16 Commits

Author SHA1 Message Date
Benjamin Feyer
c907967126 adjusted the clientprperties, so it is not started in singleplayer 2024-10-13 14:19:31 +02:00
Benjamin Feyer
fe6ad576eb edited the fire, adjusted the rocket_size,added the models in j3o files, adjusted the Gamesound, added the artefacts 2024-10-13 14:18:03 +02:00
Benjamin Feyer
3755cca62e Solution for exercise 13:
edited another state in the server and client, added the rocket, added the 'Shell.java' and 'ShellControl.java'
edited the logic for the states and 3 messages for the server client comunication, edited the 'SeaSynchronizer' and ShipMapSynchronizer', so that the animations will be displayed, added the sound for the rocket
2024-10-12 00:41:24 +02:00
Benjamin Feyer
30a735bd6e added 'Shell' and 'ShellControl' and editet the two visitors 'Visitor' and 'VoidVisitor' 2024-10-10 22:23:55 +02:00
Benjamin Feyer
dffb5b4d63 corrected the server based validation in 'WaitState' and 'ServerGameLogic' and 'battleship.properties' and 'battleship_de.properties' and reformatted 'SeaSynchronizer'
corrected the 'ServerGameLogic' so it will send new GameLogic and will be still in EditorState, when presented with an invalid map
and added in the properties the keys writen in 'WaitState' and added the 'ReceivedGameLogic', to receive new GameDetails
2024-10-08 23:05:51 +02:00
Benjamin Feyer
d53e8577d8 edited 'SeaSynchronizer' and 'ShipControl' for Nr. 12
so now the fire on the ship will be displayed, the seasynchronizer handels it,
in the 'ShipControl' the sinking of a sunken ship is implemented
2024-10-08 21:20:51 +02:00
Benjamin Feyer
54d8ad57cb added the 'SeaSynchronizer'
so if the shot hits or misses, a particle is shown, hereby I modified the visit(Shot shot) handleHit
and added the 'createMissParticle' and 'createHitParticle' methods
2024-10-08 17:16:09 +02:00
Benjamin Feyer
387bda04b9 edited the 'networkDialog' and added 'battleShipLocalServer' and 'ReceivedMessage' and 'README'
edited the networkDialog so the client can decide, whether he want, to connect to a derver or create and host a new one, added the 'BattleshipLocalServer', the class responcible for creating a new server and added 'Receivedmessage'
and added a README for the Background-music licence
2024-10-05 15:33:27 +02:00
Benjamin Feyer
2110555bbc corrected the code for nr. 8 +10
now the backgroundmusic-settings will be stored correctly and when a invalid map is submitted,the error will be displayed correctly
2024-10-05 14:12:23 +02:00
Benjamin Feyer
34a0fa2304 Solution for Nr. 10, added 'BackgroundSound.java' and edited 'battleshipApp' and 'Menu'
the 'BackgroundMusic' class defines the background music and the function used to control it, in the 'BattleshipApp' is an attribute of BackgrounMusic and a return function and in the Menu the Checkbox and the slider for the backgroundMusic and the update function were implemented
2024-10-03 23:34:15 +02:00
Benjamin Feyer
6355b98441 Nr.10 edited 'Menu','Sound','battlship.properties' and 'battleship_de.properties'
edited the property files to ensure, that in the menu the background music on/off and the background volume slider are named in eng and german, edited the childnotes for
the menu, so the checkbox and slider are visible, edited the enum Suonds, for another entry 'BACKGROUNDMUSIC'
2024-10-03 13:46:18 +02:00
Benjamin Feyer
b96a3dd270 Number 9'
added README.txt for all models
2024-10-02 22:46:58 +02:00
Benjamin Feyer
b6f105202d corrected 'Editorstate' and 'GameServerLogic' and edited 'SeaSynchronizer' and added assets 2024-10-02 22:23:10 +02:00
Benjamin Feyer
175059a6e1 corrected 'EditorState' and 'ServerGameLogic' 2024-10-02 17:41:06 +02:00
Benjamin Feyer
3ab6b44638 Nr. 8, edited 'EditorState', 'ServerGameLogic' and 'ShipMapDTO' classes 2024-10-02 16:46:44 +02:00
Benjamin Feyer
237bf15992 Nr.7: edited the 'Battlestate' and 'ShipMap' class 2024-10-02 01:19:19 +02:00
121 changed files with 783867 additions and 150294 deletions

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View File

@@ -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
#git 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.

View File

@@ -0,0 +1,123 @@
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 java.util.prefs.Preferences;
/**
* this class is used to control the background-music in the game
*/
public class BackgroundMusic {
/**
* this attribute ist the keyword to save the last volume, that was set
*/
private static final String VOLUME_PREV = "BackgroundVolume";
/**
* this attribute ist the keyword to save the state, whether the music was on or off in the last session
*/
private static final String BACKGROUND_MUSIC_ENABLED_PREV = "BackgroundMusicEnabled";
/**
* this attribute holds the last set values for on/off and the volume, with the keywords "BackgroundVolume" and "BackgroundMusicEnabled"
*/
private Preferences prefs = Preferences.userNodeForPackage(BackgroundMusic.class);
/**
* this attribute holds the Music-node, which is used to play the music
*/
private final AudioNode backgroundMusic;
/**
* this boolean holds, whether the music is enabled or not at this state
*/
private boolean backgroundMusicEnabled;
/**
* this attribute holds the current volume
*/
private float backgroundVolume;
/**
* this is the constructor of this class, is used to set the current values to the values stored in the preferences
*
* @param app the application the Background-music uis used in
* @param backGroundMusicPath the path, where the Background-music is stored in
*/
public BackgroundMusic(Application app, String backGroundMusicPath) {
this.backgroundVolume = prefs.getFloat(VOLUME_PREV, 1.0f); // sets the volume to the value stored in pref,or 1.0f if it is not accessible
this.backgroundMusicEnabled = prefs.getBoolean(BACKGROUND_MUSIC_ENABLED_PREV, true); // sets the enabled to the value stored in pref,or true if it is not accessible
backgroundMusic = new AudioNode(app.getAssetManager(), backGroundMusicPath, DataType.Stream); // initialize the Audio-node
backgroundMusic.setLooping(true); // sets looping true, so it is played always, when enabled
backgroundMusic.setPositional(false);
backgroundMusic.setVolume(backgroundVolume);
if (backgroundMusicEnabled) { //starts playing, when enabled
play();
}
}
/**
* this method plays the background sound, if it is enabled
*/
public void play() {
if (backgroundMusicEnabled && (backgroundMusic.getStatus() == Status.Stopped || backgroundMusic.getStatus() == Status.Paused)) { //checks, if it is enabled and stopped or paused
backgroundMusic.play();
}
}
/**
* this method stops the background-music
*/
public void stop() { //stops the music, when it is playing
if (backgroundMusic.getStatus() == Status.Playing) backgroundMusic.stop();
}
/**
* function to toggle the Background-music ,so if it was disabled it is now enabled and other way around
*/
public void toggleMusic() {
this.backgroundMusicEnabled = !this.backgroundMusicEnabled;
if (backgroundMusicEnabled) {
play();
}
else {
stop();
}
prefs.putBoolean(BACKGROUND_MUSIC_ENABLED_PREV, backgroundMusicEnabled); //puts in new enabled to the pref
}
/**
* this method sets the
*
* @param volume is the volume the music is set to
*/
public void setBackgroundVolume(float volume) {
this.backgroundVolume = volume;
backgroundMusic.setVolume(backgroundVolume);
prefs.putFloat(VOLUME_PREV, volume);
}
/**
* this method returns the BackgroundVolume
*
* @return backgroundVolume
*/
public float getBackgroundVolume() {
return backgroundVolume;
}
/**
* return, if the background-music is enabled
*
* @return true if the music is enabled
*/
public boolean isBackgroundMusicEnabled() {
return backgroundMusicEnabled;
}
}

