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 project(":battleship:model")
implementation libs.jme3.desktop implementation libs.jme3.desktop
implementation libs.jme3.effects
runtimeOnly libs.jme3.awt.dialogs runtimeOnly libs.jme3.awt.dialogs
runtimeOnly libs.jme3.plugins runtimeOnly libs.jme3.plugins
runtimeOnly libs.jme3.jogg runtimeOnly libs.jme3.jogg
runtimeOnly libs.jme3.testdata runtimeOnly libs.jme3.testdata
} }
application { application {

View File

@@ -9,7 +9,7 @@
# #
# Specifies the map used by the opponent in single mode. # Specifies the map used by the opponent in single mode.
# Single mode is activated if this property is set. # 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. # Specifies the map used by the player in single mode.
# The player must define their own map if this property is not set. # The player must define their own map if this property is not set.
@@ -29,7 +29,7 @@ robot.targets=2, 0,\
2, 3 2, 3
# #
# Delay in milliseconds between each shot fired by the RobotClient. # 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. # 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. # '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; package pp.battleship.client;
import com.jme3.app.Application; 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.AudioData.DataType;
import com.jme3.audio.AudioNode; 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 java.util.prefs.Preferences;
/** import static pp.util.PreferencesUtils.getPreferences;
* this class is used to control the background-music in the game
*/
public class BackgroundMusic {
/** /**
* this attribute ist the keyword to save the last volume, that was set * 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.
*/ */
private static final String VOLUME_PREV = "BackgroundVolume"; public class BackgroundMusic extends AbstractAppState implements GameEventListener {
/**
* Logger for the BackgroundMusic class.
*/
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 * @return {@code true} if music is enabled, {@code false} otherwise.
* @param backGroundMusicPath the path, where the Background-music is stored in
*/ */
public BackgroundMusic(Application app, String backGroundMusicPath) { public static boolean enabledInPreferences() {
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 return PREFERENCES.getBoolean(ENABLED_PREF, true);
this.backgroundMusicEnabled = prefs.getBoolean(BACKGROUND_MUSIC_ENABLED_PREV, true); // sets the enabled to the value stored in pref,or true if it is not accessible
backgroundMusic = new AudioNode(app.getAssetManager(), backGroundMusicPath, DataType.Stream); // initialize the Audio-node
backgroundMusic.setLooping(true); // sets looping true, so it is played always, when enabled
backgroundMusic.setPositional(false);
backgroundMusic.setVolume(backgroundVolume);
if (backgroundMusicEnabled) { //starts playing, when enabled
play();
}
} }
/** /**
* this method plays the background sound, if it is enabled * Sets the enabled state of this AppState.
*/ * Overrides {@link com.jme3.app.state.AbstractAppState#setEnabled(boolean)}
public void play() {
if (backgroundMusicEnabled && (backgroundMusic.getStatus() == Status.Stopped || backgroundMusic.getStatus() == Status.Paused)) { //checks, if it is enabled and stopped or paused
backgroundMusic.play();
}
}
/**
* this method stops the background-music
*/
public void stop() { //stops the music, when it is playing
if (backgroundMusic.getStatus() == Status.Playing) backgroundMusic.stop();
}
/**
* function to toggle the Background-music ,so if it was disabled it is now enabled and other way around
*/
public void toggleMusic() {
this.backgroundMusicEnabled = !this.backgroundMusicEnabled;
if (backgroundMusicEnabled) {
play();
}
else {
stop();
}
prefs.putBoolean(BACKGROUND_MUSIC_ENABLED_PREV, backgroundMusicEnabled); //puts in new enabled to the pref
}
/**
* this method sets the
* *
* @param volume is the volume the music is set to * @param enabled {@code true} to enable the AppState, {@code false} to disable it.
*/ */
public void setBackgroundVolume(float volume) { @Override
this.backgroundVolume = volume; public void setEnabled(boolean enabled) {
backgroundMusic.setVolume(backgroundVolume); if (isEnabled() == enabled) return;
prefs.putFloat(VOLUME_PREV, volume); super.setEnabled(enabled);
LOGGER.log(Level.INFO, "Music enabled: {0}", enabled); //NON-NLS
PREFERENCES.putBoolean(ENABLED_PREF, enabled);
playCurrentMusic();
} }
/** /**
* this method returns the BackgroundVolume * Initializes the music for the game.
* Overrides {@link AbstractAppState#initialize(AppStateManager, Application)}
* *
* @return backgroundVolume * @param stateManager The state manager
* @param app The application
*/ */
public float getBackgroundVolume() { @Override
return backgroundVolume; 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();
} }
/** /**
* return, if the background-music is enabled * Loads a music file and initializes an AudioNode with the specified settings.
* *
* @return true if the music is enabled * @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.
*/ */
public boolean isBackgroundMusicEnabled() { private AudioNode loadMusic(Application app, String name) {
return backgroundMusicEnabled; 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();
}
}
}
/**
* Plays the game music.
*/
private void gameMusic() {
if (isEnabled() && gameMusic != null) {
stopAll();
LOGGER.log(Level.INFO, "Playing game music"); //NON-NLS
PREFERENCES.putFloat(VOLUME_PREF, volume);
gameMusic.play();
}
}
/**
* Plays the victory music.
*/
private void victoryMusic() {
if (isEnabled() && victoryMusic != null) {
stopAll();
LOGGER.log(Level.INFO, "Playing victory music"); //NON-NLS
PREFERENCES.putFloat(VOLUME_PREF, volume);
victoryMusic.play();
}
}
/**
* 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();
}
}
/**
* Stops all music.
*/
private void stopAll() {
if (menuMusic != null) menuMusic.stop();
if (gameMusic != null) gameMusic.stop();
if (victoryMusic != null) victoryMusic.stop();
if (defeatMusic != null) defeatMusic.stop();
}
/**
* Handles the received music event and plays the corresponding music.
*
* @param event The music event to handle.
*/
@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;
}
}
}
/**
* Sets the volume for the background music and updates the preferences.
*
* @param volume The volume level to set.
*/
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); 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 { static {
// Configure logging // Configure logging
LogManager manager = LogManager.getLogManager(); LogManager manager = LogManager.getLogManager();
try { try {
manager.readConfiguration(new FileInputStream("logging.properties")); manager.readConfiguration(new FileInputStream("logging.properties"));
LOGGER.log(Level.INFO, "Successfully read logging properties"); //NON-NLS LOGGER.log(Level.INFO, "Successfully read logging properties"); //NON-NLS
} } catch (IOException e) {
catch (IOException e) {
LOGGER.log(Level.INFO, e.getMessage()); LOGGER.log(Level.INFO, e.getMessage());
} }
} }
@@ -230,7 +224,6 @@ public void simpleInitApp() {
setupStates(); setupStates();
setupGui(); setupGui();
serverConnection.connect(); 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)); stateManager.detach(stateManager.getState(DebugKeysAppState.class));
attachGameSound(); attachGameSound();
attachBackgroundSound();
stateManager.attachAll(new EditorAppState(), new BattleAppState(), new SeaAppState()); stateManager.attachAll(new EditorAppState(), new BattleAppState(), new SeaAppState());
} }
@@ -286,6 +280,19 @@ private void attachGameSound() {
stateManager.attach(gameSound); 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. * Updates the application state every frame.
* This method is called once per frame during the game loop. * This method is called once per frame during the game loop.
@@ -432,12 +439,4 @@ void errorDialog(String errorMessage) {
.build() .build()
.open(); .open();
} }
/**
* this method returns Background-Music
* @return background-music
*/
public BackgroundMusic getBackgroundMusic(){
return backgroundMusic;
}
} }

