14 Commits

Author SHA1 Message Date
Daniel Grigencha
5174b84a1b fixed client-hosted server don't thorw an exception
- added serialization to the client-hosted server
2024-10-14 11:15:27 +02:00
Daniel Grigencha
42b995a4e7 added animation of a shell to the game
- in BattleShipServer class added serialization of the AnimationMessage classs
- added to VoidVisitor and Visitor the Shell class
- edited the ServerGameLogic class to implement a new Animation state (see new Server-State-Chart)
- added a new client state AnimationState (see new Client-State-Chart)
2024-10-13 03:19:44 +02:00
Daniel Grigencha
2c4e2fd92d improved code to pass the code analysis 2024-10-09 23:30:28 +02:00
Daniel Grigencha
08c5eeb63d added realistic visual effects to the game
- imported the jme3-effects library
- edited SeaSynchronizer to handle different effects
- added to the ShipControl class in the controlUpdate(float tpf) method the handler that moves a destroyed ship downward
2024-10-09 23:28:02 +02:00
Daniel Grigencha
9d5f3ac396 added the feature that a client can host a server
- added a class BattleshipServer (a client host a local server) and ReceivedMessage
- edited the NetworkDialog, that a client has a checkbox to select to host a server
-
2024-10-09 18:30:49 +02:00
Daniel Grigencha
28ba183b84 fixed BackgroundMusic
before play a new music, the volume prefences should be set
2024-10-09 17:04:08 +02:00
Daniel Grigencha
a44cbf2a72 added background music to the game
- added a class BackgroundMusic: is an AbstractAppState and GameEventListener that handles the backgroundmusic
- attached the BackgroundMusic to the stateManager  in the BattleshipApp
- added to the Menu a CheckBox and Slider to manipulate the volume of the backgroundmusic
- added four different music files (for different states of the game)
- edited the WaitState and BattleState to play different music files when chaing to that state
- added to ClientGameLogic a new method playMusic(Music) to play the right music (depends on the current state)
- added a new method receivedEvent(MusicEvent) to handle the music events
- added a new enum Music, that represents different types of music
- added a new record MusicEvent(Music), that decides which music shall play
2024-10-09 17:03:12 +02:00
Daniel Grigencha
ec80dd40ce added JavaDocs to the FloatMath class 2024-10-09 02:14:15 +02:00
Daniel Grigencha
046707642f fixed bugs in the JSON validation
- the method isWithinBounds(Battleship ship) couldn't check if the ship is the bounds of the map
2024-10-05 13:20:20 +02:00
Daniel Grigencha
a3b5452fb9 added 3d models for the ships
- added different models (see README.txt of the files)
- added methods to the SeaSynchronizer class to represent different ships sizes with different models
2024-10-05 05:41:12 +02:00
Daniel Grigencha
eda4f06a75 added server-side and client-side validation for JSON files
- added the client-side validation in the EditorState class
- added the server-side validation in the WaitState and ServerGameLogic class
- added Getter in the ShipMapDTO
- added the 'map.invalid' in the properties
2024-10-05 05:32:26 +02:00
Daniel Grigencha
0d2781dbe4 fixed failing tests
- ShipMapTest: notify ItemRemovedEvent when calling the remove method.
- ClientGame1Player1 and ClientGame2Player2Test: Ensure opponent's is retrieved in game over state.
2024-10-05 04:41:24 +02:00
Daniel Grigencha
ef16a3f92b Revert main branch 2024-10-02 13:30:55 +02:00
Felix Koppe
3a2f20e45c Fix ShipMap.remove 2024-10-02 08:21:32 +02:00
106 changed files with 569877 additions and 284937 deletions

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@@ -9,11 +9,13 @@ 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
runtimeOnly libs.jme3.jogg
runtimeOnly libs.jme3.testdata
}
application {

View File

@@ -9,7 +9,7 @@
#
# Specifies the map used by the opponent in single mode.
# Single mode is activated if this property is set.
#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.
@@ -29,7 +29,7 @@ robot.targets=2, 0,\
2, 3
#
# Delay in milliseconds between each shot fired by the RobotClient.
robot.delay=500
robot.delay=2000
#
# The dimensions of the game map used in single mode.
# 'map.width' defines the number of columns, and 'map.height' defines the number of rows.

View File

@@ -1,123 +1,267 @@
package pp.battleship.client;
import com.jme3.app.Application;
import com.jme3.app.state.AbstractAppState;
import com.jme3.app.state.AppStateManager;
import com.jme3.asset.AssetLoadException;
import com.jme3.asset.AssetNotFoundException;
import com.jme3.audio.AudioData.DataType;
import com.jme3.audio.AudioNode;
import com.jme3.audio.AudioSource.Status;
import pp.battleship.notification.GameEventListener;
import pp.battleship.notification.MusicEvent;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.prefs.Preferences;
import static pp.util.PreferencesUtils.getPreferences;
/**
* this class is used to control the background-music in the game
* The BackgroundMusic class represents the background music in the Battleship game application.
* It extends the AbstractAppState class and provides functionalities for playing the menu music,
* game music, victory music, and defeat music.
*/
public class BackgroundMusic {
public class BackgroundMusic extends AbstractAppState implements GameEventListener {
/**
* this attribute ist the keyword to save the last volume, that was set
* Logger for the BackgroundMusic class.
*/
private static final String VOLUME_PREV = "BackgroundVolume";
private static final Logger LOGGER = System.getLogger(BackgroundMusic.class.getName());
/**
* this attribute ist the keyword to save the state, whether the music was on or off in the last session
* Preferences for storing music settings.
*/
private static final String BACKGROUND_MUSIC_ENABLED_PREV = "BackgroundMusicEnabled";
private static final Preferences PREFERENCES = getPreferences(BackgroundMusic.class);
/**
* this attribute holds the last set values for on/off and the volume, with the keywords "BackgroundVolume" and "BackgroundMusicEnabled"
* Preference key for enabling/disabling music.
*/
private Preferences prefs = Preferences.userNodeForPackage(BackgroundMusic.class);
private static final String ENABLED_PREF = "enabled"; //NON-NLS
/**
* this attribute holds the Music-node, which is used to play the music
* Preference key for storing the volume level.
*/
private final AudioNode backgroundMusic;
private static final String VOLUME_PREF = "volume"; //NON-NLS
/**
* this boolean holds, whether the music is enabled or not at this state
* Path to the menu music file.
*/
private boolean backgroundMusicEnabled;
private static final String MENU_MUSIC_PATH = "Sound/Music/menu_music.ogg";
/**
* this attribute holds the current volume
* Path to the game music file.
*/
private float backgroundVolume;
private static final String GAME_MUSIC_PATH = "Sound/Music/pirates.ogg";
/**
* this is the constructor of this class, is used to set the current values to the values stored in the preferences
* Path to the victory music file.
*/
private static final String VICTORY_MUSIC_PATH = "Sound/Music/win_the_game.ogg";
/**
* Path to the defeat music file.
*/
private static final String DEFEAT_MUSIC_PATH = "Sound/Music/defeat.ogg";
/**
* AudioNode for the menu music.
*/
private AudioNode menuMusic;
/**
* AudioNode for the game music.
*/
private AudioNode gameMusic;
/**
* AudioNode for the victory music.
*/
private AudioNode victoryMusic;
/**
* AudioNode for the defeat music.
*/
private AudioNode defeatMusic;
/**
* The currently playing AudioNode.
*/
private AudioNode currentMusic;
/**
* The volume level for the background music.
*/
private float volume;
/**
* Checks if music is enabled in the preferences.
*
* @param app the application the Background-music uis used in
* @param backGroundMusicPath the path, where the Background-music is stored in
* @return {@code true} if music is enabled, {@code false} otherwise.
*/
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 static boolean enabledInPreferences() {
return PREFERENCES.getBoolean(ENABLED_PREF, true);
}
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);
/**
* Sets the enabled state of this AppState.
* Overrides {@link com.jme3.app.state.AbstractAppState#setEnabled(boolean)}
*
* @param enabled {@code true} to enable the AppState, {@code false} to disable it.
*/
@Override
public void setEnabled(boolean enabled) {
if (isEnabled() == enabled) return;
super.setEnabled(enabled);
LOGGER.log(Level.INFO, "Music enabled: {0}", enabled); //NON-NLS
PREFERENCES.putBoolean(ENABLED_PREF, enabled);
playCurrentMusic();
}
if (backgroundMusicEnabled) { //starts playing, when enabled
play();
/**
* Initializes the music for the game.
* Overrides {@link AbstractAppState#initialize(AppStateManager, Application)}
*
* @param stateManager The state manager
* @param app The application
*/
@Override
public void initialize(AppStateManager stateManager, Application app) {
LOGGER.log(Level.INFO, "Initializing background music"); //NON-NLS
super.initialize(stateManager, app);
menuMusic = loadMusic(app, MENU_MUSIC_PATH);
gameMusic = loadMusic(app, GAME_MUSIC_PATH);
victoryMusic = loadMusic(app, VICTORY_MUSIC_PATH);
defeatMusic = loadMusic(app, DEFEAT_MUSIC_PATH);
currentMusic = menuMusic;
playCurrentMusic();
}
/**
* Loads a music file and initializes an AudioNode with the specified settings.
*
* @param app The application instance.
* @param name The name of the music file to load.
* @return The initialized AudioNode, or {@code null} if the file could not be loaded.
*/
private AudioNode loadMusic(Application app, String name) {
try {
this.volume = PREFERENCES.getFloat(VOLUME_PREF, 0.5f);
final AudioNode music = new AudioNode(app.getAssetManager(), name, DataType.Stream);
music.setLooping(true);
music.setVolume(volume);
music.setPositional(false);
music.setDirectional(false);
return music;
} catch (AssetLoadException | AssetNotFoundException ex) {
LOGGER.log(Level.ERROR, ex.getMessage(), ex);
}
return null;
}
/**
* Plays the current music if the music is enabled.
* Stops the current music if the music is disabled.
*/
private void playCurrentMusic() {
if (isEnabled()) {
if (currentMusic != null) {
LOGGER.log(Level.INFO, "Playing current music"); //NON-NLS
currentMusic.play();
}
} else {
if (currentMusic != null) {
currentMusic.stop();
}
}
}
/**
* this method plays the background sound, if it is enabled
* Plays the game music.
*/
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 void gameMusic() {
if (isEnabled() && gameMusic != null) {
stopAll();
LOGGER.log(Level.INFO, "Playing game music"); //NON-NLS
PREFERENCES.putFloat(VOLUME_PREF, volume);
gameMusic.play();
}
}
/**
* this method stops the background-music
* Plays the victory music.
*/
public void stop() { //stops the music, when it is playing
if (backgroundMusic.getStatus() == Status.Playing) backgroundMusic.stop();
}
/**
* function to toggle the Background-music ,so if it was disabled it is now enabled and other way around
*/
public void toggleMusic() {
this.backgroundMusicEnabled = !this.backgroundMusicEnabled;
if (backgroundMusicEnabled) {
play();
private void victoryMusic() {
if (isEnabled() && victoryMusic != null) {
stopAll();
LOGGER.log(Level.INFO, "Playing victory music"); //NON-NLS
PREFERENCES.putFloat(VOLUME_PREF, volume);
victoryMusic.play();
}
else {
stop();
}
/**
* Plays the defeat music.
*/
private void defeatMusic() {
if (isEnabled() && defeatMusic != null) {
stopAll();
LOGGER.log(Level.INFO, "Playing defeat music"); //NON-NLS
PREFERENCES.putFloat(VOLUME_PREF, volume);
defeatMusic.play();
}
prefs.putBoolean(BACKGROUND_MUSIC_ENABLED_PREV, backgroundMusicEnabled); //puts in new enabled to the pref
}
/**
* this method sets the
*
* @param volume is the volume the music is set to
* Stops all music.
*/
public void setBackgroundVolume(float volume) {
this.backgroundVolume = volume;
backgroundMusic.setVolume(backgroundVolume);
prefs.putFloat(VOLUME_PREV, volume);
private void stopAll() {
if (menuMusic != null) menuMusic.stop();
if (gameMusic != null) gameMusic.stop();
if (victoryMusic != null) victoryMusic.stop();
if (defeatMusic != null) defeatMusic.stop();
}
/**
* this method returns the BackgroundVolume
* Handles the received music event and plays the corresponding music.
*
* @return backgroundVolume
* @param event The music event to handle.
*/
public float getBackgroundVolume() {
return backgroundVolume;
@Override
public void receivedEvent(MusicEvent event) {
switch (event.music()) {
case GAME_MUSIC -> {
gameMusic();
currentMusic = gameMusic;
}
case VICTORY_MUSIC -> {
victoryMusic();
currentMusic = victoryMusic;
}
case DEFEAT_MUSIC -> {
defeatMusic();
currentMusic = defeatMusic;
}
}
}
/**
* return, if the background-music is enabled
* Sets the volume for the background music and updates the preferences.
*
* @return true if the music is enabled
* @param volume The volume level to set.
*/
public boolean isBackgroundMusicEnabled() {
return backgroundMusicEnabled;
public void setVolume(float volume) {
LOGGER.log(Level.INFO, "Setting volume to {0}", volume); //NON-NLS
this.volume = volume;
currentMusic.setVolume(volume);
PREFERENCES.putFloat(VOLUME_PREF, volume);
}
}
/**
* Returns the volume level for the background music.
*
* @return The volume level as a float.
*/
public float getVolume() {
return volume;
}
}