View File

@@ -122,7 +122,10 @@ public class BattleshipApp extends SimpleApplication implements BattleshipClient
*/
private final ActionListener escapeListener = (name, isPressed, tpf) -> escape(isPressed);
private EffectHandler effectHandler;
/**
* this is the object, responsible for the background-music and to control it
*/
private BackgroundMusic backgroundMusic;
static {
// Configure logging
@@ -157,7 +160,6 @@ private BattleshipApp() {
logic.addListener(this);
setShowSettings(config.getShowSettings());
setSettings(makeSettings());
effectHandler = null;
}
/**
@@ -227,8 +229,8 @@ public void simpleInitApp() {
setupInput();
setupStates();
setupGui();
effectHandler = new EffectHandler(this);
serverConnection.connect();
backgroundMusic = new BackgroundMusic(this, "Sound/Background/backgroundMusic.ogg"); //initialise backgroundMusic and sets the backgroundMusic-path
}
/**
@@ -269,20 +271,11 @@ 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.
*/
@@ -440,7 +433,11 @@ void errorDialog(String errorMessage) {
.open();
}
public EffectHandler getEffectHandler() {
return effectHandler;
/**
* this method returns Background-Music
* @return background-music
*/
public BackgroundMusic getBackgroundMusic(){
return backgroundMusic;
}
}

View File

@@ -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;
}
}

View File

@@ -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

@@ -10,6 +10,9 @@
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.SoundEvent;
@@ -18,7 +21,6 @@
import java.lang.System.Logger.Level;
import java.util.prefs.Preferences;
import static pp.JmeUtil.loadSound;
import static pp.util.PreferencesUtils.getPreferences;
/**
@@ -28,11 +30,10 @@ public class GameSound extends AbstractAppState implements GameEventListener {
private 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 rocketSound;
/**
* Checks if sound is enabled in the preferences.
@@ -77,16 +78,26 @@ 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");
rocketSound = loadSound(app, "Sound/Effects/rocket-loop-99748.wav");
}
/**
* 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;
}
/**
@@ -113,13 +124,36 @@ public void shipDestroyed() {
shipDestroyedSound.playInstance();
}
/**
* when triggered, though a sound-event,it decides, which sound should be played
*
* @param event the received event
*/
@Override
public void receivedEvent(SoundEvent event) {
switch (event.sound()) {
case EXPLOSION -> explosion();
case SPLASH -> splash();
case DESTROYED_SHIP -> shipDestroyed();
case SHELL_FLYING -> shellFly();
case ROCKET -> rocket();
case ROCKET_STOP -> rocketStopped();
}
}
/**
* this method plays the sound of the rocket
*/
private void rocket() {
if (isEnabled() && splashSound != null)
rocketSound.play();
}
/**
* this method stops the sound of the rocket
*/
private void rocketStopped() {
rocketSound.stop();
}
}

View File

@@ -9,7 +9,10 @@
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 +36,7 @@ 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.
@@ -43,13 +46,22 @@ 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)));
//this sets the checkbox,to disable/enable the background-music
Checkbox backgroundMusicEnabled = new Checkbox(lookup("background.music.checkbox"));
backgroundMusicEnabled.setChecked(app.getBackgroundMusic().isBackgroundMusicEnabled());
backgroundMusicEnabled.addClickCommands(s -> app.getBackgroundMusic().toggleMusic());
addChild(backgroundMusicEnabled);
//this sets the volume-slider for the volume of the background-music
Slider volumeSlider = new Slider(lookup("background.music.volume"));
volumeSlider.setModel(new DefaultRangedValueModel(0.0, 2.0, app.getBackgroundMusic().getBackgroundVolume()));
volumeSlider.setDelta(0.1);
addChild(volumeSlider);
volumeRef = volumeSlider.getModel().createReference();
addChild(loadButton)
.addClickCommands(s -> ifTopDialog(this::loadDialog));
@@ -59,9 +71,22 @@ public Menu(BattleshipApp app) {
.addClickCommands(s -> ifTopDialog(this::close));
addChild(new Button(lookup("menu.quit")))
.addClickCommands(s -> ifTopDialog(app::closeApp));
update();
}
/**
* updates the background-volume
*
* @param tmp
*/
@Override
public void update(float tmp) {
if (volumeRef.update()) {
app.getBackgroundMusic().setBackgroundVolume((float) (double) volumeRef.get()); //sets new background-volume
}
}
/**
* Updates the state of the load and save buttons based on the game logic.
*/
@@ -71,11 +96,6 @@ 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

@@ -12,7 +12,8 @@
import com.simsilica.lemur.Label;
import com.simsilica.lemur.TextField;
import com.simsilica.lemur.component.SpringGridLayout;
import pp.battleship.client.clienthost.BattleshipServerClient;
import pp.battleship.client.server.BattleshipLocalServer;
import pp.battleship.client.server.BattleshipLocalServer;
import pp.dialog.Dialog;
import pp.dialog.DialogBuilder;
import pp.dialog.SimpleDialog;
@@ -38,10 +39,8 @@ 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 localServer = false;
/**
* Constructs a new NetworkDialog.
@@ -61,8 +60,14 @@ class NetworkDialog extends SimpleDialog {
input.addChild(host, 1);
input.addChild(new Label(lookup("port.number") + ": "));
input.addChild(port, 1);
clientHostCheckbox = new Checkbox("Host Server");
input.addChild(clientHostCheckbox);
/*
* this checkbox controls, whether it will connect to an existing server or create a separate server
*/
Checkbox localServerCb = new Checkbox(lookup("local.server"));
localServerCb.setChecked(false);
localServerCb.addClickCommands(s -> localServer = !localServer);
DialogBuilder.simple(app.getDialogManager())
.setTitle(lookup("server.dialog"))
.setExtension(d -> d.addChild(input))
@@ -71,34 +76,58 @@ class NetworkDialog extends SimpleDialog {
.setOkClose(false)
.setNoClose(false)
.build(this);
addChild(localServerCb); // adds the checkbox to the network dialog at the bottom
}
/**
* Handles the action for the connect button in the connection dialog.
* Tries to parse the port number and initiate connection to the server.
*/
private void connect() {
private void connectServer() {
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);
}
/**
* connects to the server, creates one, if no server is up
*/
public void connect() {
if (localServer) {
startLocalServer(); //starts a local server
try {
Thread.sleep(1000); // waits, to ensure, that the server in the separate Thread has enough time to start properly
}
catch (Exception e) {
LOGGER.log(Level.WARNING, e.getMessage(), e);
}
connectServer(); // connects to the server, that was just created
}
else {
connectServer(); // connects to existing server, when the server si not running, or not started by one of the clients
}
}
/**
*starts a local server, in another thread
*/
private void startLocalServer() {
new Thread(() -> { //creates new Thread
try {
BattleshipLocalServer battleshipLocalServer = new BattleshipLocalServer(Integer.parseInt(port.getText())); // creates local server, with the given port numbers
battleshipLocalServer.run(); // runs the local server
}
catch (Exception e) {
LOGGER.log(Level.ERROR, e.getMessage(), e);
}
}).start(); // starts the thread
}
/**
@@ -126,23 +155,6 @@ 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 +173,6 @@ 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();
}
}
}
/**

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

@@ -28,7 +28,7 @@
* 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

@@ -7,20 +7,16 @@
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.Shell;
import pp.battleship.model.Shot;
import pp.util.Position;
import static com.jme3.material.Materials.UNSHADED;
import java.lang.System.Logger;
/**
* Synchronizes the visual representation of the ship map with the game model.
@@ -28,12 +24,14 @@
* whenever changes occur in the model.
*/
class MapViewSynchronizer extends ShipMapSynchronizer {
private static final Logger LOGGER = System.getLogger(MapViewSynchronizer.class.getName());
// Constants for rendering properties
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 SHELL_DEPTH = 8f;
private static final float SHELL_IN_GRID = 0.1f;
// Colors used for different visual elements
private static final ColorRGBA HIT_COLOR = ColorRGBA.Red;
@@ -73,9 +71,9 @@ public Spatial visit(Shot shot) {
// 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);
SHOT_DEPTH,
p2.getX() - p1.getX(), p2.getY() - p1.getY(),
color);
}
/**
@@ -118,25 +116,34 @@ 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.
* this method will create a representation of a shell in 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 representation is 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 shellNode = new Node("shell");
final Position target = view.modelToView(shell.getX(), shell.getY());
final Position startPosition = view.modelToView(SHELL_IN_GRID, SHELL_IN_GRID);
shellNode.attachChild(createShell());
shellNode.setLocalTranslation(startPosition.getX(), startPosition.getY(), SHELL_DEPTH);
shellNode.scale(18f);
shellNode.addControl(new ShellMapControl(view.getApp(), target, shell));
return shellNode;
}
/**
* returns the red dot for the shell in the MapViewSynchronizer
*
* @return Spatial
*/
private Spatial createShell() {
return view.getApp().getDraw().makeFilledCircle(ColorRGBA.Red);
}
/**
* Creates a line geometry representing part of the ship's border.
*

