14 Commits

Author SHA1 Message Date
Timo Brennförder
a38366600c fixed a bug where the SHIPDESTROYED Sound was played everytime 2024-10-14 11:12:07 +02:00
Timo Brennförder
8c45784246 Code cleanup
added JavaDocs
removed unnecessary lines
2024-10-13 01:59:46 +02:00
Timo Brennförder
febdd63422 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
2024-10-12 18:24:33 +02:00
Timo Brennförder
264b854cbe bug fix
fixed first few fire frames being displayed at the edge of the map
added README.txt files for used images
2024-10-10 23:26:15 +02:00
Timo Brennförder
24f20f855f solution for number 12
added water splash for misfires
added explosion, debris and fire for hit
2024-10-10 21:51:11 +02:00
Timo Brennförder
dac84388fc added different music for different game states 2024-10-05 20:56:26 +02:00
Timo Brennförder
329d3d7372 reworked ex 8
return to EditorState if map is invalid
2024-10-05 12:59:38 +02:00
Timo Brennförder
22bcd55024 added JavaDocs
corrected typos
2024-10-04 18:05:26 +02:00
Timo Brennförder
161fa5cb22 Solution for exercise 11
added possibility to start own Server from client
added a Checkbox to the connection menu to manage starting own server
2024-10-04 17:57:45 +02:00
Timo Brennförder
9cfabdb15d added background music and improved model code
reduced switch case for creating different ship models
created a new class for background music
added a button to toggle background music
added a slider so adjust volume
added new style for labeling the slider
2024-10-03 22:08:26 +02:00
Timo Brennförder
3bcaca8810 activated Singlemode and added different ship models depending on size
1 -> Patrol boat
2 -> BattleshipV2
3 -> Uboat
4 -> King George V
default -> boxes of given length
2024-10-03 16:49:44 +02:00
Timo Brennförder
0f70f4691d added logic for server- and clientside verification of JSON-files 2024-10-02 19:38:42 +02:00
Timo Brennförder
b56f4d35a3 corrected an error in the BattleState class
receivedEffect-function added remaining Opponent Ships to ownMap instead of opponentMap
2024-10-02 12:12:51 +02:00
Timo Brennförder
09f3e9e403 corrected an error in ShipMap.java.
remove-function called a new ItemAddedEvent instead of a ItemRemovedEvent
2024-10-02 11:48:58 +02:00
204 changed files with 734956 additions and 151601 deletions

File diff suppressed because it is too large Load Diff

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@@ -9,7 +9,6 @@ implementation project(":jme-common")
implementation project(":battleship:model")
implementation libs.jme3.desktop
runtimeOnly libs.jme3.awt.dialogs
runtimeOnly libs.jme3.plugins
runtimeOnly libs.jme3.jogg

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@@ -9,7 +9,7 @@
#
# Specifies the map used by the opponent in single mode.
# Single mode is activated if this property is set.
#map.opponent=maps/map2.json
map.opponent=maps/map2.json
#
# Specifies the map used by the player in single mode.
# The player must define their own map if this property is not set.
@@ -26,13 +26,10 @@ map.own=maps/map1.json
robot.targets=2, 0,\
2, 1,\
2, 2,\
2, 3,\
2, 4,\
2, 5,\
2, 6
2, 3
#
# Delay in milliseconds between each shot fired by the RobotClient.
robot.delay=4000
robot.delay=500
#
# The dimensions of the game map used in single mode.
# 'map.width' defines the number of columns, and 'map.height' defines the number of rows.

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@@ -0,0 +1,238 @@
package pp.battleship.client;
import com.jme3.app.Application;
import com.jme3.audio.AudioData.DataType;
import com.jme3.audio.AudioNode;
import com.jme3.audio.AudioSource.Status;
import pp.battleship.notification.Music;
import pp.battleship.notification.MusicEvent;
import pp.battleship.notification.GameEventListener;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.prefs.Preferences;
/**
* Class to play Background music in game
*/
public class BackgroundMusic implements GameEventListener {
private static final String VOLUME_PREF = "volume";
private static final String MUSIC_ENABLED_PREF = "musicEnabled";
private final Preferences pref = Preferences.userNodeForPackage(BackgroundMusic.class);
static final Logger LOGGER = System.getLogger(BackgroundMusic.class.getName());
private static final String MENU_MUSIC = "Sound/Music/menu/cinematictrailerelite.ogg";
private static final String GAME_MUSIC = "Sound/Music/game/Aluminum.ogg";
private static final String VICTORY_MUSIC = "Sound/Music/victory/victorymarchofvalor.ogg";
private static final String LOSE_MUSIC = "Sound/Music/lose/TouchofDream.ogg";
private final AudioNode menuMusic;
private final AudioNode gameMusic;
private final AudioNode victoryMusic;
private final AudioNode loseMusic;
private String lastPlayedMusic;
private boolean musicEnabled;
private float volume;
private Application app;
/**
* Constructor for BackgroundMusic class
*
* @param app The main Application
*/
public BackgroundMusic(Application app) {
this.volume = pref.getFloat(VOLUME_PREF, 1.0f);
this.musicEnabled = pref.getBoolean(MUSIC_ENABLED_PREF, true);
this.app = app;
menuMusic = createMusicNode(MENU_MUSIC);
gameMusic = createMusicNode(GAME_MUSIC);
victoryMusic = createMusicNode(VICTORY_MUSIC);
loseMusic = createMusicNode(LOSE_MUSIC);
stop(gameMusic);
stop(victoryMusic);
stop(loseMusic);
lastPlayedMusic = menuMusic.getName();
if (musicEnabled) {
play(menuMusic);
}
}
/**
* Creates an audio node for the music
*
* @param musicFilePath the file path to the music
* @return the created audio node
*/
private AudioNode createMusicNode(String musicFilePath) {
AudioNode audioNode = new AudioNode(app.getAssetManager(), musicFilePath, DataType.Stream);
audioNode.setVolume(volume);
audioNode.setPositional(false);
audioNode.setLooping(true);
audioNode.setName(musicFilePath);
return audioNode;
}
/**
* Starts the music
*
* @param audioNode the audio node to be played
*/
public void play(AudioNode audioNode) {
if (musicEnabled && (audioNode.getStatus() == Status.Stopped || audioNode.getStatus() == Status.Paused)) {
audioNode.play();
lastPlayedMusic = audioNode.getName();
}
}
/**
* Pauses the music
*
* @param audioNode the audio node to be paused
*/
public void pause(AudioNode audioNode) {
if (audioNode.getStatus() == Status.Playing) {
audioNode.pause();
}
}
/**
* Stops the music
*
* @param audioNode the audio node to be stopped
*/
public void stop(AudioNode audioNode) {
if (audioNode.getStatus() == Status.Playing) {
audioNode.stop();
}
}
/**
* Controls which music should be played
*/
public void toggleMusic() {
this.musicEnabled = !this.musicEnabled;
if (musicEnabled) {
switch (lastPlayedMusic) {
case MENU_MUSIC:
play(menuMusic);
break;
case GAME_MUSIC:
play(gameMusic);
break;
case VICTORY_MUSIC:
play(victoryMusic);
break;
case LOSE_MUSIC:
play(loseMusic);
break;
}
}
else {
pause(menuMusic);
pause(gameMusic);
pause(victoryMusic);
pause(loseMusic);
}
pref.putBoolean(MUSIC_ENABLED_PREF, musicEnabled);
}
/**
* Changes the music to the specified music if it isn't already playing
*
* @param music the music to play
*/
public void changeMusic(Music music) {
if (music == Music.MENU_THEME && !lastPlayedMusic.equals(MENU_MUSIC)) {
LOGGER.log(Level.DEBUG, "Received Music change Event {0}", music.toString());
stop(gameMusic);
stop(victoryMusic);
stop(loseMusic);
play(menuMusic);
lastPlayedMusic = menuMusic.getName();
}
else if (music == Music.GAME_THEME && !lastPlayedMusic.equals(GAME_MUSIC)) {
LOGGER.log(Level.DEBUG, "Received Music change Event {0}", music.toString());
stop(menuMusic);
stop(loseMusic);
stop(victoryMusic);
play(gameMusic);
lastPlayedMusic = gameMusic.getName();
}
else if (music == Music.VICTORY_THEME && !lastPlayedMusic.equals(VICTORY_MUSIC)) {
LOGGER.log(Level.DEBUG, "Received Music change Event {0}", music.toString());
stop(menuMusic);
stop(gameMusic);
stop(loseMusic);
play(victoryMusic);
lastPlayedMusic = victoryMusic.getName();
}
else if (music == Music.LOSE_THEME && !lastPlayedMusic.equals(LOSE_MUSIC)) {
LOGGER.log(Level.DEBUG, "Received Music change Event {0}", music.toString());
stop(menuMusic);
stop(gameMusic);
stop(victoryMusic);
play(loseMusic);
lastPlayedMusic = loseMusic.getName();
}
}
/**
* Receives the different MusicEvents
*
* @param music the received Event
*/
@Override
public void receivedEvent(MusicEvent music) {
LOGGER.log(Level.DEBUG, "Received Music change Event {0}", music.toString());
switch (music.music()) {
case MENU_THEME:
changeMusic(Music.MENU_THEME);
break;
case GAME_THEME:
changeMusic(Music.GAME_THEME);
break;
case VICTORY_THEME:
changeMusic(Music.VICTORY_THEME);
break;
case LOSE_THEME:
changeMusic(Music.LOSE_THEME);
break;
}
}
/**
* Set the volume for the music
*
* @param volume float to transfer the new volume
*/
public void setVolume(float volume) {
this.volume = volume;
menuMusic.setVolume(volume);
gameMusic.setVolume(volume);
victoryMusic.setVolume(volume);
loseMusic.setVolume(volume);
pref.putFloat(VOLUME_PREF, volume);
}
/**
* Returns the volume
*
* @return the current volume as a float
*/
public float getVolume() {
return volume;
}
/**
* Returns if music should be played or not
*
* @return boolean value in music should be played
*/
public boolean isMusicEnabled() {
return musicEnabled;
}
}

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@@ -1,10 +1,3 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client;
import com.jme3.app.DebugKeysAppState;
@@ -122,7 +115,10 @@ public class BattleshipApp extends SimpleApplication implements BattleshipClient
*/
private final ActionListener escapeListener = (name, isPressed, tpf) -> escape(isPressed);
private EffectHandler effectHandler;
/**
* Object handling the background music
*/
private BackgroundMusic backgroundMusic;
static {
// Configure logging
@@ -157,7 +153,6 @@ private BattleshipApp() {
logic.addListener(this);
setShowSettings(config.getShowSettings());
setSettings(makeSettings());
effectHandler = null;
}
/**
@@ -227,8 +222,9 @@ public void simpleInitApp() {
setupInput();
setupStates();
setupGui();
effectHandler = new EffectHandler(this);
serverConnection.connect();
backgroundMusic = new BackgroundMusic(this);
logic.addListener(backgroundMusic);
}
/**
@@ -269,20 +265,11 @@ private void setupStates() {
flyCam.setEnabled(false);
stateManager.detach(stateManager.getState(StatsAppState.class));
stateManager.detach(stateManager.getState(DebugKeysAppState.class));
attachGameMusic();
attachGameSound();
stateManager.attachAll(new EditorAppState(), new BattleAppState(), new SeaAppState());
}
/**
* Attaches the game sound state and sets its initial enabled state.
*/
private void attachGameMusic() {
final GameMusic gameMusic = new GameMusic();
gameMusic.setEnabled(GameMusic.enabledInPreferences());
stateManager.attach(gameMusic);
}
/**
* Attaches the game sound state and sets its initial enabled state.
*/
@@ -328,6 +315,10 @@ public Draw getDraw() {
return draw;
}
public BackgroundMusic getBackgroundMusic() {
return backgroundMusic;
}
/**
* Handles a request to close the application.
* If the request is initiated by pressing ESC, this parameter is true.
@@ -439,8 +430,4 @@ void errorDialog(String errorMessage) {
.build()
.open();
}
public EffectHandler getEffectHandler() {
return effectHandler;
}
}

