38 Commits

Author SHA1 Message Date
Fleischer Hanno hanno.fleischer@unibw.de
f8e97266d5 fixed bug when playing rocket audio to not produce an AudioRender error 2024-10-13 11:53:24 +02:00
Fleischer Hanno hanno.fleischer@unibw.de
9e591e37c3 Added sound to rocket firing 2024-10-13 08:58:48 +02:00
Hanno Fleischer
487305dccc added the rocket sound wav and fixed code and check style
also includes minor fixes
2024-10-13 08:09:19 +02:00
Hanno Fleischer
22d827b074 adjusted positioning of the modern battle ship and set fullscreen mode to false 2024-10-11 11:53:13 +02:00
Hanno Fleischer
074b38540d Merge branch 'b_Fleischer_Hanno' of https://athene2.informatik.unibw-muenchen.de/progproj/gruppen-ht24/Gruppe-01 into b_Fleischer_Hanno 2024-10-11 11:47:05 +02:00
Hanno Fleischer
3838766504 added a fire effect for hit ships
this will now display a burning fire at the position where the ships was hit
and displays it until thge ship is removed.
2024-10-11 11:46:37 +02:00
Fleischer Hanno hanno.fleischer@unibw.de
54e5719edf added README.txt for the rocket model to credit its source 2024-10-11 10:49:04 +02:00
Hanno Fleischer
9df809ded5 adjusted the ModernBattleShip to be a j30 object and load withc its corresponding texture 2024-10-11 09:54:12 +02:00
Hanno Fleischer
93ae95ce59 adjusted size of rocket, and removed unused methods and import statements 2024-10-11 09:42:12 +02:00
Hanno Fleischer
ffd3951a78 added JavaDocs commects where they where missing and removed outcommented code 2024-10-11 01:25:10 +02:00
Hanno Fleischer
c56767d994 added rest solution for exercise 13
added the representation for the shell element in the map which will be displayed when you shoot,
2024-10-11 00:48:40 +02:00
Fleischer Hanno hanno.fleischer@unibw.de
f99b91324c part solution for exercise 13
added an animation state for the server and client and gave it the functionality to display a 3d model representing the shot of the other person
adjusted the server to serialize the new messages for handling the animation states
2024-10-10 23:10:39 +02:00
Fleischer Hanno hanno.fleischer@unibw.de
da2508395c fixed minor issues and cleaned up code to not include duplicate code. 2024-10-07 17:54:35 +02:00
Hanno Fleischer hanno.fleischer@unibw.de
4820a76ff0 added the backgroundmusic to listeners in the initsimpleapp
and not in the getter of backgroundmusic.
2024-10-05 21:07:00 +02:00
Hanno Fleischer hanno.fleischer@unibw.de
9dc3984f35 renamed the method in BackgroundMusic
renamed the method toogleMusic to toggleMusic.
2024-10-05 19:08:57 +02:00
Hanno Fleischer hanno.fleischer@unibw.de
f6f87c4f5d adjusted the preferences in BackgroundMusic and MainVolume 2024-10-05 18:51:25 +02:00
Hanno Fleischer hanno.fleischer@unibw.de
d3429bf4f0 fixed a bug at the victory music
the victory audio node was not part of the set volume method
now implemented the method to set volume for victory music.
2024-10-05 18:40:30 +02:00
Hanno Fleischer hanno.fleischer@unibw.de
ecbe486d3b minor tweaks to make the code pass the check style 2024-10-05 18:25:25 +02:00
Hanno Fleischer hanno.fleischer@unibw.de
52673dfbce added MainVolume slider in the menu
added the logic so that the volume of music or sound is multiplied by the main volume
created the class MainVolume to handle the logic of the main volume
adjusted methods in GameSounds and BackgroundMusic to integrate main volume
2024-10-05 17:32:14 +02:00
Hanno Fleischer hanno.fleischer@unibw.de
586251b2ad adjusted the paths of the music
added the README.txt for each music piece to state the source of the music.
2024-10-05 14:46:08 +02:00
Hanno Fleischer hanno.fleischer@unibw.de
ca57507b53 added the missing solution for exercise 12
ships will now sink when destroyed and will be removed when they are fully submerged
2024-10-05 14:06:45 +02:00
Hanno Fleischer hanno.fleischer@unibw.de
44a25a2e1f added part solution for exercise 12
added the Effecthandler class to handle the effects for a shot hit or missed
added jme3-effects libary and used it to display the effects for the shots
minor tweaks the the gui and backgroundmuisc
2024-10-05 13:20:34 +02:00
Hanno Fleischer hanno.fleischer@unibw.de
dca0875ad5 Adjusted tthe logic of the server and client
when the client sends a wrong map the server will send the client back to the editro state
2024-10-05 12:35:49 +02:00
Hanno Fleischer hanno.fleischer@unibw.de
0f629252bc fixed the toggle button for the victory music
added the pause(gameOverMusicV) to the toggle method for the music control
so that it will be paused when the music is turned off.
2024-10-05 09:01:48 +02:00
Hanno Fleischer hanno.fleischer@unibw.de
b18705f064 added the logic to play diffrent Background music during diffrent states
added the a Enum for the Music and the MusicEvent
added a song for the game victory
adjusted the backgroundmusic class to handle the logic of the new song
added the Backgroundmusic to the ClientLogic as a EventListener.
2024-10-04 20:43:37 +02:00
Hanno Fleischer hanno.fleischer@unibw.de
961242bb20 added missing javadocs in the NetworkDialog.java 2024-10-04 17:30:21 +02:00
Hanno Fleischer hanno.fleischer@unibw.de
05271beded changed the postion of the host server checkbox
moved the checkbox form below the connect button inside the input
container for the hostname and port. The checkbox is the lowest seated
element in the input container now.
2024-10-04 15:49:07 +02:00
Hanno Fleischer hanno.fleischer@unibw.de
f6bc65471a added solution for exercise 11
added a checkbox to start a server from your client
copied the server to the client and removed its main method and changed the constructor to public
2024-10-04 15:40:38 +02:00
Hanno Fleischer hanno.fleischer@unibw.de
0f080363f3 adjusted the in/de-crement button
adjusted the delta of the slider so the button hav smaller steps in between
2024-10-03 18:33:56 +02:00
Hanno Fleischer hanno.fleischer@unibw.de
6e0a93b74d fixed toggleMusic in BackgroundMusic.java
changed the Preference save form volume to the boolean musicenable
2024-10-03 17:56:12 +02:00
Hanno Fleischer hanno.fleischer@unibw.de
d471f524d0 solution for exercise 10
added BackgroundMusic which is being handled in BackgroundMusic.java
changed the menu to incoporate volume controls for the music
2024-10-03 17:39:54 +02:00
Hanno Fleischer hanno.fleischer@unibw.de
d15f1a3f5f edited battleship.properties
added a new error message in case ships are out of bounds
2024-10-02 21:04:59 +02:00
Hanno Fleischer hanno.fleischer@unibw.de
562a478ef8 added solution for exercise 9
added the models for the 3 remaining ship types
and implemented them in the SeaSynchronizer.java
also added the correct logic for the ships to be displayed correctly
2024-10-02 20:56:05 +02:00
Hanno Fleischer hanno.fleischer@unibw.de
46f75188cb fixed the code for exercise 8
fixed the code so that it uses a for each loop instead of an for int i
and adjusted the part for validating ship overlaping to use the
isCollidingWith method of Battleship
2024-10-02 17:35:34 +02:00
Hanno Fleischer hanno.fleischer@unibw.de
7b70666332 added the solution for exercise 8 for the client
added the checkMapToLoad() in EditorState.java so if the Player tries to
load a map it will be checked if the placement is correct.
2024-10-02 14:50:14 +02:00
Hanno Fleischer hanno.fleischer@unibw.de
1bac56c92c adjusted the server Mapcheck
inverted the else if statement in ServerGameLogic.java received() so that
if the map check returns that the map is correct the programm continues on
instead of throwing an error message and removed the hard limit of an 10x10 map in the checkMap() Method
2024-10-02 14:16:46 +02:00
Hanno Fleischer hanno.fleischer@unibw.de
4dcd53a660 Added part-solution for exercise 8
added the solution for exercise 8 for the sever sided test to ServerGameLogic.java
2024-10-02 13:57:17 +02:00
Fleischer Hanno hanno.fleischer@unibw.de
f759eddda1 solution exercise 7
edited in BattleState.java the receivedMsg() method so that if the game moves to the game over state
the remaining opponent ships will be added to the list of the opponenets instead of your own list.
edited the ShipMap.java so that when the notifylisteners is called for removing an object it will be
handled as an ItemRemovedEvent instead of an ItemAddedEvent
2024-10-02 11:01:13 +02:00
111 changed files with 499958 additions and 529809 deletions

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

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@@ -9,7 +9,7 @@
#
# Specifies the map used by the opponent in single mode.
# Single mode is activated if this property is set.
#git map.opponent=maps/map2.json
map.opponent=maps/map2.json
#
# Specifies the map used by the player in single mode.
# The player must define their own map if this property is not set.
@@ -23,10 +23,10 @@ map.own=maps/map1.json
# 2, 3
# defines four shots, namely at the coordinates
# (x=2, y=0), (x=2, y=1), (x=2, y=2), and (x=2, y=3)
robot.targets=2, 0,\
2, 1,\
2, 2,\
2, 3
robot.targets=2, 3,\
2, 4,\
2, 5,\
2, 8
#
# Delay in milliseconds between each shot fired by the RobotClient.
robot.delay=500

