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38 Commits
b_Beck_Ced
...
b_Fleische
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@@ -9,6 +9,7 @@ implementation project(":jme-common")
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implementation project(":battleship:model")
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implementation libs.jme3.desktop
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implementation libs.jme3.effects
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runtimeOnly libs.jme3.awt.dialogs
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runtimeOnly libs.jme3.plugins
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@@ -9,7 +9,7 @@
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#
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# Specifies the map used by the opponent in single mode.
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# Single mode is activated if this property is set.
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#map.opponent=maps/map2.json
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map.opponent=maps/map2.json
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#
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# Specifies the map used by the player in single mode.
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# The player must define their own map if this property is not set.
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@@ -23,16 +23,13 @@ map.own=maps/map1.json
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# 2, 3
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# defines four shots, namely at the coordinates
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# (x=2, y=0), (x=2, y=1), (x=2, y=2), and (x=2, y=3)
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robot.targets=2, 0,\
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2, 1,\
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2, 2,\
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2, 3,\
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robot.targets=2, 3,\
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2, 4,\
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2, 5,\
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2, 6
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2, 8
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#
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# Delay in milliseconds between each shot fired by the RobotClient.
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robot.delay=4000
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robot.delay=500
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#
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# The dimensions of the game map used in single mode.
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# 'map.width' defines the number of columns, and 'map.height' defines the number of rows.
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@@ -0,0 +1,242 @@
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package pp.battleship.client;
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import com.jme3.audio.AudioData.DataType;
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import com.jme3.audio.AudioNode;
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import com.jme3.audio.AudioSource.Status;
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import pp.battleship.notification.Music;
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import pp.battleship.notification.MusicEvent;
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import pp.battleship.notification.GameEventListener;
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import java.lang.System.Logger;
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import java.lang.System.Logger.Level;
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import java.util.prefs.Preferences;
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public class BackgroundMusic implements GameEventListener {
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private static final String VOLUME_PREF = "volume";
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private static final String MUSIC_ENABLED_PREF = "musicEnabled";
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private static final Preferences PREFS = Preferences.userNodeForPackage(BackgroundMusic.class);
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static final Logger LOGGER = System.getLogger(BackgroundMusic.class.getName());
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private static final String MENU_MUSIC = "Music/MainMenu/Dark_Intro.ogg";
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private static final String BATTLE_MUSIC = "Music/BattleTheme/boss_battle_#2_metal_loop.wav";
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private static final String GAME_OVER_MUSIC_L = "Music/GameOver/Lose/Lose.ogg";
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private static final String GAME_OVER_MUSIC_V = "Music/GameOver/Victory/Victory.wav";
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private final AudioNode menuMusic;
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private final AudioNode battleMusic;
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private final AudioNode gameOverMusicL;
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private final AudioNode gameOverMusicV;
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private String lastNodePlayed;
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private boolean musicEnabled;
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private float volume;
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private final BattleshipApp app;
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/**
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* Initializes and controls the BackgroundMusic
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*
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* @param app The main Application
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*/
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public BackgroundMusic(BattleshipApp app) {
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this.volume = PREFS.getFloat(VOLUME_PREF, 1.0f);
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this.musicEnabled = PREFS.getBoolean(MUSIC_ENABLED_PREF, true);
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this.app = app;
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menuMusic = createAudioNode(MENU_MUSIC);
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battleMusic = createAudioNode(BATTLE_MUSIC);
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gameOverMusicL = createAudioNode(GAME_OVER_MUSIC_L);
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gameOverMusicV = createAudioNode(GAME_OVER_MUSIC_V);
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stop(battleMusic);
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stop(gameOverMusicL);
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stop(gameOverMusicV);
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lastNodePlayed = menuMusic.getName();
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if(musicEnabled) {
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play(menuMusic);
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}
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}
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/**
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* This method will be used to create the audio node containing the music
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*
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* @param musicFilePath the file path to the music
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* @return the created audio node
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*/
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private AudioNode createAudioNode(String musicFilePath) {
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AudioNode audioNode = new AudioNode(app.getAssetManager(), musicFilePath, DataType.Stream);
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audioNode.setVolume(volume * app.getMainVolumeControl().getMainVolume());
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audioNode.setPositional(false);
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audioNode.setLooping(true);
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audioNode.setName(musicFilePath);
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return audioNode;
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}
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/**
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* sets the give audio node to play
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*
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* @param audioNode the audio node which should start to play
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*/
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public void play(AudioNode audioNode) {
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if (musicEnabled && (audioNode.getStatus() == Status.Stopped || audioNode.getStatus() == Status.Paused)) {
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audioNode.play();
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lastNodePlayed = audioNode.getName();
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}
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}
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/**
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* stops the given audio node from playing
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*
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* @param audioNode the audio node to be stopped
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*/
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public void stop(AudioNode audioNode) {
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if (audioNode.getStatus() == Status.Playing) {
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audioNode.stop();
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}
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}
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/**
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* pauses the given audi node
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*
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* @param audioNode the audio node to be paused
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*/
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public void pause(AudioNode audioNode) {
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if (audioNode.getStatus() == Status.Playing) {
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audioNode.pause();
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}
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}
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/**
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* Toggle Method to control the music to switch it on or off
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*/
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public void toggleMusic() {
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this.musicEnabled = !this.musicEnabled;
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if (musicEnabled) {
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switch (lastNodePlayed){
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case MENU_MUSIC:
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play(menuMusic);
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break;
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case BATTLE_MUSIC:
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play(battleMusic);
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break;
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case GAME_OVER_MUSIC_L:
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play(gameOverMusicL);
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break;
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case GAME_OVER_MUSIC_V:
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play(gameOverMusicV);
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break;
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}
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} else {
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pause(menuMusic);
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pause(battleMusic);
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pause(gameOverMusicL);
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pause(gameOverMusicV);
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}
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PREFS.putBoolean(MUSIC_ENABLED_PREF, musicEnabled);
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}
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/**
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* this method is used when the main volume changes
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*/
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public void setVolume(){
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setVolume(PREFS.getFloat(VOLUME_PREF, 1.0f));
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}
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/**
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* Method to set the volume for the music
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*
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* @param volume float to transfer the new volume
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*/
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public void setVolume(float volume) {
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this.volume = volume;
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float mainVolume = app.getMainVolumeControl().getMainVolume();
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menuMusic.setVolume(volume * mainVolume);
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battleMusic.setVolume(volume * mainVolume);
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gameOverMusicL.setVolume(volume * mainVolume);
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gameOverMusicV.setVolume(volume * mainVolume);
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PREFS.putFloat(VOLUME_PREF, volume);
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}
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/**
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* This method retuns the volume
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*
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* @return the current volume as a float
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*/
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public float getVolume() {
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return volume;
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}
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/**
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* Returns if music should be played or not
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*
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* @return boolean value in music should be played
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*/
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public boolean isMusicEnabled() {
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return musicEnabled;
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}
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/**
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* changes the music to the specified music if it isn't already playing
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*
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* @param music the music to play
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*/
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public void changeMusic(Music music) {
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if(music == Music.MENU_THEME && !lastNodePlayed.equals(MENU_MUSIC)) {
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LOGGER.log(Level.INFO, "Received Music change Event {0}", music.toString());
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stop(battleMusic);
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stop(gameOverMusicL);
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stop(gameOverMusicV);
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play(menuMusic);
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lastNodePlayed = menuMusic.getName();
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} else if (music == Music.BATTLE_THEME && !lastNodePlayed.equals(BATTLE_MUSIC)) {
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LOGGER.log(Level.INFO, "Received Music change Event {0}", music.toString());
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stop(menuMusic);
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stop(gameOverMusicL);
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stop(gameOverMusicV);
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play(battleMusic);
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lastNodePlayed = battleMusic.getName();
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} else if (music == Music.GAME_OVER_THEME_L && !lastNodePlayed.equals(GAME_OVER_MUSIC_L)) {
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LOGGER.log(Level.INFO, "Received Music change Event {0}", music.toString());
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stop(menuMusic);
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stop(battleMusic);
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stop(gameOverMusicV);
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play(gameOverMusicL);
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lastNodePlayed = gameOverMusicL.getName();
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} else if (music == Music.GAME_OVER_THEME_V && !lastNodePlayed.equals(GAME_OVER_MUSIC_V)){
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LOGGER.log(Level.INFO, "Received Music change Event {0}", music.toString());
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stop(menuMusic);
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stop(battleMusic);
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stop(gameOverMusicL);
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play(gameOverMusicV);
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lastNodePlayed = gameOverMusicV.getName();
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}
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}
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/**
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* the method which receives the Event
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*
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* @param music the received Event
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*/
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@Override
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public void receivedEvent (MusicEvent music){
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LOGGER.log(Level.INFO, "Received Music change Event {0}", music.toString());
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switch (music.music()){
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case MENU_THEME:
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changeMusic(Music.MENU_THEME);
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break;
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case BATTLE_THEME:
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changeMusic(Music.BATTLE_THEME);
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break;
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case GAME_OVER_THEME_L:
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changeMusic(Music.GAME_OVER_THEME_L);
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break;
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case GAME_OVER_THEME_V:
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changeMusic(Music.GAME_OVER_THEME_V);
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break;
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}
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}
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}
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@@ -122,7 +122,15 @@ public class BattleshipApp extends SimpleApplication implements BattleshipClient
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*/
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private final ActionListener escapeListener = (name, isPressed, tpf) -> escape(isPressed);
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private EffectHandler effectHandler;
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/**
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* The Object which handles the background music
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*/
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private BackgroundMusic backgroundMusic;
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/**
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* The object that handles the main volume
|
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*/
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private MainVolume mainVolume;
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static {
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// Configure logging
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@@ -157,7 +165,6 @@ private BattleshipApp() {
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logic.addListener(this);
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setShowSettings(config.getShowSettings());
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setSettings(makeSettings());
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effectHandler = null;
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}
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/**
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@@ -227,8 +234,11 @@ public void simpleInitApp() {
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setupInput();
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setupStates();
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setupGui();
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effectHandler = new EffectHandler(this);
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serverConnection.connect();
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mainVolume = new MainVolume(this);
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backgroundMusic = new BackgroundMusic(this);
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logic.addListener(backgroundMusic);
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}
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/**
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@@ -269,20 +279,11 @@ private void setupStates() {
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flyCam.setEnabled(false);
|
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stateManager.detach(stateManager.getState(StatsAppState.class));
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stateManager.detach(stateManager.getState(DebugKeysAppState.class));
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attachGameMusic();
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|
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attachGameSound();
|
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stateManager.attachAll(new EditorAppState(), new BattleAppState(), new SeaAppState());
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}
|
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|
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/**
|
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* Attaches the game sound state and sets its initial enabled state.
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*/
|
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private void attachGameMusic() {
|
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final GameMusic gameMusic = new GameMusic();
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gameMusic.setEnabled(GameMusic.enabledInPreferences());
|
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stateManager.attach(gameMusic);
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}
|
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|
||||
/**
|
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* Attaches the game sound state and sets its initial enabled state.
|
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*/
|
||||
@@ -440,7 +441,21 @@ void errorDialog(String errorMessage) {
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.open();
|
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}
|
||||
|
||||
public EffectHandler getEffectHandler() {
|
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return effectHandler;
|
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/**
|
||||
* this method returns the object which handles the background music
|
||||
*
|
||||
* @return BackgroundMusic
|
||||
*/
|
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public BackgroundMusic getBackgroundMusic(){
|
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return backgroundMusic;
|
||||
}
|
||||
|
||||
/**
|
||||
* this method returns the object which handles the main volume
|
||||
*
|
||||
* @return an object of MainVolume
|
||||
*/
|
||||
public MainVolume getMainVolumeControl(){
|
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return mainVolume;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
@@ -10,7 +10,11 @@
|
||||
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 com.jme3.audio.AudioSource;
|
||||
import pp.battleship.notification.GameEventListener;
|
||||
import pp.battleship.notification.SoundEvent;
|
||||
|
||||
@@ -18,21 +22,25 @@
|
||||
import java.lang.System.Logger.Level;
|
||||
import java.util.prefs.Preferences;
|
||||
|
||||
import static pp.JmeUtil.loadSound;
|
||||
import static pp.util.PreferencesUtils.getPreferences;
|
||||
|
||||
/**
|
||||
* An application state that plays sounds.
|
||||
*/
|
||||
public class GameSound extends AbstractAppState implements GameEventListener {
|
||||
private static final Logger LOGGER = System.getLogger(GameSound.class.getName());
|
||||
static final Logger LOGGER = System.getLogger(GameSound.class.getName());
|
||||
private static final Preferences PREFERENCES = getPreferences(GameSound.class);
|
||||
private static final String ENABLED_PREF = "enabled"; //NON-NLS
|
||||
private static final String SOUND_VOLUME_PREF = "volume";
|
||||
|
||||
private float volume;
|
||||
|
||||
private AudioNode splashSound;
|
||||
private AudioNode shipDestroyedSound;
|
||||
private AudioNode explosionSound;
|
||||
private AudioNode shellFlyingSound;
|
||||
private AudioNode rocketSound;
|
||||
|
||||
private BattleshipApp app;
|
||||
|
||||
/**
|
||||
* Checks if sound is enabled in the preferences.
