Compare commits
14 Commits
b_Beck_Ced
...
b_Grigench
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08c5eeb63d | ||
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9d5f3ac396 | ||
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28ba183b84 | ||
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a44cbf2a72 | ||
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ec80dd40ce | ||
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046707642f | ||
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a3b5452fb9 | ||
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eda4f06a75 | ||
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0d2781dbe4 | ||
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ef16a3f92b | ||
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3a2f20e45c |
@@ -9,11 +9,13 @@ 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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runtimeOnly libs.jme3.jogg
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runtimeOnly libs.jme3.testdata
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}
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application {
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@@ -26,13 +26,10 @@ map.own=maps/map1.json
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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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2, 4,\
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2, 5,\
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2, 6
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2, 3
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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=2000
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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 +1,267 @@
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package pp.battleship.client;
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import com.jme3.app.Application;
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import com.jme3.app.state.AbstractAppState;
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import com.jme3.app.state.AppStateManager;
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import com.jme3.asset.AssetLoadException;
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import com.jme3.asset.AssetNotFoundException;
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import com.jme3.audio.AudioData.DataType;
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import com.jme3.audio.AudioNode;
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import pp.battleship.notification.GameEventListener;
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import pp.battleship.notification.MusicEvent;
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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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import static pp.util.PreferencesUtils.getPreferences;
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/**
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* The BackgroundMusic class represents the background music in the Battleship game application.
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* It extends the AbstractAppState class and provides functionalities for playing the menu music,
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* game music, victory music, and defeat music.
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*/
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public class BackgroundMusic extends AbstractAppState implements GameEventListener {
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/**
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* Logger for the BackgroundMusic class.
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*/
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private static final Logger LOGGER = System.getLogger(BackgroundMusic.class.getName());
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/**
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* Preferences for storing music settings.
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*/
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private static final Preferences PREFERENCES = getPreferences(BackgroundMusic.class);
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/**
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* Preference key for enabling/disabling music.
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*/
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private static final String ENABLED_PREF = "enabled"; //NON-NLS
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/**
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* Preference key for storing the volume level.
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*/
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private static final String VOLUME_PREF = "volume"; //NON-NLS
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/**
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* Path to the menu music file.
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*/
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private static final String MENU_MUSIC_PATH = "Sound/Music/menu_music.ogg";
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/**
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* Path to the game music file.
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*/
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private static final String GAME_MUSIC_PATH = "Sound/Music/pirates.ogg";
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/**
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* Path to the victory music file.
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*/
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private static final String VICTORY_MUSIC_PATH = "Sound/Music/win_the_game.ogg";
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/**
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* Path to the defeat music file.
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*/
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private static final String DEFEAT_MUSIC_PATH = "Sound/Music/defeat.ogg";
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/**
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* AudioNode for the menu music.
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*/
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private AudioNode menuMusic;
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/**
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* AudioNode for the game music.
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*/
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private AudioNode gameMusic;
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/**
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* AudioNode for the victory music.
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*/
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private AudioNode victoryMusic;
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/**
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* AudioNode for the defeat music.
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*/
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private AudioNode defeatMusic;
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/**
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* The currently playing AudioNode.
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*/
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private AudioNode currentMusic;
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/**
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* The volume level for the background music.
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*/
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private float volume;
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/**
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* Checks if music is enabled in the preferences.
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*
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* @return {@code true} if music is enabled, {@code false} otherwise.
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*/
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public static boolean enabledInPreferences() {
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return PREFERENCES.getBoolean(ENABLED_PREF, true);
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}
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/**
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* Sets the enabled state of this AppState.
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* Overrides {@link com.jme3.app.state.AbstractAppState#setEnabled(boolean)}
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*
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* @param enabled {@code true} to enable the AppState, {@code false} to disable it.
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*/
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@Override
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public void setEnabled(boolean enabled) {
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if (isEnabled() == enabled) return;
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super.setEnabled(enabled);
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LOGGER.log(Level.INFO, "Music enabled: {0}", enabled); //NON-NLS
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PREFERENCES.putBoolean(ENABLED_PREF, enabled);
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playCurrentMusic();
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}
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/**
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* Initializes the music for the game.
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* Overrides {@link AbstractAppState#initialize(AppStateManager, Application)}
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*
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* @param stateManager The state manager
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* @param app The application
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*/
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@Override
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public void initialize(AppStateManager stateManager, Application app) {
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LOGGER.log(Level.INFO, "Initializing background music"); //NON-NLS
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super.initialize(stateManager, app);
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menuMusic = loadMusic(app, MENU_MUSIC_PATH);
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gameMusic = loadMusic(app, GAME_MUSIC_PATH);
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victoryMusic = loadMusic(app, VICTORY_MUSIC_PATH);
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defeatMusic = loadMusic(app, DEFEAT_MUSIC_PATH);
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currentMusic = menuMusic;
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playCurrentMusic();
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}
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/**
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* Loads a music file and initializes an AudioNode with the specified settings.
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*
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* @param app The application instance.
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* @param name The name of the music file to load.
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* @return The initialized AudioNode, or {@code null} if the file could not be loaded.
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*/
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private AudioNode loadMusic(Application app, String name) {
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try {
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this.volume = PREFERENCES.getFloat(VOLUME_PREF, 0.5f);
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final AudioNode music = new AudioNode(app.getAssetManager(), name, DataType.Stream);
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music.setLooping(true);
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music.setVolume(volume);
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music.setPositional(false);
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music.setDirectional(false);
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return music;
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} catch (AssetLoadException | AssetNotFoundException ex) {
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LOGGER.log(Level.ERROR, ex.getMessage(), ex);
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}
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return null;
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}
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/**
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* Plays the current music if the music is enabled.
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* Stops the current music if the music is disabled.
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*/
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private void playCurrentMusic() {
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if (isEnabled()) {
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if (currentMusic != null) {
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LOGGER.log(Level.INFO, "Playing current music"); //NON-NLS
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currentMusic.play();
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}
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} else {
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if (currentMusic != null) {
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currentMusic.stop();
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}
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}
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}
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/**
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* Plays the game music.
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*/
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private void gameMusic() {
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if (isEnabled() && gameMusic != null) {
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stopAll();
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LOGGER.log(Level.INFO, "Playing game music"); //NON-NLS
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PREFERENCES.putFloat(VOLUME_PREF, volume);
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gameMusic.play();
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}
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}
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/**
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* Plays the victory music.
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*/
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private void victoryMusic() {
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if (isEnabled() && victoryMusic != null) {
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stopAll();
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LOGGER.log(Level.INFO, "Playing victory music"); //NON-NLS
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PREFERENCES.putFloat(VOLUME_PREF, volume);
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victoryMusic.play();
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}
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}
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/**
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* Plays the defeat music.
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*/
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private void defeatMusic() {
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if (isEnabled() && defeatMusic != null) {
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stopAll();
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LOGGER.log(Level.INFO, "Playing defeat music"); //NON-NLS
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PREFERENCES.putFloat(VOLUME_PREF, volume);
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defeatMusic.play();
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}
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}
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/**
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* Stops all music.
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*/
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private void stopAll() {
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if (menuMusic != null) menuMusic.stop();
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if (gameMusic != null) gameMusic.stop();
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if (victoryMusic != null) victoryMusic.stop();
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if (defeatMusic != null) defeatMusic.stop();
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}
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/**
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* Handles the received music event and plays the corresponding music.
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*
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* @param event The music event to handle.
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*/
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@Override
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public void receivedEvent(MusicEvent event) {
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switch (event.music()) {
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case GAME_MUSIC -> {
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gameMusic();
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currentMusic = gameMusic;
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}
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case VICTORY_MUSIC -> {
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victoryMusic();
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currentMusic = victoryMusic;
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}
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case DEFEAT_MUSIC -> {
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defeatMusic();
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currentMusic = defeatMusic;
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}
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}
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}
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/**
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* Sets the volume for the background music and updates the preferences.
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*
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* @param volume The volume level to set.
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*/
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public void setVolume(float volume) {
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LOGGER.log(Level.INFO, "Setting volume to {0}", volume); //NON-NLS
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this.volume = volume;
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currentMusic.setVolume(volume);
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PREFERENCES.putFloat(VOLUME_PREF, volume);
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}
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/**
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* Returns the volume level for the background music.
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*
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* @return The volume level 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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@@ -122,16 +122,13 @@ 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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static {
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// Configure logging
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LogManager manager = LogManager.getLogManager();
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try {
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manager.readConfiguration(new FileInputStream("logging.properties"));
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LOGGER.log(Level.INFO, "Successfully read logging properties"); //NON-NLS
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}
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catch (IOException e) {
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} catch (IOException e) {
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LOGGER.log(Level.INFO, e.getMessage());
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}
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}
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@@ -157,7 +154,6 @@ 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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@@ -227,7 +223,6 @@ 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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}
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@@ -269,18 +264,10 @@ 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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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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* 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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attachGameSound();
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attachBackgroundSound();
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stateManager.attachAll(new EditorAppState(), new BattleAppState(), new SeaAppState());
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}
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/**
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@@ -293,6 +280,19 @@ private void attachGameSound() {
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stateManager.attach(gameSound);
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}
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/**
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* Attaches the background music state and sets its initial enabled state.
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* The background music state is responsible for managing the background music
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* playback in the game. It listens to the game logic for any changes in the
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* background music settings.
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*/
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private void attachBackgroundSound() {
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final BackgroundMusic backgroundMusic = new BackgroundMusic();
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logic.addListener(backgroundMusic);
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backgroundMusic.setEnabled(BackgroundMusic.enabledInPreferences());
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stateManager.attach(backgroundMusic);
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}
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/**
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* Updates the application state every frame.
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* This method is called once per frame during the game loop.
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@@ -418,12 +418,12 @@ public void stop(boolean waitFor) {
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*/
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void confirmDialog(String question, Runnable yesAction) {
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DialogBuilder.simple(dialogManager)
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.setTitle(lookup("dialog.question"))
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.setText(question)
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.setOkButton(lookup("button.yes"), yesAction)
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.setNoButton(lookup("button.no"))
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.build()
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.open();
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.setTitle(lookup("dialog.question"))
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.setText(question)
|
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.setOkButton(lookup("button.yes"), yesAction)
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.setNoButton(lookup("button.no"))
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.build()
|
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.open();
|
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}
|
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|
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/**
|
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@@ -433,14 +433,10 @@ void confirmDialog(String question, Runnable yesAction) {
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*/
|
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void errorDialog(String errorMessage) {
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DialogBuilder.simple(dialogManager)
|
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.setTitle(lookup("dialog.error"))
|
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.setText(errorMessage)
|
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.setOkButton(lookup("button.ok"))
|
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.build()
|
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.open();
|
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}
|
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|
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public EffectHandler getEffectHandler() {
|
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return effectHandler;
|
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.setTitle(lookup("dialog.error"))
|
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.setText(errorMessage)
|
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.setOkButton(lookup("button.ok"))
|
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.build()
|
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.open();
|
||||
}
|
||||
}
|
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@@ -5,7 +5,7 @@
|
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// (c) Mark Minas (mark.minas@unibw.de)
|
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////////////////////////////////////////
|
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|
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package pp.battleship.client.clienthost;
|
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package pp.battleship.client;
|
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|
||||
import com.jme3.network.ConnectionListener;
|
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import com.jme3.network.HostedConnection;
|
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@@ -18,7 +18,7 @@
|
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import pp.battleship.game.server.Player;
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import pp.battleship.game.server.ServerGameLogic;
|
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import pp.battleship.game.server.ServerSender;
|
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import pp.battleship.message.client.AnimationFinishedMessage;
|
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import pp.battleship.message.client.AnimationMessage;
|
||||
import pp.battleship.message.client.ClientMessage;
|
||||
import pp.battleship.message.client.MapMessage;
|
||||
import pp.battleship.message.client.ShootMessage;
|
||||
@@ -42,14 +42,41 @@
|
||||
/**
|
||||
* 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 {
|
||||
/**
|
||||
* Logger for the BattleshipServer class.
|
||||
*/
|
||||
private static final Logger LOGGER = System.getLogger(BattleshipServer.class.getName());
|
||||
|
||||
/**
|
||||
* Configuration file for the server.
|
||||
*/
|
||||
private static final File CONFIG_FILE = new File("server.properties");
|
||||
|
||||
/**
|
||||
* Port number for the server.
|
||||
*/
|
||||
private final int PORT_NUMBER;
|
||||
|
||||
/**
|
||||
* Configuration settings for the Battleship server.
|
||||
*/
|
||||
private final BattleshipConfig config = new BattleshipConfig();
|
||||
|
||||
/**
|
||||
* The server instance.
|
||||
*/
|
||||
private Server myServer;
|
||||
|
||||
/**
|
||||
* Game logic for the server.