View File

@@ -122,19 +122,13 @@ 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
*/
private BackgroundMusic backgroundMusic;
static {
// Configure logging
LogManager manager = LogManager.getLogManager();
try {
manager.readConfiguration(new FileInputStream("logging.properties"));
LOGGER.log(Level.INFO, "Successfully read logging properties"); //NON-NLS
}
catch (IOException e) {
} catch (IOException e) {
LOGGER.log(Level.INFO, e.getMessage());
}
}
@@ -230,7 +224,6 @@ public void simpleInitApp() {
setupStates();
setupGui();
serverConnection.connect();
backgroundMusic = new BackgroundMusic(this, "Sound/Background/backgroundMusic.ogg"); //initialise backgroundMusic and sets the backgroundMusic-path
}
/**
@@ -273,6 +266,7 @@ private void setupStates() {
stateManager.detach(stateManager.getState(DebugKeysAppState.class));
attachGameSound();
attachBackgroundSound();
stateManager.attachAll(new EditorAppState(), new BattleAppState(), new SeaAppState());
}
@@ -286,6 +280,19 @@ private void attachGameSound() {
stateManager.attach(gameSound);
}
/**
* Attaches the background music state and sets its initial enabled state.
* The background music state is responsible for managing the background music
* playback in the game. It listens to the game logic for any changes in the
* background music settings.
*/
private void attachBackgroundSound() {
final BackgroundMusic backgroundMusic = new BackgroundMusic();
logic.addListener(backgroundMusic);
backgroundMusic.setEnabled(BackgroundMusic.enabledInPreferences());
stateManager.attach(backgroundMusic);
}
/**
* Updates the application state every frame.
* This method is called once per frame during the game loop.
@@ -411,12 +418,12 @@ public void stop(boolean waitFor) {
*/
void confirmDialog(String question, Runnable yesAction) {
DialogBuilder.simple(dialogManager)
.setTitle(lookup("dialog.question"))
.setText(question)
.setOkButton(lookup("button.yes"), yesAction)
.setNoButton(lookup("button.no"))
.build()
.open();
.setTitle(lookup("dialog.question"))
.setText(question)
.setOkButton(lookup("button.yes"), yesAction)
.setNoButton(lookup("button.no"))
.build()
.open();
}
/**
@@ -426,18 +433,10 @@ void confirmDialog(String question, Runnable yesAction) {
*/
void errorDialog(String errorMessage) {
DialogBuilder.simple(dialogManager)
.setTitle(lookup("dialog.error"))
.setText(errorMessage)
.setOkButton(lookup("button.ok"))
.build()
.open();
}
/**
* this method returns Background-Music
* @return background-music
*/
public BackgroundMusic getBackgroundMusic(){
return backgroundMusic;
.setTitle(lookup("dialog.error"))
.setText(errorMessage)
.setOkButton(lookup("button.ok"))
.build()
.open();
}
}

View File

@@ -5,7 +5,7 @@
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client.server;
package pp.battleship.client;
import com.jme3.network.ConnectionListener;
import com.jme3.network.HostedConnection;
@@ -18,11 +18,14 @@
import pp.battleship.game.server.Player;
import pp.battleship.game.server.ServerGameLogic;
import pp.battleship.game.server.ServerSender;
import pp.battleship.message.client.AnimationEndMessage;
import pp.battleship.message.client.AnimationMessage;
import pp.battleship.message.client.ClientMessage;
import pp.battleship.message.client.MapMessage;
import pp.battleship.message.client.ShootMessage;
import pp.battleship.message.server.*;
import pp.battleship.message.server.EffectMessage;
import pp.battleship.message.server.GameDetails;
import pp.battleship.message.server.ServerMessage;
import pp.battleship.message.server.StartBattleMessage;
import pp.battleship.model.Battleship;
import pp.battleship.model.IntPoint;
import pp.battleship.model.Shot;
@@ -39,13 +42,40 @@
/**
* 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 {
/**
* Logger for the BattleshipServer class.
*/
private static final Logger LOGGER = System.getLogger(BattleshipServer.class.getName());
/**
* Configuration file for the server.
*/
private static final File CONFIG_FILE = new File("server.properties");
/**
* Port number for the server.
*/
private final int PORT_NUMBER;
/**
* Configuration settings for the Battleship server.
*/
private final BattleshipConfig config = new BattleshipConfig();
/**
* The server instance.
*/
private Server myServer;
private static int PORT_NUMBER;
/**
* Game logic for the server.
*/
private final ServerGameLogic logic;
/**
* Queue for pending messages to be processed by the server.
*/
private final BlockingQueue<ReceivedMessage> pendingMessages = new LinkedBlockingQueue<>();
static {
@@ -54,24 +84,24 @@ public class BattleshipLocalServer implements MessageListener<HostedConnection>,
try {
manager.readConfiguration(new FileInputStream("logging.properties"));
LOGGER.log(Level.INFO, "Successfully read logging properties"); //NON-NLS
}
catch (IOException e) {
} catch (IOException e) {
LOGGER.log(Level.INFO, e.getMessage());
}
}
/**
* 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_NUMBER) {
config.readFromIfExists(CONFIG_FILE);
PORT_NUMBER = portNumber;
this.PORT_NUMBER = PORT_NUMBER;
LOGGER.log(Level.INFO, "Configuration: {0}", config); //NON-NLS
logic = new ServerGameLogic(this, config);
}
/**
* Starts the server and processes incoming messages indefinitely.
*/
public void run() {
startServer();
while (true)
@@ -79,54 +109,74 @@ public void run() {
}
/**
* this method is used to start a server
* Starts the server and initializes necessary components.
* This method sets up the server, registers serializable classes,
* starts the server, and registers listeners for incoming connections and messages.
* If the server fails to start, it logs an error and exits the application.
*/
private void startServer() {
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_NUMBER);
initializeSerializables();
myServer.start();
registerListeners();
LOGGER.log(Level.INFO, "Server started: {0}", myServer.isRunning()); //NON-NLS
}
catch (IOException e) {
} catch (IOException e) {
LOGGER.log(Level.ERROR, "Couldn't start server: {0}", e.getMessage()); //NON-NLS
exit(1);
}
}
/**
* Processes the next message in the queue.
* This method blocks until a message is available, then processes it using the server logic.
* If interrupted while waiting, it logs the interruption and re-interrupts the thread.
*/
private void processNextMessage() {
try {
pendingMessages.take().process(logic);
}
catch (InterruptedException ex) {
} catch (InterruptedException ex) {
LOGGER.log(Level.INFO, "Interrupted while waiting for messages"); //NON-NLS
Thread.currentThread().interrupt();
}
}
/**
* Registers the serializable classes used by the server.
* This method ensures that the necessary classes are registered with the serializer
* so that they can be correctly transmitted over the network.
*/
private void initializeSerializables() {
Serializer.registerClass(GameDetails.class);
Serializer.registerClass(StartBattleMessage.class);
Serializer.registerClass(MapMessage.class);
Serializer.registerClass(ShootMessage.class);
Serializer.registerClass(AnimationMessage.class);
Serializer.registerClass(EffectMessage.class);
Serializer.registerClass(Battleship.class);
Serializer.registerClass(IntPoint.class);
Serializer.registerClass(Shot.class);
Serializer.registerClass(AnimationEndMessage.class);
Serializer.registerClass(AnimationStartMessage.class);
Serializer.registerClass(BackToBattleStateMessage.class);
}
/**
* Registers listeners for incoming connections and messages.
* This method adds message listeners for `MapMessage` and `ShootMessage` classes,
* and a connection listener for handling connection events.
*/
private void registerListeners() {
myServer.addMessageListener(this, MapMessage.class);
myServer.addMessageListener(this, ShootMessage.class);
myServer.addMessageListener(this, AnimationEndMessage.class);
myServer.addMessageListener(this, AnimationMessage.class);
myServer.addConnectionListener(this);
}
/**
* Handles the reception of messages from clients.
*
* @param source the connection from which the message was received
* @param message the message received from the client
*/
@Override
public void messageReceived(HostedConnection source, Message message) {
LOGGER.log(Level.INFO, "message received from {0}: {1}", source.getId(), message); //NON-NLS
@@ -134,12 +184,24 @@ public void messageReceived(HostedConnection source, Message message) {
pendingMessages.add(new ReceivedMessage(clientMessage, source.getId()));
}
/**
* Called when a new connection is added to the server.
*
* @param server the server to which the connection was added
* @param hostedConnection the connection that was added
*/
@Override
public void connectionAdded(Server server, HostedConnection hostedConnection) {
LOGGER.log(Level.INFO, "new connection {0}", hostedConnection); //NON-NLS
logic.addPlayer(hostedConnection.getId());
}
/**
* Called when a connection is removed from the server.
*
* @param server the server from which the connection was removed
* @param hostedConnection the connection that was removed
*/
@Override
public void connectionRemoved(Server server, HostedConnection hostedConnection) {
LOGGER.log(Level.INFO, "connection closed: {0}", hostedConnection); //NON-NLS
@@ -152,6 +214,12 @@ public void connectionRemoved(Server server, HostedConnection hostedConnection)
}
}
/**
* Exits the application with the specified exit value.
* Closes all client connections and logs the close request.
*
* @param exitValue the exit value to be used when exiting the application
*/
private void exit(int exitValue) { //NON-NLS
LOGGER.log(Level.INFO, "close request"); //NON-NLS
if (myServer != null)