|
||||
@@ -74,19 +82,33 @@ public void setEnabled(boolean enabled) {
|
||||
@Override
|
||||
public void initialize(AppStateManager stateManager, Application app) {
|
||||
super.initialize(stateManager, app);
|
||||
this.app = (BattleshipApp) 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.wav");
|
||||
|
||||
volume = PREFERENCES.getFloat(SOUND_VOLUME_PREF, 1.0f);
|
||||
}
|
||||
|
||||
/**
|
||||
* 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 +135,65 @@ public void shipDestroyed() {
|
||||
shipDestroyedSound.playInstance();
|
||||
}
|
||||
|
||||
/**
|
||||
* Plays sound effect when a rocket starts
|
||||
*/
|
||||
public void rocket() {
|
||||
if (isEnabled() && rocketSound != null)
|
||||
rocketSound.playInstance();
|
||||
}
|
||||
|
||||
/**
|
||||
* this method sets the sound volume of the sounds
|
||||
*
|
||||
* @param volume the volume to be set to
|
||||
*/
|
||||
public void setSoundVolume(float volume) {
|
||||
float mainVolume = app.getMainVolumeControl().getMainVolume();
|
||||
float calculatedVolume = volume * mainVolume;
|
||||
shipDestroyedSound.setVolume(calculatedVolume);
|
||||
splashSound.setVolume(calculatedVolume);
|
||||
explosionSound.setVolume(calculatedVolume);
|
||||
this.volume = volume;
|
||||
PREFERENCES.putFloat(SOUND_VOLUME_PREF, volume);
|
||||
}
|
||||
|
||||
/**
|
||||
* this method will be used if the main volume changes
|
||||
*/
|
||||
public void setSoundVolume() {
|
||||
float mainVolume = app.getMainVolumeControl().getMainVolume();
|
||||
shipDestroyedSound.setVolume(volume * mainVolume);
|
||||
splashSound.setVolume(volume * mainVolume);
|
||||
explosionSound.setVolume(volume * mainVolume);
|
||||
rocketSound.setVolume(volume * mainVolume);
|
||||
PREFERENCES.putFloat(SOUND_VOLUME_PREF, volume);
|
||||
}
|
||||
|
||||
/**
|
||||
* this method returns the sound
|
||||
*
|
||||
* @return
|
||||
*/
|
||||
public float getVolume(){
|
||||
return volume;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void receivedEvent(SoundEvent event) {
|
||||
switch (event.sound()) {
|
||||
case EXPLOSION -> explosion();
|
||||
case SPLASH -> splash();
|
||||
case DESTROYED_SHIP -> shipDestroyed();
|
||||
case SHELL_FLYING -> shellFly();
|
||||
case EXPLOSION :
|
||||
explosion();
|
||||
break;
|
||||
case SPLASH :
|
||||
splash();
|
||||
break;
|
||||
case DESTROYED_SHIP:
|
||||
shipDestroyed();
|
||||
break;
|
||||
case ROCKET_FIRED:
|
||||
rocket();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,32 @@
|
||||
package pp.battleship.client;
|
||||
|
||||
import java.lang.System.Logger;
|
||||
import java.lang.System.Logger.Level;
|
||||
import java.util.prefs.Preferences;
|
||||
|
||||
public class MainVolume {
|
||||
private static final Preferences PREFS = Preferences.userNodeForPackage(MainVolume.class);
|
||||
private static final String MAIN_VOLUME_PREFS = "MainVolume";
|
||||
static final Logger LOGGER = System.getLogger(MainVolume.class.getName());
|
||||
|
||||
private float mainVolume;
|
||||
|
||||
private BattleshipApp app;
|
||||
|
||||
public MainVolume(BattleshipApp app) {
|
||||
this.mainVolume = PREFS.getFloat(MAIN_VOLUME_PREFS, 1.0f);
|
||||
this.app = app;
|
||||
}
|
||||
|
||||
public void setMainVolume(float mainVolume) {
|
||||
LOGGER.log(Level.DEBUG, "setMainVolume: mainVolume = {0}", mainVolume);
|
||||
app.getBackgroundMusic().setVolume();
|
||||
app.getStateManager().getState(GameSound.class).setSoundVolume();
|
||||
this.mainVolume = mainVolume;
|
||||
PREFS.putFloat(MAIN_VOLUME_PREFS, mainVolume);
|
||||
}
|
||||
|
||||
public float getMainVolume() {
|
||||
return mainVolume;
|
||||
}
|
||||
}
|
||||
@@ -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 +36,14 @@ 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 static final double SLIDER_DELTA = 0.1;
|
||||
private static final double SLIDER_MIN_VALUE = 0.0;
|
||||
private static final double SLIDER_MAX_VALUE = 2.0;
|
||||
|
||||
private final VersionedReference<Double> volumeRef;
|
||||
private final VersionedReference<Double> soundVolumeRef;
|
||||
private final VersionedReference<Double> mainVolumeRef;
|
||||
|
||||
/**
|
||||
* Constructs the Menu dialog for the Battleship application.
|
||||
@@ -43,13 +53,28 @@ 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 Label(lookup("menu.main.volume"), new ElementId("label")));
|
||||
Slider mainVolumeSlider = createSlider(app.getMainVolumeControl().getMainVolume());
|
||||
addChild(mainVolumeSlider);
|
||||
mainVolumeRef = mainVolumeSlider.getModel().createReference();
|
||||
|
||||
addChild(new Label(lookup("menu.sound.volume"), new ElementId("label")));
|
||||
addChild(new Checkbox(lookup("menu.sound-enabled"),
|
||||
new StateCheckboxModel(app, GameSound.class)));
|
||||
addChild(new Checkbox(lookup("menu.music-enabled"), new StateCheckboxModel(app, GameMusic.class)));
|
||||
Slider soundSlider = createSlider(app.getStateManager().getState(GameSound.class).getVolume());
|
||||
addChild(soundSlider);
|
||||
soundVolumeRef = soundSlider.getModel().createReference();
|
||||
|
||||
addChild(new Label(lookup("menu.volume"), new ElementId("label")));
|
||||
Checkbox musicToggle = new Checkbox(lookup("menu.music.toggle"));
|
||||
musicToggle.setChecked(app.getBackgroundMusic().isMusicEnabled());
|
||||
musicToggle.addClickCommands(s -> toggleMusic());
|
||||
addChild(musicToggle);
|
||||
Slider volumeSlider = createSlider(app.getBackgroundMusic().getVolume());
|
||||
addChild(volumeSlider);
|
||||
volumeRef = volumeSlider.getModel().createReference();
|
||||
|
||||
addChild(loadButton)
|
||||
.addClickCommands(s -> ifTopDialog(this::loadDialog));
|
||||
@@ -62,6 +87,72 @@ public Menu(BattleshipApp app) {
|
||||
update();
|
||||
}
|
||||
|
||||
/**
|
||||
* this method creates a slider to be used in the menu
|
||||
*
|
||||
* @param relativePosition the position of the regulator on the slider
|
||||
* @return the creates slider
|
||||
*/
|
||||
private Slider createSlider(double relativePosition){
|
||||
Slider slider = new Slider();
|
||||
slider.setModel(new DefaultRangedValueModel(SLIDER_MIN_VALUE, SLIDER_MAX_VALUE, relativePosition));
|
||||
slider.setDelta(SLIDER_DELTA);
|
||||
return slider;
|
||||
}
|
||||
|
||||
/**
|
||||
* this method is used update the volume when there is a change in the slider
|
||||
* @param tpf time per frame
|
||||
*/
|
||||
@Override
|
||||
public void update(float tpf){
|
||||
if(volumeRef.update()){
|
||||
double newVolume = volumeRef.get();
|
||||
adjustMusicVolume(newVolume);
|
||||
}
|
||||
else if (soundVolumeRef.update()) {
|
||||
double newSoundVolume = soundVolumeRef.get();
|
||||
adjustSoundVolume(newSoundVolume);
|
||||
} else if (mainVolumeRef.update()) {
|
||||
double newMainVolume = mainVolumeRef.get();
|
||||
adjustMainVolume(newMainVolume);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* this method adjusts the main volume
|
||||
*
|
||||
* @param newVolume the volume to be set as main volume
|
||||
*/
|
||||
private void adjustMainVolume(double newVolume) {
|
||||
app.getMainVolumeControl().setMainVolume((float) newVolume);
|
||||
}
|
||||
|
||||
/**
|
||||
* this method adjust the volume for the background music
|
||||
*
|
||||
* @param volume is the double value of the volume
|
||||
*/
|
||||
private void adjustMusicVolume(double volume) {
|
||||
app.getBackgroundMusic().setVolume((float) volume);
|
||||
}
|
||||
|
||||
/**
|
||||
* this method adjusts the volume for the sound
|
||||
*
|
||||
* @param volume is a double value of the sound volume
|
||||
*/
|
||||
private void adjustSoundVolume(double volume) {
|
||||
app.getStateManager().getState(GameSound.class).setSoundVolume((float) volume);
|
||||
}
|
||||
|
||||
/**
|
||||
* this method toggles the background music on and off
|
||||
*/
|
||||
private void toggleMusic() {
|
||||
app.getBackgroundMusic().toggleMusic();
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the state of the load and save buttons based on the game logic.
|
||||
*/
|
||||
@@ -71,11 +162,6 @@ 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.
|
||||
*/
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
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.BattleshipServer;
|
||||
import pp.dialog.Dialog;
|
||||
import pp.dialog.DialogBuilder;
|
||||
import pp.dialog.SimpleDialog;
|
||||
@@ -38,10 +38,8 @@ class NetworkDialog extends SimpleDialog {
|
||||
private String hostname;
|
||||
private int portNumber;
|
||||
private Future<Object> connectionFuture;
|
||||
private Future<Object> serverFuture;
|
||||
private Dialog progressDialog;
|
||||
private BattleshipServerClient server;
|
||||
private final Checkbox clientHostCheckbox;
|
||||
private boolean hostServer = false;
|
||||
|
||||
/**
|
||||
* Constructs a new NetworkDialog.
|
||||
@@ -55,14 +53,18 @@ class NetworkDialog extends SimpleDialog {
|
||||
host.setPreferredWidth(400f);
|
||||
port.setSingleLine(true);
|
||||
|
||||
Checkbox serverHost = new Checkbox(lookup("host.own.server"));
|
||||
serverHost.setChecked(false);
|
||||
serverHost.addClickCommands(s -> toggleServerHost());
|
||||
|
||||
final BattleshipApp app = network.getApp();
|
||||
final Container input = new Container(new SpringGridLayout());
|
||||
input.addChild(new Label(lookup("host.name") + ": "));
|
||||
input.addChild(host, 1);
|
||||
input.addChild(new Label(lookup("port.number") + ": "));
|
||||
input.addChild(port, 1);
|
||||
clientHostCheckbox = new Checkbox("Host Server");
|
||||
input.addChild(clientHostCheckbox);
|
||||
input.addChild(serverHost);
|
||||
|
||||
DialogBuilder.simple(app.getDialogManager())
|
||||
.setTitle(lookup("server.dialog"))
|
||||
.setExtension(d -> d.addChild(input))
|
||||
@@ -77,30 +79,54 @@ class NetworkDialog extends SimpleDialog {
|
||||
* 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);
|
||||
}
|
||||
|
||||
/**
|
||||
* This method will start a server or just connect to one based on the boolean hostServer
|
||||
*/
|
||||
private void connect() {
|
||||
if(hostServer){
|
||||
startServer();
|
||||
try {
|
||||
Thread.sleep(1000);
|
||||
} catch (InterruptedException e) {
|
||||
LOGGER.log(Level.WARNING, e.getMessage(), e);
|
||||
}
|
||||
connectServer();
|
||||
} else {
|
||||
connectServer();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This method starts a server in a new thread
|
||||
*/
|
||||
private void startServer() {
|
||||
new Thread(() -> {
|
||||
try{
|
||||
BattleshipServer battleshipServer = new BattleshipServer(Integer.parseInt(port.getText()));
|
||||
battleshipServer.run();
|
||||
} catch (Exception e) {
|
||||
LOGGER.log(Level.ERROR, e.getMessage(), e);
|
||||
}
|
||||
}).start();
|
||||
}
|
||||
|
||||
private void toggleServerHost(){
|
||||
hostServer = !hostServer;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a dialog indicating that the connection is in progress.