|
||||
*/
|
||||
private final ServerGameLogic logic;
|
||||
private final BlockingQueue<ReceivedMessageClient> pendingMessages = new LinkedBlockingQueue<>();
|
||||
|
||||
/**
|
||||
* Queue for pending messages to be processed by the server.
|
||||
*/
|
||||
private final BlockingQueue<ReceivedMessage> pendingMessages = new LinkedBlockingQueue<>();
|
||||
|
||||
static {
|
||||
// Configure logging
|
||||
@@ -57,53 +84,45 @@ public class BattleshipServerClient implements MessageListener<HostedConnection>
|
||||
try {
|
||||
manager.readConfiguration(new FileInputStream("logging.properties"));
|
||||
LOGGER.log(Level.INFO, "Successfully read logging properties"); //NON-NLS
|
||||
}
|
||||
catch (IOException e) {
|
||||
} catch (IOException e) {
|
||||
LOGGER.log(Level.INFO, e.getMessage());
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 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_NUMBER) {
|
||||
config.readFromIfExists(CONFIG_FILE);
|
||||
this.PORT_NUMBER = PORT_NUMBER;
|
||||
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
|
||||
* Starts the server and processes incoming messages indefinitely.
|
||||
*/
|
||||
public boolean isReady() {
|
||||
return myServer != null && myServer.isRunning();
|
||||
}
|
||||
|
||||
/**
|
||||
* Starts the server and continuously processes incoming messages.
|
||||
*/
|
||||
public void run(int port) {
|
||||
startServer(port);
|
||||
public void run() {
|
||||
startServer();
|
||||
while (true)
|
||||
processNextMessage();
|
||||
}
|
||||
|
||||
/**
|
||||
* Starts the server by creating a network server on the specified port.
|
||||
* Starts the server and initializes necessary components.
|
||||
* This method sets up the server, registers serializable classes,
|
||||
* starts the server, and registers listeners for incoming connections and messages.
|
||||
* If the server fails to start, it logs an error and exits the application.
|
||||
*/
|
||||
private void startServer(int port) {
|
||||
private void startServer() {
|
||||
try {
|
||||
LOGGER.log(Level.INFO, "Starting server..."); //NON-NLS
|
||||
myServer = Network.createServer(port);
|
||||
myServer = Network.createServer(PORT_NUMBER);
|
||||
initializeSerializables();
|
||||
myServer.start();
|
||||
registerListeners();
|
||||
LOGGER.log(Level.INFO, "Server started: {0}", myServer.isRunning()); //NON-NLS
|
||||
}
|
||||
catch (IOException e) {
|
||||
} catch (IOException e) {
|
||||
LOGGER.log(Level.ERROR, "Couldn't start server: {0}", e.getMessage()); //NON-NLS
|
||||
exit(1);
|
||||
}
|
||||
@@ -111,55 +130,78 @@ private void startServer(int port) {
|
||||
|
||||
/**
|
||||
* Processes the next message in the queue.
|
||||
* This method blocks until a message is available, then processes it using the server logic.
|
||||
* If interrupted while waiting, it logs the interruption and re-interrupts the thread.
|
||||
*/
|
||||
private void processNextMessage() {
|
||||
try {
|
||||
pendingMessages.take().process(logic);
|
||||
}
|
||||
catch (InterruptedException ex) {
|
||||
} catch (InterruptedException ex) {
|
||||
LOGGER.log(Level.INFO, "Interrupted while waiting for messages"); //NON-NLS
|
||||
Thread.currentThread().interrupt();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Registers all serializable message classes for network transmission.
|
||||
* Registers the serializable classes used by the server.
|
||||
* This method ensures that the necessary classes are registered with the serializer
|
||||
* so that they can be correctly transmitted over the network.
|
||||
*/
|
||||
private void initializeSerializables() {
|
||||
Serializer.registerClass(GameDetails.class);
|
||||
Serializer.registerClass(StartBattleMessage.class);
|
||||
Serializer.registerClass(MapMessage.class);
|
||||
Serializer.registerClass(ShootMessage.class);
|
||||
Serializer.registerClass(AnimationMessage.class);
|
||||
Serializer.registerClass(EffectMessage.class);
|
||||
Serializer.registerClass(AnimationFinishedMessage.class);
|
||||
Serializer.registerClass(Battleship.class);
|
||||
Serializer.registerClass(IntPoint.class);
|
||||
Serializer.registerClass(Shot.class);
|
||||
}
|
||||
|
||||
/**
|
||||
* Registers the message and connection listeners for the server.
|
||||
* Registers listeners for incoming connections and messages.
|
||||
* This method adds message listeners for `MapMessage` and `ShootMessage` classes,
|
||||
* and a connection listener for handling connection events.
|
||||
*/
|
||||
private void registerListeners() {
|
||||
myServer.addMessageListener(this, MapMessage.class);
|
||||
myServer.addMessageListener(this, ShootMessage.class);
|
||||
myServer.addMessageListener(this, AnimationFinishedMessage.class);
|
||||
myServer.addMessageListener(this, AnimationMessage.class);
|
||||
myServer.addConnectionListener(this);
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles the reception of messages from clients.
|
||||
*
|
||||
* @param source the connection from which the message was received
|
||||
* @param message the message received from the client
|
||||
*/
|
||||
@Override
|
||||
public void messageReceived(HostedConnection source, Message message) {
|
||||
LOGGER.log(Level.INFO, "message received from {0}: {1}", source.getId(), message); //NON-NLS
|
||||
if (message instanceof ClientMessage clientMessage)
|
||||
pendingMessages.add(new ReceivedMessageClient(clientMessage, source.getId()));
|
||||
pendingMessages.add(new ReceivedMessage(clientMessage, source.getId()));
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when a new connection is added to the server.
|
||||
*
|
||||
* @param server the server to which the connection was added
|
||||
* @param hostedConnection the connection that was added
|
||||
*/
|
||||
@Override
|
||||
public void connectionAdded(Server server, HostedConnection hostedConnection) {
|
||||
LOGGER.log(Level.INFO, "new connection {0}", hostedConnection); //NON-NLS
|
||||
logic.addPlayer(hostedConnection.getId());
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when a connection is removed from the server.
|
||||
*
|
||||
* @param server the server from which the connection was removed
|
||||
* @param hostedConnection the connection that was removed
|
||||
*/
|
||||
@Override
|
||||
public void connectionRemoved(Server server, HostedConnection hostedConnection) {
|
||||
LOGGER.log(Level.INFO, "connection closed: {0}", hostedConnection); //NON-NLS
|
||||
@@ -173,9 +215,10 @@ public void connectionRemoved(Server server, HostedConnection hostedConnection)
|
||||
}
|
||||
|
||||
/**
|
||||
* Shuts down the server and closes all active connections.
|
||||
* Exits the application with the specified exit value.
|
||||
* Closes all client connections and logs the close request.
|
||||
*
|
||||
* @param exitValue the exit code to terminate the program with
|
||||
* @param exitValue the exit value to be used when exiting the application
|
||||
*/
|
||||
private void exit(int exitValue) { //NON-NLS
|
||||
LOGGER.log(Level.INFO, "close request"); //NON-NLS
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
@@ -10,6 +10,9 @@
|
||||
import com.jme3.app.Application;
|
||||
import com.jme3.app.state.AbstractAppState;
|
||||
import com.jme3.app.state.AppStateManager;
|
||||
import com.jme3.asset.AssetLoadException;
|
||||
import com.jme3.asset.AssetNotFoundException;
|
||||
import com.jme3.audio.AudioData;
|
||||
import com.jme3.audio.AudioNode;
|
||||
import pp.battleship.notification.GameEventListener;
|
||||
import pp.battleship.notification.SoundEvent;
|
||||
@@ -18,7 +21,6 @@
|
||||
import java.lang.System.Logger.Level;
|
||||
import java.util.prefs.Preferences;
|
||||
|
||||
import static pp.JmeUtil.loadSound;
|
||||
import static pp.util.PreferencesUtils.getPreferences;
|
||||
|
||||
/**
|
||||
@@ -32,7 +34,7 @@ public class GameSound extends AbstractAppState implements GameEventListener {
|
||||
private AudioNode splashSound;
|
||||
private AudioNode shipDestroyedSound;
|
||||
private AudioNode explosionSound;
|
||||
private AudioNode shellFlyingSound;
|
||||
private AudioNode shellFiredSound;
|
||||
|
||||
/**
|
||||
* Checks if sound is enabled in the preferences.
|
||||
@@ -77,16 +79,26 @@ public void initialize(AppStateManager stateManager, Application app) {
|
||||
shipDestroyedSound = loadSound(app, "Sound/Effects/sunken.wav"); //NON-NLS
|
||||
splashSound = loadSound(app, "Sound/Effects/splash.wav"); //NON-NLS
|
||||
explosionSound = loadSound(app, "Sound/Effects/explosion.wav"); //NON-NLS
|
||||
shellFlyingSound = loadSound(app, "Sound/Effects/shell_flying.wav");
|
||||
shellFiredSound = loadSound(app, "Sound/Effects/missle.wav"); //NON-NLS
|
||||
}
|
||||
|
||||
/**
|
||||
* Plays the shell flying sound effect.
|
||||
* Loads a sound from the specified file.
|
||||
*
|
||||
* @param app The application
|
||||
* @param name The name of the sound file.
|
||||
* @return The loaded AudioNode.
|
||||
*/
|
||||
public void shellFly() {
|
||||
if (isEnabled() && shellFlyingSound != null) {
|
||||
shellFlyingSound.playInstance();
|
||||
private AudioNode loadSound(Application app, String name) {
|
||||
try {
|
||||
final AudioNode sound = new AudioNode(app.getAssetManager(), name, AudioData.DataType.Buffer);
|
||||
sound.setLooping(false);
|
||||
sound.setPositional(false);
|
||||
return sound;
|
||||
} catch (AssetLoadException | AssetNotFoundException ex) {
|
||||
LOGGER.log(Level.ERROR, ex.getMessage(), ex);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -113,13 +125,21 @@ public void shipDestroyed() {
|
||||
shipDestroyedSound.playInstance();
|
||||
}
|
||||
|
||||
/**
|
||||
* Plays sound effect when a shell has been fired.
|
||||
*/
|
||||
public void shellFired() {
|
||||
if (isEnabled() && shellFiredSound != null)
|
||||
shellFiredSound.playInstance();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void receivedEvent(SoundEvent event) {
|
||||
switch (event.sound()) {
|
||||
case EXPLOSION -> explosion();
|
||||
case SPLASH -> splash();
|
||||
case DESTROYED_SHIP -> shipDestroyed();
|
||||
case SHELL_FLYING -> shellFly();
|
||||
case SHELL_FIRED -> shellFired();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
@@ -19,6 +22,8 @@
|
||||
import java.io.IOException;
|
||||
import java.util.prefs.Preferences;
|
||||
|
||||
import java.lang.System.Logger;
|
||||
|
||||
import static pp.battleship.Resources.lookup;
|
||||
import static pp.util.PreferencesUtils.getPreferences;
|
||||
|
||||
@@ -28,12 +33,13 @@
|
||||
* returning to the game, and quitting the application.
|
||||
*/
|
||||
class Menu extends Dialog {
|
||||
private static final Logger LOGGER = System.getLogger(Menu.class.getName());
|
||||
private static final Preferences PREFERENCES = getPreferences(Menu.class);
|
||||
private static final String LAST_PATH = "last.file.path";
|
||||
private final BattleshipApp app;
|
||||
private final Button loadButton = new Button(lookup("menu.map.load"));
|
||||
private final Button saveButton = new Button(lookup("menu.map.save"));
|
||||
private final VolumeSlider volumeSlider;
|
||||
private final VersionedReference<Double> volumeRef;
|
||||
|
||||
/**
|
||||
* Constructs the Menu dialog for the Battleship application.
|
||||
@@ -43,13 +49,19 @@ class Menu extends Dialog {
|
||||
public Menu(BattleshipApp app) {
|
||||
super(app.getDialogManager());
|
||||
this.app = app;
|
||||
volumeSlider = new VolumeSlider(app.getStateManager().getState(GameMusic.class));
|
||||
|
||||
addChild(new Label(lookup("battleship.name"), new ElementId("header"))); //NON-NLS
|
||||
|
||||
addChild(new Checkbox(lookup("menu.sound-enabled"),
|
||||
new StateCheckboxModel(app, GameSound.class)));
|
||||
addChild(new Checkbox(lookup("menu.music-enabled"), new StateCheckboxModel(app, GameMusic.class)));
|
||||
new StateCheckboxModel(app, GameSound.class)));
|
||||
|
||||
addChild(new Checkbox(lookup("menu.music-toggle"),
|
||||
new StateCheckboxModel(app, BackgroundMusic.class)));
|
||||
|
||||
Slider volumeSlider = new Slider();
|
||||
volumeSlider.setModel(new DefaultRangedValueModel(0.0, 2.0, app.getStateManager().getState(BackgroundMusic.class).getVolume()));
|
||||
volumeSlider.setDelta(0.1f);
|
||||
addChild(volumeSlider);
|
||||
volumeRef = volumeSlider.getModel().createReference();
|
||||
|
||||
addChild(loadButton)
|
||||
.addClickCommands(s -> ifTopDialog(this::loadDialog));
|
||||
@@ -71,9 +83,26 @@ public void update() {
|
||||
saveButton.setEnabled(app.getGameLogic().maySaveMap());
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the menu state based on the time per frame (tpf).
