edited the fire, adjusted the rocket_size,added the models in j3o files, adjusted the Gamesound, added the artefacts
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@@ -9,7 +9,7 @@
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#
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# Specifies the map used by the opponent in single mode.
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# Single mode is activated if this property is set.
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#map.opponent=maps/map2.json
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map.opponent=maps/map2.json
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#
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# Specifies the map used by the player in single mode.
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# The player must define their own map if this property is not set.
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@@ -124,6 +124,11 @@ public void shipDestroyed() {
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shipDestroyedSound.playInstance();
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}
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/**
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* when triggered, though a sound-event,it decides, which sound should be played
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*
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* @param event the received event
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*/
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@Override
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public void receivedEvent(SoundEvent event) {
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switch (event.sound()) {
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@@ -140,7 +145,7 @@ public void receivedEvent(SoundEvent event) {
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*/
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private void rocket() {
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if (isEnabled() && splashSound != null)
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rocketSound.playInstance();
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rocketSound.play();
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}
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/**
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@@ -43,17 +43,14 @@ 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 SUBMARINE = "Models/Submarine/submarine.j3o";
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private static final String DESTROYER = "Models/Destroyer/10619_Battleship.j3o";
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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 PARTICLE = "Common/MatDefs/Misc/Particle.j3md";
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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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private static final String ROCKET = "Models/Rocket/rocket.j3o";
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private static final ColorRGBA BOX_COLOR = ColorRGBA.Gray;
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private static final ColorRGBA SPLASH_COLOR = new ColorRGBA(0f, 0f, 1f, 0.4f);
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private static final ColorRGBA HIT_COLOR = new ColorRGBA(1f, 0f, 0f, 0.4f);
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private final ShipMap map;
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private final BattleshipApp app;
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@@ -123,27 +120,28 @@ private Spatial handleHit(Shot shot) {
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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("fire", 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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hitEffect.setStartColor(ColorRGBA.Orange);
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hitEffect.setEndColor(ColorRGBA.Red);
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hitEffect.setStartSize(0.1f);
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hitEffect.setEndSize(0.1f);
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hitEffect.setParticlesPerSec(2);
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hitEffect.setEndSize(0.05f);
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hitEffect.getParticleInfluencer().setInitialVelocity(new Vector3f(0,1,0));
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hitEffect.setParticlesPerSec(5);
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hitEffect.setLowLife(1f);
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hitEffect.setHighLife(1f);
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final Node shipNode = requireNonNull((Node) getSpatial(map.findShipAt(shot.getX(), shot.getY())), "Missing ship node");
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hitEffect.setGravity(0, -0.9f, 0);
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Vector3f shipNodePos = shipNode.getLocalTranslation();
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Vector3f shotWorld = mapToWorldCord(shot.getX(), shot.getY());
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Vector3f firePos = shotWorld.subtract(shipNodePos);
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if (map.findShipAt(shot.getX(), shot.getY()).getLength() == 2) {
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hitEffect.setLocalTranslation(firePos.x, 0.25f, firePos.z);
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hitEffect.setLocalTranslation(firePos.x, 0.15f, firePos.z);
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} else {
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hitEffect.setLocalTranslation(firePos.x, 0.5f, firePos.z);
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hitEffect.setLocalTranslation(firePos.x, 0.3f, firePos.z);
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}
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return hitEffect;
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}
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@@ -262,7 +260,7 @@ private Spatial createShell() {
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LOGGER.log(Level.INFO, "created Shell");
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final Spatial model = app.getAssetManager().loadModel(ROCKET);
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model.rotate(PI, PI, 0);
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model.scale(0.0005f);
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model.scale(0.0002f);
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model.move(0, 0, 0);
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model.setShadowMode(ShadowMode.CastAndReceive);
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return model;
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@@ -94,13 +94,17 @@ public ShipControl(Battleship ship, ShipMap map) {
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protected void controlUpdate(float tpf) {
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// If spatial is null, do nothing
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if (spatial == null) return;
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if (ship.isDestroyed() && spatial.getLocalTranslation().getY() < SINKING_HEIGHT) { // removes the ship, if it is completely sunk
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spatial.getParent().detachChild(spatial);
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}
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else if (ship.isDestroyed() && spatial.getLocalTranslation().getY() >= SINKING_HEIGHT) { // sink the ship, if it's not completely sunk
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spatial.move(0, tpf * 0.1f * -1, 0);
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if(ship.isDestroyed()){
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if(spatial.getLocalTranslation().getY() < SINKING_HEIGHT) { // removes the ship, if it is completely sunk
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spatial.getParent().detachChild(spatial);
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}
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else // sink the ship, if it's not completely sunk
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spatial.move(0, tpf * 0.1f * -1, 0);
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}
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// Update the time within the oscillation cycle
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time = (time + tpf) % cycle;
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