|
||||
*/
|
||||
@@ -126,23 +152,6 @@ 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 +170,6 @@ 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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,179 @@
|
||||
package pp.battleship.client.gui;
|
||||
|
||||
import com.jme3.app.Application;
|
||||
import com.jme3.asset.AssetManager;
|
||||
import com.jme3.effect.ParticleEmitter;
|
||||
import com.jme3.effect.ParticleMesh;
|
||||
import com.jme3.effect.ParticleMesh.Type;
|
||||
import com.jme3.material.Material;
|
||||
import com.jme3.math.ColorRGBA;
|
||||
import com.jme3.math.Vector3f;
|
||||
import com.jme3.scene.Node;
|
||||
import com.jme3.scene.control.AbstractControl;
|
||||
import pp.battleship.model.Shot;
|
||||
|
||||
import java.lang.System.Logger;
|
||||
import java.lang.System.Logger.Level;
|
||||
import java.util.Timer;
|
||||
import java.util.TimerTask;
|
||||
|
||||
/**
|
||||
* This class is used to handle the effects for impacts
|
||||
*/
|
||||
public class EffectHandler {
|
||||
|
||||
private final AssetManager assetManager;
|
||||
static final Logger LOGGER = System.getLogger(EffectHandler.class.getName());
|
||||
|
||||
private Material particleMat;
|
||||
|
||||
/**
|
||||
* the constructor is used to get the asset manager from the app
|
||||
*
|
||||
* @param app the main application
|
||||
*/
|
||||
public EffectHandler(Application app) {
|
||||
assetManager = app.getAssetManager();
|
||||
particleMat = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
|
||||
}
|
||||
|
||||
/**
|
||||
* creates a new HitEffect
|
||||
*
|
||||
* @param battleshipNode the node of the ship
|
||||
* @param shot the shot which triggered the effect
|
||||
*/
|
||||
public void createHitEffect(Node battleshipNode, Shot shot) {
|
||||
createFieryEffect(battleshipNode,shot, "HitEffect", 30, 0.45f, 0.1f, -0.5f, 1f , 2f, false);
|
||||
}
|
||||
|
||||
/**
|
||||
* creates a new FireEffect
|
||||
*
|
||||
* @param battleshipNode the node of the ship
|
||||
* @param shot the shot which triggered the effect
|
||||
*/
|
||||
public void createFireEffect(Node battleshipNode, Shot shot) {
|
||||
createFieryEffect(battleshipNode, shot, "FireEffect", 30, 0.1f, 0.05f, -0.9f, 1f , 2f, true);
|
||||
}
|
||||
|
||||
/**
|
||||
* creates a fiery type hit effect
|
||||
*
|
||||
* @param battleshipNode the ship to which the effect should be attached
|
||||
* @param shot the shot that triggered the effect
|
||||
* @param name the name of the particle emitter
|
||||
* @param numOfParticle the overall numberOfParticles
|
||||
* @param startSize the start size of the particles
|
||||
* @param endSize the end size of the particles
|
||||
* @param gravity the gravity of the particles
|
||||
* @param lowLife the lowest lifetime of a particle
|
||||
* @param highLife the maximum lifetime of a particle
|
||||
* @param loop if the effect should be looped
|
||||
*/
|
||||
public void createFieryEffect(Node battleshipNode, Shot shot, String name, int numOfParticle, float startSize, float endSize, float gravity,
|
||||
float lowLife, float highLife, boolean loop) {
|
||||
ParticleEmitter fieryEffect = new ParticleEmitter(name, Type.Triangle, numOfParticle);
|
||||
fieryEffect.setMaterial(particleMat);
|
||||
fieryEffect.setImagesX(2);
|
||||
fieryEffect.setImagesY(2);
|
||||
fieryEffect.setStartColor(ColorRGBA.Orange);
|
||||
fieryEffect.setEndColor(ColorRGBA.Red);
|
||||
fieryEffect.getParticleInfluencer().setInitialVelocity(new Vector3f(0,1,0));
|
||||
fieryEffect.setStartSize(startSize);
|
||||
fieryEffect.setEndSize(endSize);
|
||||
fieryEffect.setGravity(0, gravity, 0);
|
||||
fieryEffect.setLowLife(lowLife);
|
||||
fieryEffect.setHighLife(highLife);
|
||||
|
||||
if(!loop) {
|
||||
fieryEffect.setLocalTranslation(shot.getY() + 0.5f, 0 , shot.getX() + 0.5f);
|
||||
fieryEffect.setParticlesPerSec(0);
|
||||
fieryEffect.emitAllParticles();
|
||||
} else {
|
||||
fieryEffect.setLocalTranslation(shot.getY() + 0.5f, 0 , shot.getX() + 0.5f);
|
||||
fieryEffect.getLocalTranslation().subtractLocal(battleshipNode.getLocalTranslation());
|
||||
fieryEffect.setParticlesPerSec(10);
|
||||
}
|
||||
|
||||
battleshipNode.attachChild(fieryEffect);
|
||||
LOGGER.log(Level.DEBUG, "Created {0} at {1}", name ,fieryEffect.getLocalTranslation().toString());
|
||||
|
||||
fieryEffect.addControl(new EffectControl(fieryEffect, battleshipNode));
|
||||
}
|
||||
|
||||
/**
|
||||
* This method is used to create a miss effect at a certain location
|
||||
*/
|
||||
public ParticleEmitter createMissEffect(Shot shot) {
|
||||
ParticleEmitter missEffect = new ParticleEmitter("MissEffect", Type.Triangle, 15);
|
||||
missEffect.setMaterial(particleMat);
|
||||
missEffect.setImagesX(2);
|
||||
missEffect.setImagesY(2);
|
||||
missEffect.setStartColor(ColorRGBA.Blue); // Water color
|
||||
missEffect.setEndColor(ColorRGBA.Cyan);
|
||||
missEffect.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 1, 0));
|
||||
missEffect.setStartSize(0.3f);
|
||||
missEffect.setEndSize(0.05f);
|
||||
missEffect.setGravity(0, -0.1f, 0);
|
||||
missEffect.setLowLife(0.5f);
|
||||
missEffect.setHighLife(1.5f);
|
||||
missEffect.setParticlesPerSec(0);
|
||||
missEffect.setLocalTranslation(shot.getY() + 0.5f, 0 , shot.getX() + 0.5f);
|
||||
missEffect.emitAllParticles();
|
||||
|
||||
missEffect.addControl(new EffectControl(missEffect));
|
||||
|
||||
return missEffect;
|
||||
}
|
||||
|
||||
/**
|
||||
* This inner class is used to control the effects
|
||||
*/
|
||||
private static class EffectControl extends AbstractControl {
|
||||
private final ParticleEmitter emitter;
|
||||
private final Node parentNode;
|
||||
|
||||
/**
|
||||
* this constructor is used to when the effect should be attached to a specific node
|
||||
*
|
||||
* @param emitter the Particle emitter to be controlled
|
||||
* @param parentNode the node to be attached
|
||||
*/
|
||||
public EffectControl(ParticleEmitter emitter, Node parentNode) {
|
||||
this.emitter = emitter;
|
||||
this.parentNode = parentNode;
|
||||
}
|
||||
|
||||
/**
|
||||
* This constructor is used when the effect shouldn't be attached to
|
||||
* a specific node
|
||||
*
|
||||
* @param emitter the Particle emitter to be controlled
|
||||
*/
|
||||
public EffectControl(ParticleEmitter emitter){
|
||||
this.emitter = emitter;
|
||||
this.parentNode = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* The method which checks if the Effect is not rendered anymore so it can be removed
|
||||
*
|
||||
* @param tpf time per frame (in seconds)
|
||||
*/
|
||||
@Override
|
||||
protected void controlUpdate(float tpf) {
|
||||
if (emitter.getParticlesPerSec() == 0 && emitter.getNumVisibleParticles() == 0) {
|
||||
if (parentNode != null)
|
||||
parentNode.detachChild(emitter);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @param rm the RenderManager rendering the controlled Spatial (not null)
|
||||
* @param vp the ViewPort being rendered (not null)
|
||||
*/
|
||||
@Override
|
||||
protected void controlRender(com.jme3.renderer.RenderManager rm, com.jme3.renderer.ViewPort vp) {}
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
|
||||
@@ -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.IntPoint;
|
||||
import pp.battleship.model.Shell;
|
||||
import pp.battleship.model.Shot;
|
||||
import pp.util.Position;
|
||||
|
||||
import static com.jme3.material.Materials.UNSHADED;
|
||||
import java.lang.System.Logger;
|
||||
|
||||
/**
|
||||
* Synchronizes the visual representation of the ship map with the game model.
|
||||
@@ -32,8 +28,11 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
|
||||
private static final float SHIP_LINE_WIDTH = 6f;
|
||||
private static final float SHOT_DEPTH = -2f;
|
||||
private static final float SHIP_DEPTH = 0f;
|
||||
private static final float SHELL_DEPTH = 1f;
|
||||
private static final float INDENT = 4f;
|
||||
private static final float SHELL_DEPTH = 8f;
|
||||
|
||||
private static final float SHELL_SIZE = 0.75f;
|
||||
private static final float SHELL_CENTERED_IN_MAP_GRID = 0.0625f;
|
||||
|
||||
// Colors used for different visual elements
|
||||
private static final ColorRGBA HIT_COLOR = ColorRGBA.Red;
|
||||
@@ -45,6 +44,8 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
|
||||
// The MapView associated with this synchronizer
|
||||
private final MapView view;
|
||||
|
||||
static final Logger LOGGER = System.getLogger(MapViewSynchronizer.class.getName());
|
||||
|
||||
/**
|
||||
* Constructs a new MapViewSynchronizer for the given MapView.
|
||||
* Initializes the synchronizer and adds existing elements from the model to the view.
|
||||
@@ -66,6 +67,7 @@ public MapViewSynchronizer(MapView view) {
|
||||
*/
|
||||
@Override
|
||||
public Spatial visit(Shot shot) {
|
||||
LOGGER.log(Logger.Level.DEBUG, "Visiting " + shot);
|
||||
// Convert the shot's model coordinates to view coordinates
|
||||
final Position p1 = view.modelToView(shot.getX(), shot.getY());
|
||||
final Position p2 = view.modelToView(shot.getX() + 1, shot.getY() + 1);
|
||||
@@ -118,23 +120,24 @@ 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 p1 = view.modelToView(shell.getX(), shell.getY());
|
||||
final Position p2 = view.modelToView(shell.getX() + SHELL_SIZE, shell.getY() + SHELL_SIZE);
|
||||
|
||||
final Position startPosition = view.modelToView(SHELL_CENTERED_IN_MAP_GRID, SHELL_CENTERED_IN_MAP_GRID);
|
||||
|
||||
shellNode.attachChild(view.getApp().getDraw().makeRectangle(startPosition.getX(), startPosition.getY(), SHELL_DEPTH, p2.getX() - p1.getX(), p2.getY() - p1.getY(), ColorRGBA.Black));
|
||||
shellNode.setLocalTranslation(startPosition.getX(), startPosition.getY(), SHELL_DEPTH);
|
||||
shellNode.addControl(new ShellMapControl(p1, view.getApp(), new IntPoint(shell.getX(), shell.getY())));
|
||||
return shellNode;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -148,6 +151,7 @@ public Spatial visit(Shell shell) {
|
||||
* @return a Geometry representing the line
|
||||
*/
|
||||
private Geometry shipLine(float x1, float y1, float x2, float y2, ColorRGBA color) {
|
||||
LOGGER.log(Logger.Level.DEBUG, "created ship line");
|
||||
return view.getApp().getDraw().makeFatLine(x1, y1, x2, y2, SHIP_DEPTH, color, SHIP_LINE_WIDTH);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,26 +8,15 @@
|
||||
package pp.battleship.client.gui;
|
||||
|
||||
import com.jme3.material.Material;
|
||||
import com.jme3.material.RenderState.BlendMode;
|
||||
import com.jme3.math.ColorRGBA;
|
||||
import com.jme3.material.RenderState;
|
||||
import com.jme3.renderer.queue.RenderQueue;
|
||||
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;
|
||||
import pp.battleship.model.Shell;
|
||||
import pp.battleship.model.ShipMap;
|
||||
import pp.battleship.model.Shot;
|
||||
|
||||
import java.util.Timer;
|
||||
import java.util.TimerTask;
|
||||
import pp.battleship.model.*;
|
||||
|
||||
import static java.util.Objects.requireNonNull;
|
||||
import static pp.JmeUtil.mapToWorldCord;
|
||||
import static pp.util.FloatMath.HALF_PI;
|
||||
import static pp.util.FloatMath.PI;
|
||||
|
||||
@@ -39,13 +28,15 @@
|
||||
*/
|
||||
class SeaSynchronizer extends ShipMapSynchronizer {
|
||||
private static final String UNSHADED = "Common/MatDefs/Misc/Unshaded.j3md"; //NON-NLS
|
||||
private static final String LIGHTING = "Common/MatDefs/Light/Lighting.j3md";
|
||||
private static final String COLOR = "Color"; //NON-NLS
|
||||
private static final String KING_GEORGE_V_MODEL = "Models/KingGeorgeV/KingGeorgeV.j3o";
|
||||
private static final String UBOAT = "Models/UBoat/14084_WWII_Ship_German_Type_II_U-boat_v2_L1.obj"; //NON-NLS
|
||||
private static final String BATTLE_SHIP_MODERN = "Models/BattleShipModern/Destroyer.j3o";
|
||||
private static final String BATTLE_SHIP_MODERN_TEXTURE = "Models/BattleShipModern/BattleshipC.jpg";
|
||||
private static final String PATROL_BOAT = "Models/PatrolBoat/12219_boat_v2_L2.obj";
|
||||
private static final String SHELL_ROCKET = "Models/Rocket/Rocket.obj";
|
||||
private static final String SHIP = "ship"; //NON-NLS
|
||||
private static final String SHOT = "shot"; //NON-NLS
|
||||
private static final ColorRGBA BOX_COLOR = ColorRGBA.Gray;
|
||||
private static final ColorRGBA SPLASH_COLOR = new ColorRGBA(0f, 0f, 1f, 0.4f);
|
||||
private static final ColorRGBA HIT_COLOR = new ColorRGBA(1f, 0f, 0f, 0.4f);
|
||||
private static final String SHELL = "shell";
|
||||
private final EffectHandler effectHandler;
|
||||
|
||||
private final ShipMap map;
|
||||
private final BattleshipApp app;
|
||||
@@ -61,6 +52,7 @@ public SeaSynchronizer(BattleshipApp app, Node root, ShipMap map) {
|
||||
super(app.getGameLogic().getOwnMap(), root);
|
||||
this.app = app;
|
||||
this.map = map;
|
||||
effectHandler = new EffectHandler(app);
|
||||
addExisting();
|
||||
}
|
||||
|
||||
@@ -74,11 +66,7 @@ public SeaSynchronizer(BattleshipApp app, Node root, ShipMap map) {
|
||||
*/
|
||||
@Override
|
||||
public Spatial visit(Shot shot) {
|
||||
return shot.isHit() ? handleHit(shot) : handleMiss(shot);
|
||||
}
|
||||
|
||||
private Spatial handleMiss(Shot shot) {
|
||||
return app.getEffectHandler().waterSplash(mapToWorldCord(shot.getX(), shot.getY()));
|
||||
return shot.isHit() ? handleHit(shot) : effectHandler.createMissEffect(shot);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -92,46 +80,13 @@ 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);
|
||||
}
|
||||
effectHandler.createHitEffect(shipNode, shot);
|
||||
effectHandler.createFireEffect(shipNode, shot);
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private void handleShipDestroy(Node shipNode) {
|
||||
shipNode.getParent().detachChild(shipNode);
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a cylinder geometry representing the specified shot.