|
||||
* If the volume reference has been updated, adjusts the volume accordingly.
|
||||
*
|
||||
* @param tpf the time per frame
|
||||
*/
|
||||
@Override
|
||||
public void update(float delta) {
|
||||
volumeSlider.update();
|
||||
public void update(float tpf) {
|
||||
if (volumeRef.update()) {
|
||||
adjustVolume(volumeRef.get());
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Adjusts the volume of the background music.
|
||||
*
|
||||
* @param volume the new volume level to set, as a double
|
||||
*/
|
||||
private void adjustVolume(double volume) {
|
||||
app.getStateManager().getState(BackgroundMusic.class).setVolume((float) volume);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -110,8 +139,7 @@ private void handle(FileAction fileAction, TextInputDialog dialog) {
|
||||
PREFERENCES.put(LAST_PATH, path);
|
||||
fileAction.run(new File(path));
|
||||
dialog.close();
|
||||
}
|
||||
catch (IOException e) {
|
||||
} catch (IOException e) {
|
||||
app.errorDialog(e.getLocalizedMessage());
|
||||
}
|
||||
}
|
||||
@@ -125,13 +153,13 @@ private void handle(FileAction fileAction, TextInputDialog dialog) {
|
||||
private void fileDialog(FileAction fileAction, String label) {
|
||||
final TextInputDialog dialog =
|
||||
TextInputDialog.builder(app.getDialogManager())
|
||||
.setLabel(lookup("label.file"))
|
||||
.setFocus(TextInputDialog::getInput)
|
||||
.setTitle(label)
|
||||
.setOkButton(lookup("button.ok"), d -> handle(fileAction, d))
|
||||
.setNoButton(lookup("button.cancel"))
|
||||
.setOkClose(false)
|
||||
.build();
|
||||
.setLabel(lookup("label.file"))
|
||||
.setFocus(TextInputDialog::getInput)
|
||||
.setTitle(label)
|
||||
.setOkButton(lookup("button.ok"), d -> handle(fileAction, d))
|
||||
.setNoButton(lookup("button.cancel"))
|
||||
.setOkClose(false)
|
||||
.build();
|
||||
final String path = PREFERENCES.get(LAST_PATH, null);
|
||||
if (path != null)
|
||||
dialog.getInput().setText(path.trim());
|
||||
|
||||
@@ -12,7 +12,6 @@
|
||||
import com.simsilica.lemur.Label;
|
||||
import com.simsilica.lemur.TextField;
|
||||
import com.simsilica.lemur.component.SpringGridLayout;
|
||||
import pp.battleship.client.clienthost.BattleshipServerClient;
|
||||
import pp.dialog.Dialog;
|
||||
import pp.dialog.DialogBuilder;
|
||||
import pp.dialog.SimpleDialog;
|
||||
@@ -32,16 +31,15 @@ class NetworkDialog extends SimpleDialog {
|
||||
private static final Logger LOGGER = System.getLogger(NetworkDialog.class.getName());
|
||||
private static final String LOCALHOST = "localhost"; //NON-NLS
|
||||
private static final String DEFAULT_PORT = "1234"; //NON-NLS
|
||||
private static final int START_SERVER_DELAY = 2000;
|
||||
private final NetworkSupport network;
|
||||
private final TextField host = new TextField(LOCALHOST);
|
||||
private final TextField port = new TextField(DEFAULT_PORT);
|
||||
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.
|
||||
@@ -55,22 +53,26 @@ class NetworkDialog extends SimpleDialog {
|
||||
host.setPreferredWidth(400f);
|
||||
port.setSingleLine(true);
|
||||
|
||||
Checkbox hostCheckbox = new Checkbox(lookup("host.own-server"));
|
||||
hostCheckbox.setChecked(false);
|
||||
hostCheckbox.addClickCommands(s -> hostServer = !hostServer);
|
||||
|
||||
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(hostCheckbox);
|
||||
|
||||
DialogBuilder.simple(app.getDialogManager())
|
||||
.setTitle(lookup("server.dialog"))
|
||||
.setExtension(d -> d.addChild(input))
|
||||
.setOkButton(lookup("button.connect"), d -> connect())
|
||||
.setNoButton(lookup("button.cancel"), app::closeApp)
|
||||
.setOkClose(false)
|
||||
.setNoClose(false)
|
||||
.build(this);
|
||||
.setTitle(lookup("server.dialog"))
|
||||
.setExtension(d -> d.addChild(input))
|
||||
.setOkButton(lookup("button.connect"), d -> connectHostServer())
|
||||
.setNoButton(lookup("button.cancel"), app::closeApp)
|
||||
.setOkClose(false)
|
||||
.setNoClose(false)
|
||||
.build(this);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -83,31 +85,55 @@ private void connect() {
|
||||
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) {
|
||||
} catch (NumberFormatException e) {
|
||||
network.getApp().errorDialog(lookup("port.must.be.integer"));
|
||||
}
|
||||
catch (InterruptedException e) {
|
||||
throw new RuntimeException(e);
|
||||
}
|
||||
|
||||
/**
|
||||
* Connects to the host server. If the `hostServer` flag is set, it starts the server
|
||||
* before attempting to connect. If the server fails to start, logs an error.
|
||||
*/
|
||||
private void connectHostServer() {
|
||||
if (hostServer) {
|
||||
startServer();
|
||||
try {
|
||||
Thread.sleep(START_SERVER_DELAY);
|
||||
} catch (Exception e) {
|
||||
LOGGER.log(Level.ERROR, "Server start failed", e); //NON-NLS
|
||||
}
|
||||
connect();
|
||||
} else {
|
||||
connect();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Starts the game server in a new thread.
|
||||
* Logs an error if the server fails to start.
|
||||
*/
|
||||
private void startServer() {
|
||||
LOGGER.log(Level.INFO, "start server"); //NON-NLS
|
||||
new Thread(() -> {
|
||||
try {
|
||||
LOGGER.log(Level.INFO, "Starting server..."); //NON-NLS
|
||||
BattleshipServer server = new BattleshipServer(Integer.parseInt(port.getText()));
|
||||
LOGGER.log(Level.INFO, "Server started"); //NON-NLS
|
||||
server.run();
|
||||
} catch (Exception e) {
|
||||
LOGGER.log(Level.ERROR, "Server start failed", e); //NON-NLS
|
||||
}
|
||||
}).start();
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a dialog indicating that the connection is in progress.
|
||||
*/
|
||||
private void openProgressDialog() {
|
||||
progressDialog = DialogBuilder.simple(network.getApp().getDialogManager())
|
||||
.setText(lookup("label.connecting"))
|
||||
.build();
|
||||
.setText(lookup("label.connecting"))
|
||||
.build();
|
||||
progressDialog.open();
|
||||
}
|
||||
|
||||
@@ -120,25 +146,7 @@ private Object initNetwork() {
|
||||
try {
|
||||
network.initNetwork(hostname, portNumber);
|
||||
return null;
|
||||
}
|
||||
catch (Exception e) {
|
||||
throw new RuntimeException(e);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 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);
|
||||
} catch (Exception e) {
|
||||
throw new RuntimeException(e);
|
||||
}
|
||||
}
|
||||
@@ -153,27 +161,12 @@ public void update(float delta) {
|
||||
try {
|
||||
connectionFuture.get();
|
||||
success();
|
||||
}
|
||||
catch (ExecutionException e) {
|
||||
} catch (ExecutionException e) {
|
||||
failure(e.getCause());
|
||||
}
|
||||
catch (InterruptedException e) {
|
||||
} catch (InterruptedException e) {
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -5,12 +5,23 @@
|
||||
// (c) Mark Minas (mark.minas@unibw.de)
|
||||
////////////////////////////////////////
|
||||
|
||||
package pp.battleship.client.clienthost;
|
||||
package pp.battleship.client;
|
||||
|
||||
import pp.battleship.message.client.ClientInterpreter;
|
||||
import pp.battleship.message.client.ClientMessage;
|
||||
|
||||
record ReceivedMessageClient(ClientMessage message, int from) {
|
||||
/**
|
||||
* Represents a received message from a client.
|
||||
*
|
||||
* @param message the client message
|
||||
* @param from the ID of the sender
|
||||
*/
|
||||
record ReceivedMessage(ClientMessage message, int from) {
|
||||
/**
|
||||
* Processes the received message using the specified interpreter.
|
||||
*
|
||||
* @param interpreter the client interpreter
|
||||
*/
|
||||
void process(ClientInterpreter interpreter) {
|
||||
message.accept(interpreter, from);
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
@@ -143,6 +143,10 @@ public float getHeight() {
|
||||
return FIELD_SIZE * map.getHeight();
|
||||
}
|
||||
|
||||
public static float getFieldSize() {
|
||||
return FIELD_SIZE;
|
||||
}
|
||||
|
||||
/**
|
||||
* Converts coordinates from view coordinates to model coordinates.
|
||||
*
|
||||
|
||||
@@ -9,7 +9,6 @@
|
||||
|
||||
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;
|
||||
@@ -32,7 +31,6 @@ 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;
|
||||
|
||||
// Colors used for different visual elements
|
||||
@@ -73,9 +71,9 @@ public Spatial visit(Shot shot) {
|
||||
|
||||
// Create and return a rectangle representing the shot
|
||||
return view.getApp().getDraw().makeRectangle(p1.getX(), p1.getY(),
|
||||
SHOT_DEPTH,
|
||||
p2.getX() - p1.getX(), p2.getY() - p1.getY(),
|
||||
color);
|
||||
SHOT_DEPTH,
|
||||
p2.getX() - p1.getX(), p2.getY() - p1.getY(),
|
||||
color);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -118,22 +116,21 @@ public Spatial visit(Battleship ship) {
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates and returns a Spatial representation of the given {@code Shell} object
|
||||
* for 2D visualization in the game. The shell is represented as a circle.
|
||||
* Creates a visual representation of a shell on the map.
|
||||
* The shell is represented as a black ellipse.
|
||||
*
|
||||
* @param shell The {@code Shell} object to be visualized.
|
||||
* @return A {@code Spatial} object representing the shell on the map.
|
||||
* @param shell the Shell object representing the shell in the model
|
||||
* @return a Spatial representing the shell on the map
|
||||
*/
|
||||
@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));
|
||||
Geometry ellipse = new Geometry("ellipse", new Sphere(50, 50, MapView.getFieldSize() / 2 * 0.8f));
|
||||
Material mat = new Material(view.getApp().getAssetManager(), UNSHADED); //NON-NLS
|
||||
mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
|
||||
mat.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Alpha);
|
||||
mat.getAdditionalRenderState().setFaceCullMode(RenderState.FaceCullMode.Off);
|
||||
mat.setColor("Color", color);
|
||||
mat.setColor("Color", ColorRGBA.Black);
|
||||
ellipse.setMaterial(mat);
|
||||
ellipse.addControl(new Shell2DControl(view, shell));
|
||||
ellipse.addControl(new ShellMapControl(view, shell));
|
||||
return ellipse;
|
||||
}
|
||||
|
||||
|
||||
@@ -7,27 +7,22 @@
|
||||
|
||||
package pp.battleship.client.gui;
|
||||
|
||||
import com.jme3.effect.ParticleEmitter;
|
||||
import com.jme3.effect.ParticleMesh;
|
||||
import com.jme3.material.Material;
|
||||
import com.jme3.material.RenderState.BlendMode;
|
||||
import com.jme3.math.ColorRGBA;
|
||||
import com.jme3.math.Vector3f;
|
||||
import com.jme3.renderer.queue.RenderQueue;
|
||||
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 +34,18 @@
|
||||
*/
|
||||
class SeaSynchronizer extends ShipMapSynchronizer {
|
||||
private static final String UNSHADED = "Common/MatDefs/Misc/Unshaded.j3md"; //NON-NLS
|
||||
private static final String LIGHTING = "Common/MatDefs/Light/Lighting.j3md";
|
||||
private static final String KING_GEORGE_V_MODEL = "Models/KingGeorgeV/KingGeorgeV.j3o"; //NON-NLS
|
||||
private static final String DESTROYER_MODEL = "Models/Destroyer/Destroyer.j3o"; //NON-NLS
|
||||
private static final String DESTROYER_TEXTURE = "Models/Destroyer/BattleshipC.jpg"; //NON-NLS
|
||||
private static final String TYPE_II_UBOAT_MODEL = "Models/TypeIIUboat/TypeIIUboat.j3o"; //NON-NLS
|
||||
private static final String TYPE_II_UBOAT_TEXTURE = "Models/TypeIIUboat/Type_II_U-boat_diff.jpg"; //NON-NLS
|
||||
private static final String ATLANTICA_MODEL = "Models/Atlantica/Atlantica.j3o"; //NON-NLS
|
||||
private static final String ROCKET = "Models/Rocket/Rocket.j3o"; //NON-NLS
|
||||
|
||||
private static final String COLOR = "Color"; //NON-NLS
|
||||
private static final String SHIP = "ship"; //NON-NLS
|
||||
private static final String SHOT = "shot"; //NON-NLS
|
||||
private static final String SHELL = "shell"; //NON-NLS
|
||||
private static final ColorRGBA BOX_COLOR = ColorRGBA.Gray;
|
||||
private static final ColorRGBA SPLASH_COLOR = new ColorRGBA(0f, 0f, 1f, 0.4f);
|
||||
private static final ColorRGBA HIT_COLOR = new ColorRGBA(1f, 0f, 0f, 0.4f);
|
||||
|
||||
private final ShipMap map;
|
||||
private final BattleshipApp app;
|
||||
@@ -77,10 +77,6 @@ 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()));
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles a hit by attaching its representation to the node that
|
||||
* contains the ship model as a child so that it moves with the ship.