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@@ -1,123 +1,242 @@
package pp.battleship.client;
import com.jme3.app.Application;
import com.jme3.audio.AudioData.DataType;
import com.jme3.audio.AudioNode;
import com.jme3.audio.AudioSource.Status;
import pp.battleship.notification.Music;
import pp.battleship.notification.MusicEvent;
import pp.battleship.notification.GameEventListener;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.prefs.Preferences;
/**
* this class is used to control the background-music in the game
*/
public class BackgroundMusic {
public class BackgroundMusic implements GameEventListener {
private static final String VOLUME_PREF = "volume";
private static final String MUSIC_ENABLED_PREF = "musicEnabled";
private static final Preferences PREFS = Preferences.userNodeForPackage(BackgroundMusic.class);
static final Logger LOGGER = System.getLogger(BackgroundMusic.class.getName());
private static final String MENU_MUSIC = "Music/MainMenu/Dark_Intro.ogg";
private static final String BATTLE_MUSIC = "Music/BattleTheme/boss_battle_#2_metal_loop.wav";
private static final String GAME_OVER_MUSIC_L = "Music/GameOver/Lose/Lose.ogg";
private static final String GAME_OVER_MUSIC_V = "Music/GameOver/Victory/Victory.wav";
private final AudioNode menuMusic;
private final AudioNode battleMusic;
private final AudioNode gameOverMusicL;
private final AudioNode gameOverMusicV;
private String lastNodePlayed;
private boolean musicEnabled;
private float volume;
private final BattleshipApp app;
/**
* this attribute ist the keyword to save the last volume, that was set
*/
private static final String VOLUME_PREV = "BackgroundVolume";
/**
* this attribute ist the keyword to save the state, whether the music was on or off in the last session
*/
private static final String BACKGROUND_MUSIC_ENABLED_PREV = "BackgroundMusicEnabled";
/**
* this attribute holds the last set values for on/off and the volume, with the keywords "BackgroundVolume" and "BackgroundMusicEnabled"
*/
private Preferences prefs = Preferences.userNodeForPackage(BackgroundMusic.class);
/**
* this attribute holds the Music-node, which is used to play the music
*/
private final AudioNode backgroundMusic;
/**
* this boolean holds, whether the music is enabled or not at this state
*/
private boolean backgroundMusicEnabled;
/**
* this attribute holds the current volume
*/
private float backgroundVolume;
/**
* this is the constructor of this class, is used to set the current values to the values stored in the preferences
* Initializes and controls the BackgroundMusic
*
* @param app the application the Background-music uis used in
* @param backGroundMusicPath the path, where the Background-music is stored in
* @param app The main Application
*/
public BackgroundMusic(Application app, String backGroundMusicPath) {
this.backgroundVolume = prefs.getFloat(VOLUME_PREV, 1.0f); // sets the volume to the value stored in pref,or 1.0f if it is not accessible
this.backgroundMusicEnabled = prefs.getBoolean(BACKGROUND_MUSIC_ENABLED_PREV, true); // sets the enabled to the value stored in pref,or true if it is not accessible
public BackgroundMusic(BattleshipApp app) {
this.volume = PREFS.getFloat(VOLUME_PREF, 1.0f);
this.musicEnabled = PREFS.getBoolean(MUSIC_ENABLED_PREF, true);
this.app = app;
backgroundMusic = new AudioNode(app.getAssetManager(), backGroundMusicPath, DataType.Stream); // initialize the Audio-node
backgroundMusic.setLooping(true); // sets looping true, so it is played always, when enabled
backgroundMusic.setPositional(false);
backgroundMusic.setVolume(backgroundVolume);
menuMusic = createAudioNode(MENU_MUSIC);
battleMusic = createAudioNode(BATTLE_MUSIC);
gameOverMusicL = createAudioNode(GAME_OVER_MUSIC_L);
gameOverMusicV = createAudioNode(GAME_OVER_MUSIC_V);
stop(battleMusic);
stop(gameOverMusicL);
stop(gameOverMusicV);
if (backgroundMusicEnabled) { //starts playing, when enabled
play();
lastNodePlayed = menuMusic.getName();
if(musicEnabled) {
play(menuMusic);
}
}
/**
* this method plays the background sound, if it is enabled
* This method will be used to create the audio node containing the music
*
* @param musicFilePath the file path to the music
* @return the created audio node
*/
public void play() {
if (backgroundMusicEnabled && (backgroundMusic.getStatus() == Status.Stopped || backgroundMusic.getStatus() == Status.Paused)) { //checks, if it is enabled and stopped or paused
backgroundMusic.play();
private AudioNode createAudioNode(String musicFilePath) {
AudioNode audioNode = new AudioNode(app.getAssetManager(), musicFilePath, DataType.Stream);
audioNode.setVolume(volume * app.getMainVolumeControl().getMainVolume());
audioNode.setPositional(false);
audioNode.setLooping(true);
audioNode.setName(musicFilePath);
return audioNode;
}
/**
* sets the give audio node to play
*
* @param audioNode the audio node which should start to play
*/
public void play(AudioNode audioNode) {
if (musicEnabled && (audioNode.getStatus() == Status.Stopped || audioNode.getStatus() == Status.Paused)) {
audioNode.play();
lastNodePlayed = audioNode.getName();
}
}
/**
* this method stops the background-music
* stops the given audio node from playing
*
* @param audioNode the audio node to be stopped
*/
public void stop() { //stops the music, when it is playing
if (backgroundMusic.getStatus() == Status.Playing) backgroundMusic.stop();
public void stop(AudioNode audioNode) {
if (audioNode.getStatus() == Status.Playing) {
audioNode.stop();
}
}
/**
* function to toggle the Background-music ,so if it was disabled it is now enabled and other way around
* pauses the given audi node
*
* @param audioNode the audio node to be paused
*/
public void pause(AudioNode audioNode) {
if (audioNode.getStatus() == Status.Playing) {
audioNode.pause();
}
}
/**
* Toggle Method to control the music to switch it on or off
*/
public void toggleMusic() {
this.backgroundMusicEnabled = !this.backgroundMusicEnabled;
if (backgroundMusicEnabled) {
play();
this.musicEnabled = !this.musicEnabled;
if (musicEnabled) {
switch (lastNodePlayed){
case MENU_MUSIC:
play(menuMusic);
break;
case BATTLE_MUSIC:
play(battleMusic);
break;
case GAME_OVER_MUSIC_L:
play(gameOverMusicL);
break;
case GAME_OVER_MUSIC_V:
play(gameOverMusicV);
break;
}
} else {
pause(menuMusic);
pause(battleMusic);
pause(gameOverMusicL);
pause(gameOverMusicV);
}
else {
stop();
PREFS.putBoolean(MUSIC_ENABLED_PREF, musicEnabled);
}
/**
* this method is used when the main volume changes
*/
public void setVolume(){
setVolume(PREFS.getFloat(VOLUME_PREF, 1.0f));
}
/**
* Method to set the volume for the music
*
* @param volume float to transfer the new volume
*/
public void setVolume(float volume) {
this.volume = volume;
float mainVolume = app.getMainVolumeControl().getMainVolume();
menuMusic.setVolume(volume * mainVolume);
battleMusic.setVolume(volume * mainVolume);
gameOverMusicL.setVolume(volume * mainVolume);
gameOverMusicV.setVolume(volume * mainVolume);
PREFS.putFloat(VOLUME_PREF, volume);
}
/**
* This method retuns the volume
*
* @return the current volume as a float
*/
public float getVolume() {
return volume;
}
/**
* Returns if music should be played or not
*
* @return boolean value in music should be played
*/
public boolean isMusicEnabled() {
return musicEnabled;
}
/**
* changes the music to the specified music if it isn't already playing
*
* @param music the music to play
*/
public void changeMusic(Music music) {
if(music == Music.MENU_THEME && !lastNodePlayed.equals(MENU_MUSIC)) {
LOGGER.log(Level.INFO, "Received Music change Event {0}", music.toString());
stop(battleMusic);
stop(gameOverMusicL);
stop(gameOverMusicV);
play(menuMusic);
lastNodePlayed = menuMusic.getName();
} else if (music == Music.BATTLE_THEME && !lastNodePlayed.equals(BATTLE_MUSIC)) {
LOGGER.log(Level.INFO, "Received Music change Event {0}", music.toString());
stop(menuMusic);
stop(gameOverMusicL);
stop(gameOverMusicV);
play(battleMusic);
lastNodePlayed = battleMusic.getName();
} else if (music == Music.GAME_OVER_THEME_L && !lastNodePlayed.equals(GAME_OVER_MUSIC_L)) {
LOGGER.log(Level.INFO, "Received Music change Event {0}", music.toString());
stop(menuMusic);
stop(battleMusic);
stop(gameOverMusicV);
play(gameOverMusicL);
lastNodePlayed = gameOverMusicL.getName();
} else if (music == Music.GAME_OVER_THEME_V && !lastNodePlayed.equals(GAME_OVER_MUSIC_V)){
LOGGER.log(Level.INFO, "Received Music change Event {0}", music.toString());
stop(menuMusic);
stop(battleMusic);
stop(gameOverMusicL);
play(gameOverMusicV);
lastNodePlayed = gameOverMusicV.getName();
}
prefs.putBoolean(BACKGROUND_MUSIC_ENABLED_PREV, backgroundMusicEnabled); //puts in new enabled to the pref
}
/**
* this method sets the
* the method which receives the Event
*
* @param volume is the volume the music is set to
* @param music the received Event
*/
public void setBackgroundVolume(float volume) {
this.backgroundVolume = volume;
backgroundMusic.setVolume(backgroundVolume);
prefs.putFloat(VOLUME_PREV, volume);
}
/**
* this method returns the BackgroundVolume
*
* @return backgroundVolume
*/
public float getBackgroundVolume() {
return backgroundVolume;
}
/**
* return, if the background-music is enabled
*
* @return true if the music is enabled
*/
public boolean isBackgroundMusicEnabled() {
return backgroundMusicEnabled;
@Override
public void receivedEvent (MusicEvent music){
LOGGER.log(Level.INFO, "Received Music change Event {0}", music.toString());
switch (music.music()){
case MENU_THEME:
changeMusic(Music.MENU_THEME);
break;
case BATTLE_THEME:
changeMusic(Music.BATTLE_THEME);
break;
case GAME_OVER_THEME_L:
changeMusic(Music.GAME_OVER_THEME_L);
break;
case GAME_OVER_THEME_V:
changeMusic(Music.GAME_OVER_THEME_V);
break;
}
}
}

View File

@@ -123,10 +123,15 @@ public class BattleshipApp extends SimpleApplication implements BattleshipClient
private final ActionListener escapeListener = (name, isPressed, tpf) -> escape(isPressed);
/**
* this is the object, responsible for the background-music and to control it
* The Object which handles the background music
*/
private BackgroundMusic backgroundMusic;
/**
* The object that handles the main volume
*/
private MainVolume mainVolume;
static {
// Configure logging
LogManager manager = LogManager.getLogManager();
@@ -230,7 +235,10 @@ public void simpleInitApp() {
setupStates();
setupGui();
serverConnection.connect();
backgroundMusic = new BackgroundMusic(this, "Sound/Background/backgroundMusic.ogg"); //initialise backgroundMusic and sets the backgroundMusic-path
mainVolume = new MainVolume(this);
backgroundMusic = new BackgroundMusic(this);
logic.addListener(backgroundMusic);
}
/**
@@ -434,10 +442,20 @@ void errorDialog(String errorMessage) {
}
/**
* this method returns Background-Music
* @return background-music
* this method returns the object which handles the background music
*
* @return BackgroundMusic
*/
public BackgroundMusic getBackgroundMusic(){
return backgroundMusic;
}
/**
* this method returns the object which handles the main volume
*
* @return an object of MainVolume
*/
public MainVolume getMainVolumeControl(){
return mainVolume;
}
}

View File

@@ -14,6 +14,7 @@
import com.jme3.asset.AssetNotFoundException;
import com.jme3.audio.AudioData;
import com.jme3.audio.AudioNode;
import com.jme3.audio.AudioSource;
import pp.battleship.notification.GameEventListener;
import pp.battleship.notification.SoundEvent;
@@ -27,14 +28,20 @@
* An application state that plays sounds.
*/
public class GameSound extends AbstractAppState implements GameEventListener {
private static final Logger LOGGER = System.getLogger(GameSound.class.getName());
static final Logger LOGGER = System.getLogger(GameSound.class.getName());
private static final Preferences PREFERENCES = getPreferences(GameSound.class);
private static final String ENABLED_PREF = "enabled"; //NON-NLS
private static final String SOUND_VOLUME_PREF = "volume";
private float volume;
private AudioNode splashSound;
private AudioNode shipDestroyedSound;
private AudioNode explosionSound;
private AudioNode rocketSound;
private BattleshipApp app;
/**
* Checks if sound is enabled in the preferences.
*
@@ -75,10 +82,13 @@ public void setEnabled(boolean enabled) {
@Override
public void initialize(AppStateManager stateManager, Application app) {
super.initialize(stateManager, app);
this.app = (BattleshipApp) app;
shipDestroyedSound = loadSound(app, "Sound/Effects/sunken.wav"); //NON-NLS
splashSound = loadSound(app, "Sound/Effects/splash.wav"); //NON-NLS
explosionSound = loadSound(app, "Sound/Effects/explosion.wav"); //NON-NLS
rocketSound = loadSound(app, "Sound/Effects/rocket-loop-99748.wav");
rocketSound = loadSound(app, "Sound/Effects/rocket.wav");
volume = PREFERENCES.getFloat(SOUND_VOLUME_PREF, 1.0f);
}
/**
@@ -94,7 +104,8 @@ private AudioNode loadSound(Application app, String name) {
sound.setLooping(false);
sound.setPositional(false);
return sound;
} catch (AssetLoadException | AssetNotFoundException ex) {
}
catch (AssetLoadException | AssetNotFoundException ex) {
LOGGER.log(Level.ERROR, ex.getMessage(), ex);
}
return null;
@@ -125,35 +136,64 @@ public void shipDestroyed() {
}
/**
* when triggered, though a sound-event,it decides, which sound should be played
*
* @param event the received event
* Plays sound effect when a rocket starts
*/
public void rocket() {
if (isEnabled() && rocketSound != null)
rocketSound.playInstance();
}
/**
* this method sets the sound volume of the sounds
*
* @param volume the volume to be set to
*/
public void setSoundVolume(float volume) {
float mainVolume = app.getMainVolumeControl().getMainVolume();
float calculatedVolume = volume * mainVolume;
shipDestroyedSound.setVolume(calculatedVolume);
splashSound.setVolume(calculatedVolume);
explosionSound.setVolume(calculatedVolume);
this.volume = volume;
PREFERENCES.putFloat(SOUND_VOLUME_PREF, volume);
}
/**
* this method will be used if the main volume changes
*/
public void setSoundVolume() {
float mainVolume = app.getMainVolumeControl().getMainVolume();
shipDestroyedSound.setVolume(volume * mainVolume);
splashSound.setVolume(volume * mainVolume);
explosionSound.setVolume(volume * mainVolume);
rocketSound.setVolume(volume * mainVolume);
PREFERENCES.putFloat(SOUND_VOLUME_PREF, volume);
}
/**
* this method returns the sound
*
* @return
*/
public float getVolume(){
return volume;
}
@Override
public void receivedEvent(SoundEvent event) {
switch (event.sound()) {
case EXPLOSION -> explosion();
case SPLASH -> splash();
case DESTROYED_SHIP -> shipDestroyed();
case ROCKET -> rocket();
case ROCKET_STOP -> rocketStopped();
case EXPLOSION :
explosion();
break;
case SPLASH :
splash();
break;
case DESTROYED_SHIP:
shipDestroyed();
break;
case ROCKET_FIRED:
rocket();
break;
}
}
/**
* this method plays the sound of the rocket
*/
private void rocket() {
if (isEnabled() && splashSound != null)
rocketSound.play();
}
/**
* this method stops the sound of the rocket
*/
private void rocketStopped() {
rocketSound.stop();
}
}

View File

@@ -0,0 +1,32 @@
package pp.battleship.client;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.prefs.Preferences;
public class MainVolume {
private static final Preferences PREFS = Preferences.userNodeForPackage(MainVolume.class);
private static final String MAIN_VOLUME_PREFS = "MainVolume";
static final Logger LOGGER = System.getLogger(MainVolume.class.getName());
private float mainVolume;
private BattleshipApp app;
public MainVolume(BattleshipApp app) {
this.mainVolume = PREFS.getFloat(MAIN_VOLUME_PREFS, 1.0f);
this.app = app;
}
public void setMainVolume(float mainVolume) {
LOGGER.log(Level.DEBUG, "setMainVolume: mainVolume = {0}", mainVolume);
app.getBackgroundMusic().setVolume();
app.getStateManager().getState(GameSound.class).setSoundVolume();
this.mainVolume = mainVolume;
PREFS.putFloat(MAIN_VOLUME_PREFS, mainVolume);
}
public float getMainVolume() {
return mainVolume;
}
}