View File

@@ -7,15 +7,17 @@
package pp.battleship.client.gui;
import com.jme3.effect.ParticleEmitter;
import com.jme3.effect.ParticleMesh.Type;
import com.jme3.material.Material;
import com.jme3.material.RenderState.BlendMode;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Cylinder;
import pp.battleship.client.BattleshipApp;
import pp.battleship.model.Battleship;
import pp.battleship.model.Rotation;
@@ -23,11 +25,10 @@
import pp.battleship.model.ShipMap;
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 java.util.Objects.requireNonNull;
import static pp.JmeUtil.mapToWorldCord;
import static pp.util.FloatMath.HALF_PI;
import static pp.util.FloatMath.PI;
@@ -38,14 +39,18 @@
* logic for the sea map.
*/
class SeaSynchronizer extends ShipMapSynchronizer {
private static final Logger LOGGER = System.getLogger(SeaSynchronizer.class.getName());
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"; //NON-NLS
private static final String SUBMARINE = "Models/Submarine/submarine.j3o";
private static final String DESTROYER = "Models/Destroyer/10619_Battleship.j3o";
private static final String SMALL_SHIP = "Models/SmallShip/10634_SpeedBoat_v01_LOD3.obj";
private static final String PARTICLE = "Common/MatDefs/Misc/Particle.j3md";
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 ROCKET = "Models/Rocket/rocket.j3o";
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 ShipMap map;
private final BattleshipApp app;
@@ -77,8 +82,17 @@ public Spatial visit(Shot shot) {
return shot.isHit() ? handleHit(shot) : handleMiss(shot);
}
/**
* Handles a miss
*
* @param shot a hit
* @return always null to prevent the representation from being attached
* to the items node as well
*/
private Spatial handleMiss(Shot shot) {
return app.getEffectHandler().waterSplash(mapToWorldCord(shot.getX(), shot.getY()));
final ParticleEmitter emitter = createMissParticle(shot);
return emitter;
}
/**
@@ -92,44 +106,112 @@ 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);
}
final ParticleEmitter particleEmitter = createHitParticle(shot);
particleEmitter.getLocalTranslation().subtractLocal(shipNode.getLocalTranslation());
shipNode.attachChild(particleEmitter);
final ParticleEmitter fire = createFire(shot);
shipNode.attachChild(fire);
return null;
}
private void handleShipDestroy(Node shipNode) {
shipNode.getParent().detachChild(shipNode);
/**
* this method attach fire to the ship, if it is hit
*
* @param shot the shot, that hit the ship
* @return the Fire
*/
private ParticleEmitter createFire(Shot shot) {
ParticleEmitter hitEffect = new ParticleEmitter("fire", Type.Triangle, 5000);
hitEffect.setMaterial(new Material(app.getAssetManager(), PARTICLE));
hitEffect.setImagesX(2);
hitEffect.setImagesY(2);
hitEffect.setStartColor(ColorRGBA.Orange);
hitEffect.setEndColor(ColorRGBA.Red);
hitEffect.setStartSize(0.1f);
hitEffect.setEndSize(0.05f);
hitEffect.getParticleInfluencer().setInitialVelocity(new Vector3f(0,1,0));
hitEffect.setParticlesPerSec(5);
hitEffect.setLowLife(1f);
hitEffect.setHighLife(1f);
final Node shipNode = requireNonNull((Node) getSpatial(map.findShipAt(shot.getX(), shot.getY())), "Missing ship node");
hitEffect.setGravity(0, -0.9f, 0);
Vector3f shipNodePos = shipNode.getLocalTranslation();
Vector3f shotWorld = mapToWorldCord(shot.getX(), shot.getY());
Vector3f firePos = shotWorld.subtract(shipNodePos);
if (map.findShipAt(shot.getX(), shot.getY()).getLength() == 2) {
hitEffect.setLocalTranslation(firePos.x, 0.15f, firePos.z);
} else {
hitEffect.setLocalTranslation(firePos.x, 0.3f, firePos.z);
}
return hitEffect;
}
/**
* Creates a cylinder geometry representing the specified shot.
* The appearance of the cylinder depends on whether the shot is a hit or a miss.
* this method converts 2d to 3d positions
*
* @param shot the shot to be represented
* @return the geometry representing the shot
* @param x x-Coordinate
* @param y-Coordinate
* @return the Position as a 3d Vector
*/
private Geometry createCylinder(Shot shot) {
final ColorRGBA color = shot.isHit() ? HIT_COLOR : SPLASH_COLOR;
final float height = shot.isHit() ? 1.2f : 0.1f;
final Cylinder cylinder = new Cylinder(2, 20, 0.45f, height, true);
final Geometry geometry = new Geometry(SHOT, cylinder);
private Vector3f mapToWorldCord(int x, int y) {
return new Vector3f(y + 0.5f, 0, x + 0.5f);
}
geometry.setMaterial(createColoredMaterial(color));
geometry.rotate(HALF_PI, 0f, 0f);
// compute the center of the shot in world coordinates
geometry.setLocalTranslation(shot.getY() + 0.5f, 0f, shot.getX() + 0.5f);
/**
* this method creates the particles, when the shot misses
*
* @param shot is the parameter, where was shot
* @return the particle
*/
return geometry;
private ParticleEmitter createMissParticle(Shot shot) {
ParticleEmitter hitEffect = new ParticleEmitter("HitEffect", Type.Triangle, 30);
hitEffect.setMaterial(new Material(app.getAssetManager(), PARTICLE));
hitEffect.setImagesX(2);
hitEffect.setImagesY(2);
hitEffect.setStartColor(ColorRGBA.Cyan);
hitEffect.setEndColor(ColorRGBA.Blue);
hitEffect.getParticleInfluencer().setInitialVelocity(new Vector3f(0.1f, 0.1f, 0.1f));
hitEffect.move(0, -2, 0);
hitEffect.setStartSize(0.45f);
hitEffect.setEndSize(0.45f);
hitEffect.setGravity(0, -0.5f, 0);
hitEffect.setLowLife(1f);
hitEffect.setHighLife(1f);
hitEffect.setParticlesPerSec(0);
hitEffect.setLocalTranslation(shot.getY() + 0.5f, 0, shot.getX() + 0.5f);
hitEffect.emitAllParticles();
return hitEffect;
}
/**
* this method creates the particles, when a ship is hit
*
* @param shot says, where was shot
* @return the particle
*/
private ParticleEmitter createHitParticle(Shot shot) {
ParticleEmitter hitEffect = new ParticleEmitter("HitEffect", Type.Triangle, 30);
hitEffect.setMaterial(new Material(app.getAssetManager(), PARTICLE));
hitEffect.setImagesX(2);
hitEffect.setImagesY(2);
hitEffect.setStartColor(ColorRGBA.Orange);
hitEffect.setEndColor(ColorRGBA.Red);
hitEffect.getParticleInfluencer().setInitialVelocity(new Vector3f(1, 1, 1));
hitEffect.setStartSize(0.45f);
hitEffect.setEndSize(0.1f);
hitEffect.setGravity(0, -0.5f, 0);
hitEffect.setLowLife(1f);
hitEffect.setHighLife(2f);
hitEffect.setParticlesPerSec(0);
hitEffect.setLocalTranslation(shot.getY() + 0.5f, 0, shot.getX() + 0.5f);
hitEffect.emitAllParticles();
return hitEffect;
}
/**
@@ -148,28 +230,39 @@ 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, map));
return node;
}
/**
* Creates and returns a 3D model representation of the given {@code Shell} object
* for visualization in the game.
* Visits a {@link Shell} and creates a graphical representation of it.
* The representation is a 3D model
*
* @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);
LOGGER.log(Level.INFO, "was visited by SeaSynchronizer");
final Node node = new Node("Shell");
node.attachChild(createShell());
node.setLocalTranslation(shell.getY() + 0.5f, 10, shell.getX() + 0.5f);
node.addControl(new ShellControl(shell, app));
return node;
}
model.addControl(new ShellControl(shell));
/**
* this method loads the Model
*
* @return model
*/
private Spatial createShell() {
LOGGER.log(Level.INFO, "created Shell");
final Spatial model = app.getAssetManager().loadModel(ROCKET);
model.rotate(PI, PI, 0);
model.scale(0.0002f);
model.move(0, 0, 0);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
@@ -181,11 +274,12 @@ public Spatial visit(Shell shell) {
* @return the spatial representing the battleship
*/
private Spatial createShip(Battleship ship) {
//return ship.getLength() == 4 ? createBattleship(ship) : createBox(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) -> createSmallShip(ship);
case (2) -> createSubmarine(ship);
case (3) -> createDestroyer(ship);
case (4) -> createBattleship(ship);
default -> createBox(ship);
};
}
@@ -198,8 +292,8 @@ private Spatial createShip(Battleship ship) {
*/
private Spatial createBox(Battleship ship) {
final Box box = new Box(0.5f * (ship.getMaxY() - ship.getMinY()) + 0.3f,
0.3f,
0.5f * (ship.getMaxX() - ship.getMinX()) + 0.3f);
0.3f,
0.5f * (ship.getMaxX() - ship.getMinX()) + 0.3f);
final Geometry geometry = new Geometry(SHIP, box);
geometry.setMaterial(createColoredMaterial(BOX_COLOR));
geometry.setShadowMode(ShadowMode.CastAndReceive);
@@ -207,6 +301,54 @@ private Spatial createBox(Battleship ship) {
return geometry;
}
/**
* Creates a Destroyer to represent a battleship that has the length of 3.
*
* @param ship the battleship to be represented
* @return the model representing the battleship
*/
private Spatial createDestroyer(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(DESTROYER);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()) - HALF_PI, 0f);
model.scale(0.0001f);
model.move(0, 0.3f, 0);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* Creates a Submarine to represent a battleship that has the length 2.
*
* @param ship the battleship to be represented
* @return the model representing the battleship
*/
private Spatial createSubmarine(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(SUBMARINE);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
model.scale(0.25f);
model.move(0, -0.2f, 0);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* Creates a SmallShip to represent a battleship that has the length y.
*
* @param ship the battleship to be represented
* @return the model representing the battleship
*/
private Spatial createSmallShip(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(SMALL_SHIP);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()) + HALF_PI, 0f);
model.scale(0.001f);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* Creates a new {@link Material} with the specified color.
* If the color includes transparency (i.e., alpha value less than 1),
@@ -232,23 +374,13 @@ 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);
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));
mat.setReceivesShadows(true);
model.setMaterial(mat);
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 +1,68 @@
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.AnimationEndMessage;
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.
* this class controls the Shell in the view
*/
public class ShellControl extends AbstractControl {
private final Shell shell;
private static final Logger LOGGER = System.getLogger(ShellControl.class.getName());
/**
* Constructs a new {@code ShellControl} to manage the 3D visualization of the given {@code Shell}.
*
* @param shell The {@code Shell} being visualized and controlled.
* the shell, that is displayed
*/
public ShellControl(Shell shell){
super();
private Shell shell;
/**
* the Height, when the shell will despawn
*/
private static final Float HEIGHT = 0f;
/**
* the battleship app
*/
private BattleshipApp app;
/**
* the constructor for this class
*
* @param shell the shell it displays
* @param app the BattleshipApp
*/
public ShellControl(Shell shell, BattleshipApp app) {
LOGGER.log(Level.INFO, "ShellControl has been initialized");
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.
* this method controls the movement of the shell in dependent on fpt
*
* @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);
if (spatial == null) return;
if (spatial.getLocalTranslation().getY() <= HEIGHT) {
spatial.getParent().detachChild(spatial);
app.getGameLogic().send(new AnimationEndMessage(new IntPoint(shell.getX(), shell.getY())));
} else {
spatial.move(0, -1 * 4f * tpf, 0);
}
}
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
// No rendering-specific behavior required for this control
//not in use
}
}