|
||||
* The appearance of the cylinder depends on whether the shot is a hit or a miss.
|
||||
*
|
||||
* @param shot the shot to be represented
|
||||
* @return the geometry representing the shot
|
||||
*/
|
||||
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);
|
||||
|
||||
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);
|
||||
|
||||
return geometry;
|
||||
}
|
||||
|
||||
/**
|
||||
* Visits a {@link Battleship} and creates a graphical representation of it.
|
||||
* The representation is either a 3D model or a simple box depending on the
|
||||
@@ -148,28 +103,43 @@ public Spatial visit(Battleship ship) {
|
||||
final float x = 0.5f * (ship.getMinY() + ship.getMaxY() + 1f);
|
||||
final float z = 0.5f * (ship.getMinX() + ship.getMaxX() + 1f);
|
||||
node.setLocalTranslation(x, 0f, z);
|
||||
node.addControl(new ShipControl(ship, node, app.getEffectHandler()));
|
||||
node.addControl(new ShipControl(ship));
|
||||
return node;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates and returns a 3D model representation of the given {@code Shell} object
|
||||
* for visualization in the game.
|
||||
* Visits a shell and creates a graphical representation
|
||||
*
|
||||
* @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 element to visit
|
||||
* @return the node containing the graphical representation
|
||||
*/
|
||||
@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);
|
||||
public Spatial visit(Shell shell){
|
||||
final Node node = new Node(SHELL);
|
||||
node.attachChild(createRocket());
|
||||
|
||||
final float x = shell.getY();
|
||||
final float z = shell.getX();
|
||||
|
||||
node.setLocalTranslation(x + 0.5f, 10f, z + 0.5f);
|
||||
ShellControl shellControl = new ShellControl(shell, app);
|
||||
node.addControl(shellControl);
|
||||
return node;
|
||||
}
|
||||
|
||||
/**
|
||||
* creates the spatial representation of a rocket
|
||||
*
|
||||
* @return a spatial the rocket
|
||||
*/
|
||||
private Spatial createRocket() {
|
||||
final Spatial model = app.getAssetManager().loadModel(SHELL_ROCKET);
|
||||
|
||||
model.rotate(PI, 0f, 0f);
|
||||
model.scale(0.002f);
|
||||
model.setShadowMode(ShadowMode.CastAndReceive);
|
||||
model.move(0, 0, 0);
|
||||
|
||||
model.addControl(new ShellControl(shell));
|
||||
return model;
|
||||
}
|
||||
|
||||
@@ -182,73 +152,85 @@ public Spatial visit(Shell shell) {
|
||||
*/
|
||||
private Spatial createShip(Battleship ship) {
|
||||
return switch (ship.getLength()) {
|
||||
case 1 -> createBattleship(ship, ShipModel.SHIP1);
|
||||
case 2 -> createBattleship(ship, ShipModel.SHIP2);
|
||||
case 3 -> createBattleship(ship, ShipModel.SHIP3);
|
||||
case 4 -> createBattleship(ship, ShipModel.SHIP4);
|
||||
default -> createBox(ship);
|
||||
case 1 -> createPatrolBoat(ship);
|
||||
case 2 -> createModernBattleship(ship);
|
||||
case 3 -> createUBoat(ship);
|
||||
case 4 -> createBattleship(ship);
|
||||
default -> throw new IllegalArgumentException("Ship length must be between 1 and 4 units long");
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a simple box to represent a battleship that is not of the "King George V" type.
|
||||
*
|
||||
* @param ship the battleship to be represented
|
||||
* @return the geometry representing the battleship as a box
|
||||
*/
|
||||
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);
|
||||
final Geometry geometry = new Geometry(SHIP, box);
|
||||
geometry.setMaterial(createColoredMaterial(BOX_COLOR));
|
||||
geometry.setShadowMode(ShadowMode.CastAndReceive);
|
||||
|
||||
return geometry;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a new {@link Material} with the specified color.
|
||||
* If the color includes transparency (i.e., alpha value less than 1),
|
||||
* the material's render state is set to use alpha blending, allowing for
|
||||
* semi-transparent rendering.
|
||||
*
|
||||
* @param color the {@link ColorRGBA} to be applied to the material. If the alpha value
|
||||
* of the color is less than 1, the material will support transparency.
|
||||
* @return a {@link Material} instance configured with the specified color and,
|
||||
* if necessary, alpha blending enabled.
|
||||
*/
|
||||
private Material createColoredMaterial(ColorRGBA color) {
|
||||
final Material material = new Material(app.getAssetManager(), UNSHADED);
|
||||
if (color.getAlpha() < 1f)
|
||||
material.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
|
||||
material.setColor(COLOR, color);
|
||||
return material;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a detailed 3D model to represent a "King George V" battleship.
|
||||
*
|
||||
* @param ship the battleship to be represented
|
||||
* @return the spatial representing the "King George V" battleship
|
||||
*/
|
||||
private Spatial createBattleship(Battleship ship, ShipModel shipModel) {
|
||||
final Spatial model = app.getAssetManager().loadModel(shipModel.getPath());
|
||||
private Spatial createBattleship(Battleship ship) {
|
||||
final Spatial model = app.getAssetManager().loadModel(KING_GEORGE_V_MODEL);
|
||||
|
||||
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
|
||||
model.scale(shipModel.getScale());
|
||||
model.setLocalTranslation(shipModel.getTranslation());
|
||||
model.scale(1.48f);
|
||||
model.setShadowMode(ShadowMode.CastAndReceive);
|
||||
|
||||
Material mat = new Material(app.getAssetManager(), LIGHTING);
|
||||
return model;
|
||||
}
|
||||
|
||||
String colorPath = shipModel.getColorPath();
|
||||
String bumpPath = shipModel.getBumpPath();
|
||||
if (colorPath != null) mat.setTexture("DiffuseMap", app.getAssetManager().loadTexture(colorPath));
|
||||
if (bumpPath != null) mat.setTexture("NormalMap", app.getAssetManager().loadTexture(bumpPath));
|
||||
/**
|
||||
* creates a detailed 3D model to represent an UBoat
|
||||
*
|
||||
* @param ship the ship to be represented
|
||||
* @return the spatial representing the Uboat
|
||||
*/
|
||||
private Spatial createUBoat(Battleship ship) {
|
||||
final Spatial model = app.getAssetManager().loadModel(UBOAT);
|
||||
|
||||
mat.setReceivesShadows(true);
|
||||
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
|
||||
model.scale(0.5f);
|
||||
model.setShadowMode(ShadowMode.CastAndReceive);
|
||||
model.move(0, -0.3f, 0);
|
||||
|
||||
return model;
|
||||
}
|
||||
|
||||
/**
|
||||
* creates a detailed 3D model to represent the modern battleship
|
||||
*
|
||||
* @param ship the ship to be represented
|
||||
* @return the spatial representing the Modern Battleship
|
||||
*/
|
||||
private Spatial createModernBattleship(Battleship ship) {
|
||||
final Spatial model = app.getAssetManager().loadModel(BATTLE_SHIP_MODERN);
|
||||
|
||||
Material mat = new Material(app.getAssetManager(), UNSHADED);
|
||||
mat.setTexture("ColorMap", app.getAssetManager().loadTexture(BATTLE_SHIP_MODERN_TEXTURE));
|
||||
mat.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Off);
|
||||
model.setMaterial(mat);
|
||||
|
||||
model.setQueueBucket(RenderQueue.Bucket.Opaque);
|
||||
|
||||
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
|
||||
model.scale(0.08f);
|
||||
model.setLocalTranslation(0f, 0.2f, 0f);
|
||||
model.setShadowMode(ShadowMode.CastAndReceive);
|
||||
|
||||
return model;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* creates a detailed 3D model to represent the patrol boat
|
||||
*
|
||||
* @param ship the ship to be represented
|
||||
* @return the spatial representing the patrol boat
|
||||
*/
|
||||
private Spatial createPatrolBoat(Battleship ship) {
|
||||
final Spatial model = app.getAssetManager().loadModel(PATROL_BOAT);
|
||||
|
||||
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
|
||||
model.scale(0.0005f);
|
||||
model.setShadowMode(ShadowMode.CastAndReceive);
|
||||
|
||||
return model;
|
||||
}
|
||||
|
||||
|
||||
@@ -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
|
||||
}
|
||||
}
|
||||
@@ -1,51 +1,65 @@
|
||||
package pp.battleship.client.gui;
|
||||
|
||||
import com.jme3.math.Vector3f;
|
||||
import com.jme3.math.Quaternion;
|
||||
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;
|
||||
|
||||
/**
|
||||
* 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 a 3D representation of a shell
|
||||
*/
|
||||
public class ShellControl extends AbstractControl {
|
||||
private final Shell shell;
|
||||
private final BattleshipApp app;
|
||||
|
||||
private static final float MOVE_SPEED = 8.0f;
|
||||
|
||||
static final Logger LOGGER = System.getLogger(ShellControl.class.getName());
|
||||
|
||||
/**
|
||||
* Constructs a new {@code ShellControl} to manage the 3D visualization of the given {@code Shell}.
|
||||
* Constructor to create a new ShellControl object
|
||||
*
|
||||
* @param shell The {@code Shell} being visualized and controlled.
|
||||
* @param shell the shell to be displayed
|
||||
* @param app the main application
|
||||
*/
|
||||
public ShellControl(Shell shell){
|
||||
super();
|
||||
public ShellControl(Shell shell, BattleshipApp app) {
|
||||
this.shell = shell;
|
||||
this.app = app;
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the 3D position and rotation of the shell based on its current state.
|
||||
* Converts map coordinates to world coordinates and applies the shell's orientation.
|
||||
* this method moves the representation towards it destination
|
||||
* and deletes it if it reaches its target
|
||||
*
|
||||
* @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);
|
||||
spatial.move(0, -MOVE_SPEED * tpf, 0);
|
||||
spatial.rotate(0f, 0.05f, 0f);
|
||||
//LOGGER.log(System.Logger.Level.DEBUG, "moved rocket {0}", spatial.getLocalTranslation().getY());
|
||||
if (spatial.getLocalTranslation().getY() <= 1.5){
|
||||
spatial.getParent().detachChild(spatial);
|
||||
app.getGameLogic().send(new AnimationEndMessage(new IntPoint(shell.getX(), shell.getY())));
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This method is called during the rendering phase, but it does not perform any
|
||||
* operations in this implementation as the control only influences the spatial's
|
||||
* transformation, not its rendering process.
|
||||
*
|
||||
* @param rm the RenderManager rendering the controlled Spatial (not null)
|
||||
* @param vp the ViewPort being rendered (not null)
|
||||
*/
|
||||
@Override
|
||||
protected void controlRender(RenderManager rm, ViewPort vp) {
|
||||
// No rendering-specific behavior required for this control
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,63 @@
|
||||
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.util.Position;
|
||||
|
||||
/**
|
||||
* This class controls a ShellMap element
|
||||
*/
|
||||
public class ShellMapControl extends AbstractControl {
|
||||
private final Position position;
|
||||
private final IntPoint pos;
|
||||
private static final Vector3f VECTOR = new Vector3f();
|
||||
private final BattleshipApp app;
|
||||
|
||||
/**
|
||||
* constructs a new ShellMapControl object
|
||||
*
|
||||
* @param position the position where the shell should move to on the map
|
||||
* @param app the main application
|
||||
* @param pos the position the then to render shot goes to
|
||||
*/
|
||||
public ShellMapControl(Position position, BattleshipApp app, IntPoint pos) {
|
||||
super();
|
||||
this.position = position;
|
||||
this.pos = pos;
|
||||
this.app = app;
|
||||
VECTOR.set(new Vector3f(position.getX(), position.getY(), 0));
|
||||
}
|
||||
|
||||
/**
|
||||
* this method moves the shell representation to its correct spot and removes it after
|
||||
* it arrived at its destination
|
||||
*
|
||||
* @param tpf time per frame (in seconds)
|
||||
*/
|
||||
@Override
|
||||
protected void controlUpdate(float tpf) {
|
||||
spatial.move(VECTOR.mult(tpf));
|
||||
if (spatial.getLocalTranslation().getX() >= position.getX() && spatial.getLocalTranslation().getY() >= position.getY()) {
|
||||
spatial.getParent().detachChild(spatial);
|
||||
app.getGameLogic().send(new AnimationEndMessage(pos));
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This method is called during the rendering phase, but it does not perform any
|
||||
* operations in this implementation as the control only influences the spatial's
|
||||
* transformation, not its rendering process.