View File

@@ -36,7 +36,14 @@ class Menu extends Dialog {
private final BattleshipApp app;
private final Button loadButton = new Button(lookup("menu.map.load"));
private final Button saveButton = new Button(lookup("menu.map.save"));
private static final double SLIDER_DELTA = 0.1;
private static final double SLIDER_MIN_VALUE = 0.0;
private static final double SLIDER_MAX_VALUE = 2.0;
private final VersionedReference<Double> volumeRef;
private final VersionedReference<Double> soundVolumeRef;
private final VersionedReference<Double> mainVolumeRef;
/**
* Constructs the Menu dialog for the Battleship application.
@@ -47,19 +54,25 @@ public Menu(BattleshipApp app) {
super(app.getDialogManager());
this.app = app;
addChild(new Label(lookup("battleship.name"), new ElementId("header"))); //NON-NLS
addChild(new Label(lookup("menu.main.volume"), new ElementId("label")));
Slider mainVolumeSlider = createSlider(app.getMainVolumeControl().getMainVolume());
addChild(mainVolumeSlider);
mainVolumeRef = mainVolumeSlider.getModel().createReference();
addChild(new Label(lookup("menu.sound.volume"), new ElementId("label")));
addChild(new Checkbox(lookup("menu.sound-enabled"),
new StateCheckboxModel(app, GameSound.class)));
Slider soundSlider = createSlider(app.getStateManager().getState(GameSound.class).getVolume());
addChild(soundSlider);
soundVolumeRef = soundSlider.getModel().createReference();
//this sets the checkbox,to disable/enable the background-music
Checkbox backgroundMusicEnabled = new Checkbox(lookup("background.music.checkbox"));
backgroundMusicEnabled.setChecked(app.getBackgroundMusic().isBackgroundMusicEnabled());
backgroundMusicEnabled.addClickCommands(s -> app.getBackgroundMusic().toggleMusic());
addChild(backgroundMusicEnabled);
//this sets the volume-slider for the volume of the background-music
Slider volumeSlider = new Slider(lookup("background.music.volume"));
volumeSlider.setModel(new DefaultRangedValueModel(0.0, 2.0, app.getBackgroundMusic().getBackgroundVolume()));
volumeSlider.setDelta(0.1);
addChild(new Label(lookup("menu.volume"), new ElementId("label")));
Checkbox musicToggle = new Checkbox(lookup("menu.music.toggle"));
musicToggle.setChecked(app.getBackgroundMusic().isMusicEnabled());
musicToggle.addClickCommands(s -> toggleMusic());
addChild(musicToggle);
Slider volumeSlider = createSlider(app.getBackgroundMusic().getVolume());
addChild(volumeSlider);
volumeRef = volumeSlider.getModel().createReference();
@@ -71,20 +84,73 @@ public Menu(BattleshipApp app) {
.addClickCommands(s -> ifTopDialog(this::close));
addChild(new Button(lookup("menu.quit")))
.addClickCommands(s -> ifTopDialog(app::closeApp));
update();
}
/**
* updates the background-volume
* this method creates a slider to be used in the menu
*
* @param tmp
* @param relativePosition the position of the regulator on the slider
* @return the creates slider
*/
private Slider createSlider(double relativePosition){
Slider slider = new Slider();
slider.setModel(new DefaultRangedValueModel(SLIDER_MIN_VALUE, SLIDER_MAX_VALUE, relativePosition));
slider.setDelta(SLIDER_DELTA);
return slider;
}
/**
* this method is used update the volume when there is a change in the slider
* @param tpf time per frame
*/
@Override
public void update(float tmp) {
if (volumeRef.update()) {
app.getBackgroundMusic().setBackgroundVolume((float) (double) volumeRef.get()); //sets new background-volume
public void update(float tpf){
if(volumeRef.update()){
double newVolume = volumeRef.get();
adjustMusicVolume(newVolume);
}
else if (soundVolumeRef.update()) {
double newSoundVolume = soundVolumeRef.get();
adjustSoundVolume(newSoundVolume);
} else if (mainVolumeRef.update()) {
double newMainVolume = mainVolumeRef.get();
adjustMainVolume(newMainVolume);
}
}
/**
* this method adjusts the main volume
*
* @param newVolume the volume to be set as main volume
*/
private void adjustMainVolume(double newVolume) {
app.getMainVolumeControl().setMainVolume((float) newVolume);
}
/**
* this method adjust the volume for the background music
*
* @param volume is the double value of the volume
*/
private void adjustMusicVolume(double volume) {
app.getBackgroundMusic().setVolume((float) volume);
}
/**
* this method adjusts the volume for the sound
*
* @param volume is a double value of the sound volume
*/
private void adjustSoundVolume(double volume) {
app.getStateManager().getState(GameSound.class).setSoundVolume((float) volume);
}
/**
* this method toggles the background music on and off
*/
private void toggleMusic() {
app.getBackgroundMusic().toggleMusic();
}
/**

View File

@@ -12,8 +12,7 @@
import com.simsilica.lemur.Label;
import com.simsilica.lemur.TextField;
import com.simsilica.lemur.component.SpringGridLayout;
import pp.battleship.client.server.BattleshipLocalServer;
import pp.battleship.client.server.BattleshipLocalServer;
import pp.battleship.client.server.BattleshipServer;
import pp.dialog.Dialog;
import pp.dialog.DialogBuilder;
import pp.dialog.SimpleDialog;
@@ -40,7 +39,7 @@ class NetworkDialog extends SimpleDialog {
private int portNumber;
private Future<Object> connectionFuture;
private Dialog progressDialog;
private boolean localServer = false;
private boolean hostServer = false;
/**
* Constructs a new NetworkDialog.
@@ -54,19 +53,17 @@ class NetworkDialog extends SimpleDialog {
host.setPreferredWidth(400f);
port.setSingleLine(true);
Checkbox serverHost = new Checkbox(lookup("host.own.server"));
serverHost.setChecked(false);
serverHost.addClickCommands(s -> toggleServerHost());
final BattleshipApp app = network.getApp();
final Container input = new Container(new SpringGridLayout());
input.addChild(new Label(lookup("host.name") + ": "));
input.addChild(host, 1);
input.addChild(new Label(lookup("port.number") + ": "));
input.addChild(port, 1);
/*
* this checkbox controls, whether it will connect to an existing server or create a separate server
*/
Checkbox localServerCb = new Checkbox(lookup("local.server"));
localServerCb.setChecked(false);
localServerCb.addClickCommands(s -> localServer = !localServer);
input.addChild(serverHost);
DialogBuilder.simple(app.getDialogManager())
.setTitle(lookup("server.dialog"))
@@ -76,7 +73,6 @@ class NetworkDialog extends SimpleDialog {
.setOkClose(false)
.setNoClose(false)
.build(this);
addChild(localServerCb); // adds the checkbox to the network dialog at the bottom
}
/**
@@ -97,37 +93,38 @@ private void connectServer() {
}
/**
* connects to the server, creates one, if no server is up
* This method will start a server or just connect to one based on the boolean hostServer
*/
public void connect() {
if (localServer) {
startLocalServer(); //starts a local server
private void connect() {
if(hostServer){
startServer();
try {
Thread.sleep(1000); // waits, to ensure, that the server in the separate Thread has enough time to start properly
}
catch (Exception e) {
Thread.sleep(1000);
} catch (InterruptedException e) {
LOGGER.log(Level.WARNING, e.getMessage(), e);
}
connectServer(); // connects to the server, that was just created
}
else {
connectServer(); // connects to existing server, when the server si not running, or not started by one of the clients
connectServer();
} else {
connectServer();
}
}
/**
*starts a local server, in another thread
* This method starts a server in a new thread
*/
private void startLocalServer() {
new Thread(() -> { //creates new Thread
try {
BattleshipLocalServer battleshipLocalServer = new BattleshipLocalServer(Integer.parseInt(port.getText())); // creates local server, with the given port numbers
battleshipLocalServer.run(); // runs the local server
}
catch (Exception e) {
private void startServer() {
new Thread(() -> {
try{
BattleshipServer battleshipServer = new BattleshipServer(Integer.parseInt(port.getText()));
battleshipServer.run();
} catch (Exception e) {
LOGGER.log(Level.ERROR, e.getMessage(), e);
}
}).start(); // starts the thread
}).start();
}
private void toggleServerHost(){
hostServer = !hostServer;
}
/**

View File

@@ -0,0 +1,179 @@
package pp.battleship.client.gui;
import com.jme3.app.Application;
import com.jme3.asset.AssetManager;
import com.jme3.effect.ParticleEmitter;
import com.jme3.effect.ParticleMesh;
import com.jme3.effect.ParticleMesh.Type;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.scene.Node;
import com.jme3.scene.control.AbstractControl;
import pp.battleship.model.Shot;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.Timer;
import java.util.TimerTask;
/**
* This class is used to handle the effects for impacts
*/
public class EffectHandler {
private final AssetManager assetManager;
static final Logger LOGGER = System.getLogger(EffectHandler.class.getName());
private Material particleMat;
/**
* the constructor is used to get the asset manager from the app
*
* @param app the main application
*/
public EffectHandler(Application app) {
assetManager = app.getAssetManager();
particleMat = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
}
/**
* creates a new HitEffect
*
* @param battleshipNode the node of the ship
* @param shot the shot which triggered the effect
*/
public void createHitEffect(Node battleshipNode, Shot shot) {
createFieryEffect(battleshipNode,shot, "HitEffect", 30, 0.45f, 0.1f, -0.5f, 1f , 2f, false);
}
/**
* creates a new FireEffect
*
* @param battleshipNode the node of the ship
* @param shot the shot which triggered the effect
*/
public void createFireEffect(Node battleshipNode, Shot shot) {
createFieryEffect(battleshipNode, shot, "FireEffect", 30, 0.1f, 0.05f, -0.9f, 1f , 2f, true);
}
/**
* creates a fiery type hit effect
*
* @param battleshipNode the ship to which the effect should be attached
* @param shot the shot that triggered the effect
* @param name the name of the particle emitter
* @param numOfParticle the overall numberOfParticles
* @param startSize the start size of the particles
* @param endSize the end size of the particles
* @param gravity the gravity of the particles
* @param lowLife the lowest lifetime of a particle
* @param highLife the maximum lifetime of a particle
* @param loop if the effect should be looped
*/
public void createFieryEffect(Node battleshipNode, Shot shot, String name, int numOfParticle, float startSize, float endSize, float gravity,
float lowLife, float highLife, boolean loop) {
ParticleEmitter fieryEffect = new ParticleEmitter(name, Type.Triangle, numOfParticle);
fieryEffect.setMaterial(particleMat);
fieryEffect.setImagesX(2);
fieryEffect.setImagesY(2);
fieryEffect.setStartColor(ColorRGBA.Orange);
fieryEffect.setEndColor(ColorRGBA.Red);
fieryEffect.getParticleInfluencer().setInitialVelocity(new Vector3f(0,1,0));
fieryEffect.setStartSize(startSize);
fieryEffect.setEndSize(endSize);
fieryEffect.setGravity(0, gravity, 0);
fieryEffect.setLowLife(lowLife);
fieryEffect.setHighLife(highLife);
if(!loop) {
fieryEffect.setLocalTranslation(shot.getY() + 0.5f, 0 , shot.getX() + 0.5f);
fieryEffect.setParticlesPerSec(0);
fieryEffect.emitAllParticles();
} else {
fieryEffect.setLocalTranslation(shot.getY() + 0.5f, 0 , shot.getX() + 0.5f);
fieryEffect.getLocalTranslation().subtractLocal(battleshipNode.getLocalTranslation());
fieryEffect.setParticlesPerSec(10);
}
battleshipNode.attachChild(fieryEffect);
LOGGER.log(Level.DEBUG, "Created {0} at {1}", name ,fieryEffect.getLocalTranslation().toString());
fieryEffect.addControl(new EffectControl(fieryEffect, battleshipNode));
}
/**
* This method is used to create a miss effect at a certain location
*/
public ParticleEmitter createMissEffect(Shot shot) {
ParticleEmitter missEffect = new ParticleEmitter("MissEffect", Type.Triangle, 15);
missEffect.setMaterial(particleMat);
missEffect.setImagesX(2);
missEffect.setImagesY(2);
missEffect.setStartColor(ColorRGBA.Blue); // Water color
missEffect.setEndColor(ColorRGBA.Cyan);
missEffect.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 1, 0));
missEffect.setStartSize(0.3f);
missEffect.setEndSize(0.05f);
missEffect.setGravity(0, -0.1f, 0);
missEffect.setLowLife(0.5f);
missEffect.setHighLife(1.5f);
missEffect.setParticlesPerSec(0);
missEffect.setLocalTranslation(shot.getY() + 0.5f, 0 , shot.getX() + 0.5f);
missEffect.emitAllParticles();
missEffect.addControl(new EffectControl(missEffect));
return missEffect;
}
/**
* This inner class is used to control the effects
*/
private static class EffectControl extends AbstractControl {
private final ParticleEmitter emitter;
private final Node parentNode;
/**
* this constructor is used to when the effect should be attached to a specific node
*
* @param emitter the Particle emitter to be controlled
* @param parentNode the node to be attached
*/
public EffectControl(ParticleEmitter emitter, Node parentNode) {
this.emitter = emitter;
this.parentNode = parentNode;
}
/**
* This constructor is used when the effect shouldn't be attached to
* a specific node
*
* @param emitter the Particle emitter to be controlled
*/
public EffectControl(ParticleEmitter emitter){
this.emitter = emitter;
this.parentNode = null;
}
/**
* The method which checks if the Effect is not rendered anymore so it can be removed
*
* @param tpf time per frame (in seconds)
*/
@Override
protected void controlUpdate(float tpf) {
if (emitter.getParticlesPerSec() == 0 && emitter.getNumVisibleParticles() == 0) {
if (parentNode != null)
parentNode.detachChild(emitter);
}
}
/**
* @param rm the RenderManager rendering the controlled Spatial (not null)
* @param vp the ViewPort being rendered (not null)
*/
@Override
protected void controlRender(com.jme3.renderer.RenderManager rm, com.jme3.renderer.ViewPort vp) {}
}
}