View File

@@ -0,0 +1,77 @@
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.AnimationEndMessage;
import pp.battleship.model.IntPoint;
import pp.battleship.model.Shell;
import pp.battleship.notification.Sound;
import pp.util.Position;
/**
* this class controls the behaviour of a shell in a 2d map
*/
public class ShellMapControl extends AbstractControl {
private static final System.Logger LOGGER = System.getLogger(ShellMapControl.class.getName());
/**
* the position in map-coordinates
*/
private final Position position;
/**
* the vector, the shell is going on the 2d screen
*/
private static final Vector3f vector = new Vector3f();
/**
* the battleship app
*/
private final BattleshipApp app;
/**
* the shell displayed
*/
private final Shell shell;
/**
* the constructor for this class
*
* @param app the Battleship app
* @param position the position shot at in map-coordinates
* @param shell the shell shot
*/
public ShellMapControl(BattleshipApp app, Position position, Shell shell) {
super();
this.position = position;
this.app = app;
this.shell = shell;
vector.set(new Vector3f(position.getX(), position.getY(), 0));
}
/**
* the update loop for this shell
*
* @param tpf time per frame (in seconds)
*/
protected void controlUpdate(float tpf) {
if (spatial.getLocalTranslation().getX() >= position.getX() && spatial.getLocalTranslation().getY() >= position.getY()) {
app.getGameLogic().playSound(Sound.ROCKET_STOP);
spatial.getParent().detachChild(spatial);
app.getGameLogic().send(new AnimationEndMessage(new IntPoint(shell.getX(), shell.getY())));
LOGGER.log(System.Logger.Level.DEBUG, "shell has been deleted", spatial.getLocalTranslation());
} else {
spatial.move(vector.mult(tpf));
}
}
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
}
}

View File

@@ -12,156 +12,122 @@
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
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 pp.battleship.model.ShipMap;
import java.util.Timer;
import java.util.TimerTask;
import static pp.JmeUtil.mapToWorldCord;
import static java.util.Objects.requireNonNull;
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;
/**
* this attribute is the ship, this ShipControl controls
*/
// The battleship being 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 final Battleship ship;
/**
* 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.
*
* @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.
* this CONST represents the sinking height, when the ship will be removed
*/
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()) {
private static final Float SINKING_HEIGHT = -0.6f;
/**
* 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 ship the Battleship object to control
*/
public ShipControl(Battleship ship, ShipMap map) {
// 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.
cycle = battleship.getLength() * 2f;
amplitude = 5f * DEG_TO_RAD / battleship.getLength();
// Set the cycle duration and amplitude based on the ship's length
cycle = ship.getLength() * 2f;
amplitude = 5f * DEG_TO_RAD / ship.getLength();
this.ship = ship;
}
/**
* 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;
if(ship.isDestroyed()){
if(spatial.getLocalTranslation().getY() < SINKING_HEIGHT) { // removes the ship, if it is completely sunk
spatial.getParent().detachChild(spatial);
}
else // sink the ship, if it's not completely sunk
spatial.move(0, tpf * 0.1f * -1, 0);
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);
}
else {
spatial.rotate(0, 0, tpf * SINK_ROT_SPEED);
}
}
// Handles the pitch oscillation to simulate wave movement.
private void handlePitch(float tpf) {
if (spatial == null) return;
// Update time in the oscillation cycle.
// Update the time within the oscillation cycle
time = (time + tpf) % cycle;
// Calculate the pitch angle.
float angle = amplitude * sin(time * TWO_PI / cycle);
// Calculate the current angle of the oscillation
final float angle = amplitude * sin(time * TWO_PI / cycle);
// Update pitch rotation.
// Update the pitch Quaternion with the new angle
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

