solution for number 13
added an AnimationState in Client and Server added 2D and 3D representation of a missile added missile launch sound updated Singlemode to continue functionality
This commit is contained in:
@@ -35,6 +35,7 @@ public class GameSound extends AbstractAppState implements GameEventListener {
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private AudioNode splashSound;
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private AudioNode shipDestroyedSound;
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private AudioNode explosionSound;
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private AudioNode missileLaunch;
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/**
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* Checks if sound is enabled in the preferences.
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@@ -79,6 +80,7 @@ public void initialize(AppStateManager stateManager, Application app) {
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shipDestroyedSound = loadSound(app, "Sound/Effects/sunken.wav"); //NON-NLS
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splashSound = loadSound(app, "Sound/Effects/splash.wav"); //NON-NLS
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explosionSound = loadSound(app, "Sound/Effects/explosion.wav"); //NON-NLS
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missileLaunch = loadSound(app, "Sound/Effects/missilefiring.wav"); //NON-NLS
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}
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/**
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@@ -101,6 +103,14 @@ private AudioNode loadSound(Application app, String name) {
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return null;
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}
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/**
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* Plays the splash sound effect.
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*/
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public void missileLaunch() {
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if (isEnabled() && missileLaunch != null)
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missileLaunch.playInstance();
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}
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/**
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* Plays the splash sound effect.
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*/
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@@ -131,6 +141,7 @@ public void receivedEvent(SoundEvent event) {
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case EXPLOSION -> explosion();
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case SPLASH -> splash();
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case DESTROYED_SHIP -> shipDestroyed();
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case MISSILE_LAUNCH -> missileLaunch();
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}
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}
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}
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@@ -70,7 +70,7 @@ public void hitEffect(Node battleshipNode, Shot shot){
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debris.setLocalTranslation(shot.getY() + 0.5f, 0 , shot.getX() + 0.5f);
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debris.emitAllParticles();
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//Fire //TODO Fix creation of fire on the edge of the map
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//Fire
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ParticleEmitter fire = new ParticleEmitter("Fire", Type.Triangle, 30);
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Material fireMaterial = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
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fireMaterial.setTexture("Texture", assetManager.loadTexture("Textures/Fire/fire.png"));
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@@ -12,9 +12,14 @@
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import com.jme3.scene.Node;
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import com.jme3.scene.Spatial;
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import pp.battleship.model.Battleship;
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import pp.battleship.model.IntPoint;
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import pp.battleship.model.Shell;
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import pp.battleship.model.Shot;
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import pp.util.Position;
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import java.lang.System.Logger;
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import java.lang.System.Logger.Level;
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/**
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* Synchronizes the visual representation of the ship map with the game model.
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* It handles the rendering of ships and shots on the map view, updating the view
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@@ -26,6 +31,9 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
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private static final float SHOT_DEPTH = -2f;
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private static final float SHIP_DEPTH = 0f;
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private static final float INDENT = 4f;
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private static final float MISSILE_DEPTH = 6f;
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private static final float MISSILE_SIZE = 0.8f;
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private static final float MISSILE_CENTERED_IN_MAP_GRID = 0.0625f;
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// Colors used for different visual elements
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private static final ColorRGBA HIT_COLOR = ColorRGBA.Red;
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@@ -37,6 +45,8 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
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// The MapView associated with this synchronizer
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private final MapView view;
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static final Logger LOGGER = System.getLogger(MapViewSynchronizer.class.getName());
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/**
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* Constructs a new MapViewSynchronizer for the given MapView.
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* Initializes the synchronizer and adds existing elements from the model to the view.