View File

@@ -12,10 +12,10 @@
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import pp.battleship.model.Battleship;
import pp.battleship.model.IntPoint;
import pp.battleship.model.Shell;
import pp.battleship.model.Shot;
import pp.util.Position;
import java.lang.System.Logger;
/**
@@ -24,14 +24,15 @@
* whenever changes occur in the model.
*/
class MapViewSynchronizer extends ShipMapSynchronizer {
private static final Logger LOGGER = System.getLogger(MapViewSynchronizer.class.getName());
// Constants for rendering properties
private static final float SHIP_LINE_WIDTH = 6f;
private static final float SHOT_DEPTH = -2f;
private static final float SHIP_DEPTH = 0f;
private static final float INDENT = 4f;
private static final float SHELL_DEPTH = 8f;
private static final float SHELL_IN_GRID = 0.1f;
private static final float SHELL_SIZE = 0.75f;
private static final float SHELL_CENTERED_IN_MAP_GRID = 0.0625f;
// Colors used for different visual elements
private static final ColorRGBA HIT_COLOR = ColorRGBA.Red;
@@ -43,6 +44,8 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
// The MapView associated with this synchronizer
private final MapView view;
static final Logger LOGGER = System.getLogger(MapViewSynchronizer.class.getName());
/**
* Constructs a new MapViewSynchronizer for the given MapView.
* Initializes the synchronizer and adds existing elements from the model to the view.
@@ -64,6 +67,7 @@ public MapViewSynchronizer(MapView view) {
*/
@Override
public Spatial visit(Shot shot) {
LOGGER.log(Logger.Level.DEBUG, "Visiting " + shot);
// Convert the shot's model coordinates to view coordinates
final Position p1 = view.modelToView(shot.getX(), shot.getY());
final Position p2 = view.modelToView(shot.getX() + 1, shot.getY() + 1);
@@ -71,9 +75,9 @@ 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);
}
/**
@@ -125,25 +129,17 @@ public Spatial visit(Battleship ship) {
public Spatial visit(Shell shell) {
LOGGER.log(Logger.Level.DEBUG, "Visiting {0}", shell);
final Node shellNode = new Node("shell");
final Position target = view.modelToView(shell.getX(), shell.getY());
final Position startPosition = view.modelToView(SHELL_IN_GRID, SHELL_IN_GRID);
shellNode.attachChild(createShell());
final Position p1 = view.modelToView(shell.getX(), shell.getY());
final Position p2 = view.modelToView(shell.getX() + SHELL_SIZE, shell.getY() + SHELL_SIZE);
final Position startPosition = view.modelToView(SHELL_CENTERED_IN_MAP_GRID, SHELL_CENTERED_IN_MAP_GRID);
shellNode.attachChild(view.getApp().getDraw().makeRectangle(startPosition.getX(), startPosition.getY(), SHELL_DEPTH, p2.getX() - p1.getX(), p2.getY() - p1.getY(), ColorRGBA.Black));
shellNode.setLocalTranslation(startPosition.getX(), startPosition.getY(), SHELL_DEPTH);
shellNode.scale(18f);
shellNode.addControl(new ShellMapControl(view.getApp(), target, shell));
shellNode.addControl(new ShellMapControl(p1, view.getApp(), new IntPoint(shell.getX(), shell.getY())));
return shellNode;
}
/**
* returns the red dot for the shell in the MapViewSynchronizer
*
* @return Spatial
*/
private Spatial createShell() {
return view.getApp().getDraw().makeFilledCircle(ColorRGBA.Red);
}
/**
* Creates a line geometry representing part of the ship's border.
*
@@ -155,6 +151,7 @@ private Spatial createShell() {
* @return a Geometry representing the line
*/
private Geometry shipLine(float x1, float y1, float x2, float y2, ColorRGBA color) {
LOGGER.log(Logger.Level.DEBUG, "created ship line");
return view.getApp().getDraw().makeFatLine(x1, y1, x2, y2, SHIP_DEPTH, color, SHIP_LINE_WIDTH);
}
}

View File

@@ -7,26 +7,14 @@
package pp.battleship.client.gui;
import com.jme3.effect.ParticleEmitter;
import com.jme3.effect.ParticleMesh.Type;
import com.jme3.material.Material;
import com.jme3.material.RenderState.BlendMode;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.material.RenderState;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import 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.lang.System.Logger;
import java.lang.System.Logger.Level;
import pp.battleship.model.*;
import static java.util.Objects.requireNonNull;
import static pp.util.FloatMath.HALF_PI;
@@ -39,18 +27,16 @@
* logic for the sea map.
*/
class SeaSynchronizer extends ShipMapSynchronizer {
private static final Logger LOGGER = System.getLogger(SeaSynchronizer.class.getName());
private static final String UNSHADED = "Common/MatDefs/Misc/Unshaded.j3md"; //NON-NLS
private static final String KING_GEORGE_V_MODEL = "Models/KingGeorgeV/KingGeorgeV.j3o"; //NON-NLS
private static final String SUBMARINE = "Models/Submarine/submarine.j3o";
private static final String DESTROYER = "Models/Destroyer/10619_Battleship.j3o";
private static final String SMALL_SHIP = "Models/SmallShip/10634_SpeedBoat_v01_LOD3.obj";
private static final String PARTICLE = "Common/MatDefs/Misc/Particle.j3md";
private static final String COLOR = "Color"; //NON-NLS
private static final String KING_GEORGE_V_MODEL = "Models/KingGeorgeV/KingGeorgeV.j3o";
private static final String UBOAT = "Models/UBoat/14084_WWII_Ship_German_Type_II_U-boat_v2_L1.obj"; //NON-NLS
private static final String BATTLE_SHIP_MODERN = "Models/BattleShipModern/Destroyer.j3o";
private static final String BATTLE_SHIP_MODERN_TEXTURE = "Models/BattleShipModern/BattleshipC.jpg";
private static final String PATROL_BOAT = "Models/PatrolBoat/12219_boat_v2_L2.obj";
private static final String SHELL_ROCKET = "Models/Rocket/Rocket.obj";
private static final String SHIP = "ship"; //NON-NLS
private static final String ROCKET = "Models/Rocket/rocket.j3o";
private static final ColorRGBA BOX_COLOR = ColorRGBA.Gray;
private static final String SHELL = "shell";
private final EffectHandler effectHandler;
private final ShipMap map;
private final BattleshipApp app;
@@ -66,6 +52,7 @@ public SeaSynchronizer(BattleshipApp app, Node root, ShipMap map) {
super(app.getGameLogic().getOwnMap(), root);
this.app = app;
this.map = map;
effectHandler = new EffectHandler(app);
addExisting();
}
@@ -79,20 +66,7 @@ public SeaSynchronizer(BattleshipApp app, Node root, ShipMap map) {
*/
@Override
public Spatial visit(Shot shot) {
return shot.isHit() ? handleHit(shot) : handleMiss(shot);
}
/**
* Handles a miss
*
* @param shot a hit
* @return always null to prevent the representation from being attached
* to the items node as well
*/
private Spatial handleMiss(Shot shot) {
final ParticleEmitter emitter = createMissParticle(shot);
return emitter;
return shot.isHit() ? handleHit(shot) : effectHandler.createMissEffect(shot);
}
/**
@@ -106,114 +80,13 @@ private Spatial handleMiss(Shot shot) {
private Spatial handleHit(Shot shot) {
final Battleship ship = requireNonNull(map.findShipAt(shot), "Missing ship");
final Node shipNode = requireNonNull((Node) getSpatial(ship), "Missing ship node");
final ParticleEmitter particleEmitter = createHitParticle(shot);
particleEmitter.getLocalTranslation().subtractLocal(shipNode.getLocalTranslation());
shipNode.attachChild(particleEmitter);
final ParticleEmitter fire = createFire(shot);
shipNode.attachChild(fire);
effectHandler.createHitEffect(shipNode, shot);
effectHandler.createFireEffect(shipNode, shot);
return null;
}
/**
* this method attach fire to the ship, if it is hit
*
* @param shot the shot, that hit the ship
* @return the Fire
*/
private ParticleEmitter createFire(Shot shot) {
ParticleEmitter hitEffect = new ParticleEmitter("fire", Type.Triangle, 5000);
hitEffect.setMaterial(new Material(app.getAssetManager(), PARTICLE));
hitEffect.setImagesX(2);
hitEffect.setImagesY(2);
hitEffect.setStartColor(ColorRGBA.Orange);
hitEffect.setEndColor(ColorRGBA.Red);
hitEffect.setStartSize(0.1f);
hitEffect.setEndSize(0.05f);
hitEffect.getParticleInfluencer().setInitialVelocity(new Vector3f(0,1,0));
hitEffect.setParticlesPerSec(5);
hitEffect.setLowLife(1f);
hitEffect.setHighLife(1f);
final Node shipNode = requireNonNull((Node) getSpatial(map.findShipAt(shot.getX(), shot.getY())), "Missing ship node");
hitEffect.setGravity(0, -0.9f, 0);
Vector3f shipNodePos = shipNode.getLocalTranslation();
Vector3f shotWorld = mapToWorldCord(shot.getX(), shot.getY());
Vector3f firePos = shotWorld.subtract(shipNodePos);
if (map.findShipAt(shot.getX(), shot.getY()).getLength() == 2) {
hitEffect.setLocalTranslation(firePos.x, 0.15f, firePos.z);
} else {
hitEffect.setLocalTranslation(firePos.x, 0.3f, firePos.z);
}
return hitEffect;
}
/**
* this method converts 2d to 3d positions
*
* @param x x-Coordinate
* @param y-Coordinate
* @return the Position as a 3d Vector
*/
private Vector3f mapToWorldCord(int x, int y) {
return new Vector3f(y + 0.5f, 0, x + 0.5f);
}
/**
* this method creates the particles, when the shot misses
*
* @param shot is the parameter, where was shot
* @return the particle
*/
private ParticleEmitter createMissParticle(Shot shot) {
ParticleEmitter hitEffect = new ParticleEmitter("HitEffect", Type.Triangle, 30);
hitEffect.setMaterial(new Material(app.getAssetManager(), PARTICLE));
hitEffect.setImagesX(2);
hitEffect.setImagesY(2);
hitEffect.setStartColor(ColorRGBA.Cyan);
hitEffect.setEndColor(ColorRGBA.Blue);
hitEffect.getParticleInfluencer().setInitialVelocity(new Vector3f(0.1f, 0.1f, 0.1f));
hitEffect.move(0, -2, 0);
hitEffect.setStartSize(0.45f);
hitEffect.setEndSize(0.45f);
hitEffect.setGravity(0, -0.5f, 0);
hitEffect.setLowLife(1f);
hitEffect.setHighLife(1f);
hitEffect.setParticlesPerSec(0);
hitEffect.setLocalTranslation(shot.getY() + 0.5f, 0, shot.getX() + 0.5f);
hitEffect.emitAllParticles();
return hitEffect;
}
/**
* this method creates the particles, when a ship is hit
*
* @param shot says, where was shot
* @return the particle
*/
private ParticleEmitter createHitParticle(Shot shot) {
ParticleEmitter hitEffect = new ParticleEmitter("HitEffect", Type.Triangle, 30);
hitEffect.setMaterial(new Material(app.getAssetManager(), PARTICLE));
hitEffect.setImagesX(2);
hitEffect.setImagesY(2);
hitEffect.setStartColor(ColorRGBA.Orange);
hitEffect.setEndColor(ColorRGBA.Red);
hitEffect.getParticleInfluencer().setInitialVelocity(new Vector3f(1, 1, 1));
hitEffect.setStartSize(0.45f);
hitEffect.setEndSize(0.1f);
hitEffect.setGravity(0, -0.5f, 0);
hitEffect.setLowLife(1f);
hitEffect.setHighLife(2f);
hitEffect.setParticlesPerSec(0);
hitEffect.setLocalTranslation(shot.getY() + 0.5f, 0, shot.getX() + 0.5f);
hitEffect.emitAllParticles();
return hitEffect;
}
/**
* Visits a {@link Battleship} and creates a graphical representation of it.
* The representation is either a 3D model or a simple box depending on the
@@ -230,39 +103,43 @@ public Spatial visit(Battleship ship) {
final float x = 0.5f * (ship.getMinY() + ship.getMaxY() + 1f);
final float z = 0.5f * (ship.getMinX() + ship.getMaxX() + 1f);
node.setLocalTranslation(x, 0f, z);
node.addControl(new ShipControl(ship, map));
node.addControl(new ShipControl(ship));
return node;
}
/**
* Visits a {@link Shell} and creates a graphical representation of it.
* The representation is a 3D model
* Visits a shell and creates a graphical representation
*
* @param shell the shell to be represented
* @return the node containing the graphical representation of the shell
* @param shell the Shell element to visit
* @return the node containing the graphical representation
*/
@Override
public Spatial visit(Shell shell) {
LOGGER.log(Level.INFO, "was visited by SeaSynchronizer");
final Node node = new Node("Shell");
node.attachChild(createShell());
node.setLocalTranslation(shell.getY() + 0.5f, 10, shell.getX() + 0.5f);
node.addControl(new ShellControl(shell, app));
public Spatial visit(Shell shell){
final Node node = new Node(SHELL);
node.attachChild(createRocket());
final float x = shell.getY();
final float z = shell.getX();
node.setLocalTranslation(x + 0.5f, 10f, z + 0.5f);
ShellControl shellControl = new ShellControl(shell, app);
node.addControl(shellControl);
return node;
}
/**
* this method loads the Model
* creates the spatial representation of a rocket
*
* @return model
* @return a spatial the rocket
*/
private Spatial createShell() {
LOGGER.log(Level.INFO, "created Shell");
final Spatial model = app.getAssetManager().loadModel(ROCKET);
model.rotate(PI, PI, 0);
model.scale(0.0002f);
model.move(0, 0, 0);
private Spatial createRocket() {
final Spatial model = app.getAssetManager().loadModel(SHELL_ROCKET);
model.rotate(PI, 0f, 0f);
model.scale(0.002f);
model.setShadowMode(ShadowMode.CastAndReceive);
model.move(0, 0, 0);
return model;
}
@@ -274,100 +151,15 @@ private Spatial createShell() {
* @return the spatial representing the battleship
*/
private Spatial createShip(Battleship ship) {
//return ship.getLength() == 4 ? createBattleship(ship) : createBox(ship);
return switch (ship.getLength()) {
case (1) -> createSmallShip(ship);
case (2) -> createSubmarine(ship);
case (3) -> createDestroyer(ship);
case (4) -> createBattleship(ship);
default -> createBox(ship);
case 1 -> createPatrolBoat(ship);
case 2 -> createModernBattleship(ship);
case 3 -> createUBoat(ship);
case 4 -> createBattleship(ship);
default -> throw new IllegalArgumentException("Ship length must be between 1 and 4 units long");
};
}
/**
* Creates a simple box to represent a battleship that is not of the "King George V" type.
*
* @param ship the battleship to be represented
* @return the geometry representing the battleship as a box
*/
private Spatial createBox(Battleship ship) {
final Box box = new Box(0.5f * (ship.getMaxY() - ship.getMinY()) + 0.3f,
0.3f,
0.5f * (ship.getMaxX() - ship.getMinX()) + 0.3f);
final Geometry geometry = new Geometry(SHIP, box);
geometry.setMaterial(createColoredMaterial(BOX_COLOR));
geometry.setShadowMode(ShadowMode.CastAndReceive);
return geometry;
}
/**
* Creates a Destroyer to represent a battleship that has the length of 3.
*
* @param ship the battleship to be represented
* @return the model representing the battleship
*/
private Spatial createDestroyer(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(DESTROYER);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()) - HALF_PI, 0f);
model.scale(0.0001f);
model.move(0, 0.3f, 0);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* Creates a Submarine to represent a battleship that has the length 2.
*
* @param ship the battleship to be represented
* @return the model representing the battleship
*/
private Spatial createSubmarine(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(SUBMARINE);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
model.scale(0.25f);
model.move(0, -0.2f, 0);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* Creates a SmallShip to represent a battleship that has the length y.
*
* @param ship the battleship to be represented
* @return the model representing the battleship
*/
private Spatial createSmallShip(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(SMALL_SHIP);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()) + HALF_PI, 0f);
model.scale(0.001f);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* Creates a new {@link Material} with the specified color.
* If the color includes transparency (i.e., alpha value less than 1),
* the material's render state is set to use alpha blending, allowing for
* semi-transparent rendering.
*
* @param color the {@link ColorRGBA} to be applied to the material. If the alpha value
* of the color is less than 1, the material will support transparency.
* @return a {@link Material} instance configured with the specified color and,
* if necessary, alpha blending enabled.
*/
private Material createColoredMaterial(ColorRGBA color) {
final Material material = new Material(app.getAssetManager(), UNSHADED);
if (color.getAlpha() < 1f)
material.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
material.setColor(COLOR, color);
return material;
}
/**
* Creates a detailed 3D model to represent a "King George V" battleship.
*
@@ -384,6 +176,64 @@ private Spatial createBattleship(Battleship ship) {
return model;
}
/**
* creates a detailed 3D model to represent an UBoat
*
* @param ship the ship to be represented
* @return the spatial representing the Uboat
*/
private Spatial createUBoat(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(UBOAT);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
model.scale(0.5f);
model.setShadowMode(ShadowMode.CastAndReceive);
model.move(0, -0.3f, 0);
return model;
}
/**
* creates a detailed 3D model to represent the modern battleship
*
* @param ship the ship to be represented
* @return the spatial representing the Modern Battleship
*/
private Spatial createModernBattleship(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(BATTLE_SHIP_MODERN);
Material mat = new Material(app.getAssetManager(), UNSHADED);
mat.setTexture("ColorMap", app.getAssetManager().loadTexture(BATTLE_SHIP_MODERN_TEXTURE));
mat.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Off);
model.setMaterial(mat);
model.setQueueBucket(RenderQueue.Bucket.Opaque);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
model.scale(0.08f);
model.setLocalTranslation(0f, 0.2f, 0f);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* creates a detailed 3D model to represent the patrol boat
*
* @param ship the ship to be represented
* @return the spatial representing the patrol boat
*/
private Spatial createPatrolBoat(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(PATROL_BOAT);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
model.scale(0.0005f);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* Calculates the rotation angle for the specified rotation.
*

