281,6 @@ private Spatial createDestroyer(Battleship ship) {
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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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//model.setMaterial(app.getAssetManager().loadMaterial("Models/Destroyer/10619_Battleship.mtl"));
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//TODO
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//Material m = new Material();
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//m.setTexture("textureDestroyer",app.getAssetManager().loadTexture("Models/Destroyer/10619_Battleship.mtl"));
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//model.setMaterial(m);
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return model;
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}
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