|
||||
@@ -92,44 +88,121 @@ private Spatial handleMiss(Shot shot) {
|
||||
private Spatial handleHit(Shot shot) {
|
||||
final Battleship ship = requireNonNull(map.findShipAt(shot), "Missing ship");
|
||||
final Node shipNode = requireNonNull((Node) getSpatial(ship), "Missing ship node");
|
||||
shipNode.getControl(ShipControl.class).hit(shot);
|
||||
if (ship.isDestroyed()) {
|
||||
shipNode.getControl(ShipControl.class).destroyed();
|
||||
|
||||
new Timer().schedule(new TimerTask() {
|
||||
@Override
|
||||
public void run() {
|
||||
handleShipDestroy(shipNode);
|
||||
}
|
||||
}, 10000);
|
||||
}
|
||||
final ParticleEmitter debris = createDebrisEffect(shot);
|
||||
shipNode.attachChild(debris);
|
||||
|
||||
final ParticleEmitter fire = createFireEffect(shot, shipNode);
|
||||
shipNode.attachChild(fire);
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private void handleShipDestroy(Node shipNode) {
|
||||
shipNode.getParent().detachChild(shipNode);
|
||||
private Spatial handleMiss(Shot shot) {
|
||||
return createMissEffect(shot);
|
||||
}
|
||||
|
||||
private ParticleEmitter createMissEffect(Shot shot) {
|
||||
final ParticleEmitter water = new ParticleEmitter("WaterEmitter", ParticleMesh.Type.Triangle, 20);
|
||||
|
||||
Material waterMaterial = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
|
||||
waterMaterial.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/flame.png"));
|
||||
water.setMaterial(waterMaterial);
|
||||
|
||||
water.setImagesX(2);
|
||||
water.setImagesY(2);
|
||||
water.setStartColor(ColorRGBA.Cyan);
|
||||
water.setEndColor(ColorRGBA.Blue);
|
||||
water.getParticleInfluencer().setInitialVelocity(new Vector3f(0.1f, 0.1f, 0.1f));
|
||||
water.setStartSize(0.4f);
|
||||
water.setEndSize(0.45f);
|
||||
water.setGravity(0, -0.5f, 0);
|
||||
water.setLowLife(1f);
|
||||
water.setHighLife(1f);
|
||||
water.setParticlesPerSec(0);
|
||||
|
||||
water.setLocalTranslation(shot.getY() + 0.5f, 0f, shot.getX() + 0.5f);
|
||||
water.emitAllParticles();
|
||||
return water;
|
||||
}
|
||||
|
||||
private ParticleEmitter createDebrisEffect(Shot shot) {
|
||||
final ParticleEmitter debris = new ParticleEmitter("DebrisEmitter", ParticleMesh.Type.Triangle, 2);
|
||||
|
||||
Material debrisMaterial = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
|
||||
debrisMaterial.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/Debris.png"));
|
||||
debris.setMaterial(debrisMaterial);
|
||||
|
||||
debris.setImagesX(2);
|
||||
debris.setImagesY(2);
|
||||
debris.setStartColor(ColorRGBA.White);
|
||||
debris.setEndColor(ColorRGBA.White);
|
||||
debris.getParticleInfluencer().setInitialVelocity(new Vector3f(0.1f, 2f, 0.1f));
|
||||
debris.setStartSize(0.1f);
|
||||
debris.setEndSize(0.5f);
|
||||
debris.setGravity(0, 3f, 0);
|
||||
debris.getParticleInfluencer().setVelocityVariation(.40f);
|
||||
debris.setLowLife(1f);
|
||||
debris.setHighLife(1.5f);
|
||||
debris.setParticlesPerSec(0);
|
||||
|
||||
debris.setLocalTranslation(shot.getY() + 0.5f, 0f, shot.getX() + 0.5f);
|
||||
debris.emitAllParticles();
|
||||
return debris;
|
||||
}
|
||||
|
||||
private ParticleEmitter createFireEffect(Shot shot, Node shipNode) {
|
||||
ParticleEmitter fire = new ParticleEmitter("FireEmitter", ParticleMesh.Type.Triangle, 100);
|
||||
|
||||
Material fireMaterial = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
|
||||
fireMaterial.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/flame.png"));
|
||||
fire.setMaterial(fireMaterial);
|
||||
|
||||
fire.setImagesX(2);
|
||||
fire.setImagesY(2);
|
||||
fire.setStartColor(ColorRGBA.Orange);
|
||||
fire.setEndColor(ColorRGBA.Red);
|
||||
fire.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 1.5f, 0));
|
||||
fire.setStartSize(0.2f);
|
||||
fire.setEndSize(0.05f);
|
||||
fire.setLowLife(1f);
|
||||
fire.setHighLife(2f);
|
||||
fire.getParticleInfluencer().setVelocityVariation(0.2f);
|
||||
|
||||
fire.setLocalTranslation(shot.getY() + 0.5f, 0f, shot.getX() + 0.5f);
|
||||
fire.getLocalTranslation().subtractLocal(shipNode.getLocalTranslation());
|
||||
|
||||
return fire;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a cylinder geometry representing the specified shot.
|
||||
* The appearance of the cylinder depends on whether the shot is a hit or a miss.
|
||||
* Visits a {@link Shell} and creates a graphical representation of it.
|
||||
* The shell is represented as a node with a model attached to it.
|
||||
* The node is then positioned and controlled by a {@link ShellControl}.
|
||||
*
|
||||
* @param shot the shot to be represented
|
||||
* @return the geometry representing the shot
|
||||
* @param shell the shell to be represented
|
||||
* @return the node containing the graphical representation of the shell
|
||||
*/
|
||||
private Geometry createCylinder(Shot shot) {
|
||||
final ColorRGBA color = shot.isHit() ? HIT_COLOR : SPLASH_COLOR;
|
||||
final float height = shot.isHit() ? 1.2f : 0.1f;
|
||||
@Override
|
||||
public Spatial visit(Shell shell) {
|
||||
final Node node = new Node(SHELL);
|
||||
node.attachChild(createShell());
|
||||
node.setLocalTranslation(shell.getY() + 0.5f, 10f, shell.getX() + 0.5f);
|
||||
node.addControl(new ShellControl());
|
||||
return node;
|
||||
}
|
||||
|
||||
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;
|
||||
/**
|
||||
* Creates a graphical representation of a shell.
|
||||
*
|
||||
* @return the spatial representing the shell
|
||||
*/
|
||||
private Spatial createShell() {
|
||||
final Spatial model = app.getAssetManager().loadModel(ROCKET);
|
||||
model.scale(0.0025f);
|
||||
model.rotate(PI, 0f, 0f);
|
||||
model.setShadowMode(ShadowMode.CastAndReceive);
|
||||
return model;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -148,31 +221,10 @@ 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.
|
||||
*
|
||||
* @param shell The {@code Shell} object to be visualized.
|
||||
* @return A {@code Spatial} object representing the 3D model of the shell.
|
||||
*/
|
||||
@Override
|
||||
public Spatial visit(Shell shell) {
|
||||
final Spatial model = app.getAssetManager().loadModel("Models/Shell/shell.j3o");
|
||||
model.setLocalScale(.05f);
|
||||
model.setShadowMode(ShadowMode.CastAndReceive);
|
||||
Material mat = new Material(app.getAssetManager(), LIGHTING);
|
||||
mat.setTexture("DiffuseMap", app.getAssetManager().loadTexture("Models/Shell/shell_color.png"));
|
||||
mat.setReceivesShadows(true);
|
||||
model.setMaterial(mat);
|
||||
|
||||
model.addControl(new ShellControl(shell));
|
||||
return model;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates the appropriate graphical representation of the specified battleship.
|
||||
* The representation is either a detailed model or a simple box based on the length of the ship.
|
||||
@@ -182,10 +234,10 @@ public Spatial visit(Shell shell) {
|
||||
*/
|
||||
private Spatial createShip(Battleship ship) {
|
||||
return switch (ship.getLength()) {
|
||||
case 1 -> createBattleship(ship, ShipModel.SHIP1);
|
||||
case 2 -> createBattleship(ship, ShipModel.SHIP2);
|
||||
case 3 -> createBattleship(ship, ShipModel.SHIP3);
|
||||
case 4 -> createBattleship(ship, ShipModel.SHIP4);
|
||||
case 1 -> createVessel(ship);
|
||||
case 2 -> createSubmarine(ship);
|
||||
case 3 -> createDestroyer(ship);
|
||||
case 4 -> createBattleship(ship);
|
||||
default -> createBox(ship);
|
||||
};
|
||||
}
|
||||
@@ -198,10 +250,10 @@ private Spatial createShip(Battleship ship) {
|
||||
*/
|
||||
private Spatial createBox(Battleship ship) {
|
||||
final Box box = new Box(0.5f * (ship.getMaxY() - ship.getMinY()) + 0.3f,
|
||||
0.3f,
|
||||
0.5f * (ship.getMaxX() - ship.getMinX()) + 0.3f);
|
||||
0.3f,
|
||||
0.5f * (ship.getMaxX() - ship.getMinX()) + 0.3f);
|
||||
final Geometry geometry = new Geometry(SHIP, box);
|
||||
geometry.setMaterial(createColoredMaterial(BOX_COLOR));
|
||||
geometry.setMaterial(createColoredMaterial());
|
||||
geometry.setShadowMode(ShadowMode.CastAndReceive);
|
||||
|
||||
return geometry;
|
||||
@@ -213,16 +265,14 @@ private Spatial createBox(Battleship ship) {
|
||||
* 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) {
|
||||
private Material createColoredMaterial() {
|
||||
final Material material = new Material(app.getAssetManager(), UNSHADED);
|
||||
if (color.getAlpha() < 1f)
|
||||
if (SeaSynchronizer.BOX_COLOR.getAlpha() < 1f)
|
||||
material.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
|
||||
material.setColor(COLOR, color);
|
||||
material.setColor(COLOR, SeaSynchronizer.BOX_COLOR);
|
||||
return material;
|
||||
}
|
||||
|
||||
@@ -232,23 +282,75 @@ private Material createColoredMaterial(ColorRGBA color) {
|
||||
* @param ship the battleship to be represented
|
||||
* @return the spatial representing the "King George V" battleship
|
||||
*/
|
||||
private Spatial createBattleship(Battleship ship, ShipModel shipModel) {
|
||||
final Spatial model = app.getAssetManager().loadModel(shipModel.getPath());
|
||||
private Spatial createBattleship(Battleship ship) {
|
||||
final Spatial model = app.getAssetManager().loadModel(KING_GEORGE_V_MODEL);
|
||||
|
||||
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
|
||||
model.scale(shipModel.getScale());
|
||||
model.setLocalTranslation(shipModel.getTranslation());
|
||||
model.scale(1.48f);
|
||||
model.setShadowMode(ShadowMode.CastAndReceive);
|
||||
|
||||
Material mat = new Material(app.getAssetManager(), LIGHTING);
|
||||
return model;
|
||||
}
|
||||
|
||||
String colorPath = shipModel.getColorPath();
|
||||
String bumpPath = shipModel.getBumpPath();
|
||||
if (colorPath != null) mat.setTexture("DiffuseMap", app.getAssetManager().loadTexture(colorPath));
|
||||
if (bumpPath != null) mat.setTexture("NormalMap", app.getAssetManager().loadTexture(bumpPath));
|
||||
/**
|
||||
* Creates a detailed 3D model to represent a destroyer battleship.