View File

@@ -1,5 +1,6 @@
package pp.battleship.client.gui;
import com.jme3.math.Quaternion;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.control.AbstractControl;
@@ -9,60 +10,56 @@
import pp.battleship.model.Shell;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
/**
* this class controls the Shell in the view
* This class controls a 3D representation of a shell
*/
public class ShellControl extends AbstractControl {
private final Shell shell;
private final BattleshipApp app;
private static final Logger LOGGER = System.getLogger(ShellControl.class.getName());
private static final float MOVE_SPEED = 8.0f;
static final Logger LOGGER = System.getLogger(ShellControl.class.getName());
/**
* the shell, that is displayed
*/
private Shell shell;
/**
* the Height, when the shell will despawn
*/
private static final Float HEIGHT = 0f;
/**
* the battleship app
*/
private BattleshipApp app;
/**
* the constructor for this class
* Constructor to create a new ShellControl object
*
* @param shell the shell it displays
* @param app the BattleshipApp
* @param shell the shell to be displayed
* @param app the main application
*/
public ShellControl(Shell shell, BattleshipApp app) {
LOGGER.log(Level.INFO, "ShellControl has been initialized");
this.shell = shell;
this.app = app;
}
/**
* this method controls the movement of the shell in dependent on fpt
* this method moves the representation towards it destination
* and deletes it if it reaches its target
*
* @param tpf time per frame (in seconds)
*/
@Override
protected void controlUpdate(float tpf) {
if (spatial == null) return;
if (spatial.getLocalTranslation().getY() <= HEIGHT) {
spatial.move(0, -MOVE_SPEED * tpf, 0);
spatial.rotate(0f, 0.05f, 0f);
//LOGGER.log(System.Logger.Level.DEBUG, "moved rocket {0}", spatial.getLocalTranslation().getY());
if (spatial.getLocalTranslation().getY() <= 1.5){
spatial.getParent().detachChild(spatial);
app.getGameLogic().send(new AnimationEndMessage(new IntPoint(shell.getX(), shell.getY())));
} else {
spatial.move(0, -1 * 4f * tpf, 0);
}
}
/**
* 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) {
//not in use
}
}

View File

@@ -7,69 +7,55 @@
import pp.battleship.client.BattleshipApp;
import pp.battleship.message.client.AnimationEndMessage;
import pp.battleship.model.IntPoint;
import pp.battleship.model.Shell;
import pp.battleship.notification.Sound;
import pp.util.Position;
/**
* this class controls the behaviour of a shell in a 2d map
* This class controls a ShellMap element
*/
public class ShellMapControl extends AbstractControl {
private static final System.Logger LOGGER = System.getLogger(ShellMapControl.class.getName());
/**
* the position in map-coordinates
*/
private final Position position;
/**
* the vector, the shell is going on the 2d screen
*/
private static final Vector3f vector = new Vector3f();
/**
* the battleship app
*/
private final IntPoint pos;
private static final Vector3f VECTOR = new Vector3f();
private final BattleshipApp app;
/**
* the shell displayed
*/
private final Shell shell;
/**
* the constructor for this class
* constructs a new ShellMapControl object
*
* @param app the Battleship app
* @param position the position shot at in map-coordinates
* @param shell the shell shot
* @param position the position where the shell should move to on the map
* @param app the main application
* @param pos the position the then to render shot goes to
*/
public ShellMapControl(BattleshipApp app, Position position, Shell shell) {
public ShellMapControl(Position position, BattleshipApp app, IntPoint pos) {
super();
this.position = position;
this.pos = pos;
this.app = app;
this.shell = shell;
vector.set(new Vector3f(position.getX(), position.getY(), 0));
VECTOR.set(new Vector3f(position.getX(), position.getY(), 0));
}
/**
* the update loop for this shell
* this method moves the shell representation to its correct spot and removes it after
* it arrived at its destination
*
* @param tpf time per frame (in seconds)
*/
@Override
protected void controlUpdate(float tpf) {
spatial.move(VECTOR.mult(tpf));
if (spatial.getLocalTranslation().getX() >= position.getX() && spatial.getLocalTranslation().getY() >= position.getY()) {
app.getGameLogic().playSound(Sound.ROCKET_STOP);
spatial.getParent().detachChild(spatial);
app.getGameLogic().send(new AnimationEndMessage(new IntPoint(shell.getX(), shell.getY())));
LOGGER.log(System.Logger.Level.DEBUG, "shell has been deleted", spatial.getLocalTranslation());
} else {
spatial.move(vector.mult(tpf));
app.getGameLogic().send(new AnimationEndMessage(pos));
}
}
/**
* This method is called during the rendering phase, but it does not perform any
* operations in this implementation as the control only influences the spatial's
* transformation, not its rendering process.
*
* @param rm the RenderManager rendering the controlled Spatial (not null)
* @param vp the ViewPort being rendered (not null)
*/
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {

View File

@@ -11,13 +11,12 @@
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.control.AbstractControl;
import pp.battleship.model.Battleship;
import pp.battleship.model.ShipMap;
import static java.util.Objects.requireNonNull;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import static pp.util.FloatMath.DEG_TO_RAD;
import static pp.util.FloatMath.TWO_PI;
import static pp.util.FloatMath.sin;
@@ -47,22 +46,27 @@ class ShipControl extends AbstractControl {
*/
private final Quaternion pitch = new Quaternion();
/**
* the speed at which ships sink
*/
private static final float SINKING_SPEED = -0.05f;
/**
* the threshold when ships should be removed from the scene if they sink below the value
*/
private static final float SHIP_SINKING_REMOVE_THRESHOLD = -0.6f;
/**
* The current time within the oscillation cycle, used to calculate the ship's pitch angle.
*/
private float time;
/**
* this attribute is the ship, this ShipControl controls
* The ship to be controlled
*/
private final Battleship battleship;
private final Battleship ship;
/**
* this CONST represents the sinking height, when the ship will be removed
*/
private static final Float SINKING_HEIGHT = -0.6f;
static final Logger LOGGER = System.getLogger(ShipControl.class.getName());
/**
* Constructs a new ShipControl instance for the specified Battleship.
@@ -71,7 +75,9 @@ class ShipControl extends AbstractControl {
*
* @param ship the Battleship object to control
*/
public ShipControl(Battleship ship, ShipMap map) {
public ShipControl(Battleship ship) {
battleship = ship;
// Determine the axis of rotation based on the ship's orientation
axis = switch (ship.getRot()) {
case LEFT, RIGHT -> Vector3f.UNIT_X;
@@ -79,14 +85,14 @@ public ShipControl(Battleship ship, ShipMap map) {
};
// Set the cycle duration and amplitude based on the ship's length
cycle = ship.getLength() * 2f;
cycle = battleship.getLength() * 2f;
amplitude = 5f * DEG_TO_RAD / ship.getLength();
this.ship = ship;
}
/**
* Updates the ship's pitch oscillation each frame. The ship's pitch is adjusted
* to create a continuous tilting motion, simulating the effect of waves.
* And lets the ship sink if it is destroyed and removes it from the scene when it has completely sunk
*
* @param tpf time per frame (in seconds), used to calculate the new pitch angle
*/
@@ -94,28 +100,26 @@ public ShipControl(Battleship ship, ShipMap map) {
protected void controlUpdate(float tpf) {
// If spatial is null, do nothing
if (spatial == null) return;
if(ship.isDestroyed()){
if(spatial.getLocalTranslation().getY() < SINKING_HEIGHT) { // removes the ship, if it is completely sunk
spatial.getParent().detachChild(spatial);
}
else // sink the ship, if it's not completely sunk
spatial.move(0, tpf * 0.1f * -1, 0);
if (battleship.isDestroyed() && spatial.getLocalTranslation().getY() <= SHIP_SINKING_REMOVE_THRESHOLD) {
LOGGER.log(Level.INFO, "Ship removed {0}", spatial.getName());
spatial.getParent().detachChild(spatial);
} else if (battleship.isDestroyed()) {
spatial.move(0, SINKING_SPEED * tpf, 0);
} else {
// Update the time within the oscillation cycle
time = (time + tpf) % cycle;
// Calculate the current angle of the oscillation
final float angle = amplitude * sin(time * TWO_PI / cycle);
// Update the pitch Quaternion with the new angle
pitch.fromAngleAxis(angle, axis);
// Apply the pitch rotation to the spatial
spatial.setLocalRotation(pitch);
}
// Update the time within the oscillation cycle
time = (time + tpf) % cycle;
// Calculate the current angle of the oscillation
final float angle = amplitude * sin(time * TWO_PI / cycle);
// Update the pitch Quaternion with the new angle
pitch.fromAngleAxis(angle, axis);
// Apply the pitch rotation to the spatial
spatial.setLocalRotation(pitch);
}
/**

View File

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

View File

@@ -39,12 +39,14 @@
/**
* Server implementing the visitor pattern as MessageReceiver for ClientMessages
*/
public class BattleshipLocalServer implements MessageListener<HostedConnection>, ConnectionListener, ServerSender {
private static final Logger LOGGER = System.getLogger(BattleshipLocalServer.class.getName());
public class BattleshipServer implements MessageListener<HostedConnection>, ConnectionListener, ServerSender {
private static final Logger LOGGER = System.getLogger(BattleshipServer.class.getName());
private static final File CONFIG_FILE = new File("server.properties");
private static int port;
private final BattleshipConfig config = new BattleshipConfig();
private Server myServer;
private static int PORT_NUMBER;
private final ServerGameLogic logic;
private final BlockingQueue<ReceivedMessage> pendingMessages = new LinkedBlockingQueue<>();
@@ -61,13 +63,11 @@ public class BattleshipLocalServer implements MessageListener<HostedConnection>,
}
/**
* this constructs the local battleship server
*
* @param portNumber the port number, the local-host should be accessed at
* Creates the server.
*/
public BattleshipLocalServer(int portNumber) {
public BattleshipServer(int port) {
config.readFromIfExists(CONFIG_FILE);
PORT_NUMBER = portNumber;
BattleshipServer.port = port;
LOGGER.log(Level.INFO, "Configuration: {0}", config); //NON-NLS
logic = new ServerGameLogic(this, config);
}
@@ -78,13 +78,10 @@ public void run() {
processNextMessage();
}
/**
* this method is used to start a server
*/
private void startServer() {
try {
LOGGER.log(Level.INFO, "Starting server..."); //NON-NLS
myServer = Network.createServer(PORT_NUMBER); // creates new server, with the port given before
myServer = Network.createServer(port);
initializeSerializables();
myServer.start();
registerListeners();
@@ -117,7 +114,7 @@ private void initializeSerializables() {
Serializer.registerClass(Shot.class);
Serializer.registerClass(AnimationEndMessage.class);
Serializer.registerClass(AnimationStartMessage.class);
Serializer.registerClass(BackToBattleStateMessage.class);
Serializer.registerClass(SwitchBattleState.class);
}
private void registerListeners() {

View File

@@ -0,0 +1,3 @@
based on:
https://free3d.com/3d-model/battleship-v1--611736.html
License: Free Personal Use Only