|
||||
*
|
||||
* @param rm the RenderManager rendering the controlled Spatial (not null)
|
||||
* @param vp the ViewPort being rendered (not null)
|
||||
*/
|
||||
@Override
|
||||
protected void controlRender(RenderManager rm, ViewPort vp) {
|
||||
|
||||
}
|
||||
}
|
||||
@@ -11,157 +11,127 @@
|
||||
import com.jme3.math.Vector3f;
|
||||
import com.jme3.renderer.RenderManager;
|
||||
import com.jme3.renderer.ViewPort;
|
||||
import com.jme3.scene.Node;
|
||||
import com.jme3.scene.control.AbstractControl;
|
||||
import pp.battleship.client.EffectHandler;
|
||||
import pp.battleship.model.Battleship;
|
||||
import pp.battleship.model.Rotation;
|
||||
import pp.battleship.model.Shot;
|
||||
|
||||
import java.util.Timer;
|
||||
import java.util.TimerTask;
|
||||
import java.lang.System.Logger;
|
||||
import java.lang.System.Logger.Level;
|
||||
|
||||
import static pp.JmeUtil.mapToWorldCord;
|
||||
import static pp.util.FloatMath.DEG_TO_RAD;
|
||||
import static pp.util.FloatMath.TWO_PI;
|
||||
import static pp.util.FloatMath.sin;
|
||||
|
||||
/**
|
||||
* Controls the pitch oscillation and sinking behavior of a {@code Battleship} model in the game.
|
||||
* The ship tilts back and forth to simulate movement on water, and can also be animated to sink
|
||||
* when destroyed.
|
||||
* Controls the oscillating pitch motion of a battleship model in the game.
|
||||
* The ship oscillates to simulate a realistic movement on water, based on its orientation and length.
|
||||
*/
|
||||
class ShipControl extends AbstractControl {
|
||||
private static final float SINK_SPEED = 0.04f;
|
||||
private static final float SINK_ROT_SPEED = 0.1f;
|
||||
|
||||
// The axis of rotation for the ship's pitch (tilting).
|
||||
/**
|
||||
* The axis of rotation for the ship's pitch (tilting forward and backward).
|
||||
*/
|
||||
private final Vector3f axis;
|
||||
|
||||
// The duration of one oscillation cycle in seconds.
|
||||
/**
|
||||
* The duration of one complete oscillation cycle in seconds.
|
||||
*/
|
||||
private final float cycle;
|
||||
|
||||
// The amplitude of the pitch oscillation in radians.
|
||||
/**
|
||||
* The amplitude of the pitch oscillation in radians, determining how much the ship tilts.
|
||||
*/
|
||||
private final float amplitude;
|
||||
|
||||
// Quaternion representing the ship's pitch rotation.
|
||||
/**
|
||||
* A quaternion representing the ship's current pitch rotation.
|
||||
*/
|
||||
private final Quaternion pitch = new Quaternion();
|
||||
|
||||
// The current time within the oscillation cycle.
|
||||
private float time;
|
||||
|
||||
// Flag indicating if the ship is sinking.
|
||||
private boolean sinking;
|
||||
|
||||
// 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;
|
||||
/**
|
||||
* the speed at which ships sink
|
||||
*/
|
||||
private static final float SINKING_SPEED = -0.05f;
|
||||
|
||||
/**
|
||||
* 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.
|
||||
* the threshold when ships should be removed from the scene if they sink below the value
|
||||
*/
|
||||
public ShipControl(Battleship battleship, Node shipNode, EffectHandler effectHandler) {
|
||||
this.battleship = battleship;
|
||||
this.shipNode = shipNode;
|
||||
this.effectHandler = effectHandler;
|
||||
private static final float SHIP_SINKING_REMOVE_THRESHOLD = -0.6f;
|
||||
|
||||
sinking = false;
|
||||
// Determine the axis of rotation based on the ship's orientation.
|
||||
axis = switch (battleship.getRot()) {
|
||||
/**
|
||||
* The current time within the oscillation cycle, used to calculate the ship's pitch angle.
|
||||
*/
|
||||
private float time;
|
||||
|
||||
/**
|
||||
* The ship to be controlled
|
||||
*/
|
||||
private final Battleship battleship;
|
||||
|
||||
static final Logger LOGGER = System.getLogger(ShipControl.class.getName());
|
||||
|
||||
/**
|
||||
* 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) {
|
||||
battleship = ship;
|
||||
|
||||
// Determine the axis of rotation based on the ship's orientation
|
||||
axis = switch (ship.getRot()) {
|
||||
case LEFT, RIGHT -> Vector3f.UNIT_X;
|
||||
case UP, DOWN -> Vector3f.UNIT_Z;
|
||||
};
|
||||
|
||||
// Set the cycle duration and amplitude based on the ship's length.
|
||||
// Set the cycle duration and amplitude based on the ship's length
|
||||
cycle = battleship.getLength() * 2f;
|
||||
amplitude = 5f * DEG_TO_RAD / battleship.getLength();
|
||||
amplitude = 5f * DEG_TO_RAD / ship.getLength();
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the ship's motion. If the ship is sinking, it animates the sinking process.
|
||||
* Otherwise, it oscillates the ship to simulate wave motion.
|
||||
* Updates the ship's pitch oscillation each frame. The ship's pitch is adjusted
|
||||
* to create a continuous tilting motion, simulating the effect of waves.
|
||||
* And lets the ship sink if it is destroyed and removes it from the scene when it has completely sunk
|
||||
*
|
||||
* @param tpf Time per frame, used to update the ship's motion.
|
||||
* @param tpf time per frame (in seconds), used to calculate the new pitch angle
|
||||
*/
|
||||
@Override
|
||||
protected void controlUpdate(float tpf) {
|
||||
if (sinking) {
|
||||
handleSinking(tpf);
|
||||
}
|
||||
else {
|
||||
handlePitch(tpf);
|
||||
}
|
||||
}
|
||||
|
||||
// Handles the sinking animation.
|
||||
private void handleSinking(float tpf) {
|
||||
// If spatial is null, do nothing
|
||||
if (spatial == null) return;
|
||||
|
||||
spatial.setLocalTranslation(spatial.getLocalTranslation().add(new Vector3f(0, -1, 0).mult(tpf * SINK_SPEED)));
|
||||
if (battleship.getRot() == Rotation.UP || battleship.getRot() == Rotation.DOWN) {
|
||||
spatial.rotate(tpf * SINK_ROT_SPEED, 0, 0);
|
||||
}
|
||||
else {
|
||||
spatial.rotate(0, 0, tpf * SINK_ROT_SPEED);
|
||||
if (battleship.isDestroyed() && spatial.getLocalTranslation().getY() <= SHIP_SINKING_REMOVE_THRESHOLD) {
|
||||
LOGGER.log(Level.INFO, "Ship removed {0}", spatial.getName());
|
||||
spatial.getParent().detachChild(spatial);
|
||||
} else if (battleship.isDestroyed()) {
|
||||
spatial.move(0, SINKING_SPEED * tpf, 0);
|
||||
} else {
|
||||
// Update the time within the oscillation cycle
|
||||
time = (time + tpf) % cycle;
|
||||
|
||||
// Calculate the current angle of the oscillation
|
||||
final float angle = amplitude * sin(time * TWO_PI / cycle);
|
||||
|
||||
// Update the pitch Quaternion with the new angle
|
||||
pitch.fromAngleAxis(angle, axis);
|
||||
|
||||
// Apply the pitch rotation to the spatial
|
||||
spatial.setLocalRotation(pitch);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Handles the pitch oscillation to simulate wave movement.
|
||||
private void handlePitch(float tpf) {
|
||||
if (spatial == null) return;
|
||||
|
||||
// Update time in the oscillation cycle.
|
||||
time = (time + tpf) % cycle;
|
||||
|
||||
// Calculate the pitch angle.
|
||||
float angle = amplitude * sin(time * TWO_PI / cycle);
|
||||
|
||||
// Update pitch rotation.
|
||||
pitch.fromAngleAxis(angle, axis);
|
||||
|
||||
// Apply rotation to the spatial.
|
||||
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
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
@@ -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 +39,16 @@
|
||||
/**
|
||||
* Server implementing the visitor pattern as MessageReceiver for ClientMessages
|
||||
*/
|
||||
public class BattleshipServerClient implements MessageListener<HostedConnection>, ConnectionListener, ServerSender {
|
||||
private static final Logger LOGGER = System.getLogger(BattleshipServerClient.class.getName());
|
||||
public class BattleshipServer implements MessageListener<HostedConnection>, ConnectionListener, ServerSender {
|
||||
private static final Logger LOGGER = System.getLogger(BattleshipServer.class.getName());
|
||||
private static final File CONFIG_FILE = new File("server.properties");
|
||||
|
||||
private static int port;
|
||||
|
||||
private final BattleshipConfig config = new BattleshipConfig();
|
||||
private Server myServer;
|
||||
private final ServerGameLogic logic;
|
||||
private final BlockingQueue<ReceivedMessageClient> pendingMessages = new LinkedBlockingQueue<>();
|
||||
private final BlockingQueue<ReceivedMessage> pendingMessages = new LinkedBlockingQueue<>();
|
||||
|
||||
static {
|
||||
// Configure logging
|
||||
@@ -64,37 +63,22 @@ public class BattleshipServerClient implements MessageListener<HostedConnection>
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates the server and reads the configuration from the specified file.
|
||||
* Initializes the game logic and sets up logging.
|
||||
* Creates the server.
|
||||
*/
|
||||
public BattleshipServerClient() {
|
||||
public BattleshipServer(int port) {
|
||||
config.readFromIfExists(CONFIG_FILE);
|
||||
BattleshipServer.port = port;
|
||||
LOGGER.log(Level.INFO, "Configuration: {0}", config); //NON-NLS
|
||||
logic = new ServerGameLogic(this, config);
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if the server is ready.
|
||||
*
|
||||
* @return true if the server is running, false otherwise
|
||||
*/
|
||||
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.
|
||||
*/
|
||||
private void startServer(int port) {
|
||||
private void startServer() {
|
||||
try {
|
||||
LOGGER.log(Level.INFO, "Starting server..."); //NON-NLS
|
||||
myServer = Network.createServer(port);
|
||||
@@ -109,9 +93,6 @@ private void startServer(int port) {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Processes the next message in the queue.