|
||||
*
|
||||
* @param ship the battleship to be represented
|
||||
* @return the spatial representing the destroyer battleship
|
||||
*/
|
||||
private Spatial createDestroyer(Battleship ship) {
|
||||
final Spatial model = app.getAssetManager().loadModel(DESTROYER_MODEL);
|
||||
|
||||
mat.setReceivesShadows(true);
|
||||
Material mat = new Material(app.getAssetManager(), UNSHADED);
|
||||
mat.setTexture("ColorMap", app.getAssetManager().loadTexture(DESTROYER_TEXTURE));
|
||||
mat.getAdditionalRenderState().setBlendMode(BlendMode.Off);
|
||||
model.setMaterial(mat);
|
||||
|
||||
model.setQueueBucket(RenderQueue.Bucket.Opaque);
|
||||
|
||||
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
|
||||
model.scale(0.1f);
|
||||
model.setLocalTranslation(0f, 0.25f, 0f);
|
||||
model.setShadowMode(ShadowMode.CastAndReceive);
|
||||
|
||||
return model;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a detailed 3D model to represent a Type II U-boat submarine.
|
||||
*
|
||||
* @param ship the battleship to be represented
|
||||
* @return the spatial representing the Type II U-boat submarine
|
||||
*/
|
||||
private Spatial createSubmarine(Battleship ship) {
|
||||
final Spatial model = app.getAssetManager().loadModel(TYPE_II_UBOAT_MODEL);
|
||||
|
||||
Material mat = new Material(app.getAssetManager(), UNSHADED);
|
||||
mat.setTexture("ColorMap", app.getAssetManager().loadTexture(TYPE_II_UBOAT_TEXTURE));
|
||||
model.setMaterial(mat);
|
||||
|
||||
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
|
||||
model.scale(0.25f);
|
||||
model.getLocalTranslation().addLocal(0f, -0.15f, 0f);
|
||||
model.setShadowMode(ShadowMode.CastAndReceive);
|
||||
|
||||
return model;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a detailed 3D model to represent a vessel.
|
||||
*
|
||||
* @param ship the battleship to be represented
|
||||
* @return the spatial representing the vessel
|
||||
*/
|
||||
private Spatial createVessel(Battleship ship) {
|
||||
final Spatial model = app.getAssetManager().loadModel(ATLANTICA_MODEL);
|
||||
|
||||
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
|
||||
model.scale(0.0003f);
|
||||
model.getLocalTranslation().addLocal(0f, -0.05f, 0f);
|
||||
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 +1,42 @@
|
||||
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 static pp.JmeUtil.mapToWorldCord;
|
||||
import static pp.util.FloatMath.PI;
|
||||
|
||||
/**
|
||||
* 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.
|
||||
* Controls the movement and rotation of a shell in the game.
|
||||
* The shell moves downward at a constant speed and rotates around its Y-axis.
|
||||
* When the shell reaches a certain Y-coordinate, it is removed from its parent node.
|
||||
*/
|
||||
public class ShellControl extends AbstractControl {
|
||||
private final Shell shell;
|
||||
private final static float SHELL_SPEED = 7.5f;
|
||||
private final static float SHELL_ROTATION_SPEED = 0.5f;
|
||||
private final static float MIN_HEIGHT = 0.7f;
|
||||
|
||||
/**
|
||||
* Constructs a new {@code ShellControl} to manage the 3D visualization of the given {@code Shell}.
|
||||
* Updates the shell's position and rotation.
|
||||
* If the shell's Y-coordinate is less than or equal to 1.0, it is detached from its parent node.
|
||||
*
|
||||
* @param shell The {@code Shell} being visualized and controlled.
|
||||
*/
|
||||
public ShellControl(Shell shell){
|
||||
super();
|
||||
this.shell = shell;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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.
|
||||
*
|
||||
* @param tpf Time per frame, representing the elapsed time since the last update.
|
||||
* @param tpf time per frame, used to ensure consistent movement speed across different frame rates
|
||||
*/
|
||||
@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, -SHELL_SPEED * tpf, 0);
|
||||
spatial.rotate(0, SHELL_ROTATION_SPEED, 0);
|
||||
if (spatial.getLocalTranslation().getY() <= MIN_HEIGHT) {
|
||||
spatial.getParent().detachChild(spatial);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Renders the shell. This method is currently not used.
|
||||
*
|
||||
* @param rm the RenderManager
|
||||
* @param vp the ViewPort
|
||||
*/
|
||||
@Override
|
||||
protected void controlRender(RenderManager rm, ViewPort vp) {
|
||||
// No rendering-specific behavior required for this control
|
||||
// nothing to do here
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,82 @@
|
||||
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;
|
||||
|
||||
import java.lang.System.Logger;
|
||||
import java.lang.System.Logger.Level;
|
||||
|
||||
/**
|
||||
* Controls the animation of a shell in the map view.
|
||||
* This class handles the movement of a shell from its starting position to its target position
|
||||
* using linear interpolation over a specified duration.
|
||||
*/
|
||||
public class ShellMapControl extends AbstractControl {
|
||||
private static final Logger LOGGER = System.getLogger(ShellMapControl.class.getName());
|
||||
|
||||
/**
|
||||
* The duration of the shell animation in seconds.
|
||||
*/
|
||||
private final static float ANIMATION_DURATION = 0.8f;
|
||||
|
||||
/**
|
||||
* The end position of the shell in the map view.
|
||||
*/
|
||||
private final Position endPos;
|
||||
|
||||
/**
|
||||
* The progress of the shell's movement, ranging from 0 to 1.
|
||||
*/
|
||||
private float progress = 0f;
|
||||
|
||||
/**
|
||||
* Constructs a new instance of {@link ShellMapControl}.
|
||||
*
|
||||
* @param view the map view
|
||||
* @param shell the shell to be controlled
|
||||
*/
|
||||
public ShellMapControl(MapView view, Shell shell) {
|
||||
Vector3f endPos = new Vector3f(shell.getX(), 0, shell.getY());
|
||||
this.endPos = view.modelToView(endPos.x, endPos.z);
|
||||
LOGGER.log(Level.DEBUG, "ShellMapControl created with endPos: " + this.endPos);
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the position of the shell in the view with linear interpolation.
|
||||
* This method is called during the update phase.
|
||||
*
|
||||
* @param tpf the time per frame
|
||||
*/
|
||||
@Override
|
||||
protected void controlUpdate(float tpf) {
|
||||
// adjust speed by changing the multiplier
|
||||
progress += tpf * ANIMATION_DURATION;
|
||||
|
||||
// progress is between 0 and 1
|
||||
if (progress > 1f) {
|
||||
progress = 1f;
|
||||
}
|
||||
|
||||
// linearly interpolate the current position between (0, 0) and endPos
|
||||
float newX = (1 - progress) * 0 + progress * endPos.getX() + MapView.getFieldSize() / 2;
|
||||
float newZ = (1 - progress) * 0 + progress * endPos.getY() + MapView.getFieldSize() / 2;
|
||||
|
||||
spatial.setLocalTranslation(newX, newZ, 0);
|
||||
}
|
||||
|
||||
/**
|
||||
* This method is called during the render phase.
|
||||
* Currently, it does nothing.
|
||||
*
|
||||
* @param rm the RenderManager
|
||||
* @param vp the ViewPort
|
||||
*/
|
||||
@Override
|
||||
protected void controlRender(RenderManager rm, ViewPort vp) {
|
||||
// nothing to do here
|
||||
}
|
||||
}
|
||||
@@ -11,157 +11,111 @@
|
||||
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 static pp.JmeUtil.mapToWorldCord;
|
||||
import static pp.util.FloatMath.DEG_TO_RAD;
|
||||
import static pp.util.FloatMath.TWO_PI;
|
||||
import static pp.util.FloatMath.sin;
|
||||
|
||||
/**
|
||||
* Controls the pitch oscillation and sinking behavior of a {@code Battleship} model in the game.
|
||||
* The ship tilts back and forth to simulate movement on water, and can also be animated to sink
|
||||
* when destroyed.
|
||||
* Controls the oscillating pitch motion of a battleship model in the game.
|
||||
* The ship oscillates to simulate a realistic movement on water, based on its orientation and length.
|
||||
*/
|
||||
class ShipControl extends AbstractControl {
|
||||
private static final float SINK_SPEED = 0.04f;
|
||||
private static final float SINK_ROT_SPEED = 0.1f;
|
||||
|
||||
// The axis of rotation for the ship's pitch (tilting).
|
||||
/**
|
||||
* The axis of rotation for the ship's pitch (tilting forward and backward).
|
||||
*/
|
||||
private final Vector3f axis;
|
||||
|
||||
// The duration of one oscillation cycle in seconds.
|
||||
/**
|
||||
* The duration of one complete oscillation cycle in seconds.
|
||||
*/
|
||||
private final float cycle;
|
||||
|
||||
// The amplitude of the pitch oscillation in radians.
|
||||
/**
|
||||
* The amplitude of the pitch oscillation in radians, determining how much the ship tilts.
|
||||
*/
|
||||
private final float amplitude;
|
||||
|
||||
// Quaternion representing the ship's pitch rotation.
|
||||
/**
|
||||
* A quaternion representing the ship's current pitch rotation.
|
||||
*/
|
||||
private final Quaternion pitch = new Quaternion();
|
||||
|
||||
// The current time within the oscillation cycle.
|
||||
/**
|
||||
* The current time within the oscillation cycle, used to calculate the ship's pitch angle.
|
||||
*/
|
||||
private float time;
|
||||
|
||||
// Flag indicating if the ship is sinking.
|
||||
private boolean sinking;
|
||||
private final Battleship ship;
|
||||
|
||||
// The battleship being controlled.
|
||||
private final Battleship battleship;
|
||||
|
||||
// Node representing the ship in the scene graph.
|
||||
private final Node shipNode;
|
||||
|
||||
// Handles visual effects for the ship.
|
||||
private final EffectHandler effectHandler;
|
||||
private static final float SINKING_HEIGHT = -0.6f;
|
||||
|
||||
/**
|
||||
* Constructs a new {@code ShipControl} instance to manage the effects for a specified {@code Battleship}.
|
||||
* The ship's orientation determines the axis of rotation, and its length affects the oscillation cycle
|
||||
* and amplitude.
|
||||
* Constructs a new ShipControl instance for the specified Battleship.
|
||||
* The ship's orientation determines the axis of rotation, while its length influences
|
||||
* the cycle duration and amplitude of the oscillation.
|
||||
*
|
||||
* @param battleship The {@code Battleship} being controlled.
|
||||
* @param shipNode The scene graph node representing the ship.
|
||||
* @param effectHandler The {@code EffectHandler} for creating visual effects.
|
||||
* @param ship the Battleship object to control
|
||||
*/
|
||||
public ShipControl(Battleship battleship, Node shipNode, EffectHandler effectHandler) {
|
||||
this.battleship = battleship;
|
||||
this.shipNode = shipNode;
|
||||
this.effectHandler = effectHandler;
|
||||
|
||||
sinking = false;
|
||||
// Determine the axis of rotation based on the ship's orientation.
|
||||
axis = switch (battleship.getRot()) {
|
||||
public ShipControl(Battleship ship) {
|
||||
// Determine the axis of rotation based on the ship's orientation
|
||||
axis = switch (ship.getRot()) {
|
||||
case LEFT, RIGHT -> Vector3f.UNIT_X;
|
||||
case UP, DOWN -> Vector3f.UNIT_Z;
|
||||
};
|
||||
|
||||
// Set the cycle duration and amplitude based on the ship's length.
|
||||
cycle = battleship.getLength() * 2f;
|
||||
amplitude = 5f * DEG_TO_RAD / battleship.getLength();
|
||||
// Set the cycle duration and amplitude based on the ship's length
|
||||
cycle = ship.getLength() * 2f;
|
||||
amplitude = 5f * DEG_TO_RAD / ship.getLength();
|
||||
|
||||
this.ship = ship;
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the ship's motion. If the ship is sinking, it animates the sinking process.
|
||||
* Otherwise, it oscillates the ship to simulate wave motion.
|
||||
* Updates the ship's pitch oscillation each frame. The ship's pitch is adjusted
|
||||
* to create a continuous tilting motion, simulating the effect of waves.
|
||||
*
|
||||
* @param tpf Time per frame, used to update the ship's motion.