View File

@@ -5,7 +5,7 @@
// (c) Mark Minas (mark.minas@unibw.de) // (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.ConnectionListener;
import com.jme3.network.HostedConnection; import com.jme3.network.HostedConnection;
@@ -18,11 +18,14 @@
import pp.battleship.game.server.Player; import pp.battleship.game.server.Player;
import pp.battleship.game.server.ServerGameLogic; import pp.battleship.game.server.ServerGameLogic;
import pp.battleship.game.server.ServerSender; 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.ClientMessage;
import pp.battleship.message.client.MapMessage; import pp.battleship.message.client.MapMessage;
import pp.battleship.message.client.ShootMessage; 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.Battleship;
import pp.battleship.model.IntPoint; import pp.battleship.model.IntPoint;
import pp.battleship.model.Shot; import pp.battleship.model.Shot;
@@ -39,13 +42,40 @@
/** /**
* Server implementing the visitor pattern as MessageReceiver for ClientMessages * Server implementing the visitor pattern as MessageReceiver for ClientMessages
*/ */
public class BattleshipLocalServer implements MessageListener<HostedConnection>, ConnectionListener, ServerSender { public class BattleshipServer implements MessageListener<HostedConnection>, ConnectionListener, ServerSender {
private static final Logger LOGGER = System.getLogger(BattleshipLocalServer.class.getName()); /**
* 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"); 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(); private final BattleshipConfig config = new BattleshipConfig();
/**
* The server instance.
*/
private Server myServer; private Server myServer;
private static int PORT_NUMBER;
/**
* Game logic for the server.
*/
private final ServerGameLogic logic; private final ServerGameLogic logic;
/**
* Queue for pending messages to be processed by the server.
*/
private final BlockingQueue<ReceivedMessage> pendingMessages = new LinkedBlockingQueue<>(); private final BlockingQueue<ReceivedMessage> pendingMessages = new LinkedBlockingQueue<>();
static { static {
@@ -54,24 +84,24 @@ public class BattleshipLocalServer implements MessageListener<HostedConnection>,
try { try {
manager.readConfiguration(new FileInputStream("logging.properties")); manager.readConfiguration(new FileInputStream("logging.properties"));
LOGGER.log(Level.INFO, "Successfully read logging properties"); //NON-NLS LOGGER.log(Level.INFO, "Successfully read logging properties"); //NON-NLS
} } catch (IOException e) {
catch (IOException e) {
LOGGER.log(Level.INFO, e.getMessage()); LOGGER.log(Level.INFO, e.getMessage());
} }
} }
/** /**
* this constructs the local battleship server * Creates the server.
*
* @param portNumber the port number, the local-host should be accessed at
*/ */
public BattleshipLocalServer(int portNumber) { public BattleshipServer(int PORT_NUMBER) {
config.readFromIfExists(CONFIG_FILE); config.readFromIfExists(CONFIG_FILE);
PORT_NUMBER = portNumber; this.PORT_NUMBER = PORT_NUMBER;
LOGGER.log(Level.INFO, "Configuration: {0}", config); //NON-NLS LOGGER.log(Level.INFO, "Configuration: {0}", config); //NON-NLS
logic = new ServerGameLogic(this, config); logic = new ServerGameLogic(this, config);
} }
/**
* Starts the server and processes incoming messages indefinitely.
*/
public void run() { public void run() {
startServer(); startServer();
while (true) 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() { private void startServer() {
try { try {
LOGGER.log(Level.INFO, "Starting server..."); //NON-NLS 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(); initializeSerializables();
myServer.start(); myServer.start();
registerListeners(); registerListeners();
LOGGER.log(Level.INFO, "Server started: {0}", myServer.isRunning()); //NON-NLS 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 LOGGER.log(Level.ERROR, "Couldn't start server: {0}", e.getMessage()); //NON-NLS
exit(1); 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() { private void processNextMessage() {
try { try {
pendingMessages.take().process(logic); pendingMessages.take().process(logic);
} } catch (InterruptedException ex) {
catch (InterruptedException ex) {
LOGGER.log(Level.INFO, "Interrupted while waiting for messages"); //NON-NLS LOGGER.log(Level.INFO, "Interrupted while waiting for messages"); //NON-NLS
Thread.currentThread().interrupt(); 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() { private void initializeSerializables() {
Serializer.registerClass(GameDetails.class); Serializer.registerClass(GameDetails.class);
Serializer.registerClass(StartBattleMessage.class); Serializer.registerClass(StartBattleMessage.class);
Serializer.registerClass(MapMessage.class); Serializer.registerClass(MapMessage.class);
Serializer.registerClass(ShootMessage.class); Serializer.registerClass(ShootMessage.class);
Serializer.registerClass(AnimationMessage.class);
Serializer.registerClass(EffectMessage.class); Serializer.registerClass(EffectMessage.class);
Serializer.registerClass(Battleship.class); Serializer.registerClass(Battleship.class);
Serializer.registerClass(IntPoint.class); Serializer.registerClass(IntPoint.class);
Serializer.registerClass(Shot.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() { private void registerListeners() {
myServer.addMessageListener(this, MapMessage.class); myServer.addMessageListener(this, MapMessage.class);
myServer.addMessageListener(this, ShootMessage.class); myServer.addMessageListener(this, ShootMessage.class);
myServer.addMessageListener(this, AnimationEndMessage.class); myServer.addMessageListener(this, AnimationMessage.class);
myServer.addConnectionListener(this); 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 @Override
public void messageReceived(HostedConnection source, Message message) { public void messageReceived(HostedConnection source, Message message) {
LOGGER.log(Level.INFO, "message received from {0}: {1}", source.getId(), message); //NON-NLS 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())); 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 @Override
public void connectionAdded(Server server, HostedConnection hostedConnection) { public void connectionAdded(Server server, HostedConnection hostedConnection) {
LOGGER.log(Level.INFO, "new connection {0}", hostedConnection); //NON-NLS LOGGER.log(Level.INFO, "new connection {0}", hostedConnection); //NON-NLS
logic.addPlayer(hostedConnection.getId()); 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 @Override
public void connectionRemoved(Server server, HostedConnection hostedConnection) { public void connectionRemoved(Server server, HostedConnection hostedConnection) {
LOGGER.log(Level.INFO, "connection closed: {0}", hostedConnection); //NON-NLS 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 private void exit(int exitValue) { //NON-NLS
LOGGER.log(Level.INFO, "close request"); //NON-NLS LOGGER.log(Level.INFO, "close request"); //NON-NLS
if (myServer != null) 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 Logger LOGGER = System.getLogger(GameSound.class.getName());
private static final Preferences PREFERENCES = getPreferences(GameSound.class); private static final Preferences PREFERENCES = getPreferences(GameSound.class);
private static final String ENABLED_PREF = "enabled"; //NON-NLS private static final String ENABLED_PREF = "enabled"; //NON-NLS
private AudioNode splashSound; private AudioNode splashSound;
private AudioNode shipDestroyedSound; private AudioNode shipDestroyedSound;
private AudioNode explosionSound; private AudioNode explosionSound;
private AudioNode rocketSound; private AudioNode shellFiredSound;
/** /**
* Checks if sound is enabled in the preferences. * 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 shipDestroyedSound = loadSound(app, "Sound/Effects/sunken.wav"); //NON-NLS
splashSound = loadSound(app, "Sound/Effects/splash.wav"); //NON-NLS splashSound = loadSound(app, "Sound/Effects/splash.wav"); //NON-NLS
explosionSound = loadSound(app, "Sound/Effects/explosion.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 * Plays sound effect when a shell has been fired.
*
* @param event the received event
*/ */
public void shellFired() {
if (isEnabled() && shellFiredSound != null)
shellFiredSound.playInstance();
}
@Override @Override
public void receivedEvent(SoundEvent event) { public void receivedEvent(SoundEvent event) {
switch (event.sound()) { switch (event.sound()) {
case EXPLOSION -> explosion(); case EXPLOSION -> explosion();
case SPLASH -> splash(); case SPLASH -> splash();
case DESTROYED_SHIP -> shipDestroyed(); case DESTROYED_SHIP -> shipDestroyed();
case ROCKET -> rocket(); case SHELL_FIRED -> shellFired();
case ROCKET_STOP -> rocketStopped();
} }
} }
/**
* this method plays the sound of the rocket
*/
private void rocket() {
if (isEnabled() && splashSound != null)
rocketSound.play();
}
/**
* this method stops the sound of the rocket
*/
private void rocketStopped() {
rocketSound.stop();
}
} }