@@ -84,6 +84,7 @@ public void receivedEvent(ItemRemovedEvent event) {
@Override
public void receivedEvent(ItemAddedEvent event) {
if (shipMap == event.map())
add(event.item());
}
}

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

@@ -5,7 +5,7 @@
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client.clienthost;
package pp.battleship.client.server;
import com.jme3.network.ConnectionListener;
import com.jme3.network.HostedConnection;
@@ -18,14 +18,11 @@
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.AnimationEndMessage;
import pp.battleship.message.client.ClientMessage;
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.StartBattleMessage;
import pp.battleship.message.server.*;
import pp.battleship.model.Battleship;
import pp.battleship.model.IntPoint;
import pp.battleship.model.Shot;
@@ -42,14 +39,14 @@
/**
* 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 BattleshipLocalServer implements MessageListener<HostedConnection>, ConnectionListener, ServerSender {
private static final Logger LOGGER = System.getLogger(BattleshipLocalServer.class.getName());
private static final File CONFIG_FILE = new File("server.properties");
private final BattleshipConfig config = new BattleshipConfig();
private Server myServer;
private static int PORT_NUMBER;
private final ServerGameLogic logic;
private final BlockingQueue<ReceivedMessageClient> pendingMessages = new LinkedBlockingQueue<>();
private final BlockingQueue<ReceivedMessage> pendingMessages = new LinkedBlockingQueue<>();
static {
// Configure logging
@@ -64,40 +61,30 @@ 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.
* this constructs the local battleship server
*
* @param portNumber the port number, the local-host should be accessed at
*/
public BattleshipServerClient() {
public BattleshipLocalServer(int portNumber) {
config.readFromIfExists(CONFIG_FILE);
PORT_NUMBER = portNumber;
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
*/
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.
* this method is used to start a server
*/
private void startServer(int port) {
private void startServer() {
try {
LOGGER.log(Level.INFO, "Starting server..."); //NON-NLS
myServer = Network.createServer(port);
myServer = Network.createServer(PORT_NUMBER); // creates new server, with the port given before
initializeSerializables();
myServer.start();
registerListeners();
@@ -109,9 +96,6 @@ private void startServer(int port) {
}
}
/**
* Processes the next message in the queue.
*/
private void processNextMessage() {
try {
pendingMessages.take().process(logic);
@@ -122,28 +106,24 @@ private void processNextMessage() {
}
}
/**
* Registers all serializable message classes for network transmission.
*/
private void initializeSerializables() {
Serializer.registerClass(GameDetails.class);
Serializer.registerClass(StartBattleMessage.class);
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(AnimationEndMessage.class);
Serializer.registerClass(AnimationStartMessage.class);
Serializer.registerClass(BackToBattleStateMessage.class);
}
/**
* Registers the message and connection listeners for the server.
*/
private void registerListeners() {
myServer.addMessageListener(this, MapMessage.class);
myServer.addMessageListener(this, ShootMessage.class);
myServer.addMessageListener(this, AnimationFinishedMessage.class);
myServer.addMessageListener(this, AnimationEndMessage.class);
myServer.addConnectionListener(this);
}
@@ -151,7 +131,7 @@ private void registerListeners() {
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()));
}
@Override
@@ -172,11 +152,6 @@ 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
*/
private void exit(int exitValue) { //NON-NLS
LOGGER.log(Level.INFO, "close request"); //NON-NLS
if (myServer != null)

View File

@@ -5,12 +5,12 @@
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client.clienthost;
package pp.battleship.client.server;
import pp.battleship.message.client.ClientInterpreter;
import pp.battleship.message.client.ClientMessage;
record ReceivedMessageClient(ClientMessage message, int from) {
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 @@
This model is from the following website:
https://free3d.com/3d-model/battleship-v1--611736.html
License: Free Personal Use Only

View File

@@ -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

@@ -0,0 +1,3 @@
Rocket origin:
https://free3d.com/3d-model/proton-rocket-31617.html
Licence: free for personal use

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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

View File

@@ -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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@@ -0,0 +1,28 @@
# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
# File Created: 08.06.2011 15:26:00
newmtl _10634_SpeedBoat_v01_LOD310634_SpeedBoat_v01
Ns 53.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.5882 0.5882 0.5882
Kd 0.5882 0.5882 0.5882
Ks 0.2000 0.2000 0.2000
Ke 0.0000 0.0000 0.0000
map_Ka 10634_SpeedBoat_v01.jpg
map_Kd 10634_SpeedBoat_v01.jpg
newmtl glass
Ns 80.0000
Ni 1.5000
d 0.2000
Tr 0.8000
Tf 0.2000 0.2000 0.2000
illum 2
Ka 0.5882 0.5882 0.5882
Kd 0.5882 0.5882 0.5882
Ks 0.5000 0.5000 0.5000
Ke 0.0000 0.0000 0.0000

View File

@@ -0,0 +1,3 @@
This model is from following website:
https://free3d.com/3d-model/speedboat-v01--840133.html
License: Free Personal Use Only

View File

@@ -0,0 +1,3 @@
This model is from the following website:
https://free3d.com/3d-model/wwii-ship-german-type-ii-uboat-v2--700733.html
License: Free Personal Use Only

View File

@@ -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

View File

@@ -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

View File

@@ -0,0 +1,3 @@
The soundtrack for the background-music is from:
https://pixabay.com/music/future-bass-nightfall-future-bass-music-228100/
the soundtrack is free to use

View File

@@ -0,0 +1,3 @@
RocketSound origin:
https://pixabay.com/sound-effects/rocket-loop-99748/
Licence: free to use

View File

@@ -41,7 +41,7 @@ public static void main(String[] args) {
*/
@Override
public void simpleInitApp() {
export("shell.obj", "shell.j3o"); //NON-NLS
export("Models/KingGeorgeV/rocket/proton.obj", "proton.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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@@ -0,0 +1,116 @@
package pp.battleship.game.client;
import pp.battleship.message.client.AnimationEndMessage;
import pp.battleship.message.server.AnimationStartMessage;
import pp.battleship.message.server.BackToBattleStateMessage;
import pp.battleship.message.server.EffectMessage;
import pp.battleship.model.IntPoint;
import pp.battleship.model.Shell;
import pp.battleship.model.ShipMap;
import pp.battleship.notification.Sound;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
public class AnimationState extends ClientState {
private static final Logger LOGGER = System.getLogger(AnimationState.class.getName());
/**
* Constructs a client state of the specified game logic.
*
* @param logic the game logic
*/
AnimationState(ClientGameLogic logic, boolean myTurn, IntPoint pos) {
super(logic);
if (myTurn) {
logic.getOpponentMap().add(new Shell(pos));
logic.playSound(Sound.ROCKET);
} else {
logic.getOwnMap().add(new Shell(pos));
logic.playSound(Sound.ROCKET);
}
}
@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) {
logic.playSound(Sound.ROCKET_STOP);
ClientGameLogic.LOGGER.log(Level.INFO, "report effect: {0}", msg); //NON-NLS
playSound(msg);
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));
}
}
/**
* 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();
}
/**
* receives an AnimationStartMessage and sets the state to AnimationState
*
* @param msg the message received
*/
public void receivedAnimationStart(AnimationStartMessage msg) {
logic.setState(new AnimationState(logic, msg.isMyTurn(), msg.getPosition()));
}
/**
* 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);
}
/**
* receives a BackToBattleStateMessage and sets the state to BattleState
*
* @param msg the message received
*/
@Override
public void receiveBackToBattleState(BackToBattleStateMessage msg) {
logic.setState(new BattleState(logic, msg.isMyTurn()));
}
}