|
||||
*/
|
||||
private void processNextMessage() {
|
||||
try {
|
||||
pendingMessages.take().process(logic);
|
||||
@@ -122,28 +103,24 @@ 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(SwitchBattleState.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 +128,7 @@ 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 +149,6 @@ 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)
|
||||
@@ -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);
|
||||
}
|
||||
|
Before Width: | Height: | Size: 16 KiB |
|
Before Width: | Height: | Size: 46 KiB |
|
Before Width: | Height: | Size: 63 KiB |
|
Before Width: | Height: | Size: 2.0 KiB |
|
Before Width: | Height: | Size: 16 KiB |
|
Before Width: | Height: | Size: 32 KiB |
|
Before Width: | Height: | Size: 1.8 KiB |
|
Before Width: | Height: | Size: 28 KiB |
@@ -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
|
||||
|
Before Width: | Height: | Size: 360 KiB After Width: | Height: | Size: 360 KiB |
@@ -0,0 +1,3 @@
|
||||
based on:
|
||||
https://free3d.com/3d-model/battleship-v1--611736.html
|
||||
License: Free Personal Use Only
|
||||
|
Before Width: | Height: | Size: 235 KiB After Width: | Height: | Size: 235 KiB |
|
Before Width: | Height: | Size: 94 KiB After Width: | Height: | Size: 94 KiB |
@@ -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
|
||||
@@ -0,0 +1,104 @@
|
||||
# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
|
||||
# File Created: 16.12.2011 14:18:52
|
||||
|
||||
newmtl white
|
||||
Ns 53.0000
|
||||
Ni 1.5000
|
||||
d 1.0000
|
||||
Tr 0.0000
|
||||
Tf 1.0000 1.0000 1.0000
|
||||
illum 2
|
||||
Ka 0.6667 0.6667 0.6667
|
||||
Kd 0.6667 0.6667 0.6667
|
||||
Ks 0.1800 0.1800 0.1800
|
||||
Ke 0.0000 0.0000 0.0000
|
||||
|
||||
newmtl boat_elements_black
|
||||
Ns 55.0000
|
||||
Ni 1.5000
|
||||
d 1.0000
|
||||
Tr 0.0000
|
||||
Tf 1.0000 1.0000 1.0000
|
||||
illum 2
|
||||
Ka 0.0000 0.0000 0.0000
|
||||
Kd 0.0000 0.0000 0.0000
|
||||
Ks 0.3600 0.3600 0.3600
|
||||
Ke 0.0000 0.0000 0.0000
|
||||
|
||||
newmtl boat_glass
|
||||
Ns 60.0000
|
||||
Ni 7.0000
|
||||
d 0.4000
|
||||
Tr 0.6000
|
||||
Tf 0.4000 0.4000 0.4000
|
||||
illum 2
|
||||
Ka 0.1059 0.1569 0.1451
|
||||
Kd 0.1059 0.1569 0.1451
|
||||
Ks 0.6750 0.6750 0.6750
|
||||
Ke 0.0000 0.0000 0.0000
|
||||
|
||||
newmtl boat_screw_hooks_bronze
|
||||
Ns 80.0000
|
||||
Ni 1.5000
|
||||
d 1.0000
|
||||
Tr 0.0000
|
||||
Tf 1.0000 1.0000 1.0000
|
||||
illum 2
|
||||
Ka 0.2941 0.2157 0.0510
|
||||
Kd 0.2941 0.2157 0.0510
|
||||
Ks 0.7200 0.7200 0.7200
|
||||
Ke 0.0000 0.0000 0.0000
|
||||
|
||||
newmtl boat_silver
|
||||
Ns 80.0000
|
||||
Ni 1.5000
|
||||
d 1.0000
|
||||
Tr 0.0000
|
||||
Tf 1.0000 1.0000 1.0000
|
||||
illum 2
|
||||
Ka 0.3333 0.3333 0.3333
|
||||
Kd 0.3333 0.3333 0.3333
|
||||
Ks 0.7200 0.7200 0.7200
|
||||
Ke 0.0000 0.0000 0.0000
|
||||
|
||||
newmtl boat_buffer
|
||||
Ns 10.0000
|
||||
Ni 1.5000
|
||||
d 1.0000
|
||||
Tr 0.0000
|
||||
Tf 1.0000 1.0000 1.0000
|
||||
illum 2
|
||||
Ka 1.0000 1.0000 1.0000
|
||||
Kd 1.0000 1.0000 1.0000
|
||||
Ks 0.2700 0.2700 0.2700
|
||||
Ke 0.0000 0.0000 0.0000
|
||||
map_Ka boat_buffer_diffuse.jpg
|
||||
map_Kd boat_buffer_diffuse.jpg
|
||||
|
||||
newmtl boat_roof_accessory
|
||||
Ns 15.0000
|
||||
Ni 1.5000
|
||||
d 1.0000
|
||||
Tr 0.0000
|
||||
Tf 1.0000 1.0000 1.0000
|
||||
illum 2
|
||||
Ka 1.0000 1.0000 1.0000
|
||||
Kd 1.0000 1.0000 1.0000
|
||||
Ks 0.3600 0.3600 0.3600
|
||||
Ke 0.0000 0.0000 0.0000
|
||||
map_Ka boat_roof_accessory_diffuse.jpg
|
||||
map_Kd boat_roof_accessory_diffuse.jpg
|
||||
|
||||
newmtl boat_body
|
||||
Ns 55.0000
|
||||
Ni 1.5000
|
||||
d 1.0000
|
||||
Tr 0.0000
|
||||
Tf 1.0000 1.0000 1.0000
|
||||
illum 2
|
||||
Ka 1.0000 1.0000 1.0000
|
||||
Kd 1.0000 1.0000 1.0000
|
||||
Ks 0.3600 0.3600 0.3600
|
||||
Ke 0.0000 0.0000 0.0000
|
||||
map_Ka boat_body_diffuse.jpg
|
||||
map_Kd boat_body_diffuse.jpg
|
||||
@@ -0,0 +1,3 @@
|
||||
based on:
|
||||
https://free3d.com/3d-model/boat-v2--225787.html
|
||||
License: Free Personal Use Only
|
||||
|
After Width: | Height: | Size: 56 KiB |
|
After Width: | Height: | Size: 166 KiB |
|
After Width: | Height: | Size: 98 KiB |
@@ -0,0 +1,250 @@
|
||||
#
|
||||
# Generated by Sweet Home 3D - ven. janv. 02 20:37:08 CET 2015
|
||||
# http://www.sweethome3d.com/
|
||||
#
|
||||
|
||||
newmtl FrontColorNoCulling
|
||||
illum 1
|
||||
Ka 0.2 0.2 0.2
|
||||
Kd 0.2 0.2 0.2
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 0.0
|
||||
|
||||
newmtl ForegroundColor
|
||||
illum 1
|
||||
Ka 0.2 0.2 0.2
|
||||
Kd 0.2 0.2 0.2
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 0.0
|
||||
|
||||
newmtl white
|
||||
illum 1
|
||||
Ka 0.48235294 0.5019608 0.5803922
|
||||
Kd 0.48235294 0.5019608 0.5803922
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 0.0
|
||||
|
||||
newmtl white_Cylinder_5
|
||||
illum 1
|
||||
Ka 0.47843137 0.49803922 0.5764706
|
||||
Kd 0.47843137 0.49803922 0.5764706
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 0.0
|
||||
|
||||
newmtl white_Cylinder_10
|
||||
illum 1
|
||||
Ka 0.8784314 0.8745098 0.8901961
|
||||
Kd 0.8784314 0.8745098 0.8901961
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 0.0
|
||||
|
||||
newmtl FrontColorNoCulling_11
|
||||
illum 1
|
||||
Ka 0.8784314 0.8745098 0.8901961
|
||||
Kd 0.8784314 0.8745098 0.8901961
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 0.0
|
||||
|
||||
newmtl ForegroundColor_12
|
||||
illum 1
|
||||
Ka 0.8784314 0.8745098 0.8901961
|
||||
Kd 0.8784314 0.8745098 0.8901961
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 0.0
|
||||
|
||||
newmtl white_Mesh_13
|
||||
illum 1
|
||||
Ka 0.6 0.6 0.6
|
||||
Kd 0.6 0.6 0.6
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 0.0
|
||||
|
||||
newmtl Cube_1_1_1
|
||||
illum 1
|
||||
Ka 0.0 0.0 0.0
|
||||
Kd 0.0 0.0 0.0
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 1.0
|
||||
|
||||
newmtl Cylinder_7_7
|
||||
illum 1
|
||||
Ka 0.4 0.4 0.4
|
||||
Kd 0.4 0.4 0.4
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 1.0
|
||||
|
||||
newmtl Cylinder_10_10
|
||||
illum 1
|
||||
Ka 0.8 0.4 0.0
|
||||
Kd 0.8 0.4 0.0
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 1.0
|
||||
|
||||
newmtl Cylinder_11_11
|
||||
illum 2
|
||||
Ka 0.2 0.2 0.2
|
||||
Kd 0.2 0.2 0.2
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 1.0
|
||||
|
||||
newmtl 12_12
|
||||
illum 1
|
||||
Ka 0.2 0.2 0.2
|
||||
Kd 0.2 0.2 0.2
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 1.0
|
||||
|
||||
newmtl Cube_1_1_1_Cube_1_1_1_38
|
||||
illum 1
|
||||
Ka 0.6 0.6 0.6
|
||||
Kd 0.6 0.6 0.6
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 1.0
|
||||
|
||||
newmtl white_Cylinder_58
|
||||
illum 1
|
||||
Ka 0.1882353 0.27058825 0.58431375
|
||||
Kd 0.1882353 0.27058825 0.58431375
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 0.0
|
||||
|
||||
newmtl white_Cylinder_59
|
||||
illum 1
|
||||
Ka 0.3137255 0.14901961 0.011764706
|
||||
Kd 0.3137255 0.14901961 0.011764706
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 0.0
|
||||
|
||||
newmtl 1_1
|
||||
illum 2
|
||||
Ka 0.2 0.2 0.2
|
||||
Kd 1.0 1.0 1.0
|
||||
Ks 0.5 0.5 0.5
|
||||
Ns 64.0
|
||||
Ni 1.0
|
||||
d 0.48000002
|
||||
map_Kd Missile_AIM-120_D_[AMRAAM]_1_1.png
|
||||
|
||||
newmtl Cube_1_2_2
|
||||
illum 1
|
||||
Ka 0.8 0.4 0.0
|
||||
Kd 0.8 0.4 0.0
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 1.0
|
||||
|
||||
newmtl Cylinder_4_4
|
||||
illum 2
|
||||
Ka 0.6 0.6 0.6
|
||||
Kd 0.6 0.6 0.6
|
||||
Ks 0.5 0.5 0.5
|
||||
Ns 64.0
|
||||
|
||||
newmtl Cylinder_5_5
|
||||
illum 2
|
||||
Ka 0.8 0.8 0.0
|
||||
Kd 0.8 0.8 0.0
|
||||
Ks 0.5 0.5 0.5
|
||||
Ns 64.0
|
||||
|
||||
newmtl Cylinder_6_6
|
||||
illum 2
|
||||
Ka 0.8784314 0.8745098 0.8901961
|
||||
Kd 0.8784314 0.8745098 0.8901961
|
||||
Ks 0.5 0.5 0.5
|
||||
Ns 64.0
|
||||
|
||||
newmtl Cylinder_10_10_Cylinder_10_10_73
|
||||
illum 1
|
||||
Ka 0.2 0.2 0.2
|
||||
Kd 0.2 0.2 0.2
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 1.0
|
||||
|
||||
newmtl 11_11
|
||||
illum 1
|
||||
Ka 0.6 0.6 0.6
|
||||
Kd 0.6 0.6 0.6
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 1.0
|
||||
|
||||
newmtl Cube_1_1_1_Cube_1_1_1_76
|
||||
illum 1
|
||||
Ka 0.2 0.2 0.2
|
||||
Kd 1.0 1.0 1.0
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 1.0
|
||||
Ni 1.0
|
||||
map_Kd Missile_AIM-120_D_[AMRAAM]_Cube_1_1_1_Cube_1_1_1_76.png
|
||||
|
||||
newmtl Cylinder_2_2
|
||||
illum 2
|
||||
Ka 0.6 0.6 0.6
|
||||
Kd 0.6 0.6 0.6
|
||||
Ks 0.5 0.5 0.5
|
||||
Ns 64.0
|
||||
|
||||
newmtl Cylinder_3_3
|
||||
illum 1
|
||||
Ka 0.4 0.4 0.0
|
||||
Kd 0.4 0.4 0.0
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 1.0
|
||||
|
||||
newmtl Cylinder_4_4_Cylinder_4_4_79
|
||||
illum 1
|
||||
Ka 0.0 0.0 0.0
|
||||
Kd 0.0 0.0 0.0
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 1.0
|
||||
|
||||
newmtl Cube_1_5_5
|
||||
illum 1
|
||||
Ka 0.2 0.2 0.2
|
||||
Kd 1.0 1.0 1.0
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 1.0
|
||||
map_Kd Missile_AIM-120_D_[AMRAAM]_Cube_1_5_5.png
|
||||
|
||||
newmtl Cube_1_6_6
|
||||
illum 1
|
||||
Ka 0.2 0.2 0.2
|
||||
Kd 1.0 1.0 1.0
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 1.0
|
||||
Ni 1.0
|
||||
map_Kd Missile_AIM-120_D_[AMRAAM]_Cube_1_6_6.png
|
||||
|
||||
newmtl Cylinder_1_1
|
||||
illum 1
|
||||
Ka 0.4 0.4 0.4
|
||||
Kd 0.4 0.4 0.4
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 1.0
|
||||
|
||||
newmtl Cube_1_5_5_Cube_1_5_5_86
|
||||
illum 1
|
||||
Ka 0.2 0.2 0.2
|
||||
Kd 0.2 0.2 0.2
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 1.0
|
||||
|
||||
newmtl Cube_1_6_6_Cube_1_6_6_87
|
||||
illum 1
|
||||
Ka 0.8 0.0 0.0
|
||||
Kd 0.8 0.0 0.0
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 1.0
|
||||
|
||||
newmtl Cylinder_7_7_Cylinder_7_7_88
|
||||
illum 1
|
||||
Ka 0.8 0.4 0.0
|
||||
Kd 0.8 0.4 0.0
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 1.0
|
||||
|
||||
newmtl Cylinder_8_8
|
||||
illum 1
|
||||
Ka 0.4 0.6 0.0
|
||||
Kd 0.4 0.6 0.0
|
||||
Ks 0.0 0.0 0.0
|
||||
Ns 1.0
|
||||
|
After Width: | Height: | Size: 210 KiB |
|
After Width: | Height: | Size: 164 KiB |
|
After Width: | Height: | Size: 289 KiB |
|
After Width: | Height: | Size: 26 KiB |
@@ -0,0 +1,3 @@
|
||||
based on:
|
||||
https://free3d.com/de/3d-model/aim-120d-missile-51025.html
|
||||
License: Free Personal Use Only
|
||||
22889
Projekte/battleship/client/src/main/resources/Models/Rocket/Rocket.obj
Normal file
|
Before Width: | Height: | Size: 43 KiB |
@@ -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/).