|
||||
* @param tpf time per frame (in seconds), used to calculate the new pitch angle
|
||||
*/
|
||||
@Override
|
||||
protected void controlUpdate(float tpf) {
|
||||
if (sinking) {
|
||||
handleSinking(tpf);
|
||||
}
|
||||
else {
|
||||
handlePitch(tpf);
|
||||
}
|
||||
}
|
||||
|
||||
// Handles the sinking animation.
|
||||
private void handleSinking(float tpf) {
|
||||
// If spatial is null, do nothing
|
||||
if (spatial == null) return;
|
||||
|
||||
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);
|
||||
// Handle ship sinking by moving it downwards
|
||||
if (ship.isDestroyed()) {
|
||||
if (spatial.getLocalTranslation().getY() < SINKING_HEIGHT) {
|
||||
spatial.getParent().detachChild(spatial);
|
||||
} else {
|
||||
spatial.move(0, -tpf * 0.1f, 0);
|
||||
}
|
||||
}
|
||||
else {
|
||||
spatial.rotate(0, 0, tpf * SINK_ROT_SPEED);
|
||||
}
|
||||
}
|
||||
|
||||
// Handles the pitch oscillation to simulate wave movement.
|
||||
private void handlePitch(float tpf) {
|
||||
if (spatial == null) return;
|
||||
|
||||
// Update time in the oscillation cycle.
|
||||
// Update the time within the oscillation cycle
|
||||
time = (time + tpf) % cycle;
|
||||
|
||||
// Calculate the pitch angle.
|
||||
float angle = amplitude * sin(time * TWO_PI / cycle);
|
||||
// Calculate the current angle of the oscillation
|
||||
final float angle = amplitude * sin(time * TWO_PI / cycle);
|
||||
|
||||
// Update pitch rotation.
|
||||
// Update the pitch Quaternion with the new angle
|
||||
pitch.fromAngleAxis(angle, axis);
|
||||
|
||||
// Apply rotation to the spatial.
|
||||
// Apply the pitch rotation to the spatial
|
||||
spatial.setLocalRotation(pitch);
|
||||
}
|
||||
|
||||
/**
|
||||
* This method is called during the rendering phase, but it does not perform any
|
||||
* operations in this implementation as the control only influences the spatial's
|
||||
* transformation, not its rendering process.
|
||||
*
|
||||
* @param rm the RenderManager rendering the controlled Spatial (not null)
|
||||
* @param vp the ViewPort being rendered (not null)
|
||||
*/
|
||||
@Override
|
||||
protected void controlRender(RenderManager rm, ViewPort vp) {
|
||||
// No rendering-specific behavior required.
|
||||
}
|
||||
|
||||
/**
|
||||
* Initiates the ship's sinking animation and schedules its destruction.
|
||||
*/
|
||||
public void destroyed() {
|
||||
sinking = true;
|
||||
shipNode.attachChild(effectHandler.debrisSplash(shipNode.getLocalTranslation()));
|
||||
new Timer().schedule(new TimerTask() {
|
||||
@Override
|
||||
public void run() {
|
||||
effectHandler.destroyShip(battleship);
|
||||
}
|
||||
}, 4000);
|
||||
}
|
||||
|
||||
/**
|
||||
* Triggers an effect when the ship is hit by a shot, creating a fire effect at the impact location.
|
||||
*
|
||||
* @param shot The shot that hit the ship.
|
||||
*/
|
||||
public void hit(Shot shot) {
|
||||
Vector3f shipNodePos = shipNode.getLocalTranslation();
|
||||
Vector3f shotWorld = mapToWorldCord(shot.getX(), shot.getY());
|
||||
Vector3f firePos = shotWorld.subtract(shipNodePos);
|
||||
shipNode.attachChild(effectHandler.createFire(firePos, battleship));
|
||||
// No rendering logic is needed for this control
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
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 +1,104 @@
|
||||
# 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 |
@@ -1,82 +1,92 @@
|
||||
# Blender 3.6.5 MTL File: 'None'
|
||||
# Blender 4.1.0 MTL File: 'None'
|
||||
# www.blender.org
|
||||
|
||||
newmtl Battleship
|
||||
Ns 250.000000
|
||||
Ns 256.000031
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ks 0.000000 0.000000 0.000000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Kd ship2.jpg
|
||||
illum 1
|
||||
map_Kd BattleshipC.jpg
|
||||
|
||||
newmtl blinn1SG
|
||||
Ns 256.000031
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.500000 0.500000 0.500000
|
||||
Ks 0.000000 0.000000 0.000000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 1
|
||||
|
||||
newmtl blinn2SG
|
||||
Ns 250.000000
|
||||
Ns 256.000031
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.356400 0.356400 0.366253
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Kd 0.500000 0.500000 0.500000
|
||||
Ks 0.000000 0.000000 0.000000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
illum 1
|
||||
|
||||
newmtl blinn3SG
|
||||
Ns 250.000000
|
||||
Ns 256.000031
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.346704 0.346704 0.356400
|
||||
Kd 0.500000 0.500000 0.500000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl blinn4SG
|
||||
Ns 250.000000
|
||||
Ns 256.000031
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.351533 0.346704 0.361307
|
||||
Kd 0.500000 0.500000 0.500000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl blinn5SG
|
||||
Ns 250.000000
|
||||
Ns 256.000031
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.346704 0.346704 0.356400
|
||||
Kd 0.500000 0.500000 0.500000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl blinn6SG
|
||||
Ns 250.000000
|
||||
Ns 256.000031
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.349118 0.346704 0.358854
|
||||
Kd 0.500000 0.500000 0.500000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl blinn7SG
|
||||
Ns 250.000000
|
||||
Ns 256.000031
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.346704 0.346704 0.356400
|
||||
Kd 0.500000 0.500000 0.500000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl blinn8SG
|
||||
Ns 250.000000
|
||||
Ns 256.000031
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.351533 0.346704 0.361307
|
||||
Kd 0.500000 0.500000 0.500000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
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 +1,250 @@
|
||||
#
|
||||
# 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
|
||||
|
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 |
@@ -1,13 +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
|
||||
@@ -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
|
||||
|
Before Width: | Height: | Size: 168 KiB After Width: | Height: | Size: 168 KiB |
@@ -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
|
||||
@@ -0,0 +1,10 @@
|
||||
Personal-use only.
|
||||
|
||||
menu_music.ogg
|
||||
https://pixabay.com/de/music/szenen-aufbauen-demolition-outline-science-fiction-trailer-music-191960/
|
||||
pirates.ogg
|
||||
https://pixabay.com/de/music/epische-klassik-pirates-163389/
|
||||
win_the_game.gg
|
||||
https://pixabay.com/de/users/enrico_dering-31760131/
|
||||
defeat.ogg
|
||||
https://pixabay.com/de/music/dramaszene-defeat-charles-michel-140604/
|
||||
@@ -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 +1,159 @@
|
||||
package pp.battleship.game.client;
|
||||
|
||||
import pp.battleship.message.client.AnimationMessage;
|
||||
import pp.battleship.message.server.EffectMessage;
|
||||
import pp.battleship.model.Battleship;
|
||||
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;
|
||||
|
||||
/**
|
||||
* Represents the state of the game during an animation sequence.
|
||||
* This state handles the progress and completion of the animation,
|
||||
* updates the game state accordingly, and transitions to the next state.
|
||||
*/
|
||||
public class AnimationState extends ClientState {
|
||||
/**
|
||||
* Progress of the current animation, ranging from 0 to 1.
|
||||
*/
|
||||
private float animationProgress = 0;
|
||||
|
||||
/**
|
||||
* Duration of the animation in seconds.
|
||||
*/
|
||||
private final static float ANIMATION_DURATION = 0.375f;
|
||||
|
||||
/**
|
||||
* Speed of the shell in the animation.
|
||||
*/
|
||||
private final static float SHELL_SPEED = 0.3f;
|
||||
|
||||
/**
|
||||
* The effect message received from the server.
|
||||
*/
|
||||
private final EffectMessage msg;
|
||||
|
||||
/**
|
||||
* The shell involved in the animation.
|
||||
*/
|
||||
private final Shell shell;
|
||||
|
||||
/**
|
||||
* Constructs an AnimationState with the specified game logic, effect message, and shell.
|
||||
*
|
||||
* @param logic the game logic associated with this state
|
||||
* @param msg the effect message received from the server
|
||||
* @param shell the shell involved in the animation
|
||||
*/
|
||||
public AnimationState(ClientGameLogic logic, EffectMessage msg, Shell shell) {
|
||||
super(logic);
|
||||
this.msg = msg;
|
||||
this.shell = shell;
|
||||
}
|
||||
|
||||
/**
|
||||
* Ends the animation state and transitions to the next state:<br>
|
||||
* - Plays the appropriate sound.<br>
|
||||
* - Updates the affected map.<br>
|
||||
* - Adds destroyed ships to the opponent's map.<br>
|
||||
* - Sends an `AnimationMessage` to the server.<br>
|
||||
* - If the game is over, transitions to `GameOverState` and plays music.<br>
|
||||
* - Otherwise, transitions to `BattleState`.
|
||||
*/
|
||||
public void endState() {
|
||||
playSound(msg);
|
||||
affectedMap(msg).add(msg.getShot());
|
||||
affectedMap(msg).remove(shell);
|
||||
|
||||
if (destroyedOpponentShip(msg))
|
||||
logic.getOpponentMap().add(msg.getDestroyedShip());
|
||||
|
||||
logic.send(new AnimationMessage());
|
||||
if (msg.isGameOver()) {
|
||||
for (Battleship ship : msg.getRemainingOpponentShips()) {
|
||||
logic.getOpponentMap().add(ship);
|
||||
}
|
||||
logic.setState(new GameOverState(logic));
|
||||
if (msg.isOwnShot())
|
||||
logic.playMusic(Music.VICTORY_MUSIC);
|
||||
else
|
||||
logic.playMusic(Music.DEFEAT_MUSIC);
|
||||
} else {
|
||||
logic.setState(new BattleState(logic, msg.isMyTurn()));
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if the battle state should be shown.
|
||||
*
|
||||
* @return true if the battle state should be shown, false otherwise
|
||||
*/
|
||||
@Override
|
||||
public boolean showBattle() {
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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);
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles a click on the opponent's map.
|
||||
*
|
||||
* @param pos the position where the click occurred
|
||||
*/
|
||||
@Override
|
||||
public void clickOpponentMap(IntPoint pos) {
|
||||
if (!msg.isMyTurn())
|
||||
logic.setInfoText("wait.its.not.your.turn");
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the state of the animation. This method increments the animationProgress value
|
||||
* until it exceeds a threshold, at which point the state ends.
|
||||
*
|
||||
* @param delta the time elapsed since the last update, in seconds
|
||||
*/
|
||||
@Override
|
||||
public void update(float delta) {
|
||||
if (animationProgress > ANIMATION_DURATION) {
|
||||
endState();
|
||||
} else {
|
||||
animationProgress += delta * SHELL_SPEED;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -14,8 +14,6 @@
|
||||
import pp.battleship.model.ShipMap;
|
||||
import pp.battleship.notification.Sound;
|
||||
|
||||
import java.lang.System.Logger.Level;
|
||||
|
||||
/**
|
||||
* Represents the state of the client where players take turns to attack each other's ships.
|
||||
*/
|
||||
@@ -33,11 +31,21 @@ public BattleState(ClientGameLogic logic, boolean myTurn) {
|
||||
this.myTurn = myTurn;
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if the battle state should be shown.
|
||||
*
|
||||
* @return true if the battle state should be shown, false otherwise
|
||||
*/
|
||||
@Override
|
||||
public boolean showBattle() {
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles a click on the opponent's map.
|
||||
*
|
||||
* @param pos the position where the click occurred
|
||||
*/
|
||||
@Override
|
||||
public void clickOpponentMap(IntPoint pos) {
|
||||
if (!myTurn)
|
||||
@@ -53,14 +61,16 @@ else if (logic.getOpponentMap().isValid(pos))
|
||||
*/
|
||||
@Override
|
||||
public void receivedEffect(EffectMessage msg) {
|
||||
ClientGameLogic.LOGGER.log(Level.INFO, "report effect: {0}", msg); //NON-NLS
|
||||
|
||||
ClientGameLogic.LOGGER.log(System.Logger.Level.INFO, "report effect: {0}", msg); //NON-NLS
|
||||
// Update turn and info text
|
||||
myTurn = msg.isMyTurn();
|
||||
logic.setInfoText(msg.getInfoTextKey());
|
||||
// Add the shell to the affected map
|
||||
Shell shell = new Shell(msg.getShot());
|
||||
affectedMap(msg).add(shell);
|
||||
logic.playSound(Sound.SHELL_FLYING);
|
||||
logic.setState(new ShootingState(logic, shell, myTurn, msg));
|
||||
// Change state to AnimationState
|
||||
logic.playSound(Sound.SHELL_FIRED);
|
||||
logic.setState(new AnimationState(logic, msg, shell));
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -15,13 +15,7 @@
|
||||
import pp.battleship.model.IntPoint;
|
||||
import pp.battleship.model.ShipMap;
|
||||
import pp.battleship.model.dto.ShipMapDTO;
|
||||
import pp.battleship.notification.ClientStateEvent;
|
||||
import pp.battleship.notification.GameEvent;
|
||||
import pp.battleship.notification.GameEventBroker;
|
||||
import pp.battleship.notification.GameEventListener;
|
||||
import pp.battleship.notification.InfoTextEvent;
|
||||
import pp.battleship.notification.Sound;
|
||||
import pp.battleship.notification.SoundEvent;
|
||||
import pp.battleship.notification.*;
|
||||
|
||||
import java.io.File;
|
||||
import java.io.IOException;
|
||||
@@ -258,6 +252,15 @@ 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.