View File

@@ -22,6 +22,8 @@
import java.io.IOException; import java.io.IOException;
import java.util.prefs.Preferences; import java.util.prefs.Preferences;
import java.lang.System.Logger;
import static pp.battleship.Resources.lookup; import static pp.battleship.Resources.lookup;
import static pp.util.PreferencesUtils.getPreferences; import static pp.util.PreferencesUtils.getPreferences;
@@ -31,6 +33,7 @@
* returning to the game, and quitting the application. * returning to the game, and quitting the application.
*/ */
class Menu extends Dialog { 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 Preferences PREFERENCES = getPreferences(Menu.class);
private static final String LAST_PATH = "last.file.path"; private static final String LAST_PATH = "last.file.path";
private final BattleshipApp app; private final BattleshipApp app;
@@ -47,19 +50,16 @@ public Menu(BattleshipApp app) {
super(app.getDialogManager()); super(app.getDialogManager());
this.app = app; this.app = app;
addChild(new Label(lookup("battleship.name"), new ElementId("header"))); //NON-NLS addChild(new Label(lookup("battleship.name"), new ElementId("header"))); //NON-NLS
addChild(new Checkbox(lookup("menu.sound-enabled"), 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 addChild(new Checkbox(lookup("menu.music-toggle"),
Checkbox backgroundMusicEnabled = new Checkbox(lookup("background.music.checkbox")); new StateCheckboxModel(app, BackgroundMusic.class)));
backgroundMusicEnabled.setChecked(app.getBackgroundMusic().isBackgroundMusicEnabled());
backgroundMusicEnabled.addClickCommands(s -> app.getBackgroundMusic().toggleMusic());
addChild(backgroundMusicEnabled);
//this sets the volume-slider for the volume of the background-music Slider volumeSlider = new Slider();
Slider volumeSlider = new Slider(lookup("background.music.volume")); volumeSlider.setModel(new DefaultRangedValueModel(0.0, 2.0, app.getStateManager().getState(BackgroundMusic.class).getVolume()));
volumeSlider.setModel(new DefaultRangedValueModel(0.0, 2.0, app.getBackgroundMusic().getBackgroundVolume())); volumeSlider.setDelta(0.1f);
volumeSlider.setDelta(0.1);
addChild(volumeSlider); addChild(volumeSlider);
volumeRef = volumeSlider.getModel().createReference(); volumeRef = volumeSlider.getModel().createReference();
@@ -71,22 +71,9 @@ public Menu(BattleshipApp app) {
.addClickCommands(s -> ifTopDialog(this::close)); .addClickCommands(s -> ifTopDialog(this::close));
addChild(new Button(lookup("menu.quit"))) addChild(new Button(lookup("menu.quit")))
.addClickCommands(s -> ifTopDialog(app::closeApp)); .addClickCommands(s -> ifTopDialog(app::closeApp));
update(); 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. * 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()); 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. * 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); PREFERENCES.put(LAST_PATH, path);
fileAction.run(new File(path)); fileAction.run(new File(path));
dialog.close(); dialog.close();
} } catch (IOException e) {
catch (IOException e) {
app.errorDialog(e.getLocalizedMessage()); app.errorDialog(e.getLocalizedMessage());
} }
} }