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@@ -1,10 +1,3 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client;
import com.jme3.math.ColorRGBA;

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@@ -1,10 +1,3 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client;
import com.jme3.app.Application;

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@@ -1,197 +0,0 @@
package pp.battleship.client;
import com.jme3.effect.ParticleEmitter;
import com.jme3.effect.ParticleMesh;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import pp.battleship.model.Battleship;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.Timer;
import java.util.TimerTask;
/**
* EffectHandler manages the creation and manipulation of particle effects in the Battleship application.
*/
public class EffectHandler {
private final BattleshipApp app;
private final Map<Battleship, List<ParticleEmitter>> effects;
/**
* Constructs an EffectHandler with the specified BattleshipApp instance.
*
* @param app the BattleshipApp instance
*/
public EffectHandler(BattleshipApp app) {
this.app = app;
effects = new HashMap<>();
}
/**
* Creates a fire effect at the specified position for the given Battleship.
*
* @param point the position where the fire effect will be created
* @param ship the Battleship associated with the fire effect
* @return a Node containing the fire effect
*/
public Node createFire(Vector3f point, Battleship ship) {
Node parent = new Node();
parent.setLocalTranslation(point);
ParticleEmitter fire = initializeParticleEmitter(
"Effects/Explosion/flame.png",
2,2,
new ColorRGBA(1f, 0f, 0f, 1f),
new ColorRGBA(1f, 1f, 0f, 0.5f),
new Vector3f(0, 1.5f, 0),
50,
.4f,
0.05f,
1f,
2f,
0.2f,
new Vector3f(0, 0, 0)
);
ParticleEmitter smoke = initializeParticleEmitter(
"Effects/Smoke/Smoke.png",
15,
1,
new ColorRGBA(1f, 1f, 1f, 0f),
new ColorRGBA(0.5f, 0.5f, 0.5f, 0.5f),
new Vector3f(0, 1f, 0),
600,
.2f,
0.1f,
1f,
5f,
0.25f,
new Vector3f(0, 0, 0)
);
parent.attachChild(fire);
parent.attachChild(smoke);
List<ParticleEmitter> oldEffects = new ArrayList<>(effects.getOrDefault(ship, new ArrayList<>()));
oldEffects.add(fire);
oldEffects.add(smoke);
effects.put(ship, oldEffects);
return parent;
}
/**
* Creates a water splash effect at the specified position.
*
* @param pos the position where the water splash effect will be created
* @return a Geometry representing the water splash effect
*/
public Geometry waterSplash(Vector3f pos) {
ParticleEmitter water = initializeParticleEmitter(
"Effects/Explosion/flash.png",
2,2,
new ColorRGBA(0.3f, 0.8f, 1f, 0f),
new ColorRGBA(0f, 0f, 1f, 1f),
new Vector3f(0, 3, 0),
100,
.6f,
0.05f,
1f,
1.5f,
0.3f,
new Vector3f(0, 4f, 0)
);
water.setLocalTranslation(pos);
water.emitAllParticles();
water.setParticlesPerSec(0);
new Timer().schedule(new TimerTask() {
@Override
public void run() {
deleteSplash(water);
}
}, 2000);
return water;
}
/**
* Creates a debris splash effect at the specified position.
*
* @param pos the position where the debris splash effect will be created
* @return a Geometry representing the debris splash effect
*/
public Geometry debrisSplash(Vector3f pos) {
ParticleEmitter debris = initializeParticleEmitter(
"Effects/Explosion/Debris.png",
3,3,
new ColorRGBA(0.1f, 0.1f, 0.1f, 0f),
new ColorRGBA(0.5f, 0.5f, 0.5f, .8f),
new Vector3f(0, 2f, 0),
50,
0.1f,
0.5f,
1f,
1.5f,
0.5f,
new Vector3f(0, 0, 0)
);
debris.setLocalTranslation(pos);
debris.emitAllParticles();
debris.setParticlesPerSec(0);
return debris;
}
/**
* Deletes the specified splash effect from the scene.
*
* @param splash the Geometry representing the splash effect to be deleted
*/
private void deleteSplash(Geometry splash) {
splash.getParent().detachChild(splash);
}
/**
* Stops all particle effects associated with the specified Battleship.
*
* @param ship the Battleship whose effects are to be destroyed
*/
public void destroyShip(Battleship ship) {
for (ParticleEmitter emitter : effects.get(ship)) {
emitter.setParticlesPerSec(0);
}
}
private ParticleEmitter initializeParticleEmitter(
String texturePath, int imagesX, int imagesY, ColorRGBA endColor, ColorRGBA startColor, Vector3f initialVelocity,
int particleCount, float startSize, float endSize, float lowLife, float highLife,
float velocityVariation, Vector3f gravity
) {
ParticleEmitter emitter = new ParticleEmitter("Emitter", ParticleMesh.Type.Triangle, particleCount);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture(texturePath));
emitter.setMaterial(mat);
emitter.setImagesX(imagesX);
emitter.setImagesY(imagesY);
emitter.setEndColor(endColor);
emitter.setStartColor(startColor);
emitter.getParticleInfluencer().setInitialVelocity(initialVelocity);
emitter.setStartSize(startSize);
emitter.setEndSize(endSize);
emitter.setLowLife(lowLife);
emitter.setHighLife(highLife);
emitter.getParticleInfluencer().setVelocityVariation(velocityVariation);
emitter.setGravity(gravity);
return emitter;
}
}

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@@ -1,114 +0,0 @@
package pp.battleship.client;
import com.jme3.app.Application;
import com.jme3.app.state.AbstractAppState;
import com.jme3.app.state.AppStateManager;
import com.jme3.audio.AudioNode;
import java.util.prefs.Preferences;
import static pp.JmeUtil.loadSound;
import static pp.util.PreferencesUtils.getPreferences;
/**
* An application state that plays sounds.
*/
public class GameMusic extends AbstractAppState {
private static final Preferences PREFERENCES = getPreferences(GameMusic.class);
private static final String ENABLED_PREF = "enabled";
private static final String VOLUME_PREF = "volume";
private static final String MUSIC_PATH = "Sound/background.wav";
private AudioNode backgroundMusic;
private float volume;
/**
* Returns whether the music is enabled in the user preferences.
*
* @return true if music is enabled, false otherwise
*/
public static boolean enabledInPreferences() {
return PREFERENCES.getBoolean(ENABLED_PREF, true);
}
/**
* Returns the music volume level stored in the user preferences.
*
* @return the volume level as a float (default is 0.5f)
*/
public static float volumeInPreferences() {
return PREFERENCES.getFloat(VOLUME_PREF, 0.5f);
}
/**
* Initializes the game music system
*
* @param stateManager the state manager of the game
* @param app the main application
*/
@Override
public void initialize(AppStateManager stateManager, Application app) {
super.initialize(stateManager, app);
backgroundMusic = loadSound(app, MUSIC_PATH);
setMusicVolume(volumeInPreferences());
if (isEnabled()) playMusic();
}
/**
* Sets the enabled state of this AppState.
* Overrides {@link com.jme3.app.state.AbstractAppState#setEnabled(boolean)}
*
* @param enabled {@code true} to enable the AppState, {@code false} to disable it.
*/
@Override
public void setEnabled(boolean enabled) {
if (enabled && !isEnabled()) {
playMusic();
}
else if (!enabled && isEnabled()) {
stopMusic();
}
super.setEnabled(enabled);
PREFERENCES.putBoolean(ENABLED_PREF, enabled);
}
/**
* Plays the background music.
*/
public void playMusic() {
if (backgroundMusic != null) {
backgroundMusic.play();
}
}
/**
* Stops background music.
*/
public void stopMusic() {
if (backgroundMusic != null) {
backgroundMusic.stop();
}
}
/**
* Sets the volume of the background music and saves the volume setting in user preferences.
*
* @param volume the volume level to set (0.0f to 1.0f)
*/
public void setMusicVolume(float volume) {
if (backgroundMusic != null) {
backgroundMusic.setVolume(volume);
this.volume = volume;
PREFERENCES.putFloat(VOLUME_PREF, volume);
}
}
/**
* Returns volume stored in class
* @return volume
*/
public float getVolume() {
return this.volume;
}
}

View File

@@ -1,38 +1,34 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client;
import com.jme3.app.Application;
import com.jme3.app.state.AbstractAppState;
import com.jme3.app.state.AppStateManager;
import com.jme3.asset.AssetLoadException;
import com.jme3.asset.AssetNotFoundException;
import com.jme3.audio.AudioData;
import com.jme3.audio.AudioNode;
import pp.battleship.notification.GameEventListener;
import pp.battleship.notification.Sound;
import pp.battleship.notification.SoundEvent;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.prefs.Preferences;
import static pp.JmeUtil.loadSound;
import static pp.util.PreferencesUtils.getPreferences;
/**
* An application state that plays sounds.
*/
public class GameSound extends AbstractAppState implements GameEventListener {
private static final Logger LOGGER = System.getLogger(GameSound.class.getName());
static final Logger LOGGER = System.getLogger(GameSound.class.getName());
private static final Preferences PREFERENCES = getPreferences(GameSound.class);
private static final String ENABLED_PREF = "enabled"; //NON-NLS
private AudioNode splashSound;
private AudioNode shipDestroyedSound;
private AudioNode explosionSound;
private AudioNode shellFlyingSound;
private AudioNode missileLaunch;
/**
* Checks if sound is enabled in the preferences.
@@ -77,16 +73,35 @@ public void initialize(AppStateManager stateManager, Application app) {
shipDestroyedSound = loadSound(app, "Sound/Effects/sunken.wav"); //NON-NLS
splashSound = loadSound(app, "Sound/Effects/splash.wav"); //NON-NLS
explosionSound = loadSound(app, "Sound/Effects/explosion.wav"); //NON-NLS
shellFlyingSound = loadSound(app, "Sound/Effects/shell_flying.wav");
missileLaunch = loadSound(app, "Sound/Effects/missilefiring.wav"); //NON-NLS
}
/**
* Plays the shell flying sound effect.
* Loads a sound from the specified file.
*
* @param app The application
* @param name The name of the sound file.
* @return The loaded AudioNode.
*/
public void shellFly() {
if (isEnabled() && shellFlyingSound != null) {
shellFlyingSound.playInstance();
private AudioNode loadSound(Application app, String name) {
try {
final AudioNode sound = new AudioNode(app.getAssetManager(), name, AudioData.DataType.Buffer);
sound.setLooping(false);
sound.setPositional(false);
return sound;
}
catch (AssetLoadException | AssetNotFoundException ex) {
LOGGER.log(Level.ERROR, ex.getMessage(), ex);
}
return null;
}
/**
* Plays the splash sound effect.
*/
public void missileLaunch() {
if (isEnabled() && missileLaunch != null)
missileLaunch.playInstance();
}
/**
@@ -113,13 +128,18 @@ public void shipDestroyed() {
shipDestroyedSound.playInstance();
}
/**
* Plays sound according to the received SoundEvent
*
* @param event the received SoundEvent
*/
@Override
public void receivedEvent(SoundEvent event) {
switch (event.sound()) {
case EXPLOSION -> explosion();
case SPLASH -> splash();
case DESTROYED_SHIP -> shipDestroyed();
case SHELL_FLYING -> shellFly();
case MISSILE_LAUNCH -> missileLaunch();
}
}
}