View File

@@ -30,10 +30,11 @@ public class GameSound extends AbstractAppState implements GameEventListener {
private static final Logger LOGGER = System.getLogger(GameSound.class.getName());
private static final Preferences PREFERENCES = getPreferences(GameSound.class);
private static final String ENABLED_PREF = "enabled"; //NON-NLS
private AudioNode splashSound;
private AudioNode shipDestroyedSound;
private AudioNode explosionSound;
private AudioNode rocketSound;
private AudioNode shellFiredSound;
/**
* Checks if sound is enabled in the preferences.
@@ -78,7 +79,7 @@ public void initialize(AppStateManager stateManager, Application app) {
shipDestroyedSound = loadSound(app, "Sound/Effects/sunken.wav"); //NON-NLS
splashSound = loadSound(app, "Sound/Effects/splash.wav"); //NON-NLS
explosionSound = loadSound(app, "Sound/Effects/explosion.wav"); //NON-NLS
rocketSound = loadSound(app, "Sound/Effects/rocket-loop-99748.wav");
shellFiredSound = loadSound(app, "Sound/Effects/missle.wav"); //NON-NLS
}
/**
@@ -125,35 +126,20 @@ 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 shell has been fired.
*/
public void shellFired() {
if (isEnabled() && shellFiredSound != null)
shellFiredSound.playInstance();
}
@Override
public void receivedEvent(SoundEvent event) {
switch (event.sound()) {
case EXPLOSION -> explosion();
case SPLASH -> splash();
case DESTROYED_SHIP -> shipDestroyed();
case ROCKET -> rocket();
case ROCKET_STOP -> rocketStopped();
case SHELL_FIRED -> shellFired();
}
}
/**
* 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

@@ -22,6 +22,8 @@
import java.io.IOException;
import java.util.prefs.Preferences;
import java.lang.System.Logger;
import static pp.battleship.Resources.lookup;
import static pp.util.PreferencesUtils.getPreferences;
@@ -31,6 +33,7 @@
* returning to the game, and quitting the application.
*/
class Menu extends Dialog {
private static final Logger LOGGER = System.getLogger(Menu.class.getName());
private static final Preferences PREFERENCES = getPreferences(Menu.class);
private static final String LAST_PATH = "last.file.path";
private final BattleshipApp app;
@@ -47,19 +50,16 @@ public Menu(BattleshipApp app) {
super(app.getDialogManager());
this.app = app;
addChild(new Label(lookup("battleship.name"), new ElementId("header"))); //NON-NLS
addChild(new Checkbox(lookup("menu.sound-enabled"),
new StateCheckboxModel(app, GameSound.class)));
new StateCheckboxModel(app, GameSound.class)));
//this sets the checkbox,to disable/enable the background-music
Checkbox backgroundMusicEnabled = new Checkbox(lookup("background.music.checkbox"));
backgroundMusicEnabled.setChecked(app.getBackgroundMusic().isBackgroundMusicEnabled());
backgroundMusicEnabled.addClickCommands(s -> app.getBackgroundMusic().toggleMusic());
addChild(backgroundMusicEnabled);
addChild(new Checkbox(lookup("menu.music-toggle"),
new StateCheckboxModel(app, BackgroundMusic.class)));
//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);
Slider volumeSlider = new Slider();
volumeSlider.setModel(new DefaultRangedValueModel(0.0, 2.0, app.getStateManager().getState(BackgroundMusic.class).getVolume()));
volumeSlider.setDelta(0.1f);
addChild(volumeSlider);
volumeRef = volumeSlider.getModel().createReference();
@@ -71,22 +71,9 @@ public Menu(BattleshipApp app) {
.addClickCommands(s -> ifTopDialog(this::close));
addChild(new Button(lookup("menu.quit")))
.addClickCommands(s -> ifTopDialog(app::closeApp));
update();
}
/**
* updates the background-volume
*
* @param tmp
*/
@Override
public void update(float tmp) {
if (volumeRef.update()) {
app.getBackgroundMusic().setBackgroundVolume((float) (double) volumeRef.get()); //sets new background-volume
}
}
/**
* Updates the state of the load and save buttons based on the game logic.
*/
@@ -96,6 +83,28 @@ public void update() {
saveButton.setEnabled(app.getGameLogic().maySaveMap());
}
/**
* Updates the menu state based on the time per frame (tpf).
* If the volume reference has been updated, adjusts the volume accordingly.
*
* @param tpf the time per frame
*/
@Override
public void update(float tpf) {
if (volumeRef.update()) {
adjustVolume(volumeRef.get());
}
}
/**
* Adjusts the volume of the background music.
*
* @param volume the new volume level to set, as a double
*/
private void adjustVolume(double volume) {
app.getStateManager().getState(BackgroundMusic.class).setVolume((float) volume);
}
/**
* As an escape action, this method closes the menu if it is the top dialog.
*/
@@ -130,8 +139,7 @@ private void handle(FileAction fileAction, TextInputDialog dialog) {
PREFERENCES.put(LAST_PATH, path);
fileAction.run(new File(path));
dialog.close();
}
catch (IOException e) {
} catch (IOException e) {
app.errorDialog(e.getLocalizedMessage());
}
}
@@ -145,13 +153,13 @@ private void handle(FileAction fileAction, TextInputDialog dialog) {
private void fileDialog(FileAction fileAction, String label) {
final TextInputDialog dialog =
TextInputDialog.builder(app.getDialogManager())
.setLabel(lookup("label.file"))
.setFocus(TextInputDialog::getInput)
.setTitle(label)
.setOkButton(lookup("button.ok"), d -> handle(fileAction, d))
.setNoButton(lookup("button.cancel"))
.setOkClose(false)
.build();
.setLabel(lookup("label.file"))
.setFocus(TextInputDialog::getInput)
.setTitle(label)
.setOkButton(lookup("button.ok"), d -> handle(fileAction, d))
.setNoButton(lookup("button.cancel"))
.setOkClose(false)
.build();
final String path = PREFERENCES.get(LAST_PATH, null);
if (path != null)
dialog.getInput().setText(path.trim());

View File

@@ -12,8 +12,6 @@
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.dialog.Dialog;
import pp.dialog.DialogBuilder;
import pp.dialog.SimpleDialog;
@@ -33,6 +31,7 @@ class NetworkDialog extends SimpleDialog {
private static final Logger LOGGER = System.getLogger(NetworkDialog.class.getName());
private static final String LOCALHOST = "localhost"; //NON-NLS
private static final String DEFAULT_PORT = "1234"; //NON-NLS
private static final int START_SERVER_DELAY = 2000;
private final NetworkSupport network;
private final TextField host = new TextField(LOCALHOST);
private final TextField port = new TextField(DEFAULT_PORT);
@@ -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.
@@ -54,80 +53,78 @@ class NetworkDialog extends SimpleDialog {
host.setPreferredWidth(400f);
port.setSingleLine(true);
Checkbox hostCheckbox = new Checkbox(lookup("host.own-server"));
hostCheckbox.setChecked(false);
hostCheckbox.addClickCommands(s -> hostServer = !hostServer);
final BattleshipApp app = network.getApp();
final Container input = new Container(new SpringGridLayout());
input.addChild(new Label(lookup("host.name") + ": "));
input.addChild(host, 1);
input.addChild(new Label(lookup("port.number") + ": "));
input.addChild(port, 1);
/*
* 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(hostCheckbox);
DialogBuilder.simple(app.getDialogManager())
.setTitle(lookup("server.dialog"))
.setExtension(d -> d.addChild(input))
.setOkButton(lookup("button.connect"), d -> connect())
.setNoButton(lookup("button.cancel"), app::closeApp)
.setOkClose(false)
.setNoClose(false)
.build(this);
addChild(localServerCb); // adds the checkbox to the network dialog at the bottom
.setTitle(lookup("server.dialog"))
.setExtension(d -> d.addChild(input))
.setOkButton(lookup("button.connect"), d -> connectHostServer())
.setNoButton(lookup("button.cancel"), app::closeApp)
.setOkClose(false)
.setNoClose(false)
.build(this);
}
/**
* Handles the action for the connect button in the connection dialog.
* Tries to parse the port number and initiate connection to the server.
*/
private void connectServer() {
private void connect() {
LOGGER.log(Level.INFO, "connect to host={0}, port={1}", host, port); //NON-NLS
try {
hostname = host.getText().trim().isEmpty() ? LOCALHOST : host.getText();
portNumber = Integer.parseInt(port.getText());
openProgressDialog();
connectionFuture = network.getApp().getExecutor().submit(this::initNetwork);
}
catch (NumberFormatException e) {
} catch (NumberFormatException e) {
network.getApp().errorDialog(lookup("port.must.be.integer"));
}
}
/**
* connects to the server, creates one, if no server is up
* Connects to the host server. If the `hostServer` flag is set, it starts the server
* before attempting to connect. If the server fails to start, logs an error.
*/
public void connect() {
if (localServer) {
startLocalServer(); //starts a local server
private void connectHostServer() {
if (hostServer) {
startServer();
try {
Thread.sleep(1000); // waits, to ensure, that the server in the separate Thread has enough time to start properly
Thread.sleep(START_SERVER_DELAY);
} catch (Exception e) {
LOGGER.log(Level.ERROR, "Server start failed", e); //NON-NLS
}
catch (Exception e) {
LOGGER.log(Level.WARNING, e.getMessage(), e);
}
connectServer(); // connects to the server, that was just created
}
else {
connectServer(); // connects to existing server, when the server si not running, or not started by one of the clients
connect();
} else {
connect();
}
}
/**
*starts a local server, in another thread
* Starts the game server in a new thread.
* Logs an error if the server fails to start.
*/
private void startLocalServer() {
new Thread(() -> { //creates new Thread
private void startServer() {
LOGGER.log(Level.INFO, "start server"); //NON-NLS
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
LOGGER.log(Level.INFO, "Starting server..."); //NON-NLS
BattleshipServer server = new BattleshipServer(Integer.parseInt(port.getText()));
LOGGER.log(Level.INFO, "Server started"); //NON-NLS
server.run();
} catch (Exception e) {
LOGGER.log(Level.ERROR, "Server start failed", e); //NON-NLS
}
catch (Exception e) {
LOGGER.log(Level.ERROR, e.getMessage(), e);
}
}).start(); // starts the thread
}).start();
}
/**
@@ -135,8 +132,8 @@ private void startLocalServer() {
*/
private void openProgressDialog() {
progressDialog = DialogBuilder.simple(network.getApp().getDialogManager())
.setText(lookup("label.connecting"))
.build();
.setText(lookup("label.connecting"))
.build();
progressDialog.open();
}
@@ -149,8 +146,7 @@ private Object initNetwork() {
try {
network.initNetwork(hostname, portNumber);
return null;
}
catch (Exception e) {
} catch (Exception e) {
throw new RuntimeException(e);
}
}
@@ -165,11 +161,9 @@ public void update(float delta) {
try {
connectionFuture.get();
success();
}
catch (ExecutionException e) {
} catch (ExecutionException e) {
failure(e.getCause());
}
catch (InterruptedException e) {
} catch (InterruptedException e) {
LOGGER.log(Level.WARNING, "Interrupted!", e); //NON-NLS
Thread.currentThread().interrupt();
}

View File

@@ -5,12 +5,23 @@
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client.server;
package pp.battleship.client;
import pp.battleship.message.client.ClientInterpreter;
import pp.battleship.message.client.ClientMessage;
/**
* Represents a received message from a client.
*
* @param message the client message
* @param from the ID of the sender
*/
record ReceivedMessage(ClientMessage message, int from) {
/**
* Processes the received message using the specified interpreter.
*
* @param interpreter the client interpreter
*/
void process(ClientInterpreter interpreter) {
message.accept(interpreter, from);
}

View File

@@ -143,6 +143,10 @@ public float getHeight() {
return FIELD_SIZE * map.getHeight();
}
public static float getFieldSize() {
return FIELD_SIZE;
}
/**
* Converts coordinates from view coordinates to model coordinates.
*