View File

@@ -1,3 +0,0 @@
This model is from the following website:
https://free3d.com/3d-model/battleship-v1--611736.html
License: Free Personal Use Only

View File

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

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@@ -0,0 +1,3 @@
based on:
https://free3d.com/3d-model/boat-v2--225787.html
License: Free Personal Use Only

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@@ -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

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@@ -1,3 +1,3 @@
Rocket origin:
https://free3d.com/3d-model/proton-rocket-31617.html
Licence: free for personal use
based on:
https://free3d.com/de/3d-model/aim-120d-missile-51025.html
License: Free Personal Use Only

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

View File

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

View File

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

View File

@@ -0,0 +1,3 @@
based on
https://opengameart.org/content/boss-battle-2-symphonic-metal
License: CC0 (public domain)

View File

@@ -0,0 +1,3 @@
based on
https://opengameart.org/content/game-over-instrumental
License: CC0 (public domain)

View File

@@ -0,0 +1,3 @@
based on
https://opengameart.org/content/victory-fanfare-short
License: CC0 (public domain)

View File

@@ -0,0 +1,3 @@
based on
https://opengameart.org/content/dark-intro
License: CC0 (public domain)

View File

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

View File

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

View File

@@ -41,7 +41,7 @@ public static void main(String[] args) {
*/
@Override
public void simpleInitApp() {
export("Models/KingGeorgeV/rocket/proton.obj", "proton.j3o"); //NON-NLS
export("Models/KingGeorgeV/King_George_V.obj", "KingGeorgeV.j3o"); //NON-NLS
stop();
}

View File

@@ -1,44 +1,45 @@
package pp.battleship.game.client;
import pp.battleship.message.client.AnimationEndMessage;
import pp.battleship.message.server.AnimationStartMessage;
import pp.battleship.message.server.BackToBattleStateMessage;
import pp.battleship.message.server.EffectMessage;
import pp.battleship.message.server.SwitchBattleState;
import pp.battleship.model.IntPoint;
import pp.battleship.model.Shell;
import pp.battleship.model.ShipMap;
import pp.battleship.notification.Music;
import pp.battleship.notification.Sound;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
public class AnimationState extends ClientState {
private static final Logger LOGGER = System.getLogger(AnimationState.class.getName());
private boolean myTurn;
/**
* Constructs a client state of the specified game logic.
* creates an object of AnimationState
*
* @param logic the game logic
* @param logic the client logic
* @param myTurn a boolean containing if it is the clients turn
* @param position the position a shell should be created
*/
AnimationState(ClientGameLogic logic, boolean myTurn, IntPoint pos) {
public AnimationState(ClientGameLogic logic, boolean myTurn, IntPoint position) {
super(logic);
if (myTurn) {
logic.getOpponentMap().add(new Shell(pos));
logic.playSound(Sound.ROCKET);
} else {
logic.getOwnMap().add(new Shell(pos));
logic.playSound(Sound.ROCKET);
logic.playMusic(Music.BATTLE_THEME);
this.myTurn = myTurn;
if(myTurn) {
logic.getOpponentMap().add(new Shell(position));
}else {
logic.getOwnMap().add(new Shell(position));
logic.playSound(Sound.ROCKET_FIRED);
}
}
/**
* This method makes sure the client renders the correct view
*
* @return true
*/
@Override
boolean showBattle() {
return true;
}
/**
* Reports the effect of a shot based on the server message.
*
@@ -46,20 +47,30 @@ boolean showBattle() {
*/
@Override
public void receivedEffect(EffectMessage msg) {
logic.playSound(Sound.ROCKET_STOP);
ClientGameLogic.LOGGER.log(Level.INFO, "report effect: {0}", msg); //NON-NLS
ClientGameLogic.LOGGER.log(System.Logger.Level.INFO, "report effect: {0}", msg); //NON-NLS
playSound(msg);
logic.setInfoText(msg.getInfoTextKey()); //
myTurn = msg.isMyTurn();
logic.setInfoText(msg.getInfoTextKey());
affectedMap(msg).add(msg.getShot());
if (destroyedOpponentShip(msg)) {
logic.getOpponentMap().add(msg.getDestroyedShip());
}
if (msg.isGameOver()) {
msg.getRemainingOpponentShips().forEach(logic.getOpponentMap()::add);
logic.setState(new GameOverState(logic));
logic.setState(new GameOverState(logic, msg.isGameLost()));
}
}
/**
* this method is used to change the client to the battle state again
*
* @param msg the message to process
*/
@Override
public void receivedSwitchBattleState(SwitchBattleState msg) {
logic.setState(new BattleState(logic, msg.isTurn()));
}
/**
* Determines which map (own or opponent's) should be affected by the shot based on the message.
*
@@ -80,15 +91,6 @@ private boolean destroyedOpponentShip(EffectMessage msg) {
return msg.getDestroyedShip() != null && msg.isOwnShot();
}
/**
* receives an AnimationStartMessage and sets the state to AnimationState
*
* @param msg the message received
*/
public void receivedAnimationStart(AnimationStartMessage msg) {
logic.setState(new AnimationState(logic, msg.isMyTurn(), msg.getPosition()));
}
/**
* Plays a sound based on the outcome of the shot. Different sounds are played for a miss, hit,
* or destruction of a ship.
@@ -103,14 +105,4 @@ else if (msg.getDestroyedShip() == null)
else
logic.playSound(Sound.DESTROYED_SHIP);
}
/**
* receives a BackToBattleStateMessage and sets the state to BattleState
*
* @param msg the message received
*/
@Override
public void receiveBackToBattleState(BackToBattleStateMessage msg) {
logic.setState(new BattleState(logic, msg.isMyTurn()));
}
}

View File

@@ -10,6 +10,7 @@
import pp.battleship.message.client.ShootMessage;
import pp.battleship.message.server.AnimationStartMessage;
import pp.battleship.model.IntPoint;
import pp.battleship.notification.Music;
/**
* Represents the state of the client where players take turns to attack each other's ships.
@@ -25,24 +26,20 @@ class BattleState extends ClientState {
*/
public BattleState(ClientGameLogic logic, boolean myTurn) {
super(logic);
logic.playMusic(Music.BATTLE_THEME);
this.myTurn = myTurn;
}
/**
* this return-statement decides, whether the battle will be shown
* This method makes sure the client renders the correct view
*
* @return true, so the battle will be displayed
* @return true
*/
@Override
public boolean showBattle() {
return true;
}
/**
* the logic, responsible for deciding, whether it was a valid input or not
*
* @param pos the position where the click occurred
*/
@Override
public void clickOpponentMap(IntPoint pos) {
if (!myTurn)
@@ -51,14 +48,8 @@ else if (logic.getOpponentMap().isValid(pos))
logic.send(new ShootMessage(pos));
}
/**
* Receives an AnimationStartEvent and changes then the client-state to AnimationState
*
* @param msg the message received
*/
@Override
public void receivedAnimationStart(AnimationStartMessage msg) {
public void receivedAnimationStart(AnimationStartMessage msg){
logic.setState(new AnimationState(logic, msg.isMyTurn(), msg.getPosition()));
}
}

View File

@@ -17,6 +17,8 @@
import pp.battleship.notification.GameEventBroker;
import pp.battleship.notification.GameEventListener;
import pp.battleship.notification.InfoTextEvent;
import pp.battleship.notification.Music;
import pp.battleship.notification.MusicEvent;
import pp.battleship.notification.Sound;
import pp.battleship.notification.SoundEvent;
@@ -224,23 +226,23 @@ public void received(EffectMessage msg) {
}
/**
* Reports the AnimationStartMessage based on the server-state
* Reports that the client should start an animation
*
* @param animationStartMessage the StartMessage received
* @param msg the AnimationStartMessage received
*/
@Override
public void received(AnimationStartMessage animationStartMessage) {
state.receivedAnimationStart(animationStartMessage);//TODO
public void received(AnimationStartMessage msg) {
state.receivedAnimationStart(msg);
}
/**
* Reports the BackToBattleStateMessage based on the server-state
* Reports that the client should move to the battle state
*
* @param backToBattleStateMessage the Message received
* @param msg the SwitchBattleState received
*/
@Override
public void received(BackToBattleStateMessage backToBattleStateMessage) {
state.receiveBackToBattleState(backToBattleStateMessage);
public void received(SwitchBattleState msg) {
state.receivedSwitchBattleState(msg);
}
/**
@@ -275,6 +277,15 @@ public void playSound(Sound sound) {
notifyListeners(new SoundEvent(sound));
}
/**
* Emits an event to play the specified music
*
* @param music the music to be played
*/
public void playMusic(Music music) {
notifyListeners(new MusicEvent(music));
}
/**
* Loads a map from the specified file.
*
@@ -321,7 +332,7 @@ public void saveMap(File file) throws IOException {
*
* @param msg the message to be sent
*/
public void send(ClientMessage msg) {
public void send(ClientMessage msg) {
if (clientSender == null)
LOGGER.log(Level.ERROR, "trying to send {0} with sender==null", msg); //NON-NLS
else

View File

@@ -164,10 +164,21 @@ void receivedEffect(EffectMessage msg) {
}
/**
* @param msg the message received
* Reports that the client should start an animation
*
* @param msg the AnimationStartMessage received
*/
void receivedAnimationStart(AnimationStartMessage msg) {
ClientGameLogic.LOGGER.log(Level.ERROR, "receivedAnimationStart not allowed in {0}", getName());
void receivedAnimationStart(AnimationStartMessage msg){
ClientGameLogic.LOGGER.log(Level.ERROR, "receivedEffect not allowed in {0}", getName());
}
/**
* Reports that the client should move to the battle state
*
* @param msg the SwitchBattleState received
*/
void receivedSwitchBattleState(SwitchBattleState msg){
ClientGameLogic.LOGGER.log(Level.ERROR, "receivedSwitchBattleState not allowed in {0}", getName());
}
/**
@@ -198,15 +209,6 @@ boolean maySaveMap() {
return true;
}
/**
* Received a BackToBattleStateMessage and logs it
*
* @param msg the message received
*/
public void receiveBackToBattleState(BackToBattleStateMessage msg) {
ClientGameLogic.LOGGER.log(Level.ERROR, "receivedBackToBattleState not allowed in {0}", getName());
}
/**
* Called once per frame by the update loop if this state is active.
*

View File

@@ -10,17 +10,17 @@
import pp.battleship.message.client.MapMessage;
import pp.battleship.model.Battleship;
import pp.battleship.model.IntPoint;
import pp.battleship.model.Rotation;
import pp.battleship.model.ShipMap;
import pp.battleship.model.dto.ShipMapDTO;
import java.io.File;
import java.io.IOException;
import java.lang.System.Logger.Level;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
import static pp.battleship.Resources.lookup;
import static pp.battleship.game.client.ClientGameLogic.LOGGER;
import static pp.battleship.model.Battleship.Status.INVALID_PREVIEW;
import static pp.battleship.model.Battleship.Status.NORMAL;
import static pp.battleship.model.Battleship.Status.VALID_PREVIEW;
@@ -59,7 +59,7 @@ public boolean showEditor() {
*/
@Override
public void movePreview(IntPoint pos) {
ClientGameLogic.LOGGER.log(Level.DEBUG, "move preview to {0}", pos); //NON-NLS
LOGGER.log(Level.DEBUG, "move preview to {0}", pos); //NON-NLS
if (preview == null || !ownMap().isValid(pos)) return;
preview.moveTo(pos);
setPreviewStatus(preview);
@@ -74,7 +74,7 @@ public void movePreview(IntPoint pos) {
*/
@Override
public void clickOwnMap(IntPoint pos) {
ClientGameLogic.LOGGER.log(Level.DEBUG, "click at {0} in own map", pos); //NON-NLS
LOGGER.log(Level.DEBUG, "click at {0} in own map", pos); //NON-NLS
if (!ownMap().isValid(pos)) return;
if (preview == null)
modifyShip(pos);
@@ -128,7 +128,7 @@ private void placeShip(IntPoint cursor) {
*/
@Override
public void clickHarbor(IntPoint pos) {
ClientGameLogic.LOGGER.log(Level.DEBUG, "click at {0} in harbor", pos); //NON-NLS
LOGGER.log(Level.DEBUG, "click at {0} in harbor", pos); //NON-NLS
if (!harbor().isValid(pos)) return;
final Battleship shipAtCursor = harbor().findShipAt(pos);
if (preview != null) {
@@ -155,7 +155,7 @@ else if (shipAtCursor != null) {
*/
@Override
public void rotateShip() {
ClientGameLogic.LOGGER.log(Level.DEBUG, "pushed rotate"); //NON-NLS
LOGGER.log(Level.DEBUG, "pushed rotate"); //NON-NLS
if (preview == null) return;
preview.rotated();
ownMap().remove(preview);
@@ -241,8 +241,8 @@ 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 (!verifyMap(dto)) {
throw new IOException(lookup("player.submitted.invalid.map"));
else if (!checkMapToLoad(dto)) {
throw new IOException(lookup("ships.dont.fit.the.map"));
}
ownMap().clear();
dto.getShips().forEach(ownMap()::add);
@@ -252,46 +252,36 @@ public void loadMap(File file) throws IOException {
}
/**
* this method returns true, if the given map is valid (don't overlap or out of bound)
* This method is used to check if the loaded map is correct
*
* @param dto the map
* @return true, if the map is valid
* @param dto the data transfer object to check
* @return boolean if map is correct or not
*/
private boolean verifyMap(ShipMapDTO dto) { //MapMessage msg, int playerID
return verifyBounds(dto) && verifyOverlap(dto);
}
/**
* checks, whether a ship is out of the grid
*
* @param dto is the Map, where the ships are in
* @return true, if all ships are in bound
*/
private boolean verifyBounds(ShipMapDTO dto) {
private boolean checkMapToLoad(ShipMapDTO dto) {
int mapWidth = dto.getWidth();
int mapHeight = dto.getHeight();
for (Battleship ship : dto.getShips()) {
if (ship.getMaxX() > mapWidth || ship.getMinX() < 0 || ship.getMaxY() > mapHeight || ship.getMinY() < 0)
return false;
}
return true;
}
/**
* checks whether the ships overlap each other
*
* @param dto ist the map, where the ships are in
* @return true, if no ships overlap
*/
private boolean verifyOverlap(ShipMapDTO dto) {
// check if ship is out of bounds
for (int i = 0; i < dto.getShips().size(); i++) {
Battleship battleship = dto.getShips().get(i);
if (battleship.getMaxX() >= mapWidth || battleship.getMinX() < 0 || battleship.getMaxY() >= mapHeight || battleship.getMinY() < 0) {
LOGGER.log(Level.ERROR, "Ship is out of bounds ({0})", battleship.toString());
return false;
}
}
// check if ships overlap
List<Battleship> ships = dto.getShips();
for (Battleship ship : ships) {
for (Battleship compareShip : ships) {
if (!ship.equals(compareShip)) {
if (ship.collidesWith(compareShip)) return false;
for(Battleship ship:ships){
for(Battleship compareShip:ships){
if(!(ship==compareShip)){
if(ship.collidesWith(compareShip)){
return false;
}
}
}
}
return true;
}