View File

@@ -1,15 +1,11 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client;
import com.simsilica.lemur.Button;
import com.simsilica.lemur.Checkbox;
import com.simsilica.lemur.DefaultRangedValueModel;
import com.simsilica.lemur.Label;
import com.simsilica.lemur.Slider;
import com.simsilica.lemur.core.VersionedReference;
import com.simsilica.lemur.style.ElementId;
import pp.dialog.Dialog;
import pp.dialog.StateCheckboxModel;
@@ -33,7 +29,7 @@ class Menu extends Dialog {
private final BattleshipApp app;
private final Button loadButton = new Button(lookup("menu.map.load"));
private final Button saveButton = new Button(lookup("menu.map.save"));
private final VolumeSlider volumeSlider;
private final VersionedReference<Double> volumeRef;
/**
* Constructs the Menu dialog for the Battleship application.
@@ -43,14 +39,22 @@ class Menu extends Dialog {
public Menu(BattleshipApp app) {
super(app.getDialogManager());
this.app = app;
volumeSlider = new VolumeSlider(app.getStateManager().getState(GameMusic.class));
addChild(new Label(lookup("battleship.name"), new ElementId("header"))); //NON-NLS
addChild(new Checkbox(lookup("menu.sound-enabled"),
new StateCheckboxModel(app, GameSound.class)));
addChild(new Checkbox(lookup("menu.music-enabled"), new StateCheckboxModel(app, GameMusic.class)));
Checkbox musicToggle = new Checkbox(lookup("menu.music.toggle"));
musicToggle.setChecked(app.getBackgroundMusic().isMusicEnabled());
musicToggle.addClickCommands(s -> toggleMusic());
addChild(musicToggle);
addChild(new Label(lookup("menu.music.volume"), new ElementId("slider_label")));
Slider volumeSlider = new Slider();
volumeSlider.setModel(new DefaultRangedValueModel(0.00, 1.00, app.getBackgroundMusic().getVolume()));
volumeSlider.setDelta(0.05);
addChild(volumeSlider);
volumeRef = volumeSlider.getModel().createReference();
addChild(loadButton)
.addClickCommands(s -> ifTopDialog(this::loadDialog));
addChild(saveButton)
@@ -59,9 +63,39 @@ public Menu(BattleshipApp app) {
.addClickCommands(s -> ifTopDialog(this::close));
addChild(new Button(lookup("menu.quit")))
.addClickCommands(s -> ifTopDialog(app::closeApp));
update();
}
/**
* Updates the volume when the slider is moved
*
* @param tpf time per frame
*/
@Override
public void update(float tpf) {
if (volumeRef.update()) {
double newVolume = volumeRef.get();
adjustVolume(newVolume);
}
}
/**
* Adjusts the volume for the background music
*
* @param volume is the double value of the volume
*/
private void adjustVolume(double volume) {
app.getBackgroundMusic().setVolume((float) volume);
}
/**
* Toggles the background music on and off
*/
private void toggleMusic() {
app.getBackgroundMusic().toggleMusic();
}
/**
* Updates the state of the load and save buttons based on the game logic.
*/
@@ -71,11 +105,6 @@ public void update() {
saveButton.setEnabled(app.getGameLogic().maySaveMap());
}
@Override
public void update(float delta) {
volumeSlider.update();
}
/**
* As an escape action, this method closes the menu if it is the top dialog.
*/

View File

@@ -1,10 +1,3 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client;
import com.simsilica.lemur.Checkbox;
@@ -12,10 +5,10 @@
import com.simsilica.lemur.Label;
import com.simsilica.lemur.TextField;
import com.simsilica.lemur.component.SpringGridLayout;
import pp.battleship.client.clienthost.BattleshipServerClient;
import pp.dialog.Dialog;
import pp.dialog.DialogBuilder;
import pp.dialog.SimpleDialog;
import server.BattleshipServer;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
@@ -38,10 +31,8 @@ class NetworkDialog extends SimpleDialog {
private String hostname;
private int portNumber;
private Future<Object> connectionFuture;
private Future<Object> serverFuture;
private Dialog progressDialog;
private BattleshipServerClient server;
private final Checkbox clientHostCheckbox;
private boolean hostServer = false;
/**
* Constructs a new NetworkDialog.
@@ -55,14 +46,18 @@ class NetworkDialog extends SimpleDialog {
host.setPreferredWidth(400f);
port.setSingleLine(true);
Checkbox hostServer = new Checkbox(lookup("start.own.server"));
hostServer.setChecked(false);
hostServer.addClickCommands(s -> toggleOwnServer());
final BattleshipApp app = network.getApp();
final Container input = new Container(new SpringGridLayout());
input.addChild(new Label(lookup("host.name") + ": "));
input.addChild(host, 1);
input.addChild(new Label(lookup("port.number") + ": "));
input.addChild(port, 1);
clientHostCheckbox = new Checkbox("Host Server");
input.addChild(clientHostCheckbox);
input.addChild(hostServer);
DialogBuilder.simple(app.getDialogManager())
.setTitle(lookup("server.dialog"))
.setExtension(d -> d.addChild(input))
@@ -74,31 +69,20 @@ class NetworkDialog extends SimpleDialog {
}
/**
* Handles the action for the connect button in the connection dialog.
* Handles the action for establishing the connection to a server.
* Tries to parse the port number and initiate connection to the server.
*/
private void connect() {
private void connectToServer() {
LOGGER.log(Level.INFO, "connect to host={0}, port={1}", host, port); //NON-NLS
try {
hostname = host.getText().trim().isEmpty() ? LOCALHOST : host.getText();
portNumber = Integer.parseInt(port.getText());
openProgressDialog();
if (clientHostCheckbox.isChecked()) {
serverFuture = network.getApp().getExecutor().submit(this::initServer);
while (server == null || !server.isReady()) {
Thread.sleep(100);
}
}
connectionFuture = network.getApp().getExecutor().submit(this::initNetwork);
}
catch (NumberFormatException e) {
network.getApp().errorDialog(lookup("port.must.be.integer"));
}
catch (InterruptedException e) {
throw new RuntimeException(e);
}
}
/**
@@ -126,23 +110,6 @@ private Object initNetwork() {
}
}
/**
* Tries to initialize the server hosted by the client.
*
* @throws RuntimeException If an error occurs when starting the server.
*/
private Object initServer() {
try {
server = new BattleshipServerClient();
server.run(Integer.parseInt(port.getText()));
return null;
}
catch (Exception e) {
LOGGER.log(Level.ERROR, "Error while starting server", e);
throw new RuntimeException(e);
}
}
/**
* This method is called by {@linkplain pp.dialog.DialogManager#update(float)} for periodically
* updating this dialog. T
@@ -161,19 +128,6 @@ public void update(float delta) {
LOGGER.log(Level.WARNING, "Interrupted!", e); //NON-NLS
Thread.currentThread().interrupt();
}
if (serverFuture != null && serverFuture.isDone()) {
try {
serverFuture.get();
}
catch (ExecutionException e) {
LOGGER.log(Level.ERROR, "Failed to start server", e.getCause());
}
catch (InterruptedException e) {
LOGGER.log(Level.WARNING, "Server thread was interrupted", e);
Thread.currentThread().interrupt();
}
}
}
/**
@@ -197,4 +151,46 @@ private void failure(Throwable e) {
network.getApp().errorDialog(lookup("server.connection.failed"));
network.getApp().setInfoText(e.getLocalizedMessage());
}
/**
* Handles the action for the connect-button.
* If hostServer-Checkbox is active, starts a new Server on the clients machine, else tries to connect to existing server
*/
private void connect() {
if (hostServer) {
startServer();
try {
Thread.sleep(1000);
}
catch (InterruptedException e) {
LOGGER.log(Level.WARNING, e.getMessage(), e);
}
connectToServer();
}
else {
connectToServer();
}
}
/**
* Starts a server on the clients machine
*/
private void startServer() {
new Thread(() -> {
try {
BattleshipServer battleshipServer = new BattleshipServer(Integer.parseInt(port.getText()));
battleshipServer.run();
}
catch (Exception e) {
LOGGER.log(Level.ERROR, e);
}
}).start();
}
/**
* Handles the action for the hostServer-Checkbox
*/
private void toggleOwnServer() {
hostServer = !hostServer;
}
}

View File

@@ -1,10 +1,3 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client;
import com.jme3.network.Client;

View File

@@ -1,38 +0,0 @@
package pp.battleship.client;
import com.simsilica.lemur.Slider;
/**
* Represents a volume slider for controlling the background music volume in the Battleship game.
* This class extends the {@link Slider} class and interfaces with the {@link GameMusic} instance
* to adjust the volume settings based on user input.
*/
public class VolumeSlider extends Slider {
private final GameMusic gameMusic;
private float volume;
/**
* Constructs a new VolumeSlider instance and initializes it with the current volume level
* from the game music preferences.
*
* @param gameMusic the instance of {@link GameMusic} to control music volume
*/
public VolumeSlider(GameMusic gameMusic) {
super();
this.gameMusic = gameMusic;
volume = gameMusic.getVolume();
getModel().setPercent(volume);
}
/**
* Updates the volume setting based on the current slider position.
* If the slider's percent value has changed, it updates the music volume
* in the associated {@link GameMusic} instance.
*/
public void update() {
if (getModel().getPercent() != volume) {
this.volume = (float) getModel().getPercent();
gameMusic.setMusicVolume(volume);
}
}
}

View File

@@ -1,17 +0,0 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client.clienthost;
import pp.battleship.message.client.ClientInterpreter;
import pp.battleship.message.client.ClientMessage;
record ReceivedMessageClient(ClientMessage message, int from) {
void process(ClientInterpreter interpreter) {
message.accept(interpreter, from);
}
}

View File

@@ -1,9 +1,4 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client.gui;

View File

@@ -1,9 +1,4 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client.gui;