View File

@@ -8,13 +8,8 @@
package pp.battleship.game.client;
import pp.battleship.message.client.ShootMessage;
import pp.battleship.message.server.EffectMessage;
import pp.battleship.message.server.AnimationStartMessage;
import pp.battleship.model.IntPoint;
import pp.battleship.model.Shell;
import pp.battleship.model.ShipMap;
import pp.battleship.notification.Sound;
import java.lang.System.Logger.Level;
/**
* Represents the state of the client where players take turns to attack each other's ships.
@@ -33,11 +28,21 @@ public BattleState(ClientGameLogic logic, boolean myTurn) {
this.myTurn = myTurn;
}
/**
* this return-statement decides, whether the battle will be shown
*
* @return true, so the battle will be displayed
*/
@Override
public boolean showBattle() {
return true;
}
/**
* the logic, responsible for deciding, whether it was a valid input or not
*
* @param pos the position where the click occurred
*/
@Override
public void clickOpponentMap(IntPoint pos) {
if (!myTurn)
@@ -47,29 +52,13 @@ else if (logic.getOpponentMap().isValid(pos))
}
/**
* Reports the effect of a shot based on the server message.
* Receives an AnimationStartEvent and changes then the client-state to AnimationState
*
* @param msg the message containing the effect of the shot
* @param msg the message received
*/
@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));
public void receivedAnimationStart(AnimationStartMessage msg) {
logic.setState(new AnimationState(logic, msg.isMyTurn(), msg.getPosition()));
}
/**
* 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();
}
}

View File

@@ -8,10 +8,7 @@
package pp.battleship.game.client;
import pp.battleship.message.client.ClientMessage;
import pp.battleship.message.server.EffectMessage;
import pp.battleship.message.server.GameDetails;
import pp.battleship.message.server.ServerInterpreter;
import pp.battleship.message.server.StartBattleMessage;
import pp.battleship.message.server.*;
import pp.battleship.model.IntPoint;
import pp.battleship.model.ShipMap;
import pp.battleship.model.dto.ShipMapDTO;
@@ -226,6 +223,26 @@ public void received(EffectMessage msg) {
state.receivedEffect(msg);
}
/**
* Reports the AnimationStartMessage based on the server-state
*
* @param animationStartMessage the StartMessage received
*/
@Override
public void received(AnimationStartMessage animationStartMessage) {
state.receivedAnimationStart(animationStartMessage);//TODO
}
/**
* Reports the BackToBattleStateMessage based on the server-state
*
* @param backToBattleStateMessage the Message received
*/
@Override
public void received(BackToBattleStateMessage backToBattleStateMessage) {
state.receiveBackToBattleState(backToBattleStateMessage);
}
/**
* Initializes the player's own map, opponent's map, and harbor based on the game details.
*
@@ -304,7 +321,7 @@ 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

View File

@@ -7,9 +7,7 @@
package pp.battleship.game.client;
import pp.battleship.message.server.EffectMessage;
import pp.battleship.message.server.GameDetails;
import pp.battleship.message.server.StartBattleMessage;
import pp.battleship.message.server.*;
import pp.battleship.model.IntPoint;
import java.io.File;
@@ -165,6 +163,13 @@ void receivedEffect(EffectMessage msg) {
ClientGameLogic.LOGGER.log(Level.ERROR, "receivedEffect not allowed in {0}", getName()); //NON-NLS
}
/**
* @param msg the message received
*/
void receivedAnimationStart(AnimationStartMessage msg) {
ClientGameLogic.LOGGER.log(Level.ERROR, "receivedAnimationStart not allowed in {0}", getName());
}
/**
* Loads a map from the specified file.
*
@@ -193,6 +198,15 @@ boolean maySaveMap() {
return true;
}
/**
* Received a BackToBattleStateMessage and logs it
*
* @param msg the message received
*/
public void receiveBackToBattleState(BackToBattleStateMessage msg) {
ClientGameLogic.LOGGER.log(Level.ERROR, "receivedBackToBattleState not allowed in {0}", getName());
}
/**
* Called once per frame by the update loop if this state is active.
*

View File

@@ -10,12 +10,15 @@
import pp.battleship.message.client.MapMessage;
import pp.battleship.model.Battleship;
import pp.battleship.model.IntPoint;
import pp.battleship.model.Rotation;
import pp.battleship.model.ShipMap;
import pp.battleship.model.dto.ShipMapDTO;
import java.io.File;
import java.io.IOException;
import java.lang.System.Logger.Level;
import java.util.ArrayList;
import java.util.List;
import static pp.battleship.Resources.lookup;
import static pp.battleship.model.Battleship.Status.INVALID_PREVIEW;
@@ -238,6 +241,9 @@ public void loadMap(File file) throws IOException {
final ShipMapDTO dto = ShipMapDTO.loadFrom(file);
if (!dto.fits(logic.getDetails()))
throw new IOException(lookup("map.doesnt.fit"));
if (!verifyMap(dto)) {
throw new IOException(lookup("player.submitted.invalid.map"));
}
ownMap().clear();
dto.getShips().forEach(ownMap()::add);
harbor().clear();
@@ -245,6 +251,50 @@ public void loadMap(File file) throws IOException {
selectedInHarbor = null;
}
/**
* this method returns true, if the given map is valid (don't overlap or out of bound)
*
* @param dto the map
* @return true, if the map is valid
*/
private boolean verifyMap(ShipMapDTO dto) { //MapMessage msg, int playerID
return verifyBounds(dto) && verifyOverlap(dto);
}
/**
* checks, whether a ship is out of the grid
*
* @param dto is the Map, where the ships are in
* @return true, if all ships are in bound
*/
private boolean verifyBounds(ShipMapDTO dto) {
int mapWidth = dto.getWidth();
int mapHeight = dto.getHeight();
for (Battleship ship : dto.getShips()) {
if (ship.getMaxX() > mapWidth || ship.getMinX() < 0 || ship.getMaxY() > mapHeight || ship.getMinY() < 0)
return false;
}
return true;
}
/**
* checks whether the ships overlap each other
*
* @param dto ist the map, where the ships are in
* @return true, if no ships overlap
*/
private boolean verifyOverlap(ShipMapDTO dto) {
List<Battleship> ships = dto.getShips();
for (Battleship ship : ships) {
for (Battleship compareShip : ships) {
if (!ship.equals(compareShip)) {
if (ship.collidesWith(compareShip)) return false;
}
}
}
return true;
}
/**
* Checks if the player's own map may be loaded from a file.
*

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@@ -1,114 +0,0 @@
package pp.battleship.game.client;
import pp.battleship.message.client.AnimationFinishedMessage;
import pp.battleship.message.server.EffectMessage;
import pp.battleship.model.Battleship;
import pp.battleship.model.Shell;
import pp.battleship.model.ShipMap;
import pp.battleship.notification.Sound;
/**
* Represents the shooting state of the game where a shell is fired at the opponent.
*/
public class ShootingState extends ClientState {
private float shootValue;
private final static float SHELL_SPEED = 0.3f;
private final Shell shell;
private final boolean myTurn;
private final EffectMessage msg;
/**
* Constructs a shooting state with the specified game logic.
*
* @param logic the game logic
* @param shell the shell being shot
* @param myTurn indicates if it is the player's turn
* @param msg the effect message associated with the shooting action
*/
public ShootingState(ClientGameLogic logic, Shell shell, boolean myTurn, EffectMessage msg) {
super(logic);
this.msg = msg;
this.myTurn = myTurn;
this.shell = shell;
this.shootValue = 0;
shell.move(shootValue);
}
@Override
public boolean showBattle() {
return true;
}
/**
* Updates the shooting state by moving the shell based on the elapsed time.
*
* @param delta the time in seconds since the last update
*/
@Override
void update(float delta) {
super.update(delta);
if (shootValue > 1) {
endState();
}
else {
shootValue += delta * SHELL_SPEED;
shell.move(shootValue);
}
}
/**
* Ends the shooting state and processes the effects of the shot.
*/
private void endState() {
playSound(msg);
affectedMap(msg).add(msg.getShot());
affectedMap(msg).remove(shell);
if (destroyedOpponentShip(msg))
logic.getOpponentMap().add(msg.getDestroyedShip());
if (msg.isGameOver()) {
for (Battleship ship : msg.getRemainingOpponentShips()) {
logic.getOpponentMap().add(ship);
}
logic.setState(new GameOverState(logic));
return;
}
logic.send(new AnimationFinishedMessage());
logic.setState(new BattleState(logic, myTurn));
}
/**
* Checks if an opponent's ship was destroyed by the shot.
*
* @param msg the effect message containing the shot details
* @return true if an opponent's ship was destroyed, false otherwise
*/
private boolean destroyedOpponentShip(EffectMessage msg) {
return msg.getDestroyedShip() != null && msg.isOwnShot();
}
/**
* Retrieves the affected map based on whether the shot was owned by the player or the opponent.
*
* @param msg the effect message containing shot details
* @return the ShipMap that was affected by the shot
*/
private ShipMap affectedMap(EffectMessage msg) {
return msg.isOwnShot() ? logic.getOpponentMap() : logic.getOwnMap();
}
/**
* 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