View File

@@ -7,6 +7,8 @@
package pp.battleship.game.client;
import pp.battleship.notification.Music;
/**
* Represents the state of the client when the game is over.
*/
@@ -16,8 +18,13 @@ class GameOverState extends ClientState {
*
* @param logic the client game logic
*/
GameOverState(ClientGameLogic logic) {
GameOverState(ClientGameLogic logic, boolean lost) {
super(logic);
if (lost){
logic.playMusic(Music.GAME_OVER_THEME_L);
} else {
logic.playMusic(Music.GAME_OVER_THEME_V);
}
}
/**

View File

@@ -41,16 +41,14 @@ public void receivedStartBattle(StartBattleMessage msg) {
}
/**
* Handles the GameDetails message received from the server.
* If the map is invalid, the editor state is set.
* This method will revert the client from wait state to editor state
* in case a wrong map was submitted
*
* @param msg the GameDetails message received
* @param details the game details including map size and ships
*/
@Override
public void receivedGameDetails(GameDetails msg) {
ClientGameLogic.LOGGER.log(Level.WARNING, "Invalid Map"); //NON-NLS
logic.setInfoText("map.invalid");
public void receivedGameDetails(GameDetails details){
logic.setInfoText("invalid.map");
logic.setState(new EditorState(logic));
}
}

View File

@@ -15,10 +15,14 @@
import pp.battleship.message.server.*;
import pp.battleship.model.Battleship;
import pp.battleship.model.IntPoint;
import pp.battleship.model.Rotation;
import pp.util.Position;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.lang.reflect.Array;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.HashSet;
import java.util.List;
import java.util.Set;
@@ -36,8 +40,9 @@ public class ServerGameLogic implements ClientInterpreter {
private final ServerSender serverSender;
private Player activePlayer;
private ServerState state = ServerState.WAIT;
private boolean playerOneAnimationReady = false;
private boolean playerTwoAnimationReady = false;
private boolean player1AnimationReady = false;
private boolean player2AnimationReady = false;
/**
* Constructs a ServerGameLogic with the specified sender and configuration.
@@ -142,76 +147,41 @@ 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 (!verifyMap(msg, from)) {
LOGGER.log(Level.ERROR, "player submitted invalid map", state);
else if (!checkMap(msg, from)) {
LOGGER.log(Level.ERROR, "player submitted not allowed Map");
send(getPlayerById(from), new GameDetails(config));
} else
}
else
playerReady(getPlayerById(from), msg.getShips());
}
@Override
public void received(AnimationEndMessage msg, int from) {
LOGGER.log(Level.INFO, "AnimationEndMessage was received by ServerGameLogic");
if (state != ServerState.ANIMATION_WAIT_STATE)
LOGGER.log(Level.ERROR, "animation not allowed in {0}", state);
else if (getPlayerById(from) == players.get(0)) {
LOGGER.log(Level.DEBUG, "{0} set to true", getPlayerById(from));
playerOneAnimationReady = true;
shoot(getPlayerById(from), msg.getPosition());
} else if (getPlayerById(from) == players.get(1)) {
LOGGER.log(Level.DEBUG, "{0} set to true {1}", getPlayerById(from), getPlayerById(from).toString());
playerTwoAnimationReady = true;
shoot(getPlayerById(from), msg.getPosition());
}
if (playerOneAnimationReady && playerTwoAnimationReady) {
setState(ServerState.BATTLE);
for (Player player : players)
send(player, new BackToBattleStateMessage(player == activePlayer));
playerOneAnimationReady = false;
playerTwoAnimationReady = false;
}
}
/**
* this method returns true, if the given map is valid (don't overlap or out of bound)
* Returns true if the map contains correct ship placement and is of the correct size
*
* @param msg the message, where the map is in
* @param playerID the player, who committed the map
* @return true, if the map is valid
* @param msg the received MapMessage of the player
* @param from the ID of the Player
* @return a boolean based on if the transmitted map ist correct
*/
private boolean verifyMap(MapMessage msg, int playerID) {
return verifyBounds(msg, playerID) && verifyOverlap(msg);
}
private boolean checkMap(MapMessage msg, int from) {
int mapWidth = getPlayerById(from).getMap().getWidth();
int mapHeight = getPlayerById(from).getMap().getHeight();
/**
* checks, whether a ship is out of the grid
*
* @param msg is the message, where the map is in
* @return true, if all ships are in bound
*/
private boolean verifyBounds(MapMessage msg, int playerID) {
int mapWidth = getPlayerById(playerID).getMap().getWidth();
int mapHeight = getPlayerById(playerID).getMap().getHeight();
for (Battleship ship : msg.getShips()) {
if (ship.getMaxX() > mapWidth || ship.getMinX() < 0 || ship.getMaxY() > mapHeight || ship.getMinY() < 0)
// check if ship is out of bounds
for (Battleship battleship : msg.getShips()){
if (battleship.getMaxX() >= mapWidth || battleship.getMinX() < 0 || battleship.getMaxY() >= mapHeight || battleship.getMinY() < 0) {
LOGGER.log(Level.ERROR, "Ship is out of bounds ({0})", battleship.toString());
return false;
}
}
return true;
}
/**
* checks whether the ships overlap each other
*
* @param msg is the message, where the map is in
* @return true, if no ships overlap
*/
private boolean verifyOverlap(MapMessage msg) {
// check if ships overlap
List<Battleship> ships = msg.getShips();
for (Battleship ship : ships) {
for (Battleship compareShip : ships) {
if (!ship.equals(compareShip)) {
if (ship.collidesWith(compareShip)) return false;
for(Battleship ship:ships){
for(Battleship compareShip:ships){
if(!(ship==compareShip)){
if(ship.collidesWith(compareShip)){
return false;
}
}
}
}
@@ -228,12 +198,40 @@ private boolean verifyOverlap(MapMessage msg) {
public void received(ShootMessage msg, int from) {
if (state != ServerState.BATTLE)
LOGGER.log(Level.ERROR, "shoot not allowed in {0}", state); //NON-NLS
else {
for (Player player : players) {
else
for (Player player : players){
send(player, new AnimationStartMessage(msg.getPosition(), player == activePlayer));
setState(ServerState.ANIMATION_WAIT_STATE);
setState(ServerState.ANIMATION_WAIT);
}
}
/**
* Handles a clients message that it is done with the animation
*
* @param msg the AnimationEndMessage to be processed
* @param from the connection ID from which the message was received
*/
@Override
public void received(AnimationEndMessage msg, int from){
if(state != ServerState.ANIMATION_WAIT) {
LOGGER.log(Level.ERROR, "animation not allowed in {0}", state);
return;
}
if(getPlayerById(from) == players.get(0)){
LOGGER.log(Level.DEBUG, "{0} set to true", getPlayerById(from));
player1AnimationReady = true;
shoot(getPlayerById(from), msg.getPosition());
} else if (getPlayerById(from) == players.get(1)){
LOGGER.log(Level.DEBUG, "{0} set to true {1}", getPlayerById(from), getPlayerById(from).toString());
player2AnimationReady = true;
shoot(getPlayerById(from), msg.getPosition());
}
if(player1AnimationReady && player2AnimationReady){
setState(ServerState.BATTLE);
for (Player player : players)
send(player, new SwitchBattleState(player == activePlayer));
player1AnimationReady = false;
player2AnimationReady = false;
}
}
@@ -258,127 +256,57 @@ void playerReady(Player player, List<Battleship> ships) {
}
/**
* Handles the shooting action by the player.
* This method decides what effectMessage the client should get based on the shot made
* and switches the active player if a shot was missed
*
* @param p the player who shot
* @param position the position of the shot
* @param p the player to be sent the message
* @param position the position where the shot would hit in the 2d map model
*/
void shoot(Player p, IntPoint position) {
final Battleship selectedShip;
selectedShip = getSelectedShip(p, position);
if(p != activePlayer){
selectedShip = p.getMap().findShipAt(position);
} else {
selectedShip = getOpponent(p).getMap().findShipAt(position);
}
if (selectedShip == null) {
nullShip(p, position);
} else {
shootShip(p, position, selectedShip);
}
}
/**
* getter for the selected battleship through the shot
*
* @param p the current player
* @param position the position shot at
* @return the battleship, on the position shot at
*/
private Battleship getSelectedShip(Player p, IntPoint position) {
return (p != activePlayer) ? p.getMap().findShipAt(position) : getOpponent(p).getMap().findShipAt(position);
}
/**
* this method handles the shot logic, if the shot misses
*
* @param p the current player
* @param position the position shot at
*/
private void nullShip(Player p, IntPoint position) {
if (p != activePlayer) {
send(p, EffectMessage.miss(false, position));
} else {
send(activePlayer, EffectMessage.miss(true, position));
}
//switches the active player, when both have finished their animation
if (playerOneAnimationReady && playerTwoAnimationReady) {
LOGGER.log(Level.DEBUG, "switched active player");
if (p != activePlayer) {
activePlayer = p;
send(p, EffectMessage.miss(false, position));
} else {
activePlayer = getOpponent(p);
send(activePlayer, EffectMessage.miss(true, position));
}
if(player1AnimationReady && player2AnimationReady){
LOGGER.log(Level.DEBUG, "switched active player");
if(p != activePlayer){
activePlayer = p;
} else {
activePlayer = getOpponent(p);
}
}
} else {
selectedShip.hit(position);
if(getOpponent(activePlayer).getMap().getRemainingShips().isEmpty()){
if(p != activePlayer){
send(p, EffectMessage.lost(position, selectedShip, activePlayer.getMap().getRemainingShips()));
} else {
send(activePlayer, EffectMessage.won(position, selectedShip));
}
if(player1AnimationReady && player2AnimationReady){
setState(ServerState.GAME_OVER);
}
} else if (selectedShip.isDestroyed()){
if(p != activePlayer){
send(p, EffectMessage.shipDestroyed(false, position, selectedShip));
} else {
send(activePlayer, EffectMessage.shipDestroyed(true, position, selectedShip));
}
} else {
if(p != activePlayer){
send(p, EffectMessage.hit(false, position));
} else {
send(activePlayer, EffectMessage.hit(true, position));
}
}
}
}
/**
* this method handles the shot logic, if the shot misses
*
* @param p the current player
* @param position the position shot at
* @param selectedShip the ship shot at
*/
private void shootShip(Player p, IntPoint position, Battleship selectedShip) {
selectedShip.hit(position);
if (isGameOver(getOpponent(p))) {
gameOver(p, position, selectedShip);
} else if (selectedShip.isDestroyed()) {
shipDestroys(p, position, selectedShip);
} else {
shipHit(p, position);
}
}
/**
* checks, if the given player ends the game, bc he has no ships
*
* @param p the player
* @return true, if the given player has no shi left
*/
private boolean isGameOver(Player p) {
return p.getMap().getRemainingShips().isEmpty();
}
/**
* handles the shot logic,if the game is over
*
* @param p the player
* @param position the position shot at
* @param selectedShip the current ship, shot at
*/
private void gameOver(Player p, IntPoint position, Battleship selectedShip) {
if (p != activePlayer) {
send(p, EffectMessage.lost(position, selectedShip, activePlayer.getMap().getRemainingShips()));
} else {
send(activePlayer, EffectMessage.won(position, selectedShip));
}
if (playerOneAnimationReady && playerTwoAnimationReady) {
setState(ServerState.GAME_OVER);
}
}
/**
* handles the logic,if the ship is destroyed and it's not gameOver
*
* @param p the player
* @param position the position shot at
* @param selectedShip the ship shot at
*/
private void shipDestroys(Player p, IntPoint position, Battleship selectedShip) {
if (p != activePlayer) {
send(p, EffectMessage.shipDestroyed(false, position, selectedShip));
} else {
send(activePlayer, EffectMessage.shipDestroyed(true, position, selectedShip));
}
}
/**
* handles the logic,if the ship is hit and it's not gameOver
*
* @param p the player
* @param position the position shot at
*/
private void shipHit(Player p, IntPoint position) {
if (p != activePlayer) {
send(p, EffectMessage.hit(false, position));
} else {
send(activePlayer, EffectMessage.hit(true, position));
}
}
}
}

View File

@@ -32,7 +32,7 @@ enum ServerState {
GAME_OVER,
/**
* The game has paused, cause the clients need time to play their respective animations
* The server waits for all players to finish the animation
*/
ANIMATION_WAIT_STATE
ANIMATION_WAIT
}

View File

@@ -7,11 +7,7 @@
package pp.battleship.game.singlemode;
import pp.battleship.message.client.AnimationEndMessage;
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;
/**
@@ -65,10 +61,11 @@ public void received(MapMessage msg, int from) {
}
/**
* Receives an AnimationEndMessage, copies it
* Handles the reception of a AnimationEndMessage
* Creates a copy of the AnimationEndMessage
*
* @param msg the message
* @param from the connectionID
* @param msg the AnimationEndMessage to be processed
* @param from the connection ID from which the message was received
*/
@Override
public void received(AnimationEndMessage msg, int from) {