View File

@@ -0,0 +1,181 @@
package pp.battleship.client.gui;
import com.jme3.app.Application;
import com.jme3.asset.AssetManager;
import com.jme3.effect.ParticleEmitter;
import com.jme3.effect.ParticleMesh.Type;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.scene.Node;
import com.jme3.scene.control.AbstractControl;
import pp.battleship.model.Shot;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
public class HitEffectHandler {
private final AssetManager assetManager;
private static final Logger LOGGER = System.getLogger(HitEffectHandler.class.getName());
/**
* Constructor for the HitEffectHandler class
*
* @param app the main application
*/
public HitEffectHandler(Application app) {
assetManager = app.getAssetManager();
}
/**
* Creates explosion, debris and fire effects when ship gets hit
*
* @param battleshipNode the node of the ship that gets hit and the effect should be attached to
* @param shot The shot taken on a field
*/
public void hitEffect(Node battleshipNode, Shot shot) {
//Explosion
ParticleEmitter explosion = new ParticleEmitter("Explosion", Type.Triangle, 30);
explosion.setMaterial(new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md"));
explosion.setImagesX(2);
explosion.setImagesY(2);
explosion.setStartColor(new ColorRGBA(0.96f, 0.82f, 0.6f, 1f));
explosion.setEndColor(new ColorRGBA(0.88f, 0.32f, 0.025f, 1f));
explosion.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 1, 0));
explosion.setStartSize(0.45f);
explosion.setEndSize(0.1f);
explosion.setGravity(0, -0.5f, 0);
explosion.setLowLife(1f);
explosion.setHighLife(3.5f);
explosion.setParticlesPerSec(0);
explosion.setLocalTranslation(shot.getY() + 0.5f, 0, shot.getX() + 0.5f);
explosion.emitAllParticles();
//Debris
ParticleEmitter debris = new ParticleEmitter("Debris", Type.Triangle, 6);
Material debrisMaterial = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
debrisMaterial.setTexture("Texture", assetManager.loadTexture("Textures/Debris/debris.png"));
debris.setMaterial(debrisMaterial);
debris.setImagesX(2);
debris.setImagesY(2);
debris.setStartColor(ColorRGBA.White);
debris.setEndColor(ColorRGBA.White);
debris.getParticleInfluencer().setInitialVelocity(new Vector3f(0.25f, 2f, 0.25f));
debris.setStartSize(0.25f);
debris.setEndSize(0.1f);
debris.setGravity(0, 1.5f, 0);
debris.getParticleInfluencer().setVelocityVariation(0.3f);
debris.setLowLife(1f);
debris.setHighLife(3.5f);
debris.setParticlesPerSec(0);
debris.setLocalTranslation(shot.getY() + 0.5f, 0, shot.getX() + 0.5f);
debris.emitAllParticles();
//Fire
ParticleEmitter fire = new ParticleEmitter("Fire", Type.Triangle, 30);
Material fireMaterial = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
fireMaterial.setTexture("Texture", assetManager.loadTexture("Textures/Fire/fire.png"));
fire.setMaterial(fireMaterial);
fire.setImagesX(2);
fire.setImagesY(2);
fire.setStartColor(ColorRGBA.Orange);
fire.setEndColor(ColorRGBA.Red);
fire.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 1.5f, 0));
fire.setStartSize(0.2f);
fire.setEndSize(0.05f);
fire.setLowLife(1f);
fire.setHighLife(2f);
fire.getParticleInfluencer().setVelocityVariation(0.2f);
fire.setLocalTranslation(shot.getY() + 0.5f, 0f, shot.getX() + 0.5f);
fire.getLocalTranslation().subtractLocal(battleshipNode.getLocalTranslation());
battleshipNode.attachChild(fire);
fire.emitAllParticles();
// LOGGER.log(Level.DEBUG, "Created HitEffect at {0}", explosion.getLocalTranslation().toString());
// LOGGER.log(Level.DEBUG, "Created HitEffect at {0}", debris.getLocalTranslation().toString());
// LOGGER.log(Level.INFO, "Created HitEffect at {0}", fire.getLocalTranslation().toString());
battleshipNode.attachChild(explosion);
explosion.addControl(new EffectControl(explosion, battleshipNode));
fire.addControl(new EffectControl(fire, battleshipNode));
battleshipNode.attachChild(debris);
debris.addControl(new EffectControl(debris, battleshipNode));
}
/**
* Creates a splash effect if the shot hits the water
*
* @param shot The shot taken on a field
*/
public ParticleEmitter missEffect(Shot shot) {
ParticleEmitter missEffect = new ParticleEmitter("HitEffect", Type.Triangle, 45);
missEffect.setMaterial(new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md"));
missEffect.setImagesX(2);
missEffect.setImagesY(2);
missEffect.setStartColor(new ColorRGBA(0.067f, 0.06f, 0.37f, 0.87f));
missEffect.setEndColor(new ColorRGBA(0.32f, 0.55f, 0.87f, 0.79f));
missEffect.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 1, 0));
missEffect.setStartSize(0.1f);
missEffect.setEndSize(0.08f);
missEffect.setGravity(0, 0.36f, 0);
missEffect.setLowLife(0.7f);
missEffect.setHighLife(1.8f);
missEffect.setParticlesPerSec(0);
missEffect.setLocalTranslation(shot.getY() + 0.5f, 0, shot.getX() + 0.5f);
LOGGER.log(Level.DEBUG, "Created MissEffect at {0}", missEffect.getLocalTranslation().toString());
missEffect.emitAllParticles();
missEffect.addControl(new EffectControl(missEffect));
return missEffect;
}
/**
* Inner class to control effects
*/
private static class EffectControl extends AbstractControl {
private final ParticleEmitter emitter;
private final Node parentNode;
/**
* Constructor used to attach effect to a node
*
* @param emitter the particle emitter to be controlled
* @param parentNode the node to be attached
*/
public EffectControl(ParticleEmitter emitter, Node parentNode) {
this.emitter = emitter;
this.parentNode = parentNode;
}
/**
* Constructor used if the effect shouldn't be attached to a node
*
* @param emitter the particle emitter to be controlled
*/
public EffectControl(ParticleEmitter emitter) {
this.emitter = emitter;
this.parentNode = null;
}
/**
* Checks if the Effect is not rendered anymore so it can be removed
*
* @param tpf time per frame (in seconds)
*/
@Override
protected void controlUpdate(float tpf) {
if (emitter.getParticlesPerSec() == 0 && emitter.getNumVisibleParticles() == 0) {
if (parentNode != null)
parentNode.detachChild(emitter);
}
}
/**
* @param rm the RenderManager rendering the controlled Spatial (not null)
* @param vp the ViewPort being rendered (not null)
*/
@Override
protected void controlRender(com.jme3.renderer.RenderManager rm, com.jme3.renderer.ViewPort vp) {}
}
}

View File

@@ -1,9 +1,4 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client.gui;
@@ -28,7 +23,7 @@
* and interaction between the model and the view.
*/
class MapView {
public static final float FIELD_SIZE = 40f;
private static final float FIELD_SIZE = 40f;
private static final float GRID_LINE_WIDTH = 2f;
private static final float BACKGROUND_DEPTH = -4f;
private static final float GRID_DEPTH = -1f;

View File

@@ -1,26 +1,19 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client.gui;
import com.jme3.material.Material;
import com.jme3.material.RenderState;
import com.jme3.material.RenderState.BlendMode;
import com.jme3.math.ColorRGBA;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Sphere;
import pp.battleship.model.Battleship;
import pp.battleship.model.IntPoint;
import pp.battleship.model.Shell;
import pp.battleship.model.Shot;
import pp.util.Position;
import static com.jme3.material.Materials.UNSHADED;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
/**
* Synchronizes the visual representation of the ship map with the game model.
@@ -32,8 +25,10 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
private static final float SHIP_LINE_WIDTH = 6f;
private static final float SHOT_DEPTH = -2f;
private static final float SHIP_DEPTH = 0f;
private static final float SHELL_DEPTH = 1f;
private static final float INDENT = 4f;
private static final float MISSILE_DEPTH = 6f;
private static final float MISSILE_SIZE = 0.8f;
private static final float MISSILE_CENTERED_IN_MAP_GRID = 0.0625f;
// Colors used for different visual elements
private static final ColorRGBA HIT_COLOR = ColorRGBA.Red;
@@ -45,6 +40,8 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
// The MapView associated with this synchronizer
private final MapView view;
static final Logger LOGGER = System.getLogger(MapViewSynchronizer.class.getName());
/**
* Constructs a new MapViewSynchronizer for the given MapView.
* Initializes the synchronizer and adds existing elements from the model to the view.
@@ -66,16 +63,14 @@ public MapViewSynchronizer(MapView view) {
*/
@Override
public Spatial visit(Shot shot) {
LOGGER.log(Level.DEBUG, "visiting" + shot);
// Convert the shot's model coordinates to view coordinates
final Position p1 = view.modelToView(shot.getX(), shot.getY());
final Position p2 = view.modelToView(shot.getX() + 1, shot.getY() + 1);
final ColorRGBA color = shot.isHit() ? HIT_COLOR : MISS_COLOR;
// Create and return a rectangle representing the shot
return view.getApp().getDraw().makeRectangle(p1.getX(), p1.getY(),
SHOT_DEPTH,
p2.getX() - p1.getX(), p2.getY() - p1.getY(),
color);
return view.getApp().getDraw().makeRectangle(p1.getX(), p1.getY(), SHOT_DEPTH, p2.getX() - p1.getX(), p2.getY() - p1.getY(), color);
}
/**
@@ -118,23 +113,29 @@ public Spatial visit(Battleship ship) {
}
/**
* Creates and returns a Spatial representation of the given {@code Shell} object
* for 2D visualization in the game. The shell is represented as a circle.
* Creates a visual representation on the map
*
* @param shell The {@code Shell} object to be visualized.
* @return A {@code Spatial} object representing the shell on the map.
* @param shell the Shell element to visit
* @return the node the visual representation gets attached to.
*/
@Override
public Spatial visit(Shell shell) {
final ColorRGBA color = ColorRGBA.Black;
Geometry ellipse = new Geometry("ellipse", new Sphere(50, 50, MapView.FIELD_SIZE / 2 * 0.8f));
Material mat = new Material(view.getApp().getAssetManager(), UNSHADED); //NON-NLS
mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
mat.getAdditionalRenderState().setFaceCullMode(RenderState.FaceCullMode.Off);
mat.setColor("Color", color);
ellipse.setMaterial(mat);
ellipse.addControl(new Shell2DControl(view, shell));
return ellipse;
LOGGER.log(Logger.Level.DEBUG, "Visiting {0}", shell);
final Node missileNode = new Node("missile");
final Position p1 = view.modelToView(shell.getX(), shell.getY());
final Position p2 = view.modelToView(shell.getX() + MISSILE_SIZE, shell.getY() + MISSILE_SIZE);
final float x1 = p1.getX() + INDENT;
final float y1 = p1.getY() + INDENT;
final float x2 = p2.getX() - INDENT;
final float y2 = p2.getY() - INDENT;
final Position startPosition = view.modelToView(MISSILE_CENTERED_IN_MAP_GRID, MISSILE_CENTERED_IN_MAP_GRID);
missileNode.attachChild(view.getApp().getDraw().makeRectangle(startPosition.getX(), startPosition.getY(), MISSILE_DEPTH, p2.getX() - p1.getX(), p2.getY() - p1.getY(), ColorRGBA.DarkGray));
missileNode.setLocalTranslation(startPosition.getX(), startPosition.getY(), MISSILE_DEPTH);
missileNode.addControl(new ShellMapControl(p1, view.getApp(), new IntPoint(shell.getX(), shell.getY())));
return missileNode;
}
/**
@@ -148,6 +149,7 @@ public Spatial visit(Shell shell) {
* @return a Geometry representing the line
*/
private Geometry shipLine(float x1, float y1, float x2, float y2, ColorRGBA color) {
LOGGER.log(Logger.Level.DEBUG, "created Ship line");
return view.getApp().getDraw().makeFatLine(x1, y1, x2, y2, SHIP_DEPTH, color, SHIP_LINE_WIDTH);
}
}

View File

@@ -1,9 +1,4 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client.gui;