View File

@@ -12,8 +12,6 @@
import com.simsilica.lemur.Label; import com.simsilica.lemur.Label;
import com.simsilica.lemur.TextField; import com.simsilica.lemur.TextField;
import com.simsilica.lemur.component.SpringGridLayout; 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.Dialog;
import pp.dialog.DialogBuilder; import pp.dialog.DialogBuilder;
import pp.dialog.SimpleDialog; 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 Logger LOGGER = System.getLogger(NetworkDialog.class.getName());
private static final String LOCALHOST = "localhost"; //NON-NLS private static final String LOCALHOST = "localhost"; //NON-NLS
private static final String DEFAULT_PORT = "1234"; //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 NetworkSupport network;
private final TextField host = new TextField(LOCALHOST); private final TextField host = new TextField(LOCALHOST);
private final TextField port = new TextField(DEFAULT_PORT); private final TextField port = new TextField(DEFAULT_PORT);
@@ -40,7 +39,7 @@ class NetworkDialog extends SimpleDialog {
private int portNumber; private int portNumber;
private Future<Object> connectionFuture; private Future<Object> connectionFuture;
private Dialog progressDialog; private Dialog progressDialog;
private boolean localServer = false; private boolean hostServer = false;
/** /**
* Constructs a new NetworkDialog. * Constructs a new NetworkDialog.
@@ -54,80 +53,78 @@ class NetworkDialog extends SimpleDialog {
host.setPreferredWidth(400f); host.setPreferredWidth(400f);
port.setSingleLine(true); 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 BattleshipApp app = network.getApp();
final Container input = new Container(new SpringGridLayout()); final Container input = new Container(new SpringGridLayout());
input.addChild(new Label(lookup("host.name") + ": ")); input.addChild(new Label(lookup("host.name") + ": "));
input.addChild(host, 1); input.addChild(host, 1);
input.addChild(new Label(lookup("port.number") + ": ")); input.addChild(new Label(lookup("port.number") + ": "));
input.addChild(port, 1); input.addChild(port, 1);
input.addChild(hostCheckbox);
/*
* this checkbox controls, whether it will connect to an existing server or create a separate server
*/
Checkbox localServerCb = new Checkbox(lookup("local.server"));
localServerCb.setChecked(false);
localServerCb.addClickCommands(s -> localServer = !localServer);
DialogBuilder.simple(app.getDialogManager()) DialogBuilder.simple(app.getDialogManager())
.setTitle(lookup("server.dialog")) .setTitle(lookup("server.dialog"))
.setExtension(d -> d.addChild(input)) .setExtension(d -> d.addChild(input))
.setOkButton(lookup("button.connect"), d -> connect()) .setOkButton(lookup("button.connect"), d -> connectHostServer())
.setNoButton(lookup("button.cancel"), app::closeApp) .setNoButton(lookup("button.cancel"), app::closeApp)
.setOkClose(false) .setOkClose(false)
.setNoClose(false) .setNoClose(false)
.build(this); .build(this);
addChild(localServerCb); // adds the checkbox to the network dialog at the bottom
} }
/** /**
* Handles the action for the connect button in the connection dialog. * Handles the action for the connect button in the connection dialog.
* Tries to parse the port number and initiate connection to the server. * 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 LOGGER.log(Level.INFO, "connect to host={0}, port={1}", host, port); //NON-NLS
try { try {
hostname = host.getText().trim().isEmpty() ? LOCALHOST : host.getText(); hostname = host.getText().trim().isEmpty() ? LOCALHOST : host.getText();
portNumber = Integer.parseInt(port.getText()); portNumber = Integer.parseInt(port.getText());
openProgressDialog(); openProgressDialog();
connectionFuture = network.getApp().getExecutor().submit(this::initNetwork); connectionFuture = network.getApp().getExecutor().submit(this::initNetwork);
} } catch (NumberFormatException e) {
catch (NumberFormatException e) {
network.getApp().errorDialog(lookup("port.must.be.integer")); 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() { private void connectHostServer() {
if (localServer) { if (hostServer) {
startLocalServer(); //starts a local server startServer();
try { 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) { connect();
LOGGER.log(Level.WARNING, e.getMessage(), e); } else {
} connect();
connectServer(); // connects to the server, that was just created
}
else {
connectServer(); // connects to existing server, when the server si not running, or not started by one of the clients
} }
} }
/** /**
*starts a local server, in another thread * Starts the game server in a new thread.
* Logs an error if the server fails to start.
*/ */
private void startLocalServer() { private void startServer() {
new Thread(() -> { //creates new Thread LOGGER.log(Level.INFO, "start server"); //NON-NLS
new Thread(() -> {
try { try {
BattleshipLocalServer battleshipLocalServer = new BattleshipLocalServer(Integer.parseInt(port.getText())); // creates local server, with the given port numbers LOGGER.log(Level.INFO, "Starting server..."); //NON-NLS
battleshipLocalServer.run(); // runs the local server 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) { }).start();
LOGGER.log(Level.ERROR, e.getMessage(), e);
}
}).start(); // starts the thread
} }
/** /**
@@ -149,8 +146,7 @@ private Object initNetwork() {
try { try {
network.initNetwork(hostname, portNumber); network.initNetwork(hostname, portNumber);
return null; return null;
} } catch (Exception e) {
catch (Exception e) {
throw new RuntimeException(e); throw new RuntimeException(e);
} }
} }
@@ -165,11 +161,9 @@ public void update(float delta) {
try { try {
connectionFuture.get(); connectionFuture.get();
success(); success();
} } catch (ExecutionException e) {
catch (ExecutionException e) {
failure(e.getCause()); failure(e.getCause());
} } catch (InterruptedException e) {
catch (InterruptedException e) {
LOGGER.log(Level.WARNING, "Interrupted!", e); //NON-NLS LOGGER.log(Level.WARNING, "Interrupted!", e); //NON-NLS
Thread.currentThread().interrupt(); Thread.currentThread().interrupt();
} }