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@@ -58,16 +68,14 @@ public MapViewSynchronizer(MapView view) {
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*/
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@Override
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public Spatial visit(Shot shot) {
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LOGGER.log(Level.DEBUG, "visiting" + shot);
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// Convert the shot's model coordinates to view coordinates
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final Position p1 = view.modelToView(shot.getX(), shot.getY());
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final Position p2 = view.modelToView(shot.getX() + 1, shot.getY() + 1);
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final ColorRGBA color = shot.isHit() ? HIT_COLOR : MISS_COLOR;
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// Create and return a rectangle representing the shot
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return view.getApp().getDraw().makeRectangle(p1.getX(), p1.getY(),
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SHOT_DEPTH,
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p2.getX() - p1.getX(), p2.getY() - p1.getY(),
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color);
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return view.getApp().getDraw().makeRectangle(p1.getX(), p1.getY(), SHOT_DEPTH, p2.getX() - p1.getX(), p2.getY() - p1.getY(), color);
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}
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/**
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@@ -109,6 +117,26 @@ public Spatial visit(Battleship ship) {
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return shipNode;
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}
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@Override
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public Spatial visit(Shell shell) {
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LOGGER.log(Logger.Level.DEBUG, "Visiting {0}", shell);
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final Node missileNode = new Node("missile");
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final Position p1 = view.modelToView(shell.getX(), shell.getY());
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final Position p2 = view.modelToView(shell.getX() + MISSILE_SIZE, shell.getY() + MISSILE_SIZE);
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final float x1 = p1.getX() + INDENT;
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final float y1 = p1.getY() + INDENT;
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final float x2 = p2.getX() - INDENT;
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final float y2 = p2.getY() - INDENT;
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final Position startPosition = view.modelToView(MISSILE_CENTERED_IN_MAP_GRID, MISSILE_CENTERED_IN_MAP_GRID);
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missileNode.attachChild(view.getApp().getDraw().makeRectangle(startPosition.getX(), startPosition.getY(), MISSILE_DEPTH, p2.getX() - p1.getX(), p2.getY() - p1.getY(), ColorRGBA.DarkGray));
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missileNode.setLocalTranslation(startPosition.getX(), startPosition.getY(), MISSILE_DEPTH);
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missileNode.addControl(new ShellMapControl(p1, view.getApp(), new IntPoint(shell.getX(), shell.getY())));
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return missileNode;
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}
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/**
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* Creates a line geometry representing part of the ship's border.
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*
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@@ -120,6 +148,7 @@ public Spatial visit(Battleship ship) {
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* @return a Geometry representing the line
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*/
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private Geometry shipLine(float x1, float y1, float x2, float y2, ColorRGBA color) {
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LOGGER.log(Logger.Level.DEBUG, "created Ship line");
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return view.getApp().getDraw().makeFatLine(x1, y1, x2, y2, SHIP_DEPTH, color, SHIP_LINE_WIDTH);
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}
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}
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@@ -8,8 +8,10 @@
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package pp.battleship.client.gui;
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import com.jme3.material.Material;
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import com.jme3.material.RenderState;
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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.renderer.queue.RenderQueue;
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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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@@ -18,6 +20,7 @@
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import com.jme3.scene.shape.Cylinder;
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import pp.battleship.client.BattleshipApp;
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import pp.battleship.model.Battleship;
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import pp.battleship.model.Shell;
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import pp.battleship.model.Rotation;
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import pp.battleship.model.ShipMap;
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import pp.battleship.model.Shot;
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@@ -37,10 +40,14 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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private static final String KING_GEORGE_V_MODEL = "Models/KingGeorgeV/KingGeorgeV.j3o";
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private static final String UBOAT_MODEL = "Models/UBOAT/14084_WWII_Ship_German_Type_II_U-boat_v2_L1.obj";
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private static final String PATROL_BOAT_MODEL = "Models/PATROL_BOAT/12219_boat_v2_L2.obj";
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private static final String MODERNBATTLESHIP_MODEL = "Models/BATTLESHIP/10619_Battleship.obj";
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private static final String MODERN_BATTLESHIP_MODEL = "Models/BATTLESHIP/10619_Battleship.obj";
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private static final String MODERN_BATTLESHIP_TEXTURES = "Models/BATTLESHIP/BattleshipC.jpg";
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private static final String MISSILE_MODEL = "Models/Missile/AIM120D.obj";
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private static final String MISSILE_TEXTURE = "Models/Missile/texture.png";
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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 MISSILE = "missile"; //NON-NLS
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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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@@ -136,6 +143,25 @@ public Spatial visit(Battleship ship) {
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return node;
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}
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/**
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* Visits a Shell and creates a graphical representation of it.