View File

@@ -7,16 +7,19 @@
package pp.battleship.client.gui;
import com.jme3.material.Material;
import com.jme3.material.RenderState;
import com.jme3.math.ColorRGBA;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Sphere;
import pp.battleship.model.Battleship;
import pp.battleship.model.Shell;
import pp.battleship.model.Shot;
import pp.util.Position;
import java.lang.System.Logger;
import static com.jme3.material.Materials.UNSHADED;
/**
* Synchronizes the visual representation of the ship map with the game model.
@@ -24,14 +27,11 @@
* 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;
// Colors used for different visual elements
private static final ColorRGBA HIT_COLOR = ColorRGBA.Red;
@@ -116,34 +116,24 @@ public Spatial visit(Battleship ship) {
}
/**
* this method will create a representation of a shell in the map
* Creates a visual representation of a shell on the map.
* The shell is represented as a black ellipse.
*
* @param shell the Shell element to visit
* @return the node the representation is attached to
* @param shell the Shell object representing the shell in the model
* @return a Spatial representing the shell on the map
*/
@Override
public Spatial visit(Shell shell) {
LOGGER.log(Logger.Level.DEBUG, "Visiting {0}", shell);
final Node shellNode = new Node("shell");
final Position target = view.modelToView(shell.getX(), shell.getY());
final Position startPosition = view.modelToView(SHELL_IN_GRID, SHELL_IN_GRID);
shellNode.attachChild(createShell());
shellNode.setLocalTranslation(startPosition.getX(), startPosition.getY(), SHELL_DEPTH);
shellNode.scale(18f);
shellNode.addControl(new ShellMapControl(view.getApp(), target, shell));
return shellNode;
Geometry ellipse = new Geometry("ellipse", new Sphere(50, 50, MapView.getFieldSize() / 2 * 0.8f));
Material mat = new Material(view.getApp().getAssetManager(), UNSHADED); //NON-NLS
mat.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Alpha);
mat.getAdditionalRenderState().setFaceCullMode(RenderState.FaceCullMode.Off);
mat.setColor("Color", ColorRGBA.Black);
ellipse.setMaterial(mat);
ellipse.addControl(new ShellMapControl(view, shell));
return ellipse;
}
/**
* returns the red dot for the shell in the MapViewSynchronizer
*
* @return Spatial
*/
private Spatial createShell() {
return view.getApp().getDraw().makeFilledCircle(ColorRGBA.Red);
}
/**
* Creates a line geometry representing part of the ship's border.
*

View File

@@ -8,25 +8,19 @@
package pp.battleship.client.gui;
import com.jme3.effect.ParticleEmitter;
import com.jme3.effect.ParticleMesh.Type;
import com.jme3.effect.ParticleMesh;
import com.jme3.material.Material;
import com.jme3.material.RenderState.BlendMode;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import 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;
@@ -39,17 +33,18 @@
* logic for the sea map.
*/
class SeaSynchronizer extends ShipMapSynchronizer {
private static final Logger LOGGER = System.getLogger(SeaSynchronizer.class.getName());
private static final String UNSHADED = "Common/MatDefs/Misc/Unshaded.j3md"; //NON-NLS
private static final String 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 DESTROYER_MODEL = "Models/Destroyer/Destroyer.j3o"; //NON-NLS
private static final String DESTROYER_TEXTURE = "Models/Destroyer/BattleshipC.jpg"; //NON-NLS
private static final String TYPE_II_UBOAT_MODEL = "Models/TypeIIUboat/TypeIIUboat.j3o"; //NON-NLS
private static final String TYPE_II_UBOAT_TEXTURE = "Models/TypeIIUboat/Type_II_U-boat_diff.jpg"; //NON-NLS
private static final String ATLANTICA_MODEL = "Models/Atlantica/Atlantica.j3o"; //NON-NLS
private static final String ROCKET = "Models/Rocket/Rocket.j3o"; //NON-NLS
private static final String COLOR = "Color"; //NON-NLS
private static final String SHIP = "ship"; //NON-NLS
private static final String ROCKET = "Models/Rocket/rocket.j3o";
private static final String SHELL = "shell"; //NON-NLS
private static final ColorRGBA BOX_COLOR = ColorRGBA.Gray;
private final ShipMap map;
@@ -82,19 +77,6 @@ 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;
}
/**
* Handles a hit by attaching its representation to the node that
* contains the ship model as a child so that it moves with the ship.
@@ -106,112 +88,121 @@ private Spatial handleMiss(Shot shot) {
private Spatial handleHit(Shot shot) {
final Battleship ship = requireNonNull(map.findShipAt(shot), "Missing ship");
final Node shipNode = requireNonNull((Node) getSpatial(ship), "Missing ship node");
final ParticleEmitter particleEmitter = createHitParticle(shot);
particleEmitter.getLocalTranslation().subtractLocal(shipNode.getLocalTranslation());
shipNode.attachChild(particleEmitter);
final ParticleEmitter fire = createFire(shot);
final ParticleEmitter debris = createDebrisEffect(shot);
shipNode.attachChild(debris);
final ParticleEmitter fire = createFireEffect(shot, shipNode);
shipNode.attachChild(fire);
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;
private Spatial handleMiss(Shot shot) {
return createMissEffect(shot);
}
private ParticleEmitter createMissEffect(Shot shot) {
final ParticleEmitter water = new ParticleEmitter("WaterEmitter", ParticleMesh.Type.Triangle, 20);
Material waterMaterial = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
waterMaterial.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/flame.png"));
water.setMaterial(waterMaterial);
water.setImagesX(2);
water.setImagesY(2);
water.setStartColor(ColorRGBA.Cyan);
water.setEndColor(ColorRGBA.Blue);
water.getParticleInfluencer().setInitialVelocity(new Vector3f(0.1f, 0.1f, 0.1f));
water.setStartSize(0.4f);
water.setEndSize(0.45f);
water.setGravity(0, -0.5f, 0);
water.setLowLife(1f);
water.setHighLife(1f);
water.setParticlesPerSec(0);
water.setLocalTranslation(shot.getY() + 0.5f, 0f, shot.getX() + 0.5f);
water.emitAllParticles();
return water;
}
private ParticleEmitter createDebrisEffect(Shot shot) {
final ParticleEmitter debris = new ParticleEmitter("DebrisEmitter", ParticleMesh.Type.Triangle, 2);
Material debrisMaterial = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
debrisMaterial.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/Debris.png"));
debris.setMaterial(debrisMaterial);
debris.setImagesX(2);
debris.setImagesY(2);
debris.setStartColor(ColorRGBA.White);
debris.setEndColor(ColorRGBA.White);
debris.getParticleInfluencer().setInitialVelocity(new Vector3f(0.1f, 2f, 0.1f));
debris.setStartSize(0.1f);
debris.setEndSize(0.5f);
debris.setGravity(0, 3f, 0);
debris.getParticleInfluencer().setVelocityVariation(.40f);
debris.setLowLife(1f);
debris.setHighLife(1.5f);
debris.setParticlesPerSec(0);
debris.setLocalTranslation(shot.getY() + 0.5f, 0f, shot.getX() + 0.5f);
debris.emitAllParticles();
return debris;
}
private ParticleEmitter createFireEffect(Shot shot, Node shipNode) {
ParticleEmitter fire = new ParticleEmitter("FireEmitter", ParticleMesh.Type.Triangle, 100);
Material fireMaterial = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
fireMaterial.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/flame.png"));
fire.setMaterial(fireMaterial);
fire.setImagesX(2);
fire.setImagesY(2);
fire.setStartColor(ColorRGBA.Orange);
fire.setEndColor(ColorRGBA.Red);
fire.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 1.5f, 0));
fire.setStartSize(0.2f);
fire.setEndSize(0.05f);
fire.setLowLife(1f);
fire.setHighLife(2f);
fire.getParticleInfluencer().setVelocityVariation(0.2f);
fire.setLocalTranslation(shot.getY() + 0.5f, 0f, shot.getX() + 0.5f);
fire.getLocalTranslation().subtractLocal(shipNode.getLocalTranslation());
return fire;
}
/**
* this method converts 2d to 3d positions
* Visits a {@link Shell} and creates a graphical representation of it.
* The shell is represented as a node with a model attached to it.
* The node is then positioned and controlled by a {@link ShellControl}.
*
* @param x x-Coordinate
* @param y-Coordinate
* @return the Position as a 3d Vector
* @param shell the shell to be represented
* @return the node containing the graphical representation of the shell
*/
private Vector3f mapToWorldCord(int x, int y) {
return new Vector3f(y + 0.5f, 0, x + 0.5f);
@Override
public Spatial visit(Shell shell) {
final Node node = new Node(SHELL);
node.attachChild(createShell());
node.setLocalTranslation(shell.getY() + 0.5f, 10f, shell.getX() + 0.5f);
node.addControl(new ShellControl());
return node;
}
/**
* this method creates the particles, when the shot misses
* Creates a graphical representation of a shell.
*
* @param shot is the parameter, where was shot
* @return the particle
* @return the spatial representing the shell
*/
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;
private Spatial createShell() {
final Spatial model = app.getAssetManager().loadModel(ROCKET);
model.scale(0.0025f);
model.rotate(PI, 0f, 0f);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
@@ -230,42 +221,10 @@ public Spatial visit(Battleship ship) {
final float x = 0.5f * (ship.getMinY() + ship.getMaxY() + 1f);
final float z = 0.5f * (ship.getMinX() + ship.getMaxX() + 1f);
node.setLocalTranslation(x, 0f, z);
node.addControl(new ShipControl(ship, 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
*
* @param shell the shell to be represented
* @return the node containing the graphical representation of the shell
*/
@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));
return node;
}
/**
* this method loads the Model
*
* @return model
*/
private Spatial createShell() {
LOGGER.log(Level.INFO, "created Shell");
final Spatial model = app.getAssetManager().loadModel(ROCKET);
model.rotate(PI, PI, 0);
model.scale(0.0002f);
model.move(0, 0, 0);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* Creates the appropriate graphical representation of the specified battleship.
* The representation is either a detailed model or a simple box based on the length of the ship.
@@ -274,12 +233,11 @@ 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);
case 1 -> createVessel(ship);
case 2 -> createSubmarine(ship);
case 3 -> createDestroyer(ship);
case 4 -> createBattleship(ship);
default -> createBox(ship);
};
}
@@ -295,76 +253,26 @@ private Spatial createBox(Battleship ship) {
0.3f,
0.5f * (ship.getMaxX() - ship.getMinX()) + 0.3f);
final Geometry geometry = new Geometry(SHIP, box);
geometry.setMaterial(createColoredMaterial(BOX_COLOR));
geometry.setMaterial(createColoredMaterial());
geometry.setShadowMode(ShadowMode.CastAndReceive);
return geometry;
}
/**
* 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) {
private Material createColoredMaterial() {
final Material material = new Material(app.getAssetManager(), UNSHADED);
if (color.getAlpha() < 1f)
if (SeaSynchronizer.BOX_COLOR.getAlpha() < 1f)
material.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
material.setColor(COLOR, color);
material.setColor(COLOR, SeaSynchronizer.BOX_COLOR);
return material;
}
@@ -384,6 +292,68 @@ private Spatial createBattleship(Battleship ship) {
return model;
}
/**
* Creates a detailed 3D model to represent a destroyer battleship.
*
* @param ship the battleship to be represented
* @return the spatial representing the destroyer battleship
*/
private Spatial createDestroyer(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(DESTROYER_MODEL);
Material mat = new Material(app.getAssetManager(), UNSHADED);
mat.setTexture("ColorMap", app.getAssetManager().loadTexture(DESTROYER_TEXTURE));
mat.getAdditionalRenderState().setBlendMode(BlendMode.Off);
model.setMaterial(mat);
model.setQueueBucket(RenderQueue.Bucket.Opaque);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
model.scale(0.1f);
model.setLocalTranslation(0f, 0.25f, 0f);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* Creates a detailed 3D model to represent a Type II U-boat submarine.
*
* @param ship the battleship to be represented
* @return the spatial representing the Type II U-boat submarine
*/
private Spatial createSubmarine(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(TYPE_II_UBOAT_MODEL);
Material mat = new Material(app.getAssetManager(), UNSHADED);
mat.setTexture("ColorMap", app.getAssetManager().loadTexture(TYPE_II_UBOAT_TEXTURE));
model.setMaterial(mat);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
model.scale(0.25f);
model.getLocalTranslation().addLocal(0f, -0.15f, 0f);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* Creates a detailed 3D model to represent a vessel.
*
* @param ship the battleship to be represented
* @return the spatial representing the vessel
*/
private Spatial createVessel(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(ATLANTICA_MODEL);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
model.scale(0.0003f);
model.getLocalTranslation().addLocal(0f, -0.05f, 0f);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* Calculates the rotation angle for the specified rotation.
*