@@ -40,10 +40,17 @@ public void receivedStartBattle(StartBattleMessage msg) {
logic.setState(new BattleState(logic, msg.isMyTurn()));
}
/**
* Handles the GameDetails message received from the server.
* If the map is invalid, the editor state is set.
*
* @param msg the GameDetails message received
*/
@Override
public void receivedGameDetails(GameDetails details) {
public void receivedGameDetails(GameDetails msg) {
ClientGameLogic.LOGGER.log(Level.WARNING, "Invalid Map"); //NON-NLS
logic.setInfoText("invalid.map");
logic.setInfoText("map.invalid");
logic.setState(new EditorState(logic));
}
}

View File

@@ -8,14 +8,11 @@
package pp.battleship.game.server;
import pp.battleship.BattleshipConfig;
import pp.battleship.message.client.AnimationFinishedMessage;
import pp.battleship.message.client.AnimationEndMessage;
import pp.battleship.message.client.ClientInterpreter;
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.StartBattleMessage;
import pp.battleship.message.server.*;
import pp.battleship.model.Battleship;
import pp.battleship.model.IntPoint;
@@ -39,7 +36,8 @@ public class ServerGameLogic implements ClientInterpreter {
private final ServerSender serverSender;
private Player activePlayer;
private ServerState state = ServerState.WAIT;
private Set<Player> waitPlayers = new HashSet<>();
private boolean playerOneAnimationReady = false;
private boolean playerTwoAnimationReady = false;
/**
* Constructs a ServerGameLogic with the specified sender and configuration.
@@ -144,70 +142,77 @@ public Player addPlayer(int id) {
public void received(MapMessage msg, int from) {
if (state != ServerState.SET_UP)
LOGGER.log(Level.ERROR, "playerReady not allowed in {0}", state); //NON-NLS
else {
if (checkMap(msg.getShips())) {
playerReady(getPlayerById(from), msg.getShips());
}
else {
LOGGER.log(Level.WARNING, "Invalid Map sent from player {0}", from); //NON-NLS
send(players.get(from), new GameDetails(config));
}
}
else if (!verifyMap(msg, from)) {
LOGGER.log(Level.ERROR, "player submitted invalid map", state);
send(getPlayerById(from), new GameDetails(config));
} else
playerReady(getPlayerById(from), msg.getShips());
}
/**
* Handles the reception of a AnimationFinishedMessage.
*
* @param msg the received MapMessage
* @param from the ID of the sender client
*/
@Override
public void received(AnimationFinishedMessage msg, int from) {
if (state != ServerState.ANIMATION) {
LOGGER.log(Level.ERROR, "animation finished not allowed in {0}", state);
public void received(AnimationEndMessage msg, int from) {
LOGGER.log(Level.INFO, "AnimationEndMessage was received by ServerGameLogic");
if (state != ServerState.ANIMATION_WAIT_STATE)
LOGGER.log(Level.ERROR, "animation not allowed in {0}", state);
else if (getPlayerById(from) == players.get(0)) {
LOGGER.log(Level.DEBUG, "{0} set to true", getPlayerById(from));
playerOneAnimationReady = true;
shoot(getPlayerById(from), msg.getPosition());
} else if (getPlayerById(from) == players.get(1)) {
LOGGER.log(Level.DEBUG, "{0} set to true {1}", getPlayerById(from), getPlayerById(from).toString());
playerTwoAnimationReady = true;
shoot(getPlayerById(from), msg.getPosition());
}
else {
LOGGER.log(Level.DEBUG, "anim received from {0}", getPlayerById(from));
Player player = getPlayerById(from);
if (!waitPlayers.add(player)) {
LOGGER.log(Level.ERROR, "{0} already sent animation finished", player); //NON-NLS
return;
}
if (waitPlayers.size() == 2) {
waitPlayers = new HashSet<>();
setState(ServerState.BATTLE);
}
if (playerOneAnimationReady && playerTwoAnimationReady) {
setState(ServerState.BATTLE);
for (Player player : players)
send(player, new BackToBattleStateMessage(player == activePlayer));
playerOneAnimationReady = false;
playerTwoAnimationReady = false;
}
}
/**
* Validates the placement of battleships on the map.
* Ensures that:
* <ul>
* <li>The number of ships matches the configuration.</li>
* <li>Ships are within the map's boundaries.</li>
* <li>Ships do not overlap.</li>
* </ul>
* this method returns true, if the given map is valid (don't overlap or out of bound)
*
* @param ships the list of {@link Battleship} objects to validate
* @return {@code true} if all ships are placed correctly; {@code false} otherwise
* @param msg the message, where the map is in
* @param playerID the player, who committed the map
* @return true, if the map is valid
*/
private boolean checkMap(List<Battleship> ships) {
int numShips = config.getShipNums().values().stream().mapToInt(Integer::intValue).sum();
if (numShips != ships.size()) return false;
private boolean verifyMap(MapMessage msg, int playerID) {
return verifyBounds(msg, playerID) && verifyOverlap(msg);
}
List<IntPoint> occupied = new ArrayList<>();
/**
* checks, whether a ship is out of the grid
*
* @param msg is the message, where the map is in
* @return true, if all ships are in bound
*/
private boolean verifyBounds(MapMessage msg, int playerID) {
int mapWidth = getPlayerById(playerID).getMap().getWidth();
int mapHeight = getPlayerById(playerID).getMap().getHeight();
for (Battleship ship : msg.getShips()) {
if (ship.getMaxX() > mapWidth || ship.getMinX() < 0 || ship.getMaxY() > mapHeight || ship.getMinY() < 0)
return false;
}
return true;
}
for (Battleship battleship : ships) {
int x = battleship.getX();
int y = battleship.getY();
for (int i = 0; i < battleship.getLength(); i++) {
if (x >= 0 && x < config.getMapWidth() && y >= 0 && y < config.getMapHeight() && !occupied.contains(new IntPoint(x, y))) {
occupied.add(new IntPoint(x, y));
x += battleship.getRot().dx();
y += battleship.getRot().dy();
/**
* checks whether the ships overlap each other
*
* @param msg is the message, where the map is in
* @return true, if no ships overlap
*/
private boolean verifyOverlap(MapMessage msg) {
List<Battleship> ships = msg.getShips();
for (Battleship ship : ships) {
for (Battleship compareShip : ships) {
if (!ship.equals(compareShip)) {
if (ship.collidesWith(compareShip)) return false;
}
else return false;
}
}
return true;
@@ -223,11 +228,13 @@ private boolean checkMap(List<Battleship> ships) {
public void received(ShootMessage msg, int from) {
if (state != ServerState.BATTLE)
LOGGER.log(Level.ERROR, "shoot not allowed in {0}", state); //NON-NLS
else{
setState(ServerState.ANIMATION);
shoot(getPlayerById(from), msg.getPosition());
}
else {
for (Player player : players) {
send(player, new AnimationStartMessage(msg.getPosition(), player == activePlayer));
setState(ServerState.ANIMATION_WAIT_STATE);
}
}
}
/**
@@ -253,39 +260,125 @@ void playerReady(Player player, List<Battleship> ships) {
/**
* Handles the shooting action by the player.
*
* @param p the player who shot
* @param pos the position of the shot
* @param p the player who shot
* @param position the position of the shot
*/
void shoot(Player p, IntPoint pos) {
if (p != activePlayer) return;
final Player otherPlayer = getOpponent(activePlayer);
final Battleship selectedShip = otherPlayer.getMap().findShipAt(pos);
void shoot(Player p, IntPoint position) {
final Battleship selectedShip;
selectedShip = getSelectedShip(p, position);
if (selectedShip == null) {
// shot missed
send(activePlayer, EffectMessage.miss(true, pos));
send(otherPlayer, EffectMessage.miss(false, pos));
activePlayer = otherPlayer;
nullShip(p, position);
} else {
shootShip(p, position, selectedShip);
}
else {
// shot hit a ship
selectedShip.hit(pos);
if (otherPlayer.getMap().getRemainingShips().isEmpty()) {
// game is over
send(activePlayer, EffectMessage.won(pos, selectedShip));
send(otherPlayer, EffectMessage.lost(pos, selectedShip, activePlayer.getMap().getRemainingShips()));
setState(ServerState.GAME_OVER);
return;
}
else if (selectedShip.isDestroyed()) {
// ship has been destroyed, but game is not yet over
send(activePlayer, EffectMessage.shipDestroyed(true, pos, selectedShip));
send(otherPlayer, EffectMessage.shipDestroyed(false, pos, selectedShip));
}
else {
// ship has been hit, but it hasn't been destroyed
send(activePlayer, EffectMessage.hit(true, pos));
send(otherPlayer, EffectMessage.hit(false, pos));
}
/**
* getter for the selected battleship through the shot
*
* @param p the current player
* @param position the position shot at
* @return the battleship, on the position shot at
*/
private Battleship getSelectedShip(Player p, IntPoint position) {
return (p != activePlayer) ? p.getMap().findShipAt(position) : getOpponent(p).getMap().findShipAt(position);
}
/**
* this method handles the shot logic, if the shot misses
*
* @param p the current player
* @param position the position shot at
*/
private void nullShip(Player p, IntPoint position) {
if (p != activePlayer) {
send(p, EffectMessage.miss(false, position));
} else {
send(activePlayer, EffectMessage.miss(true, position));
}
//switches the active player, when both have finished their animation
if (playerOneAnimationReady && playerTwoAnimationReady) {
LOGGER.log(Level.DEBUG, "switched active player");
if (p != activePlayer) {
activePlayer = p;
} else {
activePlayer = getOpponent(p);
}
}
}
}
/**
* this method handles the shot logic, if the shot misses
*
* @param p the current player
* @param position the position shot at
* @param selectedShip the ship shot at
*/
private void shootShip(Player p, IntPoint position, Battleship selectedShip) {
selectedShip.hit(position);
if (isGameOver(getOpponent(p))) {
gameOver(p, position, selectedShip);
} else if (selectedShip.isDestroyed()) {
shipDestroys(p, position, selectedShip);
} else {
shipHit(p, position);
}
}
/**
* checks, if the given player ends the game, bc he has no ships
*
* @param p the player
* @return true, if the given player has no shi left
*/
private boolean isGameOver(Player p) {
return p.getMap().getRemainingShips().isEmpty();
}
/**
* handles the shot logic,if the game is over
*
* @param p the player
* @param position the position shot at
* @param selectedShip the current ship, shot at
*/
private void gameOver(Player p, IntPoint position, Battleship selectedShip) {
if (p != activePlayer) {
send(p, EffectMessage.lost(position, selectedShip, activePlayer.getMap().getRemainingShips()));
} else {
send(activePlayer, EffectMessage.won(position, selectedShip));
}
if (playerOneAnimationReady && playerTwoAnimationReady) {
setState(ServerState.GAME_OVER);
}
}
/**
* handles the logic,if the ship is destroyed and it's not gameOver
*
* @param p the player
* @param position the position shot at
* @param selectedShip the ship shot at
*/
private void shipDestroys(Player p, IntPoint position, Battleship selectedShip) {
if (p != activePlayer) {
send(p, EffectMessage.shipDestroyed(false, position, selectedShip));
} else {
send(activePlayer, EffectMessage.shipDestroyed(true, position, selectedShip));
}
}
/**
* handles the logic,if the ship is hit and it's not gameOver
*
* @param p the player
* @param position the position shot at
*/
private void shipHit(Player p, IntPoint position) {
if (p != activePlayer) {
send(p, EffectMessage.hit(false, position));
} else {
send(activePlayer, EffectMessage.hit(true, position));
}
}
}