|
||||
*
|
||||
|
||||
@@ -16,6 +16,7 @@
|
||||
import java.io.File;
|
||||
import java.io.IOException;
|
||||
import java.lang.System.Logger.Level;
|
||||
import java.util.List;
|
||||
|
||||
import static pp.battleship.Resources.lookup;
|
||||
import static pp.battleship.model.Battleship.Status.INVALID_PREVIEW;
|
||||
@@ -111,8 +112,7 @@ private void placeShip(IntPoint cursor) {
|
||||
harbor().remove(selectedInHarbor);
|
||||
preview = null;
|
||||
selectedInHarbor = null;
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
preview.setStatus(INVALID_PREVIEW);
|
||||
ownMap().add(preview);
|
||||
}
|
||||
@@ -135,8 +135,7 @@ public void clickHarbor(IntPoint pos) {
|
||||
harbor().add(selectedInHarbor);
|
||||
preview = null;
|
||||
selectedInHarbor = null;
|
||||
}
|
||||
else if (shipAtCursor != null) {
|
||||
} else if (shipAtCursor != null) {
|
||||
selectedInHarbor = shipAtCursor;
|
||||
selectedInHarbor.setStatus(VALID_PREVIEW);
|
||||
harbor().remove(selectedInHarbor);
|
||||
@@ -238,6 +237,8 @@ public void loadMap(File file) throws IOException {
|
||||
final ShipMapDTO dto = ShipMapDTO.loadFrom(file);
|
||||
if (!dto.fits(logic.getDetails()))
|
||||
throw new IOException(lookup("map.doesnt.fit"));
|
||||
if (!validMap(dto))
|
||||
throw new IOException(lookup("map.invalid"));
|
||||
ownMap().clear();
|
||||
dto.getShips().forEach(ownMap()::add);
|
||||
harbor().clear();
|
||||
@@ -264,4 +265,70 @@ public boolean mayLoadMap() {
|
||||
public boolean maySaveMap() {
|
||||
return harbor().getItems().isEmpty();
|
||||
}
|
||||
|
||||
/**
|
||||
* Validates the given ShipMapDTO by checking if all ships are within bounds
|
||||
* and do not overlap with each other.
|
||||
*
|
||||
* @param dto the ShipMapDTO to validate
|
||||
* @return true if the map is valid, false otherwise
|
||||
*/
|
||||
private boolean validMap(ShipMapDTO dto) {
|
||||
return inBounds(dto) && !overlaps(dto);
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if all ships in the given ShipMapDTO are within the bounds of the map.
|
||||
*
|
||||
* @param dto the ShipMapDTO to validate
|
||||
* @return true if all ships are within bounds, false otherwise
|
||||
*/
|
||||
private boolean inBounds(ShipMapDTO dto) {
|
||||
List<Battleship> ships = dto.getShips();
|
||||
for (Battleship ship : ships) {
|
||||
if (!isWithinBounds(ship, dto.getWidth(), dto.getHeight())) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if the given ship is within the bounds of the map.
|
||||
*
|
||||
* @param ship the Battleship to check
|
||||
* @param width the width of the map
|
||||
* @param height the height of the map
|
||||
* @return true if the ship is within bounds, false otherwise
|
||||
*/
|
||||
private boolean isWithinBounds(Battleship ship, int width, int height) {
|
||||
int minX = ship.getMinX();
|
||||
int maxX = ship.getMaxX();
|
||||
int minY = ship.getMinY();
|
||||
int maxY = ship.getMaxY();
|
||||
return minX >= 0 && minX < width &&
|
||||
minY >= 0 && minY < height &&
|
||||
maxX >= 0 && maxX < width &&
|
||||
maxY >= 0 && maxY < height;
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if any ships in the given ShipMapDTO overlap with each other.
|
||||
*
|
||||
* @param dto the ShipMapDTO to validate
|
||||
* @return true if any ships overlap, false otherwise
|
||||
*/
|
||||
private boolean overlaps(ShipMapDTO dto) {
|
||||
List<Battleship> ships = dto.getShips();
|
||||
for (int i = 0; i < ships.size(); i++) {
|
||||
Battleship ship1 = ships.get(i);
|
||||
for (int j = i + 1; j < ships.size(); j++) {
|
||||
Battleship ship2 = ships.get(j);
|
||||
if (ship1.collidesWith(ship2)) {
|
||||
return true; // Collision detected
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
@@ -9,6 +9,7 @@
|
||||
|
||||
import pp.battleship.message.server.GameDetails;
|
||||
import pp.battleship.message.server.StartBattleMessage;
|
||||
import pp.battleship.notification.Music;
|
||||
|
||||
import java.lang.System.Logger.Level;
|
||||
|
||||
@@ -38,12 +39,19 @@ public void receivedStartBattle(StartBattleMessage msg) {
|
||||
ClientGameLogic.LOGGER.log(Level.INFO, "start battle, {0} turn", msg.isMyTurn() ? "my" : "other's"); //NON-NLS
|
||||
logic.setInfoText(msg.getInfoTextKey());
|
||||
logic.setState(new BattleState(logic, msg.isMyTurn()));
|
||||
logic.playMusic(Music.GAME_MUSIC);
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles the GameDetails message received from the server.
|
||||
* If the map is invalid, the editor state is set.
|
||||
*
|
||||
* @param msg the GameDetails message received
|
||||
*/
|
||||
@Override
|
||||
public void receivedGameDetails(GameDetails details) {
|
||||
public void receivedGameDetails(GameDetails msg) {
|
||||
ClientGameLogic.LOGGER.log(Level.WARNING, "Invalid Map"); //NON-NLS
|
||||
logic.setInfoText("invalid.map");
|
||||
logic.setInfoText("map.invalid");
|
||||
logic.setState(new EditorState(logic));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
package pp.battleship.game.server;
|
||||
|
||||
import pp.battleship.BattleshipConfig;
|
||||
import pp.battleship.message.client.AnimationFinishedMessage;
|
||||
import pp.battleship.message.client.AnimationMessage;
|
||||
import pp.battleship.message.client.ClientInterpreter;
|
||||
import pp.battleship.message.client.MapMessage;
|
||||
import pp.battleship.message.client.ShootMessage;
|
||||
@@ -36,10 +36,10 @@ public class ServerGameLogic implements ClientInterpreter {
|
||||
private final BattleshipConfig config;
|
||||
private final List<Player> players = new ArrayList<>(2);
|
||||
private final Set<Player> readyPlayers = new HashSet<>();
|
||||
private final Set<Player> finishedAnimation = new HashSet<>();
|
||||
private final ServerSender serverSender;
|
||||
private Player activePlayer;
|
||||
private ServerState state = ServerState.WAIT;
|
||||
private Set<Player> waitPlayers = new HashSet<>();
|
||||
|
||||
/**
|
||||
* Constructs a ServerGameLogic with the specified sender and configuration.
|
||||
@@ -144,75 +144,79 @@ 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 (validMap(msg))
|
||||
playerReady(getPlayerById(from), msg.getShips());
|
||||
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));
|
||||
}
|
||||
LOGGER.log(Level.ERROR, "map does not fit game details"); //NON-NLS
|
||||
send(getPlayerById(from), new GameDetails(config));
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles the reception of a AnimationFinishedMessage.
|
||||
* Validates the received map message by checking if all ships are within bounds
|
||||
* and do not overlap with each other.
|
||||
*
|
||||
* @param msg the received MapMessage
|
||||
* @param from the ID of the sender client
|
||||
* @param msg the received MapMessage containing the ships
|
||||
* @return true if the map is valid, false otherwise
|
||||
*/
|
||||
@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 validMap(MapMessage msg) {
|
||||
List<Battleship> ships = msg.getShips();
|
||||
return inBounds(ships) && !overlaps(ships);
|
||||
}
|
||||
|
||||
/**
|
||||
* 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>
|
||||
* Checks if all ships in the given list are within the bounds of the map.
|
||||
*
|
||||
* @param ships the list of {@link Battleship} objects to validate
|
||||
* @return {@code true} if all ships are placed correctly; {@code false} otherwise
|
||||
* @param ships the list of Battleships to validate
|
||||
* @return true if all ships are within bounds, 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();
|
||||
}
|
||||
else return false;
|
||||
private boolean inBounds(List<Battleship> ships) {
|
||||
for (Battleship ship : ships) {
|
||||
if (!isWithinBounds(ship)) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if the given ship is within the bounds of the map.
|
||||
*
|
||||
* @param ship the Battleship to check
|
||||
* @return true if the ship is within bounds, false otherwise
|
||||
*/
|
||||
private boolean isWithinBounds(Battleship ship) {
|
||||
int minX = ship.getMinX();
|
||||
int maxX = ship.getMaxX();
|
||||
int minY = ship.getMinY();
|
||||
int maxY = ship.getMaxY();
|
||||
int width = config.getMapWidth();
|
||||
int height = config.getMapHeight();
|
||||
return minX >= 0 && minX < width &&
|
||||
minY >= 0 && minY < height &&
|
||||
maxX >= 0 && maxX < width &&
|
||||
maxY >= 0 && maxY < height;
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if any ships in the given list overlap with each other.
|
||||
*
|
||||
* @param ships the list of Battleships to validate
|
||||
* @return true if any ships overlap, false otherwise
|
||||
*/
|
||||
private boolean overlaps(List<Battleship> ships) {
|
||||
for (int i = 0; i < ships.size(); i++) {
|
||||
Battleship ship1 = ships.get(i);
|
||||
for (int j = i + 1; j < ships.size(); j++) {
|
||||
Battleship ship2 = ships.get(j);
|
||||
if (ship1.collidesWith(ship2)) {
|
||||
return true; // Collision detected
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles the reception of a ShootMessage.
|
||||
*
|
||||
@@ -223,11 +227,40 @@ 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{
|
||||
else {
|
||||
setState(ServerState.ANIMATION);
|
||||
shoot(getPlayerById(from), msg.getPosition());
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles the reception of an {@link AnimationMessage}.
|
||||
* Marks the player's animation as finished and transitions the game state if necessary.
|
||||
*
|
||||
* @param msg the received {@code AnimationMessage}
|
||||
* @param from the ID of the sender client
|
||||
*/
|
||||
@Override
|
||||
public void received(AnimationMessage msg, int from) {
|
||||
if (state != ServerState.ANIMATION)
|
||||
LOGGER.log(Level.ERROR, "animation not allowed in {0}", state); //NON-NLS
|
||||
else
|
||||
finishedAnimation(getPlayerById(from));
|
||||
}
|
||||
|
||||
/**
|
||||
* Marks the player's animation as finished and transitions the game state if necessary.
|
||||
*
|
||||
* @param player the player whose animation is finished
|
||||
*/
|
||||
private void finishedAnimation(Player player) {
|
||||
if (!finishedAnimation.add(player)) {
|
||||
LOGGER.log(Level.ERROR, "{0}'s animation was already finished", player);
|
||||
}
|
||||
if (finishedAnimation.size() == 2) {
|
||||
finishedAnimation.clear();
|
||||
setState(ServerState.BATTLE);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -265,8 +298,7 @@ void shoot(Player p, IntPoint pos) {
|
||||
send(activePlayer, EffectMessage.miss(true, pos));
|
||||
send(otherPlayer, EffectMessage.miss(false, pos));
|
||||
activePlayer = otherPlayer;
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
// shot hit a ship
|
||||
selectedShip.hit(pos);
|
||||
if (otherPlayer.getMap().getRemainingShips().isEmpty()) {
|
||||
@@ -274,14 +306,11 @@ void shoot(Player p, IntPoint pos) {
|
||||
send(activePlayer, EffectMessage.won(pos, selectedShip));
|
||||
send(otherPlayer, EffectMessage.lost(pos, selectedShip, activePlayer.getMap().getRemainingShips()));
|
||||
setState(ServerState.GAME_OVER);
|
||||
return;
|
||||
}
|
||||
else if (selectedShip.isDestroyed()) {
|
||||
} else if (selectedShip.isDestroyed()) {
|
||||
// ship has been destroyed, but game is not yet over
|
||||
send(activePlayer, EffectMessage.shipDestroyed(true, pos, selectedShip));
|
||||
send(otherPlayer, EffectMessage.shipDestroyed(false, pos, selectedShip));
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
// ship has been hit, but it hasn't been destroyed
|
||||
send(activePlayer, EffectMessage.hit(true, pos));
|
||||
send(otherPlayer, EffectMessage.hit(false, pos));
|
||||
|
||||
@@ -27,7 +27,7 @@ enum ServerState {
|
||||
BATTLE,
|
||||
|
||||
/**
|
||||
* The server is waiting for all clients to finish the shoot animation.