View File

@@ -3,66 +3,40 @@
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.control.AbstractControl;
import pp.battleship.client.BattleshipApp;
import pp.battleship.message.client.AnimationEndMessage;
import pp.battleship.model.IntPoint;
import pp.battleship.model.Shell;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
/**
* this class controls the Shell in the view
* Controls the movement and rotation of a shell in the game.
* The shell moves downward at a constant speed and rotates around its Y-axis.
* When the shell reaches a certain Y-coordinate, it is removed from its parent node.
*/
public class ShellControl extends AbstractControl {
private static final Logger LOGGER = System.getLogger(ShellControl.class.getName());
private final static float SHELL_SPEED = 7.5f;
private final static float SHELL_ROTATION_SPEED = 0.5f;
private final static float MIN_HEIGHT = 0.7f;
/**
* 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
* Updates the shell's position and rotation.
* If the shell's Y-coordinate is less than or equal to 1.0, it is detached from its parent node.
*
* @param shell the shell it displays
* @param app the BattleshipApp
*/
public ShellControl(Shell shell, BattleshipApp app) {
LOGGER.log(Level.INFO, "ShellControl has been initialized");
this.shell = shell;
this.app = app;
}
/**
* this method controls the movement of the shell in dependent on fpt
*
* @param tpf time per frame (in seconds)
* @param tpf time per frame, used to ensure consistent movement speed across different frame rates
*/
@Override
protected void controlUpdate(float tpf) {
if (spatial == null) return;
if (spatial.getLocalTranslation().getY() <= HEIGHT) {
spatial.move(0, -SHELL_SPEED * tpf, 0);
spatial.rotate(0, SHELL_ROTATION_SPEED, 0);
if (spatial.getLocalTranslation().getY() <= MIN_HEIGHT) {
spatial.getParent().detachChild(spatial);
app.getGameLogic().send(new AnimationEndMessage(new IntPoint(shell.getX(), shell.getY())));
} else {
spatial.move(0, -1 * 4f * tpf, 0);
}
}
/**
* Renders the shell. This method is currently not used.
*
* @param rm the RenderManager
* @param vp the ViewPort
*/
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
//not in use
// nothing to do here
}
}
}

View File

@@ -4,74 +4,79 @@
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.control.AbstractControl;
import pp.battleship.client.BattleshipApp;
import pp.battleship.message.client.AnimationEndMessage;
import pp.battleship.model.IntPoint;
import pp.battleship.model.Shell;
import pp.battleship.notification.Sound;
import pp.util.Position;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
/**
* this class controls the behaviour of a shell in a 2d map
* Controls the animation of a shell in the map view.
* This class handles the movement of a shell from its starting position to its target position
* using linear interpolation over a specified duration.
*/
public class ShellMapControl extends AbstractControl {
private static final System.Logger LOGGER = System.getLogger(ShellMapControl.class.getName());
private static final Logger LOGGER = System.getLogger(ShellMapControl.class.getName());
/**
* the position in map-coordinates
* The duration of the shell animation in seconds.
*/
private final Position position;
private final static float ANIMATION_DURATION = 0.8f;
/**
* the vector, the shell is going on the 2d screen
* The end position of the shell in the map view.
*/
private static final Vector3f vector = new Vector3f();
private final Position endPos;
/**
* the battleship app
* The progress of the shell's movement, ranging from 0 to 1.
*/
private final BattleshipApp app;
private float progress = 0f;
/**
* the shell displayed
*/
private final Shell shell;
/**
* the constructor for this class
* Constructs a new instance of {@link ShellMapControl}.
*
* @param app the Battleship app
* @param position the position shot at in map-coordinates
* @param shell the shell shot
* @param view the map view
* @param shell the shell to be controlled
*/
public ShellMapControl(BattleshipApp app, Position position, Shell shell) {
super();
this.position = position;
this.app = app;
this.shell = shell;
vector.set(new Vector3f(position.getX(), position.getY(), 0));
public ShellMapControl(MapView view, Shell shell) {
Vector3f endPos = new Vector3f(shell.getX(), 0, shell.getY());
this.endPos = view.modelToView(endPos.x, endPos.z);
LOGGER.log(Level.DEBUG, "ShellMapControl created with endPos: " + this.endPos);
}
/**
* the update loop for this shell
* Updates the position of the shell in the view with linear interpolation.
* This method is called during the update phase.
*
* @param tpf time per frame (in seconds)
* @param tpf the time per frame
*/
@Override
protected void controlUpdate(float tpf) {
if (spatial.getLocalTranslation().getX() >= position.getX() && spatial.getLocalTranslation().getY() >= position.getY()) {
app.getGameLogic().playSound(Sound.ROCKET_STOP);
spatial.getParent().detachChild(spatial);
app.getGameLogic().send(new AnimationEndMessage(new IntPoint(shell.getX(), shell.getY())));
LOGGER.log(System.Logger.Level.DEBUG, "shell has been deleted", spatial.getLocalTranslation());
} else {
spatial.move(vector.mult(tpf));
// adjust speed by changing the multiplier
progress += tpf * ANIMATION_DURATION;
// progress is between 0 and 1
if (progress > 1f) {
progress = 1f;
}
// linearly interpolate the current position between (0, 0) and endPos
float newX = (1 - progress) * 0 + progress * endPos.getX() + MapView.getFieldSize() / 2;
float newZ = (1 - progress) * 0 + progress * endPos.getY() + MapView.getFieldSize() / 2;
spatial.setLocalTranslation(newX, newZ, 0);
}
/**
* This method is called during the render phase.
* Currently, it does nothing.
*
* @param rm the RenderManager
* @param vp the ViewPort
*/
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
// nothing to do here
}
}

View File

@@ -11,13 +11,9 @@
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 static pp.util.FloatMath.DEG_TO_RAD;
import static pp.util.FloatMath.TWO_PI;
import static pp.util.FloatMath.sin;
@@ -52,17 +48,9 @@ class ShipControl extends AbstractControl {
*/
private float time;
/**
* this attribute is the ship, this ShipControl controls
*/
private final Battleship ship;
/**
* this CONST represents the sinking height, when the ship will be removed
*/
private static final Float SINKING_HEIGHT = -0.6f;
private static final float SINKING_HEIGHT = -0.6f;
/**
* Constructs a new ShipControl instance for the specified Battleship.
@@ -71,7 +59,7 @@ class ShipControl extends AbstractControl {
*
* @param ship the Battleship object to control
*/
public ShipControl(Battleship ship, ShipMap map) {
public ShipControl(Battleship ship) {
// Determine the axis of rotation based on the ship's orientation
axis = switch (ship.getRot()) {
case LEFT, RIGHT -> Vector3f.UNIT_X;
@@ -81,6 +69,7 @@ public ShipControl(Battleship ship, ShipMap map) {
// Set the cycle duration and amplitude based on the ship's length
cycle = ship.getLength() * 2f;
amplitude = 5f * DEG_TO_RAD / ship.getLength();
this.ship = ship;
}
@@ -94,17 +83,16 @@ 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
// Handle ship sinking by moving it downwards
if (ship.isDestroyed()) {
if (spatial.getLocalTranslation().getY() < SINKING_HEIGHT) {
spatial.getParent().detachChild(spatial);
} else {
spatial.move(0, -tpf * 0.1f, 0);
}
else // sink the ship, if it's not completely sunk
spatial.move(0, tpf * 0.1f * -1, 0);
}
// Update the time within the oscillation cycle
time = (time + tpf) % cycle;

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

@@ -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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@@ -1,73 +1,92 @@
# Blender 4.1.0 MTL File: 'None'
# www.blender.org
newmtl Battleship
illum 4
Kd 0.00 0.00 0.00
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
Ns 256.000031
Ka 1.000000 1.000000 1.000000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 1
map_Kd BattleshipC.jpg
Ni 1.00
Ks 0.00 0.00 0.00
Ns 256.00
newmtl blinn1SG
illum 4
Kd 0.50 0.50 0.50
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
Ni 1.00
Ks 0.00 0.00 0.00
Ns 256.00
Ns 256.000031
Ka 1.000000 1.000000 1.000000
Kd 0.500000 0.500000 0.500000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 1
newmtl blinn2SG
illum 4
Kd 0.50 0.50 0.50
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
Ni 1.00
Ks 0.00 0.00 0.00
Ns 256.00
Ns 256.000031
Ka 1.000000 1.000000 1.000000
Kd 0.500000 0.500000 0.500000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 1
newmtl blinn3SG
illum 4
Kd 0.50 0.50 0.50
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
Ni 1.00
Ks 0.50 0.50 0.50
Ns 256.00
Ns 256.000031
Ka 1.000000 1.000000 1.000000
Kd 0.500000 0.500000 0.500000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl blinn4SG
illum 4
Kd 0.50 0.50 0.50
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
Ni 1.00
Ks 0.50 0.50 0.50
Ns 256.00
Ns 256.000031
Ka 1.000000 1.000000 1.000000
Kd 0.500000 0.500000 0.500000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl blinn5SG
illum 4
Kd 0.50 0.50 0.50
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
Ni 1.00
Ks 0.50 0.50 0.50
Ns 256.00
Ns 256.000031
Ka 1.000000 1.000000 1.000000
Kd 0.500000 0.500000 0.500000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl blinn6SG
illum 4
Kd 0.50 0.50 0.50
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
Ni 1.00
Ks 0.50 0.50 0.50
Ns 256.00
Ns 256.000031
Ka 1.000000 1.000000 1.000000
Kd 0.500000 0.500000 0.500000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl blinn7SG
illum 4
Kd 0.50 0.50 0.50
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
Ni 1.00
Ks 0.50 0.50 0.50
Ns 256.00
Ns 256.000031
Ka 1.000000 1.000000 1.000000
Kd 0.500000 0.500000 0.500000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl blinn8SG
illum 4
Kd 0.50 0.50 0.50
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
Ni 1.00
Ks 0.50 0.50 0.50
Ns 256.00
Ns 256.000031
Ka 1.000000 1.000000 1.000000
Kd 0.500000 0.500000 0.500000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2

View File

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

View File

@@ -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

@@ -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

@@ -0,0 +1,10 @@
Personal-use only.
menu_music.ogg
https://pixabay.com/de/music/szenen-aufbauen-demolition-outline-science-fiction-trailer-music-191960/
pirates.ogg
https://pixabay.com/de/music/epische-klassik-pirates-163389/
win_the_game.gg
https://pixabay.com/de/users/enrico_dering-31760131/
defeat.ogg
https://pixabay.com/de/music/dramaszene-defeat-charles-michel-140604/