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*
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* @param shell the battleship to be represented
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* @return the node containing the graphical representation of the battleship
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*/
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@Override
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public Spatial visit(Shell shell) {
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final Node node = new Node(MISSILE);
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node.attachChild(createMissile());
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final float x = shell.getY();
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final float z = shell.getX();
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node.setLocalTranslation(x+0.5f, 10f, z+0.5f);
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node.addControl(new ShellControl(shell, app));
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return node;
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}
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/**
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* Creates the appropriate graphical representation of the specified battleship.
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* The representation is either a detailed model or a simple box based on the length of the ship.
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@@ -213,7 +239,13 @@ private Spatial createBattleship(Battleship ship) {
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*/
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private Spatial createModernBattleship(Battleship ship) {
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final Spatial model = app.getAssetManager().loadModel(MODERNBATTLESHIP_MODEL);
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final Spatial model = app.getAssetManager().loadModel(MODERN_BATTLESHIP_MODEL);
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Material mat = new Material(app.getAssetManager(), UNSHADED);
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mat.setTexture("ColorMap", app.getAssetManager().loadTexture(MODERN_BATTLESHIP_TEXTURES));
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mat.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Off);
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model.setMaterial(mat);
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model.setQueueBucket(RenderQueue.Bucket.Opaque);
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model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()) + HALF_PI, 0f);
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model.scale(0.000075f);
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@@ -222,6 +254,30 @@ private Spatial createModernBattleship(Battleship ship) {
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return model;
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}
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/**
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* Creates a detailed 3D model to represent a missile.
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*
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* @return the spatial representing the missile
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*/
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private Spatial createMissile() {
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final Spatial model = app.getAssetManager().loadModel(MISSILE_MODEL);
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Material mat = new Material(app.getAssetManager(), UNSHADED);
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mat.setTexture("ColorMap", app.getAssetManager().loadTexture(MISSILE_TEXTURE));
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mat.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Off);
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model.setMaterial(mat);
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model.setQueueBucket(RenderQueue.Bucket.Opaque);
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model.rotate(-HALF_PI,0,0);
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model.scale(0.009f);
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model.setShadowMode(ShadowMode.CastAndReceive);
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model.move(0,0f,0);
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return model;
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}
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/**
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* Creates a detailed 3D model to represent a Uboat.
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*
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@@ -0,0 +1,41 @@
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package pp.battleship.client.gui;
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import com.jme3.renderer.RenderManager;
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import com.jme3.renderer.ViewPort;
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import com.jme3.scene.control.AbstractControl;
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import pp.battleship.client.BattleshipApp;
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import pp.battleship.message.client.EndAnimationMessage;
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import pp.battleship.model.IntPoint;
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import pp.battleship.model.Shell;
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import java.lang.System.Logger;
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import java.lang.System.Logger.Level;
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public class ShellControl extends AbstractControl {
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private final Shell shell;
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private final BattleshipApp app;
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private static final float TRAVEL_SPEED = 8.5f;
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static final Logger LOGGER = System.getLogger(BattleshipApp.class.getName());
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public ShellControl(Shell shell, BattleshipApp app) {
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this.shell = shell;
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this.app = app;
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}
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@Override
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public void controlUpdate(float tpf) {
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//LOGGER.log(Level.DEBUG, "missile at x=" + shell.getX() + ", y=" + shell.getY());
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spatial.move(0, -TRAVEL_SPEED*tpf, 0);
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if(spatial.getLocalTranslation().getY() <= 0.2){
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spatial.getParent().detachChild(spatial);
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app.getGameLogic().send(new EndAnimationMessage(new IntPoint(shell.getX(), shell.getY())));
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}
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}
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@Override
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protected void controlRender(RenderManager rm, ViewPort vp) {