View File

@@ -1,15 +1,12 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client.gui;
import com.jme3.material.Material;
import com.jme3.material.RenderState;
import com.jme3.material.RenderState.BlendMode;
import com.jme3.math.ColorRGBA;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
@@ -18,16 +15,12 @@
import com.jme3.scene.shape.Cylinder;
import pp.battleship.client.BattleshipApp;
import pp.battleship.model.Battleship;
import pp.battleship.model.Rotation;
import pp.battleship.model.Shell;
import pp.battleship.model.Rotation;
import pp.battleship.model.ShipMap;
import pp.battleship.model.Shot;
import java.util.Timer;
import java.util.TimerTask;
import static java.util.Objects.requireNonNull;
import static pp.JmeUtil.mapToWorldCord;
import static pp.util.FloatMath.HALF_PI;
import static pp.util.FloatMath.PI;
@@ -39,13 +32,21 @@
*/
class SeaSynchronizer extends ShipMapSynchronizer {
private static final String UNSHADED = "Common/MatDefs/Misc/Unshaded.j3md"; //NON-NLS
private static final String LIGHTING = "Common/MatDefs/Light/Lighting.j3md";
private static final String KING_GEORGE_V_MODEL = "Models/KingGeorgeV/KingGeorgeV.j3o";
private static final String UBOAT_MODEL = "Models/UBOAT/14084_WWII_Ship_German_Type_II_U-boat_v2_L1.obj";
private static final String PATROL_BOAT_MODEL = "Models/PATROL_BOAT/12219_boat_v2_L2.obj";
private static final String MODERN_BATTLESHIP_MODEL = "Models/BATTLESHIP/10619_Battleship.obj";
private static final String MODERN_BATTLESHIP_TEXTURES = "Models/BATTLESHIP/BattleshipC.jpg";
private static final String MISSILE_MODEL = "Models/Missile/AIM120D.obj";
private static final String MISSILE_TEXTURE = "Models/Missile/texture.png";
private static final String COLOR = "Color"; //NON-NLS
private static final String SHIP = "ship"; //NON-NLS
private static final String SHOT = "shot"; //NON-NLS
private static final String MISSILE = "missile"; //NON-NLS
private static final ColorRGBA BOX_COLOR = ColorRGBA.Gray;
private static final ColorRGBA SPLASH_COLOR = new ColorRGBA(0f, 0f, 1f, 0.4f);
private static final ColorRGBA HIT_COLOR = new ColorRGBA(1f, 0f, 0f, 0.4f);
private final HitEffectHandler hitEffectHandler;
private final ShipMap map;
private final BattleshipApp app;
@@ -61,6 +62,7 @@ public SeaSynchronizer(BattleshipApp app, Node root, ShipMap map) {
super(app.getGameLogic().getOwnMap(), root);
this.app = app;
this.map = map;
hitEffectHandler = new HitEffectHandler(app);
addExisting();
}
@@ -74,11 +76,7 @@ public SeaSynchronizer(BattleshipApp app, Node root, ShipMap map) {
*/
@Override
public Spatial visit(Shot shot) {
return shot.isHit() ? handleHit(shot) : handleMiss(shot);
}
private Spatial handleMiss(Shot shot) {
return app.getEffectHandler().waterSplash(mapToWorldCord(shot.getX(), shot.getY()));
return shot.isHit() ? handleHit(shot) : hitEffectHandler.missEffect(shot);
}
/**
@@ -92,24 +90,12 @@ private Spatial handleMiss(Shot shot) {
private Spatial handleHit(Shot shot) {
final Battleship ship = requireNonNull(map.findShipAt(shot), "Missing ship");
final Node shipNode = requireNonNull((Node) getSpatial(ship), "Missing ship node");
shipNode.getControl(ShipControl.class).hit(shot);
if (ship.isDestroyed()) {
shipNode.getControl(ShipControl.class).destroyed();
new Timer().schedule(new TimerTask() {
@Override
public void run() {
handleShipDestroy(shipNode);
}
}, 10000);
}
hitEffectHandler.hitEffect(shipNode, shot);
return null;
}
private void handleShipDestroy(Node shipNode) {
shipNode.getParent().detachChild(shipNode);
}
/**
* Creates a cylinder geometry representing the specified shot.
* The appearance of the cylinder depends on whether the shot is a hit or a miss.
@@ -148,29 +134,26 @@ public Spatial visit(Battleship ship) {
final float x = 0.5f * (ship.getMinY() + ship.getMaxY() + 1f);
final float z = 0.5f * (ship.getMinX() + ship.getMaxX() + 1f);
node.setLocalTranslation(x, 0f, z);
node.addControl(new ShipControl(ship, node, app.getEffectHandler()));
node.addControl(new ShipControl(ship));
return node;
}
/**
* Creates and returns a 3D model representation of the given {@code Shell} object
* for visualization in the game.
* Visits a Shell and creates a graphical representation of it.
*
* @param shell The {@code Shell} object to be visualized.
* @return A {@code Spatial} object representing the 3D model of the shell.
* @param shell the Shell to be represented
* @return the node containing the graphical representation of the Shell
*/
@Override
public Spatial visit(Shell shell) {
final Spatial model = app.getAssetManager().loadModel("Models/Shell/shell.j3o");
model.setLocalScale(.05f);
model.setShadowMode(ShadowMode.CastAndReceive);
Material mat = new Material(app.getAssetManager(), LIGHTING);
mat.setTexture("DiffuseMap", app.getAssetManager().loadTexture("Models/Shell/shell_color.png"));
mat.setReceivesShadows(true);
model.setMaterial(mat);
final Node node = new Node(MISSILE);
node.attachChild(createMissile());
model.addControl(new ShellControl(shell));
return model;
final float x = shell.getY();
final float z = shell.getX();
node.setLocalTranslation(x + 0.5f, 10f, z + 0.5f);
node.addControl(new ShellControl(shell, app));
return node;
}
/**
@@ -182,10 +165,10 @@ public Spatial visit(Shell shell) {
*/
private Spatial createShip(Battleship ship) {
return switch (ship.getLength()) {
case 1 -> createBattleship(ship, ShipModel.SHIP1);
case 2 -> createBattleship(ship, ShipModel.SHIP2);
case 3 -> createBattleship(ship, ShipModel.SHIP3);
case 4 -> createBattleship(ship, ShipModel.SHIP4);
case 1 -> createPatrolBoat(ship);
case 2 -> createModernBattleship(ship);
case 3 -> createUboat(ship);
case 4 -> createBattleship(ship);
default -> createBox(ship);
};
}
@@ -232,23 +215,93 @@ private Material createColoredMaterial(ColorRGBA color) {
* @param ship the battleship to be represented
* @return the spatial representing the "King George V" battleship
*/
private Spatial createBattleship(Battleship ship, ShipModel shipModel) {
final Spatial model = app.getAssetManager().loadModel(shipModel.getPath());
private Spatial createBattleship(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(KING_GEORGE_V_MODEL);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
model.scale(shipModel.getScale());
model.setLocalTranslation(shipModel.getTranslation());
model.scale(1.48f);
model.setShadowMode(ShadowMode.CastAndReceive);
Material mat = new Material(app.getAssetManager(), LIGHTING);
return model;
}
String colorPath = shipModel.getColorPath();
String bumpPath = shipModel.getBumpPath();
if (colorPath != null) mat.setTexture("DiffuseMap", app.getAssetManager().loadTexture(colorPath));
if (bumpPath != null) mat.setTexture("NormalMap", app.getAssetManager().loadTexture(bumpPath));
/**
* Creates a detailed 3D model to represent a modern battleship.
*
* @param ship the battleship to be represented
* @return the spatial representing the battleship
*/
mat.setReceivesShadows(true);
private Spatial createModernBattleship(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(MODERN_BATTLESHIP_MODEL);
Material mat = new Material(app.getAssetManager(), UNSHADED);
mat.setTexture("ColorMap", app.getAssetManager().loadTexture(MODERN_BATTLESHIP_TEXTURES));
mat.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Off);
model.setMaterial(mat);
model.setQueueBucket(RenderQueue.Bucket.Opaque);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()) + HALF_PI, 0f);
model.scale(0.000075f);
model.setShadowMode(ShadowMode.CastAndReceive);
model.move(0, 0.2f, 0);
return model;
}
/**
* Creates a detailed 3D model to represent a missile.
*
* @return the spatial representing the missile
*/
private Spatial createMissile() {
final Spatial model = app.getAssetManager().loadModel(MISSILE_MODEL);
Material mat = new Material(app.getAssetManager(), UNSHADED);
mat.setTexture("ColorMap", app.getAssetManager().loadTexture(MISSILE_TEXTURE));
mat.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Off);
model.setMaterial(mat);
model.setQueueBucket(RenderQueue.Bucket.Opaque);
model.rotate(-HALF_PI, 0, 0);
model.scale(0.009f);
model.setShadowMode(ShadowMode.CastAndReceive);
model.move(0, 0f, 0);
return model;
}
/**
* Creates a detailed 3D model to represent a Uboat.
*
* @param ship the battleship to be represented
* @return the spatial representing the Uboat
*/
private Spatial createUboat(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(UBOAT_MODEL);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
model.scale(0.45f);
model.setShadowMode(ShadowMode.CastAndReceive);
model.move(0, -0.25f, 0);
return model;
}
/**
* Creates a detailed 3D model to represent a Patrol boat.
*
* @param ship the battleship to be represented
* @return the spatial representing the Patrol boat
*/
private Spatial createPatrolBoat(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(PATROL_BOAT_MODEL);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
model.scale(0.00045f);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}

View File

@@ -1,49 +0,0 @@
package pp.battleship.client.gui;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.control.AbstractControl;
import pp.battleship.model.Shell;
import pp.util.Position;
/**
* Controls the 2D representation of a {@code Shell} in the game, updating its position
* based on the shell's current state in the game model. The {@code Shell2DControl} class
* is responsible for translating the shell's 3D position to a 2D view position within
* the game's map view.
*/
public class Shell2DControl extends AbstractControl {
private final Shell shell;
private final MapView view;
/**
* Constructs a new {@code Shell2DControl} to manage the 2D visualization of the given {@code Shell}.
*
* @param view The {@code MapView} used to get information about the map to display.
* @param shell The {@code Shell} being visualized.
*/
public Shell2DControl(MapView view, Shell shell){
this.shell = shell;
this.view = view;
}
/**
* Updates the position of the shell's 2D representation based on the shell's current
* 3D position in the game model. The position is mapped from model space to view space
* coordinates and translated to the appropriate location within the {@code MapView}.
*
* @param tpf Time per frame, representing the time elapsed since the last frame.
*/
@Override
protected void controlUpdate(float tpf) {
Vector3f shellPos = shell.getPosition();
Position viewPos = view.modelToView(shellPos.x, shellPos.z);
spatial.setLocalTranslation(viewPos.getX() + MapView.FIELD_SIZE / 2, viewPos.getY() + MapView.FIELD_SIZE / 2, 0);
}
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
// No rendering-specific behavior required for this control
}
}

View File

@@ -1,51 +1,62 @@
package pp.battleship.client.gui;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.control.AbstractControl;
import pp.battleship.client.BattleshipApp;
import pp.battleship.message.client.EndAnimationMessage;
import pp.battleship.model.IntPoint;
import pp.battleship.model.Shell;
import static pp.JmeUtil.mapToWorldCord;
import static pp.util.FloatMath.PI;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
/**
* Controls the 3D representation of a {@code Shell} in the game, updating its position
* and rotation based on the shell's current state in the game model. The {@code ShellControl}
* class ensures that the spatial associated with the shell is positioned and oriented correctly
* within the world.
* Class to control the 3D representation of a shell
*/
public class ShellControl extends AbstractControl {
private final Shell shell;
private final BattleshipApp app;
private static final float TRAVEL_SPEED = 8.5f;
static final Logger LOGGER = System.getLogger(BattleshipApp.class.getName());
/**
* Constructs a new {@code ShellControl} to manage the 3D visualization of the given {@code Shell}.
* Constructor for ShellControl class
*
* @param shell The {@code Shell} being visualized and controlled.
* @param shell The Shell to be displayed
* @param app the main application
*/
public ShellControl(Shell shell){
super();
public ShellControl(Shell shell, BattleshipApp app) {
this.shell = shell;
this.app = app;
}
/**
* Updates the 3D position and rotation of the shell based on its current state.
* Converts map coordinates to world coordinates and applies the shell's orientation.
* Method to control movement of the Shell and remove it when target is reached
*
* @param tpf Time per frame, representing the elapsed time since the last update.
* @param tpf time per frame (in seconds)
*/
@Override
protected void controlUpdate(float tpf) {
Vector3f pos = shell.getPosition();
Vector3f fixed = mapToWorldCord(pos.x, pos.z);
fixed.setY(pos.y);
spatial.setLocalTranslation(fixed);
spatial.setLocalRotation(shell.getRotation());
spatial.rotate(PI/2,0,0);
public void controlUpdate(float tpf) {
//LOGGER.log(Level.DEBUG, "missile at x=" + shell.getX() + ", y=" + shell.getY());
spatial.move(0, -TRAVEL_SPEED * tpf, 0);
if (spatial.getLocalTranslation().getY() <= 0.2) {
spatial.getParent().detachChild(spatial);
app.getGameLogic().send(new EndAnimationMessage(new IntPoint(shell.getX(), shell.getY())));
}
}
/**
* This method is called during the rendering phase, but it does not perform any
* operations in this implementation as the control only influences the spatial's
* transformation, not its rendering process.
*
* @param rm the RenderManager rendering the controlled Spatial (not null)
* @param vp the ViewPort being rendered (not null)
*/
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
// No rendering-specific behavior required for this control
}
}