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

@@ -1,63 +1,98 @@
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.client.AnimationMessage;
import pp.battleship.message.server.EffectMessage;
import pp.battleship.model.Battleship;
import pp.battleship.model.IntPoint;
import pp.battleship.model.Shell;
import pp.battleship.model.ShipMap;
import pp.battleship.notification.Music;
import pp.battleship.notification.Sound;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
/**
* Represents the state of the game during an animation sequence.
* This state handles the progress and completion of the animation,
* updates the game state accordingly, and transitions to the next state.
*/
public class AnimationState extends ClientState {
private static final Logger LOGGER = System.getLogger(AnimationState.class.getName());
/**
* Progress of the current animation, ranging from 0 to 1.
*/
private float animationProgress = 0;
/**
* Constructs a client state of the specified game logic.
*
* @param logic the game logic
* Duration of the animation in seconds.
*/
AnimationState(ClientGameLogic logic, boolean myTurn, IntPoint pos) {
private final static float ANIMATION_DURATION = 0.375f;
/**
* Speed of the shell in the animation.
*/
private final static float SHELL_SPEED = 0.3f;
/**
* The effect message received from the server.
*/
private final EffectMessage msg;
/**
* The shell involved in the animation.
*/
private final Shell shell;
/**
* Constructs an AnimationState with the specified game logic, effect message, and shell.
*
* @param logic the game logic associated with this state
* @param msg the effect message received from the server
* @param shell the shell involved in the animation
*/
public AnimationState(ClientGameLogic logic, EffectMessage msg, Shell shell) {
super(logic);
if (myTurn) {
logic.getOpponentMap().add(new Shell(pos));
logic.playSound(Sound.ROCKET);
} else {
logic.getOwnMap().add(new Shell(pos));
logic.playSound(Sound.ROCKET);
}
this.msg = msg;
this.shell = shell;
}
@Override
boolean showBattle() {
return true;
}
/**
* Reports the effect of a shot based on the server message.
* Ends the animation state and transitions to the next state:<br>
* - Plays the appropriate sound.<br>
* - Updates the affected map.<br>
* - Adds destroyed ships to the opponent's map.<br>
* - Sends an `AnimationMessage` to the server.<br>
* - If the game is over, transitions to `GameOverState` and plays music.<br>
* - Otherwise, transitions to `BattleState`.
*/
public void endState() {
playSound(msg);
affectedMap(msg).add(msg.getShot());
affectedMap(msg).remove(shell);
if (destroyedOpponentShip(msg))
logic.getOpponentMap().add(msg.getDestroyedShip());
logic.send(new AnimationMessage());
if (msg.isGameOver()) {
for (Battleship ship : msg.getRemainingOpponentShips()) {
logic.getOpponentMap().add(ship);
}
logic.setState(new GameOverState(logic));
if (msg.isOwnShot())
logic.playMusic(Music.VICTORY_MUSIC);
else
logic.playMusic(Music.DEFEAT_MUSIC);
} else {
logic.setState(new BattleState(logic, msg.isMyTurn()));
}
}
/**
* Checks if the battle state should be shown.
*
* @param msg the message containing the effect of the shot
* @return true if the battle state should be shown, false otherwise
*/
@Override
public void receivedEffect(EffectMessage msg) {
logic.playSound(Sound.ROCKET_STOP);
ClientGameLogic.LOGGER.log(Level.INFO, "report effect: {0}", msg); //NON-NLS
playSound(msg);
logic.setInfoText(msg.getInfoTextKey()); //
affectedMap(msg).add(msg.getShot());
if (destroyedOpponentShip(msg)) {
logic.getOpponentMap().add(msg.getDestroyedShip());
}
if (msg.isGameOver()) {
msg.getRemainingOpponentShips().forEach(logic.getOpponentMap()::add);
logic.setState(new GameOverState(logic));
}
public boolean showBattle() {
return true;
}
/**
@@ -76,19 +111,11 @@ private ShipMap affectedMap(EffectMessage msg) {
* @param msg the effect message received from the server
* @return true if the shot destroyed an opponent's ship, false otherwise
*/
private boolean destroyedOpponentShip(EffectMessage msg) {
return msg.getDestroyedShip() != null && msg.isOwnShot();
}
/**
* receives an AnimationStartMessage and sets the state to AnimationState
*
* @param msg the message received
*/
public void receivedAnimationStart(AnimationStartMessage msg) {
logic.setState(new AnimationState(logic, msg.isMyTurn(), msg.getPosition()));
}
/**
* Plays a sound based on the outcome of the shot. Different sounds are played for a miss, hit,
* or destruction of a ship.
@@ -105,12 +132,28 @@ else if (msg.getDestroyedShip() == null)
}
/**
* receives a BackToBattleStateMessage and sets the state to BattleState
* Handles a click on the opponent's map.
*
* @param msg the message received
* @param pos the position where the click occurred
*/
@Override
public void receiveBackToBattleState(BackToBattleStateMessage msg) {
logic.setState(new BattleState(logic, msg.isMyTurn()));
public void clickOpponentMap(IntPoint pos) {
if (!msg.isMyTurn())
logic.setInfoText("wait.its.not.your.turn");
}
/**
* Updates the state of the animation. This method increments the animationProgress value
* until it exceeds a threshold, at which point the state ends.
*
* @param delta the time elapsed since the last update, in seconds
*/
@Override
public void update(float delta) {
if (animationProgress > ANIMATION_DURATION) {
endState();
} else {
animationProgress += delta * SHELL_SPEED;
}
}
}

View File

@@ -8,8 +8,11 @@
package pp.battleship.game.client;
import pp.battleship.message.client.ShootMessage;
import pp.battleship.message.server.AnimationStartMessage;
import pp.battleship.message.server.EffectMessage;
import pp.battleship.model.IntPoint;
import pp.battleship.model.Shell;
import pp.battleship.model.ShipMap;
import pp.battleship.notification.Sound;
/**
* Represents the state of the client where players take turns to attack each other's ships.
@@ -29,9 +32,9 @@ public BattleState(ClientGameLogic logic, boolean myTurn) {
}
/**
* this return-statement decides, whether the battle will be shown
* Checks if the battle state should be shown.
*
* @return true, so the battle will be displayed
* @return true if the battle state should be shown, false otherwise
*/
@Override
public boolean showBattle() {
@@ -39,7 +42,7 @@ public boolean showBattle() {
}
/**
* the logic, responsible for deciding, whether it was a valid input or not
* Handles a click on the opponent's map.
*
* @param pos the position where the click occurred
*/
@@ -52,13 +55,31 @@ else if (logic.getOpponentMap().isValid(pos))
}
/**
* Receives an AnimationStartEvent and changes then the client-state to AnimationState
* Reports the effect of a shot based on the server message.
*
* @param msg the message received
* @param msg the message containing the effect of the shot
*/
@Override
public void receivedAnimationStart(AnimationStartMessage msg) {
logic.setState(new AnimationState(logic, msg.isMyTurn(), msg.getPosition()));
public void receivedEffect(EffectMessage msg) {
ClientGameLogic.LOGGER.log(System.Logger.Level.INFO, "report effect: {0}", msg); //NON-NLS
// Update turn and info text
myTurn = msg.isMyTurn();
logic.setInfoText(msg.getInfoTextKey());
// Add the shell to the affected map
Shell shell = new Shell(msg.getShot());
affectedMap(msg).add(shell);
// Change state to AnimationState
logic.playSound(Sound.SHELL_FIRED);
logic.setState(new AnimationState(logic, msg, shell));
}
/**
* Determines which map (own or opponent's) should be affected by the shot based on the message.
*
* @param msg the effect message received from the server
* @return the map (either the opponent's or player's own map) that is affected by the shot
*/
private ShipMap affectedMap(EffectMessage msg) {
return msg.isOwnShot() ? logic.getOpponentMap() : logic.getOwnMap();
}
}

View File

@@ -8,17 +8,14 @@
package pp.battleship.game.client;
import pp.battleship.message.client.ClientMessage;
import pp.battleship.message.server.*;
import pp.battleship.message.server.EffectMessage;
import pp.battleship.message.server.GameDetails;
import pp.battleship.message.server.ServerInterpreter;
import pp.battleship.message.server.StartBattleMessage;
import pp.battleship.model.IntPoint;
import pp.battleship.model.ShipMap;
import pp.battleship.model.dto.ShipMapDTO;
import pp.battleship.notification.ClientStateEvent;
import pp.battleship.notification.GameEvent;
import pp.battleship.notification.GameEventBroker;
import pp.battleship.notification.GameEventListener;
import pp.battleship.notification.InfoTextEvent;
import pp.battleship.notification.Sound;
import pp.battleship.notification.SoundEvent;
import pp.battleship.notification.*;
import java.io.File;
import java.io.IOException;
@@ -223,26 +220,6 @@ public void received(EffectMessage msg) {
state.receivedEffect(msg);
}
/**
* Reports the AnimationStartMessage based on the server-state
*
* @param animationStartMessage the StartMessage received
*/
@Override
public void received(AnimationStartMessage animationStartMessage) {
state.receivedAnimationStart(animationStartMessage);//TODO
}
/**
* Reports the BackToBattleStateMessage based on the server-state
*
* @param backToBattleStateMessage the Message received
*/
@Override
public void received(BackToBattleStateMessage backToBattleStateMessage) {
state.receiveBackToBattleState(backToBattleStateMessage);
}
/**
* Initializes the player's own map, opponent's map, and harbor based on the game details.
*
@@ -275,6 +252,15 @@ public void playSound(Sound sound) {
notifyListeners(new SoundEvent(sound));
}
/**
* Emits an event to play the specified music.
*
* @param music the music to be played.
*/
public void playMusic(Music music) {
notifyListeners(new MusicEvent(music));
}
/**
* Loads a map from the specified file.
*
@@ -321,7 +307,7 @@ public void saveMap(File file) throws IOException {
*
* @param msg the message to be sent
*/
public void send(ClientMessage msg) {
void send(ClientMessage msg) {
if (clientSender == null)
LOGGER.log(Level.ERROR, "trying to send {0} with sender==null", msg); //NON-NLS
else

View File

@@ -7,7 +7,9 @@
package pp.battleship.game.client;
import pp.battleship.message.server.*;
import pp.battleship.message.server.EffectMessage;
import pp.battleship.message.server.GameDetails;
import pp.battleship.message.server.StartBattleMessage;
import pp.battleship.model.IntPoint;
import java.io.File;
@@ -163,13 +165,6 @@ void receivedEffect(EffectMessage msg) {
ClientGameLogic.LOGGER.log(Level.ERROR, "receivedEffect not allowed in {0}", getName()); //NON-NLS
}
/**
* @param msg the message received
*/
void receivedAnimationStart(AnimationStartMessage msg) {
ClientGameLogic.LOGGER.log(Level.ERROR, "receivedAnimationStart not allowed in {0}", getName());
}
/**
* Loads a map from the specified file.
*
@@ -198,15 +193,6 @@ 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