View File

@@ -26,13 +26,13 @@ enum ServerState {
*/
BATTLE,
/**
* The server is waiting for all clients to finish the shoot animation.
*/
ANIMATION,
/**
* The game has ended because all the ships of one player have been destroyed.
*/
GAME_OVER
GAME_OVER,
/**
* The game has paused, cause the clients need time to play their respective animations
*/
ANIMATION_WAIT_STATE
}

View File

@@ -7,7 +7,7 @@
package pp.battleship.game.singlemode;
import pp.battleship.message.client.AnimationFinishedMessage;
import pp.battleship.message.client.AnimationEndMessage;
import pp.battleship.message.client.ClientInterpreter;
import pp.battleship.message.client.ClientMessage;
import pp.battleship.message.client.MapMessage;
@@ -64,9 +64,15 @@ public void received(MapMessage msg, int from) {
copiedMessage = new MapMessage(msg.getShips().stream().map(Copycat::copy).toList());
}
/**
* Receives an AnimationEndMessage, copies it
*
* @param msg the message
* @param from the connectionID
*/
@Override
public void received(AnimationFinishedMessage msg, int from) {
copiedMessage = msg;
public void received(AnimationEndMessage msg, int from) {
copiedMessage = new AnimationEndMessage(msg.getPosition());
}
/**

View File

@@ -9,19 +9,19 @@
import pp.battleship.game.client.BattleshipClient;
import pp.battleship.game.client.ClientGameLogic;
import pp.battleship.message.server.EffectMessage;
import pp.battleship.message.server.GameDetails;
import pp.battleship.message.server.ServerInterpreter;
import pp.battleship.message.server.ServerMessage;
import pp.battleship.message.server.StartBattleMessage;
import pp.battleship.message.server.*;
import java.io.IOException;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
/**
* A proxy class that interprets messages from the server and forwards them to the BattleshipClient.
* Implements the ServerInterpreter interface to handle specific server messages.
*/
class InterpreterProxy implements ServerInterpreter {
private static final Logger LOGGER = System.getLogger(InterpreterProxy.class.getName());
private final BattleshipClient playerClient;
/**
@@ -55,8 +55,7 @@ private void loadMap() {
final ClientGameLogic clientGameLogic = playerClient.getGameLogic();
try {
clientGameLogic.loadMap(playerClient.getConfig().getOwnMap());
}
catch (IOException e) {
} catch (IOException e) {
throw new RuntimeException("Failed to load PlayerClient map", e);
}
clientGameLogic.mapFinished();
@@ -82,6 +81,27 @@ public void received(EffectMessage msg) {
forward(msg);
}
/**
* Received an AnimationStartMessage, logs it and forwards it
*
* @param animationStartMessage the StartMessage received
*/
@Override
public void received(AnimationStartMessage animationStartMessage) {
LOGGER.log(Level.INFO, "AnimationStartMessage was received by InterpreterProxy");
forward(animationStartMessage);
}
/**
* Received a BackToBattleStateMessage, and forwards it
*
* @param backToBattleStateMessage the Message received
*/
@Override
public void received(BackToBattleStateMessage backToBattleStateMessage) {
forward(backToBattleStateMessage);
}
/**
* Forwards the specified ServerMessage to the client's game logic by enqueuing the message acceptance.
*

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