View File

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

View File

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

View File

@@ -7,16 +7,19 @@
package pp.battleship.client.gui; package pp.battleship.client.gui;
import com.jme3.material.Material;
import com.jme3.material.RenderState;
import com.jme3.math.ColorRGBA; import com.jme3.math.ColorRGBA;
import com.jme3.scene.Geometry; import com.jme3.scene.Geometry;
import com.jme3.scene.Node; import com.jme3.scene.Node;
import com.jme3.scene.Spatial; import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Sphere;
import pp.battleship.model.Battleship; import pp.battleship.model.Battleship;
import pp.battleship.model.Shell; import pp.battleship.model.Shell;
import pp.battleship.model.Shot; import pp.battleship.model.Shot;
import pp.util.Position; 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. * Synchronizes the visual representation of the ship map with the game model.
@@ -24,14 +27,11 @@
* whenever changes occur in the model. * whenever changes occur in the model.
*/ */
class MapViewSynchronizer extends ShipMapSynchronizer { class MapViewSynchronizer extends ShipMapSynchronizer {
private static final Logger LOGGER = System.getLogger(MapViewSynchronizer.class.getName());
// Constants for rendering properties // Constants for rendering properties
private static final float SHIP_LINE_WIDTH = 6f; private static final float SHIP_LINE_WIDTH = 6f;
private static final float SHOT_DEPTH = -2f; private static final float SHOT_DEPTH = -2f;
private static final float SHIP_DEPTH = 0f; private static final float SHIP_DEPTH = 0f;
private static final float INDENT = 4f; 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 // Colors used for different visual elements
private static final ColorRGBA HIT_COLOR = ColorRGBA.Red; 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 * @param shell the Shell object representing the shell in the model
* @return the node the representation is attached to * @return a Spatial representing the shell on the map
*/ */
@Override @Override
public Spatial visit(Shell shell) { public Spatial visit(Shell shell) {
LOGGER.log(Logger.Level.DEBUG, "Visiting {0}", shell); Geometry ellipse = new Geometry("ellipse", new Sphere(50, 50, MapView.getFieldSize() / 2 * 0.8f));
final Node shellNode = new Node("shell"); Material mat = new Material(view.getApp().getAssetManager(), UNSHADED); //NON-NLS
final Position target = view.modelToView(shell.getX(), shell.getY()); mat.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Alpha);
final Position startPosition = view.modelToView(SHELL_IN_GRID, SHELL_IN_GRID); mat.getAdditionalRenderState().setFaceCullMode(RenderState.FaceCullMode.Off);
shellNode.attachChild(createShell()); mat.setColor("Color", ColorRGBA.Black);
shellNode.setLocalTranslation(startPosition.getX(), startPosition.getY(), SHELL_DEPTH); ellipse.setMaterial(mat);
shellNode.scale(18f); ellipse.addControl(new ShellMapControl(view, shell));
shellNode.addControl(new ShellMapControl(view.getApp(), target, shell)); return ellipse;
return shellNode;
} }
/**
* returns the red dot for the shell in the MapViewSynchronizer
*
* @return Spatial
*/
private Spatial createShell() {
return view.getApp().getDraw().makeFilledCircle(ColorRGBA.Red);
}
/** /**
* Creates a line geometry representing part of the ship's border. * Creates a line geometry representing part of the ship's border.
* *

View File

@@ -8,25 +8,19 @@
package pp.battleship.client.gui; package pp.battleship.client.gui;
import com.jme3.effect.ParticleEmitter; 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.Material;
import com.jme3.material.RenderState.BlendMode; import com.jme3.material.RenderState.BlendMode;
import com.jme3.math.ColorRGBA; import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f; import com.jme3.math.Vector3f;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.renderer.queue.RenderQueue.ShadowMode; import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry; import com.jme3.scene.Geometry;
import com.jme3.scene.Node; import com.jme3.scene.Node;
import com.jme3.scene.Spatial; import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box; import com.jme3.scene.shape.Box;
import pp.battleship.client.BattleshipApp; import pp.battleship.client.BattleshipApp;
import pp.battleship.model.Battleship; import pp.battleship.model.*;
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 static java.util.Objects.requireNonNull; import static java.util.Objects.requireNonNull;
import static pp.util.FloatMath.HALF_PI; import static pp.util.FloatMath.HALF_PI;
@@ -39,17 +33,18 @@
* logic for the sea map. * logic for the sea map.
*/ */
class SeaSynchronizer extends ShipMapSynchronizer { 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 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 KING_GEORGE_V_MODEL = "Models/KingGeorgeV/KingGeorgeV.j3o"; //NON-NLS
private static final String SUBMARINE = "Models/Submarine/submarine.j3o"; private static final String DESTROYER_MODEL = "Models/Destroyer/Destroyer.j3o"; //NON-NLS
private static final String DESTROYER = "Models/Destroyer/10619_Battleship.j3o"; private static final String DESTROYER_TEXTURE = "Models/Destroyer/BattleshipC.jpg"; //NON-NLS
private static final String SMALL_SHIP = "Models/SmallShip/10634_SpeedBoat_v01_LOD3.obj"; private static final String TYPE_II_UBOAT_MODEL = "Models/TypeIIUboat/TypeIIUboat.j3o"; //NON-NLS
private static final String PARTICLE = "Common/MatDefs/Misc/Particle.j3md"; 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 COLOR = "Color"; //NON-NLS
private static final String SHIP = "ship"; //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 static final ColorRGBA BOX_COLOR = ColorRGBA.Gray;
private final ShipMap map; private final ShipMap map;
@@ -82,19 +77,6 @@ public Spatial visit(Shot shot) {
return shot.isHit() ? handleHit(shot) : handleMiss(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 * 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. * 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) { private Spatial handleHit(Shot shot) {
final Battleship ship = requireNonNull(map.findShipAt(shot), "Missing ship"); final Battleship ship = requireNonNull(map.findShipAt(shot), "Missing ship");
final Node shipNode = requireNonNull((Node) getSpatial(ship), "Missing ship node"); final Node shipNode = requireNonNull((Node) getSpatial(ship), "Missing ship node");
final ParticleEmitter particleEmitter = createHitParticle(shot);
particleEmitter.getLocalTranslation().subtractLocal(shipNode.getLocalTranslation()); final ParticleEmitter debris = createDebrisEffect(shot);
shipNode.attachChild(particleEmitter); shipNode.attachChild(debris);
final ParticleEmitter fire = createFire(shot);
final ParticleEmitter fire = createFireEffect(shot, shipNode);
shipNode.attachChild(fire); shipNode.attachChild(fire);
return null; return null;
} }
/** private Spatial handleMiss(Shot shot) {
* this method attach fire to the ship, if it is hit return createMissEffect(shot);
*
* @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 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 shell the shell to be represented
* @param y-Coordinate * @return the node containing the graphical representation of the shell
* @return the Position as a 3d Vector
*/ */
@Override
private Vector3f mapToWorldCord(int x, int y) { public Spatial visit(Shell shell) {
return new Vector3f(y + 0.5f, 0, x + 0.5f); 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 spatial representing the shell
* @return the particle
*/ */
private Spatial createShell() {
private ParticleEmitter createMissParticle(Shot shot) { final Spatial model = app.getAssetManager().loadModel(ROCKET);
ParticleEmitter hitEffect = new ParticleEmitter("HitEffect", Type.Triangle, 30); model.scale(0.0025f);
hitEffect.setMaterial(new Material(app.getAssetManager(), PARTICLE)); model.rotate(PI, 0f, 0f);
hitEffect.setImagesX(2); model.setShadowMode(ShadowMode.CastAndReceive);
hitEffect.setImagesY(2); return model;
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;
} }
/** /**
@@ -230,42 +221,10 @@ public Spatial visit(Battleship ship) {
final float x = 0.5f * (ship.getMinY() + ship.getMaxY() + 1f); final float x = 0.5f * (ship.getMinY() + ship.getMaxY() + 1f);
final float z = 0.5f * (ship.getMinX() + ship.getMaxX() + 1f); final float z = 0.5f * (ship.getMinX() + ship.getMaxX() + 1f);
node.setLocalTranslation(x, 0f, z); node.setLocalTranslation(x, 0f, z);
node.addControl(new ShipControl(ship, map)); node.addControl(new ShipControl(ship));
return node; 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. * 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. * 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 * @return the spatial representing the battleship
*/ */
private Spatial createShip(Battleship ship) { private Spatial createShip(Battleship ship) {
//return ship.getLength() == 4 ? createBattleship(ship) : createBox(ship);
return switch (ship.getLength()) { return switch (ship.getLength()) {
case (1) -> createSmallShip(ship); case 1 -> createVessel(ship);
case (2) -> createSubmarine(ship); case 2 -> createSubmarine(ship);
case (3) -> createDestroyer(ship); case 3 -> createDestroyer(ship);
case (4) -> createBattleship(ship); case 4 -> createBattleship(ship);
default -> createBox(ship); default -> createBox(ship);
}; };
} }
@@ -295,76 +253,26 @@ private Spatial createBox(Battleship ship) {
0.3f, 0.3f,
0.5f * (ship.getMaxX() - ship.getMinX()) + 0.3f); 0.5f * (ship.getMaxX() - ship.getMinX()) + 0.3f);
final Geometry geometry = new Geometry(SHIP, box); final Geometry geometry = new Geometry(SHIP, box);
geometry.setMaterial(createColoredMaterial(BOX_COLOR)); geometry.setMaterial(createColoredMaterial());
geometry.setShadowMode(ShadowMode.CastAndReceive); geometry.setShadowMode(ShadowMode.CastAndReceive);
return geometry; 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. * Creates a new {@link Material} with the specified color.
* If the color includes transparency (i.e., alpha value less than 1), * 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 * the material's render state is set to use alpha blending, allowing for
* semi-transparent rendering. * 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, * @return a {@link Material} instance configured with the specified color and,
* if necessary, alpha blending enabled. * if necessary, alpha blending enabled.
*/ */
private Material createColoredMaterial(ColorRGBA color) { private Material createColoredMaterial() {
final Material material = new Material(app.getAssetManager(), UNSHADED); final Material material = new Material(app.getAssetManager(), UNSHADED);
if (color.getAlpha() < 1f) if (SeaSynchronizer.BOX_COLOR.getAlpha() < 1f)
material.getAdditionalRenderState().setBlendMode(BlendMode.Alpha); material.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
material.setColor(COLOR, color); material.setColor(COLOR, SeaSynchronizer.BOX_COLOR);
return material; return material;
} }
@@ -384,6 +292,68 @@ private Spatial createBattleship(Battleship ship) {
return model; 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. * Calculates the rotation angle for the specified rotation.
* *