View File

@@ -0,0 +1,62 @@
package pp.battleship.client.gui;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.control.AbstractControl;
import pp.battleship.client.BattleshipApp;
import pp.battleship.message.client.EndAnimationMessage;
import pp.battleship.model.IntPoint;
import pp.util.Position;
/**
* Class to control the 2D representation of a shell
*/
public class ShellMapControl extends AbstractControl {
private final Position position;
private final IntPoint pos;
private static final Vector3f VECTOR_3_F = new Vector3f();
private final BattleshipApp app;
/**
* Constructor for ShellMapControl
*
* @param position the target position of the shell
* @param app the main application
* @param pos the position the then to render shot goes to
*/
public ShellMapControl(Position position, BattleshipApp app, IntPoint pos) {
super();
this.position = position;
this.pos = pos;
this.app = app;
VECTOR_3_F.set(new Vector3f(position.getX(), position.getY(), 0));
}
/**
* Method to control movement of the Shell on the map and remove it when target is reached
*
* @param tpf time per frame (in seconds)
*/
@Override
protected void controlUpdate(float tpf) {
spatial.move(VECTOR_3_F.mult(tpf));
if (spatial.getLocalTranslation().getX() >= position.getX() && spatial.getLocalTranslation().getY() >= position.getY()) {
spatial.getParent().detachChild(spatial);
app.getGameLogic().send(new EndAnimationMessage(pos));
}
}
/**
* This method is called during the rendering phase, but it does not perform any
* operations in this implementation as the control only influences the spatial's
* transformation, not its rendering process.
*
* @param rm the RenderManager rendering the controlled Spatial (not null)
* @param vp the ViewPort being rendered (not null)
*/
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
}
}

View File

@@ -1,9 +1,4 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client.gui;
@@ -11,157 +6,115 @@
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.Node;
import com.jme3.scene.control.AbstractControl;
import pp.battleship.client.EffectHandler;
import pp.battleship.model.Battleship;
import pp.battleship.model.Rotation;
import pp.battleship.model.Shot;
import java.util.Timer;
import java.util.TimerTask;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import static pp.JmeUtil.mapToWorldCord;
import static pp.util.FloatMath.DEG_TO_RAD;
import static pp.util.FloatMath.TWO_PI;
import static pp.util.FloatMath.sin;
/**
* Controls the pitch oscillation and sinking behavior of a {@code Battleship} model in the game.
* The ship tilts back and forth to simulate movement on water, and can also be animated to sink
* when destroyed.
* Controls the oscillating pitch motion of a battleship model in the game.
* The ship oscillates to simulate a realistic movement on water, based on its orientation and length.
*/
class ShipControl extends AbstractControl {
private static final float SINK_SPEED = 0.04f;
private static final float SINK_ROT_SPEED = 0.1f;
// The axis of rotation for the ship's pitch (tilting).
/**
* The axis of rotation for the ship's pitch (tilting forward and backward).
*/
private final Vector3f axis;
// The duration of one oscillation cycle in seconds.
/**
* The duration of one complete oscillation cycle in seconds.
*/
private final float cycle;
// The amplitude of the pitch oscillation in radians.
/**
* The amplitude of the pitch oscillation in radians, determining how much the ship tilts.
*/
private final float amplitude;
// Quaternion representing the ship's pitch rotation.
/**
* A quaternion representing the ship's current pitch rotation.
*/
private final Quaternion pitch = new Quaternion();
// The current time within the oscillation cycle.
/**
* The current time within the oscillation cycle, used to calculate the ship's pitch angle.
*/
private float time;
// Flag indicating if the ship is sinking.
private boolean sinking;
// The battleship being controlled.
/**
* Ship to be controlled
*/
private final Battleship battleship;
// Node representing the ship in the scene graph.
private final Node shipNode;
// Handles visual effects for the ship.
private final EffectHandler effectHandler;
private static final Logger LOGGER = System.getLogger(ShipControl.class.getName());
/**
* Constructs a new {@code ShipControl} instance to manage the effects for a specified {@code Battleship}.
* The ship's orientation determines the axis of rotation, and its length affects the oscillation cycle
* and amplitude.
* Constructs a new ShipControl instance for the specified Battleship.
* The ship's orientation determines the axis of rotation, while its length influences
* the cycle duration and amplitude of the oscillation.
*
* @param battleship The {@code Battleship} being controlled.
* @param shipNode The scene graph node representing the ship.
* @param effectHandler The {@code EffectHandler} for creating visual effects.
* @param ship the Battleship object to control
*/
public ShipControl(Battleship battleship, Node shipNode, EffectHandler effectHandler) {
this.battleship = battleship;
this.shipNode = shipNode;
this.effectHandler = effectHandler;
sinking = false;
// Determine the axis of rotation based on the ship's orientation.
axis = switch (battleship.getRot()) {
public ShipControl(Battleship ship) {
this.battleship = ship;
// Determine the axis of rotation based on the ship's orientation
axis = switch (ship.getRot()) {
case LEFT, RIGHT -> Vector3f.UNIT_X;
case UP, DOWN -> Vector3f.UNIT_Z;
};
// Set the cycle duration and amplitude based on the ship's length.
// Set the cycle duration and amplitude based on the ship's length
cycle = battleship.getLength() * 2f;
amplitude = 5f * DEG_TO_RAD / battleship.getLength();
amplitude = 5f * DEG_TO_RAD / ship.getLength();
}
/**
* Updates the ship's motion. If the ship is sinking, it animates the sinking process.
* Otherwise, it oscillates the ship to simulate wave motion.
* Updates the ship's pitch oscillation each frame. The ship's pitch is adjusted
* to create a continuous tilting motion, simulating the effect of waves.
*
* @param tpf Time per frame, used to update the ship's motion.
* @param tpf time per frame (in seconds), used to calculate the new pitch angle
*/
@Override
protected void controlUpdate(float tpf) {
if (sinking) {
handleSinking(tpf);
}
else {
handlePitch(tpf);
}
}
// Handles the sinking animation.
private void handleSinking(float tpf) {
// If spatial is null, do nothing
if (spatial == null) return;
spatial.setLocalTranslation(spatial.getLocalTranslation().add(new Vector3f(0, -1, 0).mult(tpf * SINK_SPEED)));
if (battleship.getRot() == Rotation.UP || battleship.getRot() == Rotation.DOWN) {
spatial.rotate(tpf * SINK_ROT_SPEED, 0, 0);
if (battleship.isDestroyed() && spatial.getLocalTranslation().getY() < -0.6f) {
LOGGER.log(Level.INFO, "Ship removed {0}", spatial.getName());
spatial.getParent().detachChild(spatial);
}
else if (battleship.isDestroyed()) {
spatial.move(0, -0.2f * tpf, 0);
}
else {
spatial.rotate(0, 0, tpf * SINK_ROT_SPEED);
// Update the time within the oscillation cycle
time = (time + tpf) % cycle;
// Calculate the current angle of the oscillation
final float angle = amplitude * sin(time * TWO_PI / cycle);
// Update the pitch Quaternion with the new angle
pitch.fromAngleAxis(angle, axis);
}
}
// Handles the pitch oscillation to simulate wave movement.
private void handlePitch(float tpf) {
if (spatial == null) return;
// Update time in the oscillation cycle.
time = (time + tpf) % cycle;
// Calculate the pitch angle.
float angle = amplitude * sin(time * TWO_PI / cycle);
// Update pitch rotation.
pitch.fromAngleAxis(angle, axis);
// Apply rotation to the spatial.
// Apply the pitch rotation to the spatial
spatial.setLocalRotation(pitch);
}
/**
* This method is called during the rendering phase, but it does not perform any
* operations in this implementation as the control only influences the spatial's
* transformation, not its rendering process.
*
* @param rm the RenderManager rendering the controlled Spatial (not null)
* @param vp the ViewPort being rendered (not null)
*/
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
// No rendering-specific behavior required.
}
/**
* Initiates the ship's sinking animation and schedules its destruction.
*/
public void destroyed() {
sinking = true;
shipNode.attachChild(effectHandler.debrisSplash(shipNode.getLocalTranslation()));
new Timer().schedule(new TimerTask() {
@Override
public void run() {
effectHandler.destroyShip(battleship);
}
}, 4000);
}
/**
* Triggers an effect when the ship is hit by a shot, creating a fire effect at the impact location.
*
* @param shot The shot that hit the ship.
*/
public void hit(Shot shot) {
Vector3f shipNodePos = shipNode.getLocalTranslation();
Vector3f shotWorld = mapToWorldCord(shot.getX(), shot.getY());
Vector3f firePos = shotWorld.subtract(shipNodePos);
shipNode.attachChild(effectHandler.createFire(firePos, battleship));
// No rendering logic is needed for this control
}
}

View File

@@ -1,9 +1,4 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client.gui;

View File

@@ -1,82 +0,0 @@
package pp.battleship.client.gui;
import com.jme3.math.Vector3f;
/**
* Enum representing different ship models for the Battleship game.
* Each ship model has a corresponding 3D model path, scale, translation, color texture, and optional bump texture.
*/
public enum ShipModel {
SHIP1("Models/Ships/1/ship1.j3o", 0.15f, new Vector3f(0f, 0f, 0f), "Models/Ships/1/ship1_color.png", null),
SHIP2("Models/Ships/2/ship2.j3o", 0.03f, new Vector3f(0f, 0.2f, 0f), "Models/Ships/2/ship2.jpg", null),
SHIP3("Models/Ships/3/ship3.j3o", 0.47f, new Vector3f(0f, -0.2f, 0f), "Models/Ships/3/ship3_color.jpg", null),
SHIP4("Models/Ships/4/ship4.j3o", 1.48f, new Vector3f(0f, 0f, 0f), "Models/Ships/4/ship4_color.jpg", "Models/Ships/4/ship4_bump.jpg");
private final String modelPath;
private final float modelScale;
private final Vector3f translation;
private final String colorPath;
private final String bumpPath;
/**
* Constructs a new ShipModel with the specified parameters.
*
* @param modelPath the path to the 3D model of the ship
* @param modelScale the scale factor to be applied to the model
* @param translation the translation to be applied to the model
* @param colorPath the path to the color texture of the model
* @param bumpPath the optional path to the bump texture of the model (may be null)
*/
ShipModel(String modelPath, float modelScale, Vector3f translation, String colorPath, String bumpPath) {
this.modelPath = modelPath;
this.modelScale = modelScale;
this.translation = translation;
this.colorPath = colorPath;
this.bumpPath = bumpPath;
}
/**
* Returns the path to the bump texture of the ship model.
*
* @return the bump texture path, or null if no bump texture is defined
*/
public String getBumpPath() {
return bumpPath;
}
/**
* Returns the path to the color texture of the ship model.
*
* @return the color texture path
*/
public String getColorPath() {
return colorPath;
}
/**
* Returns the scale factor of the ship model.
*
* @return the scale factor
*/
public float getScale() {
return modelScale;
}
/**
* Returns the path to the 3D model of the ship.
*
* @return the model path
*/
public String getPath() {
return modelPath;
}
/**
* Returns the translation to be applied to the ship model.
*
* @return the translation vector
*/
public Vector3f getTranslation() {
return translation;
}
}