@@ -10,14 +10,12 @@
import pp.battleship.message.client.MapMessage;
import pp.battleship.model.Battleship;
import pp.battleship.model.IntPoint;
import pp.battleship.model.Rotation;
import pp.battleship.model.ShipMap;
import pp.battleship.model.dto.ShipMapDTO;
import java.io.File;
import java.io.IOException;
import java.lang.System.Logger.Level;
import java.util.ArrayList;
import java.util.List;
import static pp.battleship.Resources.lookup;
@@ -114,8 +112,7 @@ private void placeShip(IntPoint cursor) {
harbor().remove(selectedInHarbor);
preview = null;
selectedInHarbor = null;
}
else {
} else {
preview.setStatus(INVALID_PREVIEW);
ownMap().add(preview);
}
@@ -138,8 +135,7 @@ public void clickHarbor(IntPoint pos) {
harbor().add(selectedInHarbor);
preview = null;
selectedInHarbor = null;
}
else if (shipAtCursor != null) {
} else if (shipAtCursor != null) {
selectedInHarbor = shipAtCursor;
selectedInHarbor.setStatus(VALID_PREVIEW);
harbor().remove(selectedInHarbor);
@@ -241,9 +237,8 @@ public void loadMap(File file) throws IOException {
final ShipMapDTO dto = ShipMapDTO.loadFrom(file);
if (!dto.fits(logic.getDetails()))
throw new IOException(lookup("map.doesnt.fit"));
if (!verifyMap(dto)) {
throw new IOException(lookup("player.submitted.invalid.map"));
}
if (!validMap(dto))
throw new IOException(lookup("map.invalid"));
ownMap().clear();
dto.getShips().forEach(ownMap()::add);
harbor().clear();
@@ -251,50 +246,6 @@ public void loadMap(File file) throws IOException {
selectedInHarbor = null;
}
/**
* this method returns true, if the given map is valid (don't overlap or out of bound)
*
* @param dto the map
* @return true, if the map is valid
*/
private boolean verifyMap(ShipMapDTO dto) { //MapMessage msg, int playerID
return verifyBounds(dto) && verifyOverlap(dto);
}
/**
* checks, whether a ship is out of the grid
*
* @param dto is the Map, where the ships are in
* @return true, if all ships are in bound
*/
private boolean verifyBounds(ShipMapDTO dto) {
int mapWidth = dto.getWidth();
int mapHeight = dto.getHeight();
for (Battleship ship : dto.getShips()) {
if (ship.getMaxX() > mapWidth || ship.getMinX() < 0 || ship.getMaxY() > mapHeight || ship.getMinY() < 0)
return false;
}
return true;
}
/**
* checks whether the ships overlap each other
*
* @param dto ist the map, where the ships are in
* @return true, if no ships overlap
*/
private boolean verifyOverlap(ShipMapDTO dto) {
List<Battleship> ships = dto.getShips();
for (Battleship ship : ships) {
for (Battleship compareShip : ships) {
if (!ship.equals(compareShip)) {
if (ship.collidesWith(compareShip)) return false;
}
}
}
return true;
}
/**
* Checks if the player's own map may be loaded from a file.
*
@@ -314,4 +265,70 @@ public boolean mayLoadMap() {
public boolean maySaveMap() {
return harbor().getItems().isEmpty();
}
/**
* Validates the given ShipMapDTO by checking if all ships are within bounds
* and do not overlap with each other.
*
* @param dto the ShipMapDTO to validate
* @return true if the map is valid, false otherwise
*/
private boolean validMap(ShipMapDTO dto) {
return inBounds(dto) && !overlaps(dto);
}
/**
* Checks if all ships in the given ShipMapDTO are within the bounds of the map.
*
* @param dto the ShipMapDTO to validate
* @return true if all ships are within bounds, false otherwise
*/
private boolean inBounds(ShipMapDTO dto) {
List<Battleship> ships = dto.getShips();
for (Battleship ship : ships) {
if (!isWithinBounds(ship, dto.getWidth(), dto.getHeight())) {
return false;
}
}
return true;
}
/**
* Checks if the given ship is within the bounds of the map.
*
* @param ship the Battleship to check
* @param width the width of the map
* @param height the height of the map
* @return true if the ship is within bounds, false otherwise
*/
private boolean isWithinBounds(Battleship ship, int width, int height) {
int minX = ship.getMinX();
int maxX = ship.getMaxX();
int minY = ship.getMinY();
int maxY = ship.getMaxY();
return minX >= 0 && minX < width &&
minY >= 0 && minY < height &&
maxX >= 0 && maxX < width &&
maxY >= 0 && maxY < height;
}
/**
* Checks if any ships in the given ShipMapDTO overlap with each other.
*
* @param dto the ShipMapDTO to validate
* @return true if any ships overlap, false otherwise
*/
private boolean overlaps(ShipMapDTO dto) {
List<Battleship> ships = dto.getShips();
for (int i = 0; i < ships.size(); i++) {
Battleship ship1 = ships.get(i);
for (int j = i + 1; j < ships.size(); j++) {
Battleship ship2 = ships.get(j);
if (ship1.collidesWith(ship2)) {
return true; // Collision detected
}
}
}
return false;
}
}

View File

@@ -9,6 +9,7 @@
import pp.battleship.message.server.GameDetails;
import pp.battleship.message.server.StartBattleMessage;
import pp.battleship.notification.Music;
import java.lang.System.Logger.Level;
@@ -38,6 +39,7 @@ public void receivedStartBattle(StartBattleMessage msg) {
ClientGameLogic.LOGGER.log(Level.INFO, "start battle, {0} turn", msg.isMyTurn() ? "my" : "other's"); //NON-NLS
logic.setInfoText(msg.getInfoTextKey());
logic.setState(new BattleState(logic, msg.isMyTurn()));
logic.playMusic(Music.GAME_MUSIC);
}
/**
@@ -52,5 +54,4 @@ public void receivedGameDetails(GameDetails msg) {
logic.setInfoText("map.invalid");
logic.setState(new EditorState(logic));
}
}

View File

@@ -8,11 +8,14 @@
package pp.battleship.game.server;
import pp.battleship.BattleshipConfig;
import pp.battleship.message.client.AnimationEndMessage;
import pp.battleship.message.client.AnimationMessage;
import pp.battleship.message.client.ClientInterpreter;
import pp.battleship.message.client.MapMessage;
import pp.battleship.message.client.ShootMessage;
import pp.battleship.message.server.*;
import pp.battleship.message.server.EffectMessage;
import pp.battleship.message.server.GameDetails;
import pp.battleship.message.server.ServerMessage;
import pp.battleship.message.server.StartBattleMessage;
import pp.battleship.model.Battleship;
import pp.battleship.model.IntPoint;
@@ -33,11 +36,10 @@ public class ServerGameLogic implements ClientInterpreter {
private final BattleshipConfig config;
private final List<Player> players = new ArrayList<>(2);
private final Set<Player> readyPlayers = new HashSet<>();
private final Set<Player> finishedAnimation = new HashSet<>();
private final ServerSender serverSender;
private Player activePlayer;
private ServerState state = ServerState.WAIT;
private boolean playerOneAnimationReady = false;
private boolean playerTwoAnimationReady = false;
/**
* Constructs a ServerGameLogic with the specified sender and configuration.
@@ -142,82 +144,79 @@ public Player addPlayer(int id) {
public void received(MapMessage msg, int from) {
if (state != ServerState.SET_UP)
LOGGER.log(Level.ERROR, "playerReady not allowed in {0}", state); //NON-NLS
else if (!verifyMap(msg, from)) {
LOGGER.log(Level.ERROR, "player submitted invalid map", state);
send(getPlayerById(from), new GameDetails(config));
} else
else if (validMap(msg))
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());
else {
LOGGER.log(Level.ERROR, "map does not fit game details"); //NON-NLS
send(getPlayerById(from), new GameDetails(config));
}
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)
* Validates the received map message by checking if all ships are within bounds
* and do not overlap with each other.
*
* @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 containing the ships
* @return true if the map is valid, false otherwise
*/
private boolean verifyMap(MapMessage msg, int playerID) {
return verifyBounds(msg, playerID) && verifyOverlap(msg);
}
/**
* checks, whether a ship is out of the grid
*
* @param msg is the message, where the map is in
* @return true, if all ships are in bound
*/
private boolean verifyBounds(MapMessage msg, int playerID) {
int mapWidth = getPlayerById(playerID).getMap().getWidth();
int mapHeight = getPlayerById(playerID).getMap().getHeight();
for (Battleship ship : msg.getShips()) {
if (ship.getMaxX() > mapWidth || ship.getMinX() < 0 || ship.getMaxY() > mapHeight || ship.getMinY() < 0)
return false;
}
return true;
}
/**
* 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) {
private boolean validMap(MapMessage msg) {
List<Battleship> ships = msg.getShips();
return inBounds(ships) && !overlaps(ships);
}
/**
* Checks if all ships in the given list are within the bounds of the map.
*
* @param ships the list of Battleships to validate
* @return true if all ships are within bounds, false otherwise
*/
private boolean inBounds(List<Battleship> ships) {
for (Battleship ship : ships) {
for (Battleship compareShip : ships) {
if (!ship.equals(compareShip)) {
if (ship.collidesWith(compareShip)) return false;
}
if (!isWithinBounds(ship)) {
return false;
}
}
return true;
}
/**
* Checks if the given ship is within the bounds of the map.
*
* @param ship the Battleship to check
* @return true if the ship is within bounds, false otherwise
*/
private boolean isWithinBounds(Battleship ship) {
int minX = ship.getMinX();
int maxX = ship.getMaxX();
int minY = ship.getMinY();
int maxY = ship.getMaxY();
int width = config.getMapWidth();
int height = config.getMapHeight();
return minX >= 0 && minX < width &&
minY >= 0 && minY < height &&
maxX >= 0 && maxX < width &&
maxY >= 0 && maxY < height;
}
/**
* Checks if any ships in the given list overlap with each other.
*
* @param ships the list of Battleships to validate
* @return true if any ships overlap, false otherwise
*/
private boolean overlaps(List<Battleship> ships) {
for (int i = 0; i < ships.size(); i++) {
Battleship ship1 = ships.get(i);
for (int j = i + 1; j < ships.size(); j++) {
Battleship ship2 = ships.get(j);
if (ship1.collidesWith(ship2)) {
return true; // Collision detected
}
}
}
return false;
}
/**
* Handles the reception of a ShootMessage.
*
@@ -229,11 +228,38 @@ 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) {
send(player, new AnimationStartMessage(msg.getPosition(), player == activePlayer));
setState(ServerState.ANIMATION_WAIT_STATE);
}
setState(ServerState.ANIMATION);
shoot(getPlayerById(from), msg.getPosition());
}
}
/**
* Handles the reception of an {@link AnimationMessage}.
* Marks the player's animation as finished and transitions the game state if necessary.
*
* @param msg the received {@code AnimationMessage}
* @param from the ID of the sender client
*/
@Override
public void received(AnimationMessage msg, int from) {
if (state != ServerState.ANIMATION)
LOGGER.log(Level.ERROR, "animation not allowed in {0}", state); //NON-NLS
else
finishedAnimation(getPlayerById(from));
}
/**
* Marks the player's animation as finished and transitions the game state if necessary.
*
* @param player the player whose animation is finished
*/
private void finishedAnimation(Player player) {
if (!finishedAnimation.add(player)) {
LOGGER.log(Level.ERROR, "{0}'s animation was already finished", player);
}
if (finishedAnimation.size() == 2) {
finishedAnimation.clear();
setState(ServerState.BATTLE);
}
}
@@ -260,125 +286,35 @@ void playerReady(Player player, List<Battleship> ships) {
/**
* Handles the shooting action by the player.
*
* @param p the player who shot
* @param position the position of the shot
* @param p the player who shot
* @param pos the position of the shot
*/
void shoot(Player p, IntPoint position) {
final Battleship selectedShip;
selectedShip = getSelectedShip(p, position);
void shoot(Player p, IntPoint pos) {
if (p != activePlayer) return;
final Player otherPlayer = getOpponent(activePlayer);
final Battleship selectedShip = otherPlayer.getMap().findShipAt(pos);
if (selectedShip == null) {
nullShip(p, position);
// shot missed
send(activePlayer, EffectMessage.miss(true, pos));
send(otherPlayer, EffectMessage.miss(false, pos));
activePlayer = otherPlayer;
} 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;
// shot hit a ship
selectedShip.hit(pos);
if (otherPlayer.getMap().getRemainingShips().isEmpty()) {
// game is over
send(activePlayer, EffectMessage.won(pos, selectedShip));
send(otherPlayer, EffectMessage.lost(pos, selectedShip, activePlayer.getMap().getRemainingShips()));
setState(ServerState.GAME_OVER);
} else if (selectedShip.isDestroyed()) {
// ship has been destroyed, but game is not yet over
send(activePlayer, EffectMessage.shipDestroyed(true, pos, selectedShip));
send(otherPlayer, EffectMessage.shipDestroyed(false, pos, selectedShip));
} else {
activePlayer = getOpponent(p);
// ship has been hit, but it hasn't been destroyed
send(activePlayer, EffectMessage.hit(true, pos));
send(otherPlayer, EffectMessage.hit(false, pos));
}
}
}
/**
* 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