View File

@@ -12,23 +12,21 @@
import pp.battleship.message.server.*;
import java.io.IOException;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
/**
* A proxy class that interprets messages from the server and forwards them to the BattleshipClient.
* Implements the ServerInterpreter interface to handle specific server messages.
*/
class InterpreterProxy implements ServerInterpreter {
private static final Logger LOGGER = System.getLogger(InterpreterProxy.class.getName());
private final BattleshipClient playerClient;
static final System.Logger LOGGER = System.getLogger(InterpreterProxy.class.getName());
/**
* Constructs an InterpreterProxy with the specified BattleshipClient.
*
* @param playerClient the client to which the server messages are forwarded
*/
InterpreterProxy(BattleshipClient playerClient) {
this.playerClient = playerClient;
}
@@ -55,7 +53,8 @@ private void loadMap() {
final ClientGameLogic clientGameLogic = playerClient.getGameLogic();
try {
clientGameLogic.loadMap(playerClient.getConfig().getOwnMap());
} catch (IOException e) {
}
catch (IOException e) {
throw new RuntimeException("Failed to load PlayerClient map", e);
}
clientGameLogic.mapFinished();
@@ -82,24 +81,24 @@ public void received(EffectMessage msg) {
}
/**
* Received an AnimationStartMessage, logs it and forwards it
* Forwards the received AnimationStartMessage to the client's game logic.
*
* @param animationStartMessage the StartMessage received
* @param msg the AnimationStartMessage received from the server
*/
@Override
public void received(AnimationStartMessage animationStartMessage) {
LOGGER.log(Level.INFO, "AnimationStartMessage was received by InterpreterProxy");
forward(animationStartMessage);
public void received(AnimationStartMessage msg) {
forward(msg);
}
/**
* Received a BackToBattleStateMessage, and forwards it
* Forwards the received SwitchBattleState to the client's game logic.
*
* @param backToBattleStateMessage the Message received
* @param msg the SwitchBattleState received from the server
*/
@Override
public void received(BackToBattleStateMessage backToBattleStateMessage) {
forward(backToBattleStateMessage);
public void received(SwitchBattleState msg){
LOGGER.log(System.Logger.Level.INFO, "Received SwitchBattleState");
forward(msg);
}
/**

View File

@@ -111,38 +111,35 @@ public void received(StartBattleMessage msg) {
}
/**
* Receives an effect message, logs it, and updates the turn status.
* If it is RobotClient's turn to shoot, schedules a shot using shoot();
* Receives an effect message, logs it.
*
* @param msg The effect message
*/
@Override
public void received(EffectMessage msg) {
LOGGER.log(Level.INFO, "Received EffectMessage: {0}", msg); //NON-NLS
if (msg.isMyTurn())
shoot();
}
/**
* Received an AnimationStartMessage, logs it, and sends an AnimationEndMessage, bc it can't be displayed
* Receives an AnimationStartMessage, and responds instantly with an AnimationEndMessage
*
* @param msg the StartMessage received
* @param msg the AnimationStartMessage received
*/
@Override
public void received(AnimationStartMessage msg) {
LOGGER.log(Level.INFO, "AnimationStartMessage was received by RobotClient");
LOGGER.log(Level.INFO, "Received AnimationStartMessage: {0}", msg);
connection.sendRobotMessage(new AnimationEndMessage(msg.getPosition()));
}
/**
* Received an Message, if the BackToBattleState is active, checks, if it's his turn and fires, if it is
* Receives a SwitchBattleState, and shots if it is the robots turn
*
* @param backToBattleStateMessage the Message received
* @param msg the SwitchBattleState received
*/
@Override
public void received(BackToBattleStateMessage backToBattleStateMessage) {
if (backToBattleStateMessage.isMyTurn()) {
public void received(SwitchBattleState msg){
LOGGER.log(Level.INFO, "Received SwitchBattleStateMessage: {0}", msg);
if (msg.isTurn())
shoot();
}
}
}

View File

@@ -3,33 +3,27 @@
import com.jme3.network.serializing.Serializable;
import pp.battleship.model.IntPoint;
/**
* this class represents the AnimationEndMessage, that is sent from the clients to the server, to say, they are finished with the animation
*/
@Serializable
public class AnimationEndMessage extends ClientMessage {
/**
* the position, where was shot at
*/
private IntPoint position;
/**
* this private constructor is used for the serialization
* used for serialization
*/
private AnimationEndMessage() { /* nothing */}
private AnimationEndMessage(){ /* nothing */}
/**
* this is the constructor for this class
* constructs a new AnimationEndMessage
*
* @param position IntPoint
* @param position the position to be effected by the server
*/
public AnimationEndMessage(IntPoint position) {
this.position = position;
}
/**
* the getter for the position
* getter for the position
*
* @return IntPoint position
*/
@@ -38,7 +32,7 @@ public IntPoint getPosition() {
}
/**
* the accept-method for the ClientInterpreter
* Accepts Visitors to process this message
*
* @param interpreter the visitor to be used for processing
* @param from the connection ID of the sender
@@ -47,4 +41,4 @@ public IntPoint getPosition() {
public void accept(ClientInterpreter interpreter, int from) {
interpreter.received(this, from);
}
}
}

View File

@@ -28,10 +28,10 @@ public interface ClientInterpreter {
void received(MapMessage msg, int from);
/**
* Processes a received AnimationEndMessage
* Processes a received AnimationendMessage
*
* @param animationEndMessage the message processed
* @param from the connectionID
* @param msg the AnimationEndMessage to be processed
* @param from the connection ID from which the message was received
*/
void received(AnimationEndMessage animationEndMessage, int from);
void received(AnimationEndMessage msg, int from);
}

View File

@@ -3,24 +3,21 @@
import com.jme3.network.serializing.Serializable;
import pp.battleship.model.IntPoint;
/**
* This class represents the AnimationStartMessage, which tells the clients, that they should display their animations
*/
@Serializable
public class AnimationStartMessage extends ServerMessage {
private IntPoint position;
private boolean myTurn;
/**
* this empty constructor is needed for the serialization
* used for serialization
*/
private AnimationStartMessage() { /* nothing */}
private AnimationStartMessage(){ /* nothing */}
/**
* this is the constructor for the AnimationMessage
* constructs a new AnimationStartMessage
*
* @param position the position, where was shot
* @param isTurn of the receiving client
* @param position the Position a shell should affect
* @param isTurn boolean containing if it is the clients turn or not
*/
public AnimationStartMessage(IntPoint position, boolean isTurn) {
this.position = position;
@@ -46,7 +43,7 @@ public boolean isMyTurn() {
}
/**
* this method accept ServerInterpreter
* Accepts visitors to process this message
*
* @param interpreter the visitor to be used for processing
*/
@@ -56,9 +53,9 @@ public void accept(ServerInterpreter interpreter) {
}
/**
* getter for the Info text for each state
* returns a string that gives context to the message
*
* @return String InfoText
* @return String teh context
*/
@Override
public String getInfoTextKey() {

View File

@@ -1,59 +0,0 @@
package pp.battleship.message.server;
import com.jme3.network.serializing.Serializable;
/**
* this Message tells the clients, that they should return to the BattleState
*/
@Serializable
public class BackToBattleStateMessage extends ServerMessage {
/**
* the boolean describes, whether it is his turn
*/
private boolean isMyTurn;
/**
* the private constructor is used for the serialization
*/
private BackToBattleStateMessage() { /* nothing */}
/**
* the constructor for the message
*
* @param isMyTurn indicates, whether the client, that receives this message, has his turn
*/
public BackToBattleStateMessage(boolean isMyTurn) {
this.isMyTurn = isMyTurn;
}
/**
* getter for the MyTurn
*
* @return boolean myTurn
*/
public boolean isMyTurn() {
return isMyTurn;
}
/**
* accept-method for ServerInterpreter
*
* @param interpreter the visitor to be used for processing
*/
@Override
public void accept(ServerInterpreter interpreter) {
interpreter.received(this);
}
/**
* returns info text for this Message
*
* @return String
*/
@Override
public String getInfoTextKey() {
return "";
}
}

View File

@@ -35,16 +35,16 @@ public interface ServerInterpreter {
void received(EffectMessage msg);
/**
* Handles the AnimationStartMessage
* Handles an AnimationStartMessage received from the server
*
* @param animationStartMessage the StartMessage received
* @param msg the AnimationStartMessage received
*/
void received(AnimationStartMessage animationStartMessage);
void received(AnimationStartMessage msg);
/**
* Handles the Message, that sets the clients back in the BattleState
* handles an SwitchBattleState received from the server
*
* @param backToBattleStateMessage the Message received
* @param msg the SwitchBattleState received
*/
void received(BackToBattleStateMessage backToBattleStateMessage);
void received(SwitchBattleState msg);
}

View File

@@ -0,0 +1,51 @@
package pp.battleship.message.server;
import com.jme3.network.serializing.Serializable;
@Serializable
public class SwitchBattleState extends ServerMessage {
private boolean isTurn;
/**
* used for serialization
*/
private SwitchBattleState(){ /* nothing */}
/**
* constructs a new SwitchBattleState message
*
* @param isTurn boolean containing if it is the clients turn
*/
public SwitchBattleState(boolean isTurn) {
this.isTurn = isTurn;
}
/**
* getter for isTurn
*
* @return boolean isTurn
*/
public boolean isTurn() {
return isTurn;
}
/**
* accept visitors the process this message
*
* @param interpreter the visitor to be used for processing
*/
@Override
public void accept(ServerInterpreter interpreter) {
interpreter.received(this);
}
/**
* returns a string containing context for this method
*
* @return String containing context
*/
@Override
public String getInfoTextKey() {
return "";
}
}

View File

@@ -1,50 +1,20 @@
package pp.battleship.model;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
/**
* this class is the model for the shell, that hits the Battleships
* This class represents a shell
*/
public class Shell implements Item {
private static final Logger LOGGER = System.getLogger(Shell.class.getName());
private int x;
private int y;
/**
* the Target, the Shell will hit
*/
private IntPoint target;
/**
* the constructor for this class
* constructs a new shell object
*
* @param target the target, the shell is fired at
* @param position the end position of the shell
*/
public Shell(IntPoint target) {
this.target = target;
LOGGER.log(Level.INFO, "Shell has been initialized");
}
/**
* the accept-method for a generic visitor
*
* @param visitor the visitor performing operations on the item
* @param <T> cause it is generic
* @return T
*/
@Override
public <T> T accept(Visitor<T> visitor) {
return visitor.visit(this);
}
/**
* the accept-method for the void visitor
*
* @param visitor the visitor performing operations on the item
*/
@Override
public void accept(VoidVisitor visitor) {
visitor.visit(this);
public Shell(IntPoint position) {
x = position.getX();
y = position.getY();
}
/**
@@ -53,7 +23,7 @@ public void accept(VoidVisitor visitor) {
* @return int x coordinate
*/
public int getX() {
return target.getX();
return x;
}
/**
@@ -62,6 +32,46 @@ public int getX() {
* @return int y coordinate
*/
public int getY() {
return target.getY();
return y;
}
/**
* setter for x coordinate
*
* @param x the new value of x coordinate
*/
public void setX(int x) {
this.x = x;
}
/**
* setter for y coordinate
*
* @param y the new value of y coordinate
*/
public void setY(int y) {
this.y = y;
}
/**
* Accepts a visitor with a return value.
*
* @param visitor the visitor to accept
* @param <T> the type of the return value
* @return the result of the visitor's visit method
*/
@Override
public <T> T accept(Visitor<T> visitor) {
return visitor.visit(this);
}
/**
* Accepts a visitor without a return value.
*
* @param visitor the visitor to accept
*/
@Override
public void accept(VoidVisitor visitor) {
visitor.visit(this);
}
}

View File

@@ -92,11 +92,11 @@ public void add(Shot shot) {
}
/**
* adds the shell to the ShipMap
* Registers a shell in the map and updates an item added event
*
* @param shell the shell that's added
* @param shell the shell to be registered
*/
public void add(Shell shell) {
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;
}
/**

View File

@@ -29,5 +29,11 @@ public interface Visitor<T> {
*/
T visit(Battleship ship);
/**
* Visits a Shell element
*
* @param shell the Shell element to visit
* @return the result of visiting the Shell element
*/
T visit(Shell shell);
}

View File

@@ -26,5 +26,10 @@ public interface VoidVisitor {
*/
void visit(Battleship ship);
/**
* Visits a Shell element
*
* @param shell the Shell element to visit
*/
void visit(Shell shell);
}

View File

@@ -82,6 +82,20 @@ public List<Battleship> getShips() {
return ships.stream().map(BattleshipDTO::toBattleship).toList();
}
/**
* This method returns the width of the DTO.
*
* @return the width of the DTO
*/
public int getWidth() {return width;}
/**
* Returns the height of the DTO.
*
* @return the height of the DTO.
*/
public int getHeight() {return height;}
/**
* Saves the current ShipMapDTO to a file in JSON format.
*
@@ -114,12 +128,4 @@ public static ShipMapDTO loadFrom(File file) throws IOException {
throw new IOException(e.getLocalizedMessage());
}
}
public int getWidth(){
return this.width;
}
public int getHeight(){
return this.height;
}
}

View File

@@ -45,4 +45,11 @@ default void receivedEvent(SoundEvent event) { /* do nothing */ }
* @param event the received event
*/
default void receivedEvent(ClientStateEvent event) { /* do nothing */ }
/**
* Indicates that the music should be changed
*
* @param event the received Event
*/
default void receivedEvent(MusicEvent event) { /* do nothing */ }
}

View File

@@ -0,0 +1,23 @@
package pp.battleship.notification;
/**
* Enumeration representing different types of sounds used in the game.
*/
public enum Music {
/**
* Menu music
*/
MENU_THEME,
/**
* Battle music
*/
BATTLE_THEME,
/**
* Game over music for a loss
*/
GAME_OVER_THEME_L,
/**
* Game over music for a victory
*/
GAME_OVER_THEME_V,
}

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