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}
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}
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@@ -0,0 +1,39 @@
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package pp.battleship.client.gui;
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import com.jme3.math.Vector3f;
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import com.jme3.renderer.RenderManager;
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import com.jme3.renderer.ViewPort;
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import com.jme3.scene.control.AbstractControl;
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import pp.battleship.client.BattleshipApp;
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import pp.battleship.message.client.EndAnimationMessage;
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import pp.battleship.model.IntPoint;
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import pp.util.Position;
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public class ShellMapControl extends AbstractControl {
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private final Position position;
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private final IntPoint pos;
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private static final Vector3f vector = new Vector3f();
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private final BattleshipApp app;
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public ShellMapControl(Position position, BattleshipApp app, IntPoint pos) {
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super();
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this.position = position;
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this.pos = pos;
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this.app = app;
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vector.set(new Vector3f(position.getX(), position.getY(), 0));
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}
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@Override
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protected void controlUpdate(float tpf) {
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spatial.move(vector.mult(tpf));
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if (spatial.getLocalTranslation().getX() >= position.getX() && spatial.getLocalTranslation().getY() >= position.getY()) {
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spatial.getParent().detachChild(spatial);
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app.getGameLogic().send(new EndAnimationMessage(pos));
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}
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}
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@Override
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protected void controlRender(RenderManager rm, ViewPort vp) {
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}
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}
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@@ -19,12 +19,15 @@
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import pp.battleship.game.server.ServerGameLogic;
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import pp.battleship.game.server.ServerSender;
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import pp.battleship.message.client.ClientMessage;
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import pp.battleship.message.client.EndAnimationMessage;
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import pp.battleship.message.client.MapMessage;
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import pp.battleship.message.client.ShootMessage;
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import pp.battleship.message.server.EffectMessage;
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import pp.battleship.message.server.GameDetails;
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import pp.battleship.message.server.ServerMessage;
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import pp.battleship.message.server.StartAnimationMessage;
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import pp.battleship.message.server.StartBattleMessage;
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import pp.battleship.message.server.SwitchToBattleState;
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import pp.battleship.model.Battleship;
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import pp.battleship.model.IntPoint;
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import pp.battleship.model.Shot;
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@@ -114,11 +117,15 @@ private void initializeSerializables() {
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Serializer.registerClass(Battleship.class);
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Serializer.registerClass(IntPoint.class);
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Serializer.registerClass(Shot.class);
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Serializer.registerClass(StartAnimationMessage.class);
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Serializer.registerClass(EndAnimationMessage.class);
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Serializer.registerClass(SwitchToBattleState.class);
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}
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private void registerListeners() {
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myServer.addMessageListener(this, MapMessage.class);
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myServer.addMessageListener(this, ShootMessage.class);
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myServer.addMessageListener(this, EndAnimationMessage.class);
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myServer.addConnectionListener(this);
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}
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@@ -0,0 +1,12 @@
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# Blender MTL File: 'AIM120D.blend'
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# Material Count: 1
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newmtl Material.006
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Ns 96.078431
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Ka 0.000000 0.000000 0.000000
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Kd 0.640000 0.640000 0.640000
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Ks 0.500000 0.500000 0.500000
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Ni 1.000000
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d 1.000000
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illum 2
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map_Kd texture.png
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File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,2 @@
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AIM-120D Missile (Air-to-Air) by https://free3d.com/3d-model/aim-120d-shell-air-to-air-20348.html
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License: License for personal use
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After Width: | Height: | Size: 6.8 MiB |
@@ -0,0 +1,2 @@
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Missile firing fl by NHMWretched (https://pixabay.com/sound-effects/missile-firing-fl-106655/)
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CCO License
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Binary file not shown.
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