|
||||
@@ -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
|
||||
|
Before Width: | Height: | Size: 87 KiB |
@@ -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
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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
|
||||
|
Before Width: | Height: | Size: 168 KiB After Width: | Height: | Size: 168 KiB |
@@ -0,0 +1,3 @@
|
||||
based on:
|
||||
https://free3d.com/3d-model/wwii-ship-german-type-ii-uboat-v2--700733.html
|
||||
License: Free Personal Use Only
|
||||
@@ -0,0 +1,3 @@
|
||||
based on
|
||||
https://opengameart.org/content/boss-battle-2-symphonic-metal
|
||||
License: CC0 (public domain)
|
||||
@@ -0,0 +1,3 @@
|
||||
based on
|
||||
https://opengameart.org/content/game-over-instrumental
|
||||
License: CC0 (public domain)
|
||||
@@ -0,0 +1,3 @@
|
||||
based on
|
||||
https://opengameart.org/content/victory-fanfare-short
|
||||
License: CC0 (public domain)
|
||||
@@ -0,0 +1,3 @@
|
||||
based on
|
||||
https://opengameart.org/content/dark-intro
|
||||
License: CC0 (public domain)
|
||||
@@ -41,7 +41,7 @@ public static void main(String[] args) {
|
||||
*/
|
||||
@Override
|
||||
public void simpleInitApp() {
|
||||
export("shell.obj", "shell.j3o"); //NON-NLS
|
||||
export("Models/KingGeorgeV/King_George_V.obj", "KingGeorgeV.j3o"); //NON-NLS
|
||||
|
||||
stop();
|
||||
}
|
||||
|
||||
|
After Width: | Height: | Size: 235 KiB |
@@ -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
|
||||
|
After Width: | Height: | Size: 94 KiB |
@@ -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
|
||||
@@ -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
|
||||
@@ -0,0 +1,108 @@
|
||||
package pp.battleship.game.client;
|
||||
|
||||
import pp.battleship.message.server.EffectMessage;
|
||||
import pp.battleship.message.server.SwitchBattleState;
|
||||
import pp.battleship.model.IntPoint;
|
||||
import pp.battleship.model.Shell;
|
||||
import pp.battleship.model.ShipMap;
|
||||
import pp.battleship.notification.Music;
|
||||
import pp.battleship.notification.Sound;
|
||||
|
||||
public class AnimationState extends ClientState {
|
||||
private boolean myTurn;
|
||||
|
||||
/**
|
||||
* creates an object of AnimationState
|
||||
*
|
||||
* @param logic the client logic
|
||||
* @param myTurn a boolean containing if it is the clients turn
|
||||
* @param position the position a shell should be created
|
||||
*/
|
||||
public AnimationState(ClientGameLogic logic, boolean myTurn, IntPoint position) {
|
||||
super(logic);
|
||||
logic.playMusic(Music.BATTLE_THEME);
|
||||
this.myTurn = myTurn;
|
||||
if(myTurn) {
|
||||
logic.getOpponentMap().add(new Shell(position));
|
||||
}else {
|
||||
logic.getOwnMap().add(new Shell(position));
|
||||
logic.playSound(Sound.ROCKET_FIRED);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This method makes sure the client renders the correct view
|
||||
*
|
||||
* @return true
|
||||
*/
|
||||
@Override
|
||||
boolean showBattle() {
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Reports the effect of a shot based on the server message.
|
||||
*
|
||||
* @param msg the message containing the effect of the shot
|
||||
*/
|
||||
@Override
|
||||
public void receivedEffect(EffectMessage msg) {
|
||||
ClientGameLogic.LOGGER.log(System.Logger.Level.INFO, "report effect: {0}", msg); //NON-NLS
|
||||
playSound(msg);
|
||||
myTurn = msg.isMyTurn();
|
||||
logic.setInfoText(msg.getInfoTextKey());
|
||||
affectedMap(msg).add(msg.getShot());
|
||||
if (destroyedOpponentShip(msg)) {
|
||||
logic.getOpponentMap().add(msg.getDestroyedShip());
|
||||
}
|
||||
if (msg.isGameOver()) {
|
||||
msg.getRemainingOpponentShips().forEach(logic.getOpponentMap()::add);
|
||||
logic.setState(new GameOverState(logic, msg.isGameLost()));
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* this method is used to change the client to the battle state again
|
||||
*
|
||||
* @param msg the message to process
|
||||
*/
|
||||
@Override
|
||||
public void receivedSwitchBattleState(SwitchBattleState msg) {
|
||||
logic.setState(new BattleState(logic, msg.isTurn()));
|
||||
}
|
||||
|
||||
/**
|
||||
* Determines which map (own or opponent's) should be affected by the shot based on the message.
|
||||
*
|
||||
* @param msg the effect message received from the server
|
||||
* @return the map (either the opponent's or player's own map) that is affected by the shot
|
||||
*/
|
||||
private ShipMap affectedMap(EffectMessage msg) {
|
||||
return msg.isOwnShot() ? logic.getOpponentMap() : logic.getOwnMap();
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if the opponent's ship was destroyed by the player's shot.
|
||||
*
|
||||
* @param msg the effect message received from the server
|
||||
* @return true if the shot destroyed an opponent's ship, false otherwise
|
||||
*/
|
||||
private boolean destroyedOpponentShip(EffectMessage msg) {
|
||||
return msg.getDestroyedShip() != null && msg.isOwnShot();
|
||||
}
|
||||
|
||||
/**
|
||||
* Plays a sound based on the outcome of the shot. Different sounds are played for a miss, hit,
|
||||
* or destruction of a ship.
|
||||
*
|
||||
* @param msg the effect message containing the result of the shot
|
||||
*/
|
||||
private void playSound(EffectMessage msg) {
|
||||
if (!msg.getShot().isHit())
|
||||
logic.playSound(Sound.SPLASH);
|
||||
else if (msg.getDestroyedShip() == null)
|
||||
logic.playSound(Sound.EXPLOSION);
|
||||
else
|
||||
logic.playSound(Sound.DESTROYED_SHIP);
|
||||
}
|
||||
}
|
||||
@@ -8,13 +8,9 @@
|
||||
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;
|
||||
import pp.battleship.notification.Music;
|
||||
|
||||
/**
|
||||
* Represents the state of the client where players take turns to attack each other's ships.
|
||||
@@ -30,9 +26,15 @@ class BattleState extends ClientState {
|
||||
*/
|
||||
public BattleState(ClientGameLogic logic, boolean myTurn) {
|
||||
super(logic);
|
||||
logic.playMusic(Music.BATTLE_THEME);
|
||||
this.myTurn = myTurn;
|
||||
}
|
||||
|
||||
/**
|
||||
* This method makes sure the client renders the correct view
|
||||
*
|
||||
* @return true
|
||||
*/
|
||||
@Override
|
||||
public boolean showBattle() {
|
||||
return true;
|
||||
@@ -46,30 +48,8 @@ else if (logic.getOpponentMap().isValid(pos))
|
||||
logic.send(new ShootMessage(pos));
|
||||
}
|
||||
|
||||
/**
|
||||
* Reports the effect of a shot based on the server message.
|
||||
*
|
||||
* @param msg the message containing the effect of the shot
|
||||
*/
|
||||
@Override
|
||||
public void receivedEffect(EffectMessage msg) {
|
||||
ClientGameLogic.LOGGER.log(Level.INFO, "report effect: {0}", msg); //NON-NLS
|
||||
|
||||
myTurn = msg.isMyTurn();
|
||||
logic.setInfoText(msg.getInfoTextKey());
|
||||
Shell shell = new Shell(msg.getShot());
|
||||
affectedMap(msg).add(shell);
|
||||
logic.playSound(Sound.SHELL_FLYING);
|
||||
logic.setState(new ShootingState(logic, shell, myTurn, msg));
|
||||
}
|
||||
|
||||
/**
|
||||
* Determines which map (own or opponent's) should be affected by the shot based on the message.
|
||||
*
|
||||
* @param msg the effect message received from the server
|
||||
* @return the map (either the opponent's or player's own map) that is affected by the shot
|
||||
*/
|
||||
private ShipMap affectedMap(EffectMessage msg) {
|
||||
return msg.isOwnShot() ? logic.getOpponentMap() : logic.getOwnMap();
|
||||
public void receivedAnimationStart(AnimationStartMessage msg){
|
||||
logic.setState(new AnimationState(logic, msg.isMyTurn(), msg.getPosition()));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
@@ -20,6 +17,8 @@
|
||||
import pp.battleship.notification.GameEventBroker;
|
||||
import pp.battleship.notification.GameEventListener;
|
||||
import pp.battleship.notification.InfoTextEvent;
|
||||
import pp.battleship.notification.Music;
|
||||
import pp.battleship.notification.MusicEvent;
|
||||
import pp.battleship.notification.Sound;
|
||||
import pp.battleship.notification.SoundEvent;
|
||||
|
||||
@@ -226,6 +225,26 @@ public void received(EffectMessage msg) {
|
||||
state.receivedEffect(msg);
|
||||
}
|
||||
|
||||
/**
|
||||
* Reports that the client should start an animation
|
||||
*
|
||||
* @param msg the AnimationStartMessage received
|
||||
*/
|
||||
@Override
|
||||
public void received(AnimationStartMessage msg) {
|
||||
state.receivedAnimationStart(msg);
|
||||
}
|
||||
|
||||
/**
|
||||
* Reports that the client should move to the battle state
|
||||
*
|
||||
* @param msg the SwitchBattleState received
|
||||
*/
|
||||
@Override
|
||||
public void received(SwitchBattleState msg) {
|
||||
state.receivedSwitchBattleState(msg);
|
||||
}
|
||||
|
||||
/**
|
||||
* Initializes the player's own map, opponent's map, and harbor based on the game details.
|
||||
*
|
||||
@@ -258,6 +277,15 @@ public void playSound(Sound sound) {
|
||||
notifyListeners(new SoundEvent(sound));
|
||||
}
|
||||
|
||||
/**
|
||||
* Emits an event to play the specified music
|
||||
*
|
||||
* @param music the music to be played
|
||||
*/
|
||||
public void playMusic(Music music) {
|
||||
notifyListeners(new MusicEvent(music));
|
||||
}
|
||||
|
||||
/**
|
||||
* Loads a map from the specified file.
|
||||
*
|
||||
@@ -304,7 +332,7 @@ 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
|
||||
|
||||
@@ -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 +163,24 @@ void receivedEffect(EffectMessage msg) {
|
||||
ClientGameLogic.LOGGER.log(Level.ERROR, "receivedEffect not allowed in {0}", getName()); //NON-NLS
|
||||
}
|
||||
|
||||
/**
|
||||
* Reports that the client should start an animation
|
||||
*
|
||||
* @param msg the AnimationStartMessage received
|
||||
*/
|
||||
void receivedAnimationStart(AnimationStartMessage msg){
|
||||
ClientGameLogic.LOGGER.log(Level.ERROR, "receivedEffect not allowed in {0}", getName());
|
||||
}
|
||||
|
||||
/**
|
||||
* Reports that the client should move to the battle state
|
||||
*
|
||||
* @param msg the SwitchBattleState received
|
||||
*/
|
||||
void receivedSwitchBattleState(SwitchBattleState msg){
|
||||
ClientGameLogic.LOGGER.log(Level.ERROR, "receivedSwitchBattleState not allowed in {0}", getName());
|
||||
}
|
||||
|
||||
/**
|
||||
* Loads a map from the specified file.