View File

@@ -1,11 +1,6 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client.clienthost;
package server;
import com.jme3.network.ConnectionListener;
import com.jme3.network.HostedConnection;
@@ -18,14 +13,16 @@
import pp.battleship.game.server.Player;
import pp.battleship.game.server.ServerGameLogic;
import pp.battleship.game.server.ServerSender;
import pp.battleship.message.client.AnimationFinishedMessage;
import pp.battleship.message.client.ClientMessage;
import pp.battleship.message.client.EndAnimationMessage;
import pp.battleship.message.client.MapMessage;
import pp.battleship.message.client.ShootMessage;
import pp.battleship.message.server.EffectMessage;
import pp.battleship.message.server.GameDetails;
import pp.battleship.message.server.ServerMessage;
import pp.battleship.message.server.StartAnimationMessage;
import pp.battleship.message.server.StartBattleMessage;
import pp.battleship.message.server.SwitchToBattleState;
import pp.battleship.model.Battleship;
import pp.battleship.model.IntPoint;
import pp.battleship.model.Shot;
@@ -42,14 +39,16 @@
/**
* Server implementing the visitor pattern as MessageReceiver for ClientMessages
*/
public class BattleshipServerClient implements MessageListener<HostedConnection>, ConnectionListener, ServerSender {
private static final Logger LOGGER = System.getLogger(BattleshipServerClient.class.getName());
public class BattleshipServer implements MessageListener<HostedConnection>, ConnectionListener, ServerSender {
private static final Logger LOGGER = System.getLogger(BattleshipServer.class.getName());
private static final File CONFIG_FILE = new File("server.properties");
private static int port;
private final BattleshipConfig config = new BattleshipConfig();
private Server myServer;
private final ServerGameLogic logic;
private final BlockingQueue<ReceivedMessageClient> pendingMessages = new LinkedBlockingQueue<>();
private final BlockingQueue<ReceivedMessage> pendingMessages = new LinkedBlockingQueue<>();
static {
// Configure logging
@@ -64,37 +63,28 @@ public class BattleshipServerClient implements MessageListener<HostedConnection>
}
/**
* Creates the server and reads the configuration from the specified file.
* Initializes the game logic and sets up logging.
* Creates the server.
*/
public BattleshipServerClient() {
public BattleshipServer(int port) {
config.readFromIfExists(CONFIG_FILE);
BattleshipServer.port = port;
LOGGER.log(Level.INFO, "Configuration: {0}", config); //NON-NLS
logic = new ServerGameLogic(this, config);
}
/**
* Checks if the server is ready.
*
* @return true if the server is running, false otherwise
* Runs a server
*/
public boolean isReady() {
return myServer != null && myServer.isRunning();
}
/**
* Starts the server and continuously processes incoming messages.
*/
public void run(int port) {
startServer(port);
public void run() {
startServer();
while (true)
processNextMessage();
}
/**
* Starts the server by creating a network server on the specified port.
* Starts a server
*/
private void startServer(int port) {
private void startServer() {
try {
LOGGER.log(Level.INFO, "Starting server..."); //NON-NLS
myServer = Network.createServer(port);
@@ -110,7 +100,7 @@ private void startServer(int port) {
}
/**
* Processes the next message in the queue.
* Processes next received message
*/
private void processNextMessage() {
try {
@@ -123,7 +113,7 @@ private void processNextMessage() {
}
/**
* Registers all serializable message classes for network transmission.
* Registers all serializable classes
*/
private void initializeSerializables() {
Serializer.registerClass(GameDetails.class);
@@ -131,35 +121,52 @@ private void initializeSerializables() {
Serializer.registerClass(MapMessage.class);
Serializer.registerClass(ShootMessage.class);
Serializer.registerClass(EffectMessage.class);
Serializer.registerClass(AnimationFinishedMessage.class);
Serializer.registerClass(Battleship.class);
Serializer.registerClass(IntPoint.class);
Serializer.registerClass(Shot.class);
Serializer.registerClass(StartAnimationMessage.class);
Serializer.registerClass(EndAnimationMessage.class);
Serializer.registerClass(SwitchToBattleState.class);
}
/**
* Registers the message and connection listeners for the server.
* Registers all listeners
*/
private void registerListeners() {
myServer.addMessageListener(this, MapMessage.class);
myServer.addMessageListener(this, ShootMessage.class);
myServer.addMessageListener(this, AnimationFinishedMessage.class);
myServer.addMessageListener(this, EndAnimationMessage.class);
myServer.addConnectionListener(this);
}
/**
* Handles a received message
* @param source the connection the message comes from
* @param message the received message
*/
@Override
public void messageReceived(HostedConnection source, Message message) {
LOGGER.log(Level.INFO, "message received from {0}: {1}", source.getId(), message); //NON-NLS
if (message instanceof ClientMessage clientMessage)
pendingMessages.add(new ReceivedMessageClient(clientMessage, source.getId()));
pendingMessages.add(new ReceivedMessage(clientMessage, source.getId()));
}
/**
* Adds a new connection to a server
* @param server the server to add the connection to
* @param hostedConnection the connection to be added
*/
@Override
public void connectionAdded(Server server, HostedConnection hostedConnection) {
LOGGER.log(Level.INFO, "new connection {0}", hostedConnection); //NON-NLS
logic.addPlayer(hostedConnection.getId());
}
/**
* Removes a standing connection from a server
* @param server the server to add the connection to
* @param hostedConnection the connection to be added
*/
@Override
public void connectionRemoved(Server server, HostedConnection hostedConnection) {
LOGGER.log(Level.INFO, "connection closed: {0}", hostedConnection); //NON-NLS
@@ -173,9 +180,8 @@ public void connectionRemoved(Server server, HostedConnection hostedConnection)
}
/**
* Shuts down the server and closes all active connections.
*
* @param exitValue the exit code to terminate the program with
* Shuts down the server and terminates the application with the given exit code
* @param exitValue the exit status code
*/
private void exit(int exitValue) { //NON-NLS
LOGGER.log(Level.INFO, "close request"); //NON-NLS

View File

@@ -0,0 +1,17 @@
package server;
import pp.battleship.message.client.ClientInterpreter;
import pp.battleship.message.client.ClientMessage;
/**
* Represents a message received from a client
* @param message the received message
* @param from the ID of the client that sent the message
*/
record ReceivedMessage(ClientMessage message, int from) {
void process(ClientInterpreter interpreter) {
message.accept(interpreter, from);
}
}

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@@ -0,0 +1,73 @@
newmtl Battleship
illum 4
Kd 0.00 0.00 0.00
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
map_Kd BattleshipC.jpg
Ni 1.00
Ks 0.00 0.00 0.00
Ns 256.00
newmtl blinn1SG
illum 4
Kd 0.50 0.50 0.50
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
Ni 1.00
Ks 0.00 0.00 0.00
Ns 256.00
newmtl blinn2SG
illum 4
Kd 0.50 0.50 0.50
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
Ni 1.00
Ks 0.00 0.00 0.00
Ns 256.00
newmtl blinn3SG
illum 4
Kd 0.50 0.50 0.50
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
Ni 1.00
Ks 0.50 0.50 0.50
Ns 256.00
newmtl blinn4SG
illum 4
Kd 0.50 0.50 0.50
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
Ni 1.00
Ks 0.50 0.50 0.50
Ns 256.00
newmtl blinn5SG
illum 4
Kd 0.50 0.50 0.50
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
Ni 1.00
Ks 0.50 0.50 0.50
Ns 256.00
newmtl blinn6SG
illum 4
Kd 0.50 0.50 0.50
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
Ni 1.00
Ks 0.50 0.50 0.50
Ns 256.00
newmtl blinn7SG
illum 4
Kd 0.50 0.50 0.50
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
Ni 1.00
Ks 0.50 0.50 0.50
Ns 256.00
newmtl blinn8SG
illum 4
Kd 0.50 0.50 0.50
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
Ni 1.00
Ks 0.50 0.50 0.50
Ns 256.00

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@@ -0,0 +1,3 @@
based on:
https://free3d.com/3d-model/wwii-ship-uk-king-george-v-class-battleship-v1--185381.html
License: Free Personal Use Only

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@@ -0,0 +1,12 @@
# Blender MTL File: 'AIM120D.blend'
# Material Count: 1
newmtl Material.006
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ni 1.000000
d 1.000000
illum 2
map_Kd texture.png

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@@ -0,0 +1,2 @@
AIM-120D Missile (Air-to-Air) by https://free3d.com/3d-model/aim-120d-shell-air-to-air-20348.html
License: License for personal use

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@@ -0,0 +1,104 @@
# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
# File Created: 16.12.2011 14:18:52
newmtl white
Ns 53.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.6667 0.6667 0.6667
Kd 0.6667 0.6667 0.6667
Ks 0.1800 0.1800 0.1800
Ke 0.0000 0.0000 0.0000
newmtl boat_elements_black
Ns 55.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.0000 0.0000 0.0000
Kd 0.0000 0.0000 0.0000
Ks 0.3600 0.3600 0.3600
Ke 0.0000 0.0000 0.0000
newmtl boat_glass
Ns 60.0000
Ni 7.0000
d 0.4000
Tr 0.6000
Tf 0.4000 0.4000 0.4000
illum 2
Ka 0.1059 0.1569 0.1451
Kd 0.1059 0.1569 0.1451
Ks 0.6750 0.6750 0.6750
Ke 0.0000 0.0000 0.0000
newmtl boat_screw_hooks_bronze
Ns 80.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.2941 0.2157 0.0510
Kd 0.2941 0.2157 0.0510
Ks 0.7200 0.7200 0.7200
Ke 0.0000 0.0000 0.0000
newmtl boat_silver
Ns 80.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.3333 0.3333 0.3333
Kd 0.3333 0.3333 0.3333
Ks 0.7200 0.7200 0.7200
Ke 0.0000 0.0000 0.0000
newmtl boat_buffer
Ns 10.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 1.0000 1.0000 1.0000
Kd 1.0000 1.0000 1.0000
Ks 0.2700 0.2700 0.2700
Ke 0.0000 0.0000 0.0000
map_Ka boat_buffer_diffuse.jpg
map_Kd boat_buffer_diffuse.jpg
newmtl boat_roof_accessory
Ns 15.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 1.0000 1.0000 1.0000
Kd 1.0000 1.0000 1.0000
Ks 0.3600 0.3600 0.3600
Ke 0.0000 0.0000 0.0000
map_Ka boat_roof_accessory_diffuse.jpg
map_Kd boat_roof_accessory_diffuse.jpg
newmtl boat_body
Ns 55.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 1.0000 1.0000 1.0000
Kd 1.0000 1.0000 1.0000
Ks 0.3600 0.3600 0.3600
Ke 0.0000 0.0000 0.0000
map_Ka boat_body_diffuse.jpg
map_Kd boat_body_diffuse.jpg

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@@ -1 +0,0 @@
"Fishing Boat" (https://skfb.ly/6UGtr) by JasperTobias is licensed under Creative Commons Attribution-NonCommercial (http://creativecommons.org/licenses/by-nc/4.0/).