View File

@@ -3,66 +3,40 @@
import com.jme3.renderer.RenderManager; import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort; import com.jme3.renderer.ViewPort;
import com.jme3.scene.control.AbstractControl; 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 { public class ShellControl extends AbstractControl {
private final static float SHELL_SPEED = 7.5f;
private static final Logger LOGGER = System.getLogger(ShellControl.class.getName()); private final static float SHELL_ROTATION_SPEED = 0.5f;
private final static float MIN_HEIGHT = 0.7f;
/** /**
* the shell, that is displayed * 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.
private Shell shell;
/**
* the Height, when the shell will despawn
*/
private static final Float HEIGHT = 0f;
/**
* the battleship app
*/
private BattleshipApp app;
/**
* the constructor for this class
* *
* @param shell the shell it displays * @param tpf time per frame, used to ensure consistent movement speed across different frame rates
* @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)
*/ */
@Override @Override
protected void controlUpdate(float tpf) { protected void controlUpdate(float tpf) {
if (spatial == null) return; spatial.move(0, -SHELL_SPEED * tpf, 0);
if (spatial.getLocalTranslation().getY() <= HEIGHT) { spatial.rotate(0, SHELL_ROTATION_SPEED, 0);
if (spatial.getLocalTranslation().getY() <= MIN_HEIGHT) {
spatial.getParent().detachChild(spatial); 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 @Override
protected void controlRender(RenderManager rm, ViewPort vp) { 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.RenderManager;
import com.jme3.renderer.ViewPort; import com.jme3.renderer.ViewPort;
import com.jme3.scene.control.AbstractControl; 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.model.Shell;
import pp.battleship.notification.Sound;
import pp.util.Position; 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 { 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 * Constructs a new instance of {@link ShellMapControl}.
*/
private final Shell shell;
/**
* the constructor for this class
* *
* @param app the Battleship app * @param view the map view
* @param position the position shot at in map-coordinates * @param shell the shell to be controlled
* @param shell the shell shot
*/ */
public ShellMapControl(BattleshipApp app, Position position, Shell shell) { public ShellMapControl(MapView view, Shell shell) {
super(); Vector3f endPos = new Vector3f(shell.getX(), 0, shell.getY());
this.position = position; this.endPos = view.modelToView(endPos.x, endPos.z);
this.app = app; LOGGER.log(Level.DEBUG, "ShellMapControl created with endPos: " + this.endPos);
this.shell = shell;
vector.set(new Vector3f(position.getX(), position.getY(), 0));
} }
/** /**
* 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) { protected void controlUpdate(float tpf) {
if (spatial.getLocalTranslation().getX() >= position.getX() && spatial.getLocalTranslation().getY() >= position.getY()) { // adjust speed by changing the multiplier
app.getGameLogic().playSound(Sound.ROCKET_STOP); progress += tpf * ANIMATION_DURATION;
spatial.getParent().detachChild(spatial);
app.getGameLogic().send(new AnimationEndMessage(new IntPoint(shell.getX(), shell.getY()))); // progress is between 0 and 1
LOGGER.log(System.Logger.Level.DEBUG, "shell has been deleted", spatial.getLocalTranslation()); if (progress > 1f) {
} else { progress = 1f;
spatial.move(vector.mult(tpf));
} }
// 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 @Override
protected void controlRender(RenderManager rm, ViewPort vp) { 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.math.Vector3f;
import com.jme3.renderer.RenderManager; import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort; import com.jme3.renderer.ViewPort;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.control.AbstractControl; import com.jme3.scene.control.AbstractControl;
import pp.battleship.model.Battleship; 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.DEG_TO_RAD;
import static pp.util.FloatMath.TWO_PI; import static pp.util.FloatMath.TWO_PI;
import static pp.util.FloatMath.sin; import static pp.util.FloatMath.sin;
@@ -52,17 +48,9 @@ class ShipControl extends AbstractControl {
*/ */
private float time; private float time;
/**
* this attribute is the ship, this ShipControl controls
*/
private final Battleship ship; private final Battleship ship;
/** private static final float SINKING_HEIGHT = -0.6f;
* this CONST represents the sinking height, when the ship will be removed
*/
private static final Float SINKING_HEIGHT = -0.6f;
/** /**
* Constructs a new ShipControl instance for the specified Battleship. * Constructs a new ShipControl instance for the specified Battleship.
@@ -71,7 +59,7 @@ class ShipControl extends AbstractControl {
* *
* @param ship the Battleship object to control * @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 // Determine the axis of rotation based on the ship's orientation
axis = switch (ship.getRot()) { axis = switch (ship.getRot()) {
case LEFT, RIGHT -> Vector3f.UNIT_X; 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 // Set the cycle duration and amplitude based on the ship's length
cycle = ship.getLength() * 2f; cycle = ship.getLength() * 2f;
amplitude = 5f * DEG_TO_RAD / ship.getLength(); amplitude = 5f * DEG_TO_RAD / ship.getLength();
this.ship = ship; this.ship = ship;
} }
@@ -94,17 +83,16 @@ public ShipControl(Battleship ship, ShipMap map) {
protected void controlUpdate(float tpf) { protected void controlUpdate(float tpf) {
// If spatial is null, do nothing // If spatial is null, do nothing
if (spatial == null) return; if (spatial == null) return;
// Handle ship sinking by moving it downwards
if (ship.isDestroyed()) { if (ship.isDestroyed()) {
if(spatial.getLocalTranslation().getY() < SINKING_HEIGHT) { // removes the ship, if it is completely sunk if (spatial.getLocalTranslation().getY() < SINKING_HEIGHT) {
spatial.getParent().detachChild(spatial); 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 // Update the time within the oscillation cycle
time = (time + tpf) % cycle; time = (time + tpf) % cycle;