|
||||
*
|
||||
|
||||
@@ -16,8 +16,11 @@
|
||||
import java.io.File;
|
||||
import java.io.IOException;
|
||||
import java.lang.System.Logger.Level;
|
||||
import java.util.Arrays;
|
||||
import java.util.List;
|
||||
|
||||
import static pp.battleship.Resources.lookup;
|
||||
import static pp.battleship.game.client.ClientGameLogic.LOGGER;
|
||||
import static pp.battleship.model.Battleship.Status.INVALID_PREVIEW;
|
||||
import static pp.battleship.model.Battleship.Status.NORMAL;
|
||||
import static pp.battleship.model.Battleship.Status.VALID_PREVIEW;
|
||||
@@ -56,7 +59,7 @@ public boolean showEditor() {
|
||||
*/
|
||||
@Override
|
||||
public void movePreview(IntPoint pos) {
|
||||
ClientGameLogic.LOGGER.log(Level.DEBUG, "move preview to {0}", pos); //NON-NLS
|
||||
LOGGER.log(Level.DEBUG, "move preview to {0}", pos); //NON-NLS
|
||||
if (preview == null || !ownMap().isValid(pos)) return;
|
||||
preview.moveTo(pos);
|
||||
setPreviewStatus(preview);
|
||||
@@ -71,7 +74,7 @@ public void movePreview(IntPoint pos) {
|
||||
*/
|
||||
@Override
|
||||
public void clickOwnMap(IntPoint pos) {
|
||||
ClientGameLogic.LOGGER.log(Level.DEBUG, "click at {0} in own map", pos); //NON-NLS
|
||||
LOGGER.log(Level.DEBUG, "click at {0} in own map", pos); //NON-NLS
|
||||
if (!ownMap().isValid(pos)) return;
|
||||
if (preview == null)
|
||||
modifyShip(pos);
|
||||
@@ -125,7 +128,7 @@ private void placeShip(IntPoint cursor) {
|
||||
*/
|
||||
@Override
|
||||
public void clickHarbor(IntPoint pos) {
|
||||
ClientGameLogic.LOGGER.log(Level.DEBUG, "click at {0} in harbor", pos); //NON-NLS
|
||||
LOGGER.log(Level.DEBUG, "click at {0} in harbor", pos); //NON-NLS
|
||||
if (!harbor().isValid(pos)) return;
|
||||
final Battleship shipAtCursor = harbor().findShipAt(pos);
|
||||
if (preview != null) {
|
||||
@@ -152,7 +155,7 @@ else if (shipAtCursor != null) {
|
||||
*/
|
||||
@Override
|
||||
public void rotateShip() {
|
||||
ClientGameLogic.LOGGER.log(Level.DEBUG, "pushed rotate"); //NON-NLS
|
||||
LOGGER.log(Level.DEBUG, "pushed rotate"); //NON-NLS
|
||||
if (preview == null) return;
|
||||
preview.rotated();
|
||||
ownMap().remove(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"));
|
||||
else if (!checkMapToLoad(dto)) {
|
||||
throw new IOException(lookup("ships.dont.fit.the.map"));
|
||||
}
|
||||
ownMap().clear();
|
||||
dto.getShips().forEach(ownMap()::add);
|
||||
harbor().clear();
|
||||
@@ -245,6 +251,40 @@ public void loadMap(File file) throws IOException {
|
||||
selectedInHarbor = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* This method is used to check if the loaded map is correct
|
||||
*
|
||||
* @param dto the data transfer object to check
|
||||
* @return boolean if map is correct or not
|
||||
*/
|
||||
private boolean checkMapToLoad(ShipMapDTO dto) {
|
||||
int mapWidth = dto.getWidth();
|
||||
int mapHeight = dto.getHeight();
|
||||
|
||||
// check if ship is out of bounds
|
||||
for (int i = 0; i < dto.getShips().size(); i++) {
|
||||
Battleship battleship = dto.getShips().get(i);
|
||||
if (battleship.getMaxX() >= mapWidth || battleship.getMinX() < 0 || battleship.getMaxY() >= mapHeight || battleship.getMinY() < 0) {
|
||||
LOGGER.log(Level.ERROR, "Ship is out of bounds ({0})", battleship.toString());
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// check if ships overlap
|
||||
List<Battleship> ships = dto.getShips();
|
||||
for(Battleship ship:ships){
|
||||
for(Battleship compareShip:ships){
|
||||
if(!(ship==compareShip)){
|
||||
if(ship.collidesWith(compareShip)){
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if the player's own map may be loaded from a file.
|
||||
*
|
||||
|
||||
@@ -7,6 +7,8 @@
|
||||
|
||||
package pp.battleship.game.client;
|
||||
|
||||
import pp.battleship.notification.Music;
|
||||
|
||||
/**
|
||||
* Represents the state of the client when the game is over.
|
||||
*/
|
||||
@@ -16,8 +18,13 @@ class GameOverState extends ClientState {
|
||||
*
|
||||
* @param logic the client game logic
|
||||
*/
|
||||
GameOverState(ClientGameLogic logic) {
|
||||
GameOverState(ClientGameLogic logic, boolean lost) {
|
||||
super(logic);
|
||||
if (lost){
|
||||
logic.playMusic(Music.GAME_OVER_THEME_L);
|
||||
} else {
|
||||
logic.playMusic(Music.GAME_OVER_THEME_V);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
@@ -40,9 +40,14 @@ public void receivedStartBattle(StartBattleMessage msg) {
|
||||
logic.setState(new BattleState(logic, msg.isMyTurn()));
|
||||
}
|
||||
|
||||
/**
|
||||
* This method will revert the client from wait state to editor state
|
||||
* in case a wrong map was submitted
|
||||
*
|
||||
* @param details the game details including map size and ships
|
||||
*/
|
||||
@Override
|
||||
public void receivedGameDetails(GameDetails details) {
|
||||
ClientGameLogic.LOGGER.log(Level.WARNING, "Invalid Map"); //NON-NLS
|
||||
public void receivedGameDetails(GameDetails details){
|
||||
logic.setInfoText("invalid.map");
|
||||
logic.setState(new EditorState(logic));
|
||||
}
|
||||
|
||||
@@ -8,20 +8,21 @@
|
||||
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;
|
||||
import pp.battleship.model.Rotation;
|
||||
import pp.util.Position;
|
||||
|
||||
import java.lang.System.Logger;
|
||||
import java.lang.System.Logger.Level;
|
||||
import java.lang.reflect.Array;
|
||||
import java.util.ArrayList;
|
||||
import java.util.Arrays;
|
||||
import java.util.HashSet;
|
||||
import java.util.List;
|
||||
import java.util.Set;
|
||||
@@ -39,7 +40,9 @@ 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 player1AnimationReady = false;
|
||||
private boolean player2AnimationReady = false;
|
||||
|
||||
/**
|
||||
* Constructs a ServerGameLogic with the specified sender and configuration.
|
||||
@@ -144,70 +147,42 @@ 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 (!checkMap(msg, from)) {
|
||||
LOGGER.log(Level.ERROR, "player submitted not allowed Map");
|
||||
send(getPlayerById(from), new GameDetails(config));
|
||||
}
|
||||
else
|
||||
playerReady(getPlayerById(from), msg.getShips());
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles the reception of a AnimationFinishedMessage.
|
||||
* Returns true if the map contains correct ship placement and is of the correct size
|
||||
*
|
||||
* @param msg the received MapMessage
|
||||
* @param from the ID of the sender client
|
||||
* @param msg the received MapMessage of the player
|
||||
* @param from the ID of the Player
|
||||
* @return a boolean based on if the transmitted map ist correct
|
||||
*/
|
||||
@Override
|
||||
public void received(AnimationFinishedMessage msg, int from) {
|
||||
if (state != ServerState.ANIMATION) {
|
||||
LOGGER.log(Level.ERROR, "animation finished not allowed in {0}", state);
|
||||
}
|
||||
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);
|
||||
private boolean checkMap(MapMessage msg, int from) {
|
||||
int mapWidth = getPlayerById(from).getMap().getWidth();
|
||||
int mapHeight = getPlayerById(from).getMap().getHeight();
|
||||
|
||||
// check if ship is out of bounds
|
||||
for (Battleship battleship : msg.getShips()){
|
||||
if (battleship.getMaxX() >= mapWidth || battleship.getMinX() < 0 || battleship.getMaxY() >= mapHeight || battleship.getMinY() < 0) {
|
||||
LOGGER.log(Level.ERROR, "Ship is out of bounds ({0})", battleship.toString());
|
||||
return 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>
|
||||
*
|
||||
* @param ships the list of {@link Battleship} objects to validate
|
||||
* @return {@code true} if all ships are placed correctly; {@code false} otherwise
|
||||
*/
|
||||
private boolean checkMap(List<Battleship> ships) {
|
||||
int numShips = config.getShipNums().values().stream().mapToInt(Integer::intValue).sum();
|
||||
if (numShips != ships.size()) return false;
|
||||
|
||||
List<IntPoint> occupied = new ArrayList<>();
|
||||
|
||||
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();
|
||||
// check if ships overlap
|
||||
List<Battleship> ships = msg.getShips();
|
||||
for(Battleship ship:ships){
|
||||
for(Battleship compareShip:ships){
|
||||
if(!(ship==compareShip)){
|
||||
if(ship.collidesWith(compareShip)){
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
@@ -223,11 +198,41 @@ 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);
|
||||
else
|
||||
for (Player player : players){
|
||||
send(player, new AnimationStartMessage(msg.getPosition(), player == activePlayer));
|
||||
setState(ServerState.ANIMATION_WAIT);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles a clients message that it is done with the animation
|
||||
*
|
||||
* @param msg the AnimationEndMessage to be processed
|
||||
* @param from the connection ID from which the message was received
|
||||
*/
|
||||
@Override
|
||||
public void received(AnimationEndMessage msg, int from){
|
||||
if(state != ServerState.ANIMATION_WAIT) {
|
||||
LOGGER.log(Level.ERROR, "animation not allowed in {0}", state);
|
||||
return;
|
||||
}
|
||||
if(getPlayerById(from) == players.get(0)){
|
||||
LOGGER.log(Level.DEBUG, "{0} set to true", getPlayerById(from));
|
||||
player1AnimationReady = 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());
|
||||
player2AnimationReady = true;
|
||||
shoot(getPlayerById(from), msg.getPosition());
|
||||
}
|
||||
|
||||
if(player1AnimationReady && player2AnimationReady){
|
||||
setState(ServerState.BATTLE);
|
||||
for (Player player : players)
|
||||
send(player, new SwitchBattleState(player == activePlayer));
|
||||
player1AnimationReady = false;
|
||||
player2AnimationReady = false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -251,40 +256,56 @@ void playerReady(Player player, List<Battleship> ships) {
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles the shooting action by the player.
|
||||
* This method decides what effectMessage the client should get based on the shot made
|
||||
* and switches the active player if a shot was missed
|
||||
*
|
||||
* @param p the player who shot
|
||||
* @param pos the position of the shot
|
||||
* @param p the player to be sent the message
|
||||
* @param position the position where the shot would hit in the 2d map model
|
||||
*/
|
||||
void shoot(Player p, IntPoint pos) {
|
||||
if (p != activePlayer) return;
|
||||
final Player otherPlayer = getOpponent(activePlayer);
|
||||
final Battleship selectedShip = otherPlayer.getMap().findShipAt(pos);
|
||||
if (selectedShip == null) {
|
||||
// shot missed
|
||||
send(activePlayer, EffectMessage.miss(true, pos));
|
||||
send(otherPlayer, EffectMessage.miss(false, pos));
|
||||
activePlayer = otherPlayer;
|
||||
void shoot(Player p, IntPoint position) {
|
||||
final Battleship selectedShip;
|
||||
if(p != activePlayer){
|
||||
selectedShip = p.getMap().findShipAt(position);
|
||||
} else {
|
||||
selectedShip = getOpponent(p).getMap().findShipAt(position);
|
||||
}
|
||||
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;
|
||||
if (selectedShip == null) {
|
||||
if (p != activePlayer) {
|
||||
send(p, EffectMessage.miss(false, position));
|
||||
} else {
|
||||
send(activePlayer, EffectMessage.miss(true, position));
|
||||
}
|
||||
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));
|
||||
if(player1AnimationReady && player2AnimationReady){
|
||||
LOGGER.log(Level.DEBUG, "switched active player");
|
||||
if(p != activePlayer){
|
||||
activePlayer = p;
|
||||
} else {
|
||||
activePlayer = getOpponent(p);
|
||||
}
|
||||
}
|
||||
else {
|
||||
// ship has been hit, but it hasn't been destroyed
|
||||
send(activePlayer, EffectMessage.hit(true, pos));
|
||||
send(otherPlayer, EffectMessage.hit(false, pos));
|
||||
} else {
|
||||
selectedShip.hit(position);
|
||||
if(getOpponent(activePlayer).getMap().getRemainingShips().isEmpty()){
|
||||
if(p != activePlayer){
|
||||
send(p, EffectMessage.lost(position, selectedShip, activePlayer.getMap().getRemainingShips()));
|
||||
} else {
|
||||
send(activePlayer, EffectMessage.won(position, selectedShip));
|
||||
}
|
||||
if(player1AnimationReady && player2AnimationReady){
|
||||
setState(ServerState.GAME_OVER);
|
||||
}
|
||||
} else if (selectedShip.isDestroyed()){
|
||||
if(p != activePlayer){
|
||||
send(p, EffectMessage.shipDestroyed(false, position, selectedShip));
|
||||
} else {
|
||||
send(activePlayer, EffectMessage.shipDestroyed(true, position, selectedShip));
|
||||
}
|
||||
} else {
|
||||
if(p != activePlayer){
|
||||
send(p, EffectMessage.hit(false, position));
|
||||
} else {
|
||||
send(activePlayer, EffectMessage.hit(true, position));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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 server waits for all players to finish the animation
|
||||
*/
|
||||
ANIMATION_WAIT
|
||||
}
|
||||
|
||||
@@ -7,11 +7,7 @@
|
||||
|
||||
package pp.battleship.game.singlemode;
|
||||
|
||||
import pp.battleship.message.client.AnimationFinishedMessage;
|
||||
import pp.battleship.message.client.ClientInterpreter;
|
||||
import pp.battleship.message.client.ClientMessage;
|
||||
import pp.battleship.message.client.MapMessage;
|
||||
import pp.battleship.message.client.ShootMessage;
|
||||
import pp.battleship.message.client.*;
|
||||
import pp.battleship.model.Battleship;
|
||||
|
||||
/**
|
||||
@@ -64,9 +60,16 @@ public void received(MapMessage msg, int from) {
|
||||
copiedMessage = new MapMessage(msg.getShips().stream().map(Copycat::copy).toList());
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles the reception of a AnimationEndMessage
|
||||
* Creates a copy of the AnimationEndMessage
|
||||
*
|
||||
* @param msg the AnimationEndMessage to be processed
|
||||
* @param from the connection ID from which the message was received
|
||||
*/
|
||||
@Override
|
||||
public void received(AnimationFinishedMessage msg, int from) {
|
||||
copiedMessage = msg;
|
||||
public void received(AnimationEndMessage msg, int from) {
|
||||
copiedMessage = new AnimationEndMessage(msg.getPosition());
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||