View File

@@ -1,22 +0,0 @@
# Blender 3.6.5 MTL File: 'None'
# www.blender.org
newmtl Boat
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd ship1_color.png
newmtl Boat_2
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd ship1_color.png

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@@ -1,82 +0,0 @@
# Blender 3.6.5 MTL File: 'None'
# www.blender.org
newmtl Battleship
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd ship2.jpg
newmtl blinn2SG
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.356400 0.356400 0.366253
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
newmtl blinn3SG
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.346704 0.346704 0.356400
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
newmtl blinn4SG
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.351533 0.346704 0.361307
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
newmtl blinn5SG
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.346704 0.346704 0.356400
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
newmtl blinn6SG
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.349118 0.346704 0.358854
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
newmtl blinn7SG
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.346704 0.346704 0.356400
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
newmtl blinn8SG
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.351533 0.346704 0.361307
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2

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@@ -1,13 +0,0 @@
# Blender 3.6.5 MTL File: 'None'
# www.blender.org
newmtl _King_George_V
Ns 60.000008
Ka 1.000000 1.000000 1.000000
Ks 0.450000 0.450000 0.450000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 2
map_Kd ship4_color.jpg
map_Bump -bm 1.000000 ship4_bump.jpg

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@@ -6,10 +6,11 @@ newmtl default
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 1.0000 1.0000 1.0000
Kd 1.0000 1.0000 1.0000
Ks 0.5400 0.5400 0.5400
Ke 0.0000 0.0000 0.0000
map_Ka ship3_color.jpg
map_Kd ship3_color.jpg
map_Ka 14084_WWII_ship_German_Type_II_U-boat_diff.jpg
map_Kd 14084_WWII_ship_German_Type_II_U-boat_diff.jpg

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@@ -1,7 +1,7 @@
# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
# File Created: 29.03.2012 14:25:39
mtllib ship3.mtl
mtllib 14084_WWII_Ship_German_Type_II_U-boat_v2_L1.mtl
#
# object 14084_WWII_ship_German_Type_II_U_boat
@@ -148958,6 +148958,7 @@ vt 0.0198 0.7313 0.0000
g 14084_WWII_ship_German_Type_II_U_boat
usemtl default
s 32
f 1/1/1 2/2/2 3/3/3 4/4/4
f 5/5/5 6/6/6 3/3/3 2/2/2
f 7/7/7 8/8/8 3/3/3 6/6/6

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@@ -0,0 +1,2 @@
Missile firing fl by NHMWretched (https://pixabay.com/sound-effects/missile-firing-fl-106655/)
CCO License

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@@ -0,0 +1 @@
Aluminum | Roie Shpigler | https://artlist.io/royalty-free-music/song/aluminum/122360

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@@ -0,0 +1 @@
A Touch of Dream | Max H. | https://artlist.io/royalty-free-music/song/a-touch-of-dream/126111

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@@ -0,0 +1,4 @@
Epic Cinematic Trailer | ELITE by Alex-Productions | https://onsound.eu/
Music promoted by https://www.chosic.com/free-music/all/
Creative Commons CC BY 3.0
https://creativecommons.org/licenses/by/3.0/

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@@ -0,0 +1 @@
Victory march of Valor | Land_of_Books_YouTube | https://pixabay.com/users/land_of_books_youtube-7733644/s

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@@ -0,0 +1,2 @@
Created using Metal Plates 13 from ambientCG.com,
licensed under the Creative Commons CC0 1.0 Universal License.

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@@ -0,0 +1,2 @@
https://www.rawpixel.com/image/13141087/png-fire-bonfire-illuminated-destruction-generated-image-rawpixel
Licence: Free for personal use

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@@ -1,9 +1,4 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.exporter;
@@ -41,7 +36,7 @@ public static void main(String[] args) {
*/
@Override
public void simpleInitApp() {
export("shell.obj", "shell.j3o"); //NON-NLS
export("Models/KingGeorgeV/King_George_V.obj", "Models/KingGeorgeV/KingGeorgeV.j3o"); //NON-NLS
stop();
}

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@@ -0,0 +1,18 @@
# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
# File Created: 16.03.2012 14:15:53
newmtl _King_George_V
Ns 60.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 1.0000 1.0000 1.0000
Kd 1.0000 1.0000 1.0000
Ks 0.4500 0.4500 0.4500
Ke 0.0000 0.0000 0.0000
map_Ka King_George_V.jpg
map_Kd King_George_V.jpg
map_bump King_George_V_bump.jpg
bump King_George_V_bump.jpg

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@@ -0,0 +1,3 @@
based on:
https://free3d.com/3d-model/wwii-ship-uk-king-george-v-class-battleship-v1--185381.html
License: Free Personal Use Only

View File

@@ -1,42 +0,0 @@
# Blender 3.6.5 MTL File: 'untitled.blend'
# www.blender.org
newmtl base
Ns 467.358765
Ka 0.636364 0.636364 0.636364
Kd 0.000000 0.000000 0.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 3
newmtl ring
Ns 467.358765
Ka 0.636364 0.636364 0.636364
Kd 0.031430 0.012811 0.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 3
newmtl tip
Ns 467.358765
Ka 0.636364 0.636364 0.636364
Kd 0.032954 0.004269 0.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 3
newmtl top
Ns 467.358765
Ka 0.636364 0.636364 0.636364
Kd 0.000489 0.006614 0.000950
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 3

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@@ -1,10 +1,3 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship;
import pp.util.config.Config;

View File

@@ -1,10 +1,3 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship;
import java.util.ResourceBundle;

View File

@@ -0,0 +1,114 @@
package pp.battleship.game.client;
import pp.battleship.message.client.EndAnimationMessage;
import pp.battleship.message.server.EffectMessage;
import pp.battleship.message.server.SwitchToBattleState;
import pp.battleship.model.IntPoint;
import pp.battleship.model.Shell;
import pp.battleship.model.ShipMap;
import pp.battleship.notification.Music;
import pp.battleship.notification.Sound;
import java.lang.System.Logger.Level;
/**
* Represents the state in which the animation is played
*/
public class AnimationState extends ClientState {
private boolean myTurn;
/**
* Constructor for the AnimationState class
*
* @param logic the client logic
* @param turn a boolean containing if it's the client's turn
* @param position the position a Shell gets created
*/
public AnimationState(ClientGameLogic logic, boolean turn, IntPoint position) {
super(logic);
logic.playMusic(Music.GAME_THEME);
myTurn = turn;
if (myTurn) {
logic.getOpponentMap().add(new Shell(position));
}
else {
logic.getOwnMap().add(new Shell(position));
}
}
/**
* Makes sure the client renders the correct view
*
* @return true
*/
@Override
boolean showBattle() {
return true;
}
/**
* Reports the effect of a shot based on the server message.
*
* @param msg the message containing the effect of the shot
*/
@Override
public void receivedEffect(EffectMessage msg) {
ClientGameLogic.LOGGER.log(Level.INFO, "report effect: {0}", msg); //NON-NLS
playSound(msg);
myTurn = msg.isMyTurn();
logic.setInfoText(msg.getInfoTextKey());
affectedMap(msg).add(msg.getShot());
if (destroyedOpponentShip(msg))
logic.getOpponentMap().add(msg.getDestroyedShip());
if (msg.isGameOver()) {
msg.getRemainingOpponentShips().forEach(logic.getOpponentMap()::add);
logic.setState(new GameOverState(logic, msg.isGameLost()));
}
}
/**
* Sets the client back to the battle state
*
* @param msg the received SwitchToBattleState message
*/
@Override
public void receivedSwitchToBattleState(SwitchToBattleState msg) {
logic.setState(new BattleState(logic, msg.getTurn()));
}
/**
* Determines which map (own or opponent's) should be affected by the shot based on the message.
*
* @param msg the effect message received from the server
* @return the map (either the opponent's or player's own map) that is affected by the shot
*/
private ShipMap affectedMap(EffectMessage msg) {
return msg.isOwnShot() ? logic.getOpponentMap() : logic.getOwnMap();
}
/**
* Checks if the opponent's ship was destroyed by the player's shot.
*
* @param msg the effect message received from the server
* @return true if the shot destroyed an opponent's ship, false otherwise
*/
private boolean destroyedOpponentShip(EffectMessage msg) {
return msg.getDestroyedShip() != null && msg.isOwnShot();
}
/**
* Plays a sound based on the outcome of the shot. Different sounds are played for a miss, hit,
* or destruction of a ship.
*
* @param msg the effect message containing the result of the shot
*/
private void playSound(EffectMessage msg) {
if (!msg.getShot().isHit())
logic.playSound(Sound.SPLASH);
else if (msg.getDestroyedShip() == null)
logic.playSound(Sound.EXPLOSION);
else
logic.playSound(Sound.DESTROYED_SHIP);
}
}

View File

@@ -1,17 +1,13 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.game.client;
import pp.battleship.message.client.ShootMessage;
import pp.battleship.message.server.EffectMessage;
import pp.battleship.message.server.StartAnimationMessage;
import pp.battleship.model.IntPoint;
import pp.battleship.model.Shell;
import pp.battleship.model.ShipMap;
import pp.battleship.notification.Music;
import pp.battleship.notification.Sound;
import java.lang.System.Logger.Level;
@@ -30,14 +26,25 @@ class BattleState extends ClientState {
*/
public BattleState(ClientGameLogic logic, boolean myTurn) {
super(logic);
logic.playMusic(Music.GAME_THEME);
this.myTurn = myTurn;
}
/**
* Makes sure the client renders the correct view
*
* @return true
*/
@Override
public boolean showBattle() {
return true;
}
/**
* Triggers a shoot event if it's client's turn
*
* @param pos the position where the click occurred
*/
@Override
public void clickOpponentMap(IntPoint pos) {
if (!myTurn)
@@ -47,29 +54,13 @@ else if (logic.getOpponentMap().isValid(pos))
}
/**
* Reports the effect of a shot based on the server message.
* Triggers an animation if StartAnimationMessage is received
*
* @param msg the message containing the effect of the shot
* @param msg the received Startanimation message
*/
@Override
public void receivedEffect(EffectMessage msg) {
ClientGameLogic.LOGGER.log(Level.INFO, "report effect: {0}", msg); //NON-NLS
myTurn = msg.isMyTurn();
logic.setInfoText(msg.getInfoTextKey());
Shell shell = new Shell(msg.getShot());
affectedMap(msg).add(shell);
logic.playSound(Sound.SHELL_FLYING);
logic.setState(new ShootingState(logic, shell, myTurn, msg));
}
/**
* Determines which map (own or opponent's) should be affected by the shot based on the message.
*
* @param msg the effect message received from the server
* @return the map (either the opponent's or player's own map) that is affected by the shot
*/
private ShipMap affectedMap(EffectMessage msg) {
return msg.isOwnShot() ? logic.getOpponentMap() : logic.getOwnMap();
public void receivedStartAnimation(StartAnimationMessage msg) {
logic.setState(new AnimationState(logic, msg.isMyTurn(), msg.getPosition()));
logic.playSound(Sound.MISSILE_LAUNCH);
}
}

View File

@@ -1,9 +1,4 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.game.client;

View File

@@ -1,9 +1,4 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.game.client;
@@ -11,7 +6,9 @@
import pp.battleship.message.server.EffectMessage;
import pp.battleship.message.server.GameDetails;
import pp.battleship.message.server.ServerInterpreter;
import pp.battleship.message.server.StartAnimationMessage;
import pp.battleship.message.server.StartBattleMessage;
import pp.battleship.message.server.SwitchToBattleState;
import pp.battleship.model.IntPoint;
import pp.battleship.model.ShipMap;
import pp.battleship.model.dto.ShipMapDTO;
@@ -20,6 +17,8 @@
import pp.battleship.notification.GameEventBroker;
import pp.battleship.notification.GameEventListener;
import pp.battleship.notification.InfoTextEvent;
import pp.battleship.notification.Music;
import pp.battleship.notification.MusicEvent;
import pp.battleship.notification.Sound;
import pp.battleship.notification.SoundEvent;
@@ -226,6 +225,26 @@ public void received(EffectMessage msg) {
state.receivedEffect(msg);
}
/**
* Reports that client should play an animation
*
* @param msg
*/
@Override
public void received(StartAnimationMessage msg) {
state.receivedStartAnimation(msg);
}
/**
* Reports that client should switch to the battle state
*
* @param msg
*/
@Override
public void received(SwitchToBattleState msg) {
state.receivedSwitchToBattleState(msg);
}
/**
* Initializes the player's own map, opponent's map, and harbor based on the game details.
*
@@ -304,7 +323,7 @@ public void saveMap(File file) throws IOException {
*
* @param msg the message to be sent
*/
void send(ClientMessage msg) {
public void send(ClientMessage msg) {
if (clientSender == null)
LOGGER.log(Level.ERROR, "trying to send {0} with sender==null", msg); //NON-NLS
else
@@ -352,4 +371,13 @@ public void notifyListeners(GameEvent event) {
public void update(float delta) {
state.update(delta);
}
/**
* Triggers an event to play specified music
*
* @param music the music to be played
*/
public void playMusic(Music music) {
notifyListeners(new MusicEvent(music));
}
}

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