View File

@@ -84,7 +84,6 @@ public void receivedEvent(ItemRemovedEvent event) {
@Override @Override
public void receivedEvent(ItemAddedEvent event) { public void receivedEvent(ItemAddedEvent event) {
if (shipMap == event.map()) if (shipMap == event.map())
add(event.item()); 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
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Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.6667 0.6667 0.6667
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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

File diff suppressed because it is too large Load Diff

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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 newmtl Battleship
illum 4 Ns 256.000031
Kd 0.00 0.00 0.00 Ka 1.000000 1.000000 1.000000
Ka 0.00 0.00 0.00 Ks 0.000000 0.000000 0.000000
Tf 1.00 1.00 1.00 Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 1
map_Kd BattleshipC.jpg map_Kd BattleshipC.jpg
Ni 1.00
Ks 0.00 0.00 0.00
Ns 256.00
newmtl blinn1SG newmtl blinn1SG
illum 4 Ns 256.000031
Kd 0.50 0.50 0.50 Ka 1.000000 1.000000 1.000000
Ka 0.00 0.00 0.00 Kd 0.500000 0.500000 0.500000
Tf 1.00 1.00 1.00 Ks 0.000000 0.000000 0.000000
Ni 1.00 Ke 0.000000 0.000000 0.000000
Ks 0.00 0.00 0.00 Ni 1.000000
Ns 256.00 d 1.000000
illum 1
newmtl blinn2SG newmtl blinn2SG
illum 4 Ns 256.000031
Kd 0.50 0.50 0.50 Ka 1.000000 1.000000 1.000000
Ka 0.00 0.00 0.00 Kd 0.500000 0.500000 0.500000
Tf 1.00 1.00 1.00 Ks 0.000000 0.000000 0.000000
Ni 1.00 Ke 0.000000 0.000000 0.000000
Ks 0.00 0.00 0.00 Ni 1.000000
Ns 256.00 d 1.000000
illum 1
newmtl blinn3SG newmtl blinn3SG
illum 4 Ns 256.000031
Kd 0.50 0.50 0.50 Ka 1.000000 1.000000 1.000000
Ka 0.00 0.00 0.00 Kd 0.500000 0.500000 0.500000
Tf 1.00 1.00 1.00 Ks 0.500000 0.500000 0.500000
Ni 1.00 Ke 0.000000 0.000000 0.000000
Ks 0.50 0.50 0.50 Ni 1.000000
Ns 256.00 d 1.000000
illum 2
newmtl blinn4SG newmtl blinn4SG
illum 4 Ns 256.000031
Kd 0.50 0.50 0.50 Ka 1.000000 1.000000 1.000000
Ka 0.00 0.00 0.00 Kd 0.500000 0.500000 0.500000
Tf 1.00 1.00 1.00 Ks 0.500000 0.500000 0.500000
Ni 1.00 Ke 0.000000 0.000000 0.000000
Ks 0.50 0.50 0.50 Ni 1.000000
Ns 256.00 d 1.000000
illum 2
newmtl blinn5SG newmtl blinn5SG
illum 4 Ns 256.000031
Kd 0.50 0.50 0.50 Ka 1.000000 1.000000 1.000000
Ka 0.00 0.00 0.00 Kd 0.500000 0.500000 0.500000
Tf 1.00 1.00 1.00 Ks 0.500000 0.500000 0.500000
Ni 1.00 Ke 0.000000 0.000000 0.000000
Ks 0.50 0.50 0.50 Ni 1.000000
Ns 256.00 d 1.000000
illum 2
newmtl blinn6SG newmtl blinn6SG
illum 4 Ns 256.000031
Kd 0.50 0.50 0.50 Ka 1.000000 1.000000 1.000000
Ka 0.00 0.00 0.00 Kd 0.500000 0.500000 0.500000
Tf 1.00 1.00 1.00 Ks 0.500000 0.500000 0.500000
Ni 1.00 Ke 0.000000 0.000000 0.000000
Ks 0.50 0.50 0.50 Ni 1.000000
Ns 256.00 d 1.000000
illum 2
newmtl blinn7SG newmtl blinn7SG
illum 4 Ns 256.000031
Kd 0.50 0.50 0.50 Ka 1.000000 1.000000 1.000000
Ka 0.00 0.00 0.00 Kd 0.500000 0.500000 0.500000
Tf 1.00 1.00 1.00 Ks 0.500000 0.500000 0.500000
Ni 1.00 Ke 0.000000 0.000000 0.000000
Ks 0.50 0.50 0.50 Ni 1.000000
Ns 256.00 d 1.000000
illum 2
newmtl blinn8SG newmtl blinn8SG
illum 4 Ns 256.000031
Kd 0.50 0.50 0.50 Ka 1.000000 1.000000 1.000000
Ka 0.00 0.00 0.00 Kd 0.500000 0.500000 0.500000
Tf 1.00 1.00 1.00 Ks 0.500000 0.500000 0.500000
Ni 1.00 Ke 0.000000 0.000000 0.000000
Ks 0.50 0.50 0.50 Ni 1.000000
Ns 256.00 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 https://free3d.com/3d-model/battleship-v1--611736.html
License: Free Personal Use Only 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
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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
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Ks 0.0 0.0 0.0
Ns 0.0
newmtl white_Cylinder_5
illum 1
Ka 0.47843137 0.49803922 0.5764706
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Ns 0.0
newmtl white_Cylinder_10
illum 1
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newmtl FrontColorNoCulling_11
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newmtl ForegroundColor_12
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Ns 0.0
newmtl white_Mesh_13
illum 1
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Kd 0.6 0.6 0.6
Ks 0.0 0.0 0.0
Ns 0.0
newmtl Cube_1_1_1
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newmtl Cylinder_7_7
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newmtl Cylinder_10_10
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newmtl Cylinder_11_11
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newmtl 12_12
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newmtl Cube_1_1_1_Cube_1_1_1_38
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newmtl white_Cylinder_58
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newmtl white_Cylinder_59
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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
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Kd 0.6 0.6 0.6
Ks 0.5 0.5 0.5
Ns 64.0
newmtl Cylinder_5_5
illum 2
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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: based on:
https://free3d.com/3d-model/proton-rocket-31617.html https://free3d.com/de/3d-model/aim-120d-missile-51025.html
Licence: free for personal use 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