|
||||
* The server is waiting for clients to finish their animations.
|
||||
*/
|
||||
ANIMATION,
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
/**
|
||||
@@ -64,8 +60,16 @@ public void received(MapMessage msg, int from) {
|
||||
copiedMessage = new MapMessage(msg.getShips().stream().map(Copycat::copy).toList());
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles the reception of a {@link AnimationMessage}.
|
||||
* Since a {@code AnimationMessage} does not need to be copied, it is directly assigned.
|
||||
*
|
||||
* @param msg the received {@code AnimationMessage}
|
||||
* @param from the identifier of the sender
|
||||
*/
|
||||
@Override
|
||||
public void received(AnimationFinishedMessage msg, int from) {
|
||||
public void received(AnimationMessage msg, int from) {
|
||||
// copying is not necessary
|
||||
copiedMessage = msg;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
package pp.battleship.game.singlemode;
|
||||
|
||||
import pp.battleship.game.client.BattleshipClient;
|
||||
import pp.battleship.message.client.AnimationFinishedMessage;
|
||||
import pp.battleship.message.client.AnimationMessage;
|
||||
import pp.battleship.message.client.MapMessage;
|
||||
import pp.battleship.message.client.ShootMessage;
|
||||
import pp.battleship.message.server.EffectMessage;
|
||||
@@ -72,7 +72,6 @@ public void run() {
|
||||
* Makes the RobotClient take a shot by sending a ShootMessage with the target position.
|
||||
*/
|
||||
private void robotShot() {
|
||||
|
||||
connection.sendRobotMessage(new ShootMessage(getShotPosition()));
|
||||
}
|
||||
|
||||
@@ -123,7 +122,7 @@ public void received(StartBattleMessage msg) {
|
||||
@Override
|
||||
public void received(EffectMessage msg) {
|
||||
LOGGER.log(Level.INFO, "Received EffectMessage: {0}", msg); //NON-NLS
|
||||
connection.sendRobotMessage(new AnimationFinishedMessage());
|
||||
connection.sendRobotMessage(new AnimationMessage());
|
||||
if (msg.isMyTurn())
|
||||
shoot();
|
||||
}
|
||||
|
||||
@@ -1,24 +0,0 @@
|
||||
package pp.battleship.message.client;
|
||||
|
||||
import com.jme3.network.serializing.Serializable;
|
||||
|
||||
/**
|
||||
* Represents a message indicating that an animation has finished on the client side.
|
||||
*/
|
||||
@Serializable
|
||||
public class AnimationFinishedMessage extends ClientMessage {
|
||||
public AnimationFinishedMessage() {
|
||||
super();
|
||||
}
|
||||
|
||||
/**
|
||||
* Accepts a visitor to process this message.
|
||||
*
|
||||
* @param interpreter the visitor to process this message
|
||||
* @param from the connection ID from which the message was received
|
||||
*/
|
||||
@Override
|
||||
public void accept(ClientInterpreter interpreter, int from) {
|
||||
interpreter.received(this, from);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
package pp.battleship.message.client;
|
||||
|
||||
import com.jme3.network.serializing.Serializable;
|
||||
|
||||
/**
|
||||
* A message indicating an animation event is finished in the game. (Client → Server)
|
||||
*/
|
||||
@Serializable
|
||||
public class AnimationMessage extends ClientMessage {
|
||||
/**
|
||||
* Constructs a new AnimationMessage instance.
|
||||
*/
|
||||
public AnimationMessage() {
|
||||
super();
|
||||
}
|
||||
|
||||
/**
|
||||
* Accepts a visitor for processing this message.
|
||||
*
|
||||
* @param interpreter the visitor to be used for processing
|
||||
* @param from the connection ID of the sender
|
||||
*/
|
||||
@Override
|
||||
public void accept(ClientInterpreter interpreter, int from) {
|
||||
interpreter.received(this, from);
|
||||
}
|
||||
}
|
||||
@@ -28,10 +28,10 @@ public interface ClientInterpreter {
|
||||
void received(MapMessage msg, int from);
|
||||
|
||||
/**
|
||||
* Processes a received AnimationFinishedMessage.
|
||||
* Processes a received AnimationMessage.
|
||||
*
|
||||
* @param msg the MapMessage to be processed
|
||||
* @param msg the AnimationMessage to be processed
|
||||
* @param from the connection ID from which the message was received
|
||||
*/
|
||||
void received(AnimationFinishedMessage msg, int from);
|
||||
void received(AnimationMessage msg, int from);
|
||||
}
|
||||
|
||||
@@ -1,116 +1,23 @@
|
||||
package pp.battleship.model;
|
||||
|
||||
import com.jme3.math.Quaternion;
|
||||
import com.jme3.math.Vector3f;
|
||||
|
||||
/**
|
||||
* The {@code Shell} class represents a projectile fired by a ship in the Battleship game.
|
||||
* It models the position and rotation of the projectile and allows for its movement along
|
||||
* a Bezier curve.
|
||||
* Represents a shell in the Battleship game.
|
||||
*/
|
||||
public class Shell implements Item {
|
||||
/**
|
||||
* Initial position of the shell
|
||||
*/
|
||||
private final static Vector3f INIT_POS = new Vector3f(-3, 7, -3);
|
||||
/**
|
||||
* The overshot difference vector used to get a shallower flight path
|
||||
*/
|
||||
private final static Vector3f OVER_SHOT_DIFF = new Vector3f(-1, -1, -1);
|
||||
// Target shot position
|
||||
private final Vector3f shotPosition;
|
||||
// Position on top of shotPosition used for Bezier curve
|
||||
private final Vector3f overShotPosition;
|
||||
// Current position of the shell
|
||||
private Vector3f position;
|
||||
// Current rotation of the shell
|
||||
private final Quaternion rotation;
|
||||
private final int x;
|
||||
private final int y;
|
||||
|
||||
/**
|
||||
* Constructs a new {@code Shell} object using the given {@code Shot} target.
|
||||
* The initial position, target position, and overshot position are calculated.
|
||||
*
|
||||
* @param shot The target {@code Shot} object containing the destination coordinates.
|
||||
*/
|
||||
public Shell(Shot shot) {
|
||||
this.shotPosition = new Vector3f(shot.getX(), 0, shot.getY());
|
||||
this.overShotPosition = new Vector3f(shotPosition.x, INIT_POS.y, shotPosition.z).add(OVER_SHOT_DIFF);
|
||||
this.position = INIT_POS;
|
||||
this.rotation = new Quaternion();
|
||||
this.x = shot.getX();
|
||||
this.y = shot.getY();
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the current position of the shell.
|
||||
*
|
||||
* @return The current position as a {@code Vector3f}.
|
||||
*/
|
||||
public Vector3f getPosition() {
|
||||
return this.position;
|
||||
public int getX() {
|
||||
return x;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the current rotation of the shell.
|
||||
*
|
||||
* @return The current rotation as a {@code Quaternion}.
|
||||
*/
|
||||
public Quaternion getRotation() {
|
||||
return this.rotation;
|
||||
}
|
||||
|
||||
/**
|
||||
* Moves the shell along a Bezier curve based on the given time factor {@code t}.
|
||||
* The position and rotation of the shell are updated.
|
||||
*
|
||||
* @param t The time factor between 0 and 1, representing the progress of the shell's flight.
|
||||
*/
|
||||
public void move(float t) {
|
||||
if (t > 1f) t = 1f;
|
||||
Vector3f newPosition = bezInt(INIT_POS, overShotPosition, shotPosition, t);
|
||||
updateRotation(position, newPosition);
|
||||
this.position = newPosition;
|
||||
}
|
||||
|
||||
/**
|
||||
* Performs a quadratic Bezier interpolation between three points based on the time factor {@code t}.
|
||||
*
|
||||
* @param p1 The start position.
|
||||
* @param p2 The overshot position.
|
||||
* @param p3 The target position.
|
||||
* @param t The time factor for interpolation.
|
||||
* @return The interpolated position as a {@code Vector3f}.
|
||||
*/
|
||||
private Vector3f bezInt(Vector3f p1, Vector3f p2, Vector3f p3, float t) {
|
||||
Vector3f inA = linInt(p1, p2, t);
|
||||
Vector3f inB = linInt(p2, p3, t);
|
||||
return linInt(inA, inB, t);
|
||||
}
|
||||
|
||||
/**
|
||||
* Performs linear interpolation between two points {@code p1} and {@code p2} based on the time factor {@code t}.
|
||||
*
|
||||
* @param p1 The start position.
|
||||
* @param p2 The end position.
|
||||
* @param t The time factor for interpolation.
|
||||
* @return The interpolated position as a {@code Vector3f}.
|
||||
*/
|
||||
private Vector3f linInt(Vector3f p1, Vector3f p2, float t) {
|
||||
float x = p1.getX() + t * (p2.getX() - p1.getX());
|
||||
float y = p1.getY() + t * (p2.getY() - p1.getY());
|
||||
float z = p1.getZ() + t * (p2.getZ() - p1.getZ());
|
||||
return new Vector3f(x, y, z);
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the rotation of the shell to face the new position along its flight path.
|
||||
*
|
||||
* @param oldPos The previous position of the shell.
|
||||
* @param newPos The new position of the shell.
|
||||
*/
|
||||
private void updateRotation(Vector3f oldPos, Vector3f newPos) {
|
||||
Vector3f direction = newPos.subtract(oldPos).normalize();
|
||||
if (direction.lengthSquared() > 0) {
|
||||
this.rotation.lookAt(direction, Vector3f.UNIT_Y);
|
||||
}
|
||||
public int getY() {
|
||||
return y;
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -92,9 +92,9 @@ public void add(Shot shot) {
|
||||
}
|
||||
|
||||
/**
|
||||
* Registers a shot on the map and triggers an item addition event.
|
||||
* Adds a shell to the map and triggers an item addition event.
|
||||
*
|
||||
* @param shell the shell to be registered on the map
|
||||
* @param shell the shell to be added to the map
|
||||
*/
|
||||
public void add(Shell shell) {
|
||||
addItem(shell);
|
||||
@@ -190,8 +190,8 @@ public int getHeight() {
|
||||
*/
|
||||
public boolean isValid(Battleship ship) {
|
||||
return isValid(ship.getMinX(), ship.getMinY()) &&
|
||||
isValid(ship.getMaxX(), ship.getMaxY()) &&
|
||||
getShips().filter(s -> s != ship).noneMatch(ship::collidesWith);
|
||||
isValid(ship.getMaxX(), ship.getMaxY()) &&
|
||||
getShips().filter(s -> s != ship).noneMatch(ship::collidesWith);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -203,8 +203,8 @@ public boolean isValid(Battleship ship) {
|
||||
*/
|
||||
public Battleship findShipAt(int x, int y) {
|
||||
return getShips().filter(ship -> ship.contains(x, y))
|
||||
.findAny()
|
||||
.orElse(null);
|
||||
.findAny()
|
||||
.orElse(null);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -236,7 +236,7 @@ public boolean isValid(IntPosition pos) {
|
||||
*/
|
||||
public boolean isValid(int x, int y) {
|
||||
return x >= 0 && x < width &&
|
||||
y >= 0 && y < height;
|
||||
y >= 0 && y < height;
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -32,8 +32,8 @@ public interface Visitor<T> {
|
||||
/**
|
||||
* Visits a Shell element.
|
||||
*
|
||||
* @param shell the Battleship element to visit
|
||||
* @return the result of visiting the Battleship element
|
||||
* @param shell the Shell element to visit
|
||||
* @return the result of visiting the Shell element
|
||||
*/
|
||||
T visit(Shell shell);
|
||||
}
|
||||
|
||||
@@ -29,7 +29,7 @@ public interface VoidVisitor {
|
||||
/**
|
||||
* Visits a Shell element.
|
||||
*
|
||||
* @param shell the Battleship element to visit
|
||||
* @param shell the Shell element to visit
|
||||
*/
|
||||
void visit(Shell shell);
|
||||
}
|
||||
|
||||