@@ -27,12 +27,12 @@ enum ServerState {
BATTLE,
/**
* The game has ended because all the ships of one player have been destroyed.
* The server is waiting for clients to finish their animations.
*/
GAME_OVER,
ANIMATION,
/**
* The game has paused, cause the clients need time to play their respective animations
* The game has ended because all the ships of one player have been destroyed.
*/
ANIMATION_WAIT_STATE
GAME_OVER
}

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;
/**
@@ -65,14 +61,16 @@ public void received(MapMessage msg, int from) {
}
/**
* Receives an AnimationEndMessage, copies it
* Handles the reception of a {@link AnimationMessage}.
* Since a {@code AnimationMessage} does not need to be copied, it is directly assigned.
*
* @param msg the message
* @param from the connectionID
* @param msg the received {@code AnimationMessage}
* @param from the identifier of the sender
*/
@Override
public void received(AnimationEndMessage msg, int from) {
copiedMessage = new AnimationEndMessage(msg.getPosition());
public void received(AnimationMessage msg, int from) {
// copying is not necessary
copiedMessage = msg;
}
/**

View File

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

View File

@@ -1,10 +1,13 @@
package pp.battleship.game.singlemode;
import pp.battleship.game.client.BattleshipClient;
import pp.battleship.message.client.AnimationEndMessage;
import pp.battleship.message.client.AnimationMessage;
import pp.battleship.message.client.MapMessage;
import pp.battleship.message.client.ShootMessage;
import pp.battleship.message.server.*;
import pp.battleship.message.server.EffectMessage;
import pp.battleship.message.server.GameDetails;
import pp.battleship.message.server.ServerInterpreter;
import pp.battleship.message.server.StartBattleMessage;
import pp.battleship.model.IntPoint;
import pp.battleship.model.dto.ShipMapDTO;
import pp.util.RandomPositionIterator;
@@ -119,30 +122,8 @@ public void received(StartBattleMessage msg) {
@Override
public void received(EffectMessage msg) {
LOGGER.log(Level.INFO, "Received EffectMessage: {0}", msg); //NON-NLS
connection.sendRobotMessage(new AnimationMessage());
if (msg.isMyTurn())
shoot();
}
/**
* Received an AnimationStartMessage, logs it, and sends an AnimationEndMessage, bc it can't be displayed
*
* @param msg the StartMessage received
*/
@Override
public void received(AnimationStartMessage msg) {
LOGGER.log(Level.INFO, "AnimationStartMessage was received by RobotClient");
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
*
* @param backToBattleStateMessage the Message received
*/
@Override
public void received(BackToBattleStateMessage backToBattleStateMessage) {
if (backToBattleStateMessage.isMyTurn()) {
shoot();
}
}
}

View File

@@ -1,50 +0,0 @@
package pp.battleship.message.client;
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
*/
private AnimationEndMessage() { /* nothing */}
/**
* this is the constructor for this class
*
* @param position IntPoint
*/
public AnimationEndMessage(IntPoint position) {
this.position = position;
}
/**
* the getter for the position
*
* @return IntPoint position
*/
public IntPoint getPosition() {
return position;
}
/**
* the accept-method for the ClientInterpreter
*
* @param interpreter the visitor to be used for processing
* @param from the connection ID of the sender
*/
@Override
public void accept(ClientInterpreter interpreter, int from) {
interpreter.received(this, from);
}
}

View File

@@ -0,0 +1,27 @@
package pp.battleship.message.client;
import com.jme3.network.serializing.Serializable;
/**
* A message indicating an animation event is finished in the game. (Client &#8594; Server)
*/
@Serializable
public class AnimationMessage extends ClientMessage {
/**
* Constructs a new AnimationMessage instance.
*/
public AnimationMessage() {
super();
}
/**
* Accepts a visitor for processing this message.
*
* @param interpreter the visitor to be used for processing
* @param from the connection ID of the sender
*/
@Override
public void accept(ClientInterpreter interpreter, int from) {
interpreter.received(this, from);
}
}

View File

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

View File

@@ -1,67 +0,0 @@
package pp.battleship.message.server;
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
*/
private AnimationStartMessage() { /* nothing */}
/**
* this is the constructor for the AnimationMessage
*
* @param position the position, where was shot
* @param isTurn of the receiving client
*/
public AnimationStartMessage(IntPoint position, boolean isTurn) {
this.position = position;
this.myTurn = isTurn;
}
/**
* getter for the position
*
* @return IntPoint position
*/
public IntPoint getPosition() {
return position;
}
/**
* getter for myTurn
*
* @return boolean myTurn
*/
public boolean isMyTurn() {
return myTurn;
}
/**
* this method accept ServerInterpreter
*
* @param interpreter the visitor to be used for processing
*/
@Override
public void accept(ServerInterpreter interpreter) {
interpreter.received(this);
}
/**
* getter for the Info text for each state
*
* @return String InfoText
*/
@Override
public String getInfoTextKey() {
return (position + " to be animated");
}
}

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

@@ -33,18 +33,4 @@ public interface ServerInterpreter {
* @param msg the EffectMessage received
*/
void received(EffectMessage msg);
/**
* Handles the AnimationStartMessage
*
* @param animationStartMessage the StartMessage received
*/
void received(AnimationStartMessage animationStartMessage);
/**
* Handles the Message, that sets the clients back in the BattleState
*
* @param backToBattleStateMessage the Message received
*/
void received(BackToBattleStateMessage backToBattleStateMessage);
}

View File

@@ -1,67 +1,32 @@
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
* Represents a shell in the Battleship game.
*/
public class Shell implements Item {
private final int x;
private final int y;
private static final Logger LOGGER = System.getLogger(Shell.class.getName());
/**
* the Target, the Shell will hit
*/
private IntPoint target;
/**
* the constructor for this class
*
* @param target the target, the shell is fired at
*/
public Shell(IntPoint target) {
this.target = target;
LOGGER.log(Level.INFO, "Shell has been initialized");
public Shell(Shot shot) {
this.x = shot.getX();
this.y = shot.getY();
}
public int getX() {
return x;
}
public int getY() {
return y;
}
/**
* 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);
}
/**
* getter for the x coordinate
*
* @return int x coordinate
*/
public int getX() {
return target.getX();
}
/**
* getter for the y coordinate
*
* @return int y coordinate
*/
public int getY() {
return target.getY();
}
}

View File

@@ -92,9 +92,9 @@ public void add(Shot shot) {
}
/**
* adds the shell to the ShipMap
* Adds a shell to the map and triggers an item addition event.
*
* @param shell the shell that's added
* @param shell the shell to be added to the map
*/
public void add(Shell shell) {
addItem(shell);

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

@@ -115,11 +115,21 @@ public static ShipMapDTO loadFrom(File file) throws IOException {
}
}
public int getWidth(){
return this.width;
/**
* Returns the width of the ship map.
*
* @return the width of the ship map
*/
public int getWidth() {
return width;
}
public int getHeight(){
return this.height;
/**
* Returns the height of the ship map.
*
* @return the height of the ship map
*/
public int getHeight() {
return height;
}
}

View File

@@ -39,6 +39,13 @@ default void receivedEvent(InfoTextEvent event) { /* do nothing */ }
*/
default void receivedEvent(SoundEvent event) { /* do nothing */ }
/**
* Indicates that music shall be played.
*
* @param event the received event
*/
default void receivedEvent(MusicEvent event) { /* do nothing */ }
/**
* Indicates that the client's state has changed.
*

View File

@@ -0,0 +1,23 @@
package pp.battleship.notification;
/**
* Enumeration representing different types of music used in the game.
*/
public enum Music {
/**
* Music for the game.
*/
GAME_MUSIC,
/**
* Music for the menu.
*/
MENU_MUSIC,
/**
* Music for victory.
*/
VICTORY_MUSIC,
/**
* Music for defeat.
*/
DEFEAT_MUSIC
}

View File

@@ -0,0 +1,20 @@
package pp.battleship.notification;
/**
* Event when music is played in the game.
*
* @param music the music to be played
*/
public record MusicEvent(Music music) implements GameEvent {
/**
* Notifies the game event listener of this event.
*
* @param listener the game event listener
*/
@Override
public void notifyListener(GameEventListener listener) {
listener.receivedEvent(this);
}
}

View File

@@ -24,11 +24,7 @@ public enum Sound {
*/
DESTROYED_SHIP,
/**
* Sound of a rocket
* Sound of a shot being fired.
*/
ROCKET,
/**
* Stops the Sound of the rocket
*/
ROCKET_STOP
SHELL_FIRED
}

View File

@@ -24,6 +24,7 @@ button.connect=Connect
button.cancel=Cancel
server.dialog=Server
host.name=Host
host.own-server=Host own server
port.number=Port
wait.its.not.your.turn=Wait, it's not your turn!!
menu.quit=Quit game
@@ -31,14 +32,11 @@ menu.return-to-game=Return to game
menu.sound-enabled=Sound switched on
menu.map.load=Load map from file...
menu.map.save=Save map in file...
menu.music-toggle=Music on/off
label.file=File:
label.connecting=Connecting...
dialog.error=Error
dialog.question=Question
port.must.be.integer=Port must be an integer number
map.doesnt.fit=The map doesn't fit to this game
background.music.checkbox= Background music on/off
background.music.volume= Background volume
player.submitted.invalid.map= invalid map submitted
local.server= instantiate local server
map.invalid=The map is invalid

View File

@@ -25,21 +25,18 @@ button.cancel=Abbruch
server.dialog=Server
host.name=Host
port.number=Port
host.own-server=Server hosten
wait.its.not.your.turn=Warte, Du bist nicht dran!!
menu.quit=Spiel beenden
menu.return-to-game=Zurück zum Spiel
menu.return-to-game=Zurück zum Spiel
menu.sound-enabled=Sound eingeschaltet
menu.map.load=Karte von Datei laden...
menu.map.save=Karte in Datei speichern...
menu.music-toggle=Musik an/aus
label.file=Datei:
label.connecting=Verbindung wird aufgebaut...
dialog.error=Fehler
dialog.question=Frage
port.must.be.integer=Der Port muss eine ganze Zahl sein
map.doesnt.fit=Diese Karte passt nicht zu diesem Spiel
background.music.checkbox= Musik an/aus
background.music.volume= Musiklautstärke
player.submitted.invalid.map= Invalide karte gegeben
local.server=Lokalen Server erstellen
map.invalid=Die Karte ist ungültig

View File

@@ -18,7 +18,6 @@
import java.util.List;
import java.util.Properties;
import java.util.logging.Logger;
import static org.junit.Assert.assertEquals;
import static pp.battleship.model.Battleship.Status.NORMAL;

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