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@@ -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 https://free3d.com/3d-model/wwii-ship-german-type-ii-uboat-v2--700733.html
License: Free Personal Use Only 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 @Override
public void simpleInitApp() { 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(); stop();
} }

View File

@@ -1,63 +1,98 @@
package pp.battleship.game.client; package pp.battleship.game.client;
import pp.battleship.message.client.AnimationMessage;
import pp.battleship.message.client.AnimationEndMessage;
import pp.battleship.message.server.AnimationStartMessage;
import pp.battleship.message.server.BackToBattleStateMessage;
import pp.battleship.message.server.EffectMessage; import pp.battleship.message.server.EffectMessage;
import pp.battleship.model.Battleship;
import pp.battleship.model.IntPoint; import pp.battleship.model.IntPoint;
import pp.battleship.model.Shell; import pp.battleship.model.Shell;
import pp.battleship.model.ShipMap; import pp.battleship.model.ShipMap;
import pp.battleship.notification.Music;
import pp.battleship.notification.Sound; 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 { 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. * Duration of the animation in seconds.
*
* @param logic the game logic
*/ */
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); super(logic);
if (myTurn) { this.msg = msg;
logic.getOpponentMap().add(new Shell(pos)); this.shell = shell;
logic.playSound(Sound.ROCKET);
} else {
logic.getOwnMap().add(new Shell(pos));
logic.playSound(Sound.ROCKET);
} }
}
@Override
boolean showBattle() {
return true;
}
/** /**
* Reports the effect of a shot based on the server message. * 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 @Override
public void receivedEffect(EffectMessage msg) { public boolean showBattle() {
logic.playSound(Sound.ROCKET_STOP); return true;
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));
}
} }
/** /**
@@ -76,19 +111,11 @@ private ShipMap affectedMap(EffectMessage msg) {
* @param msg the effect message received from the server * @param msg the effect message received from the server
* @return true if the shot destroyed an opponent's ship, false otherwise * @return true if the shot destroyed an opponent's ship, false otherwise
*/ */
private boolean destroyedOpponentShip(EffectMessage msg) { private boolean destroyedOpponentShip(EffectMessage msg) {
return msg.getDestroyedShip() != null && msg.isOwnShot(); 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, * Plays a sound based on the outcome of the shot. Different sounds are played for a miss, hit,
* or destruction of a ship. * 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 @Override
public void receiveBackToBattleState(BackToBattleStateMessage msg) { public void clickOpponentMap(IntPoint pos) {
logic.setState(new BattleState(logic, msg.isMyTurn())); 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; package pp.battleship.game.client;
import pp.battleship.message.client.ShootMessage; 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.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. * 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 @Override
public boolean showBattle() { 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 * @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 @Override
public void receivedAnimationStart(AnimationStartMessage msg) { public void receivedEffect(EffectMessage msg) {
logic.setState(new AnimationState(logic, msg.isMyTurn(), msg.getPosition())); 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; package pp.battleship.game.client;
import pp.battleship.message.client.ClientMessage; 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.IntPoint;
import pp.battleship.model.ShipMap; import pp.battleship.model.ShipMap;
import pp.battleship.model.dto.ShipMapDTO; import pp.battleship.model.dto.ShipMapDTO;
import pp.battleship.notification.ClientStateEvent; import pp.battleship.notification.*;
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 java.io.File; import java.io.File;
import java.io.IOException; import java.io.IOException;
@@ -223,26 +220,6 @@ public void received(EffectMessage msg) {
state.receivedEffect(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. * 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)); 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. * 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 * @param msg the message to be sent
*/ */
public void send(ClientMessage msg) { void send(ClientMessage msg) {
if (clientSender == null) if (clientSender == null)
LOGGER.log(Level.ERROR, "trying to send {0} with sender==null", msg); //NON-NLS LOGGER.log(Level.ERROR, "trying to send {0} with sender==null", msg); //NON-NLS
else else

View File

@@ -7,7 +7,9 @@
package pp.battleship.game.client; 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 pp.battleship.model.IntPoint;
import java.io.File; 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 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. * Loads a map from the specified file.
* *
@@ -198,15 +193,6 @@ boolean maySaveMap() {
return true; 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. * 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.message.client.MapMessage;
import pp.battleship.model.Battleship; import pp.battleship.model.Battleship;
import pp.battleship.model.IntPoint; import pp.battleship.model.IntPoint;
import pp.battleship.model.Rotation;
import pp.battleship.model.ShipMap; import pp.battleship.model.ShipMap;
import pp.battleship.model.dto.ShipMapDTO; import pp.battleship.model.dto.ShipMapDTO;
import java.io.File; import java.io.File;
import java.io.IOException; import java.io.IOException;
import java.lang.System.Logger.Level; import java.lang.System.Logger.Level;
import java.util.ArrayList;
import java.util.List; import java.util.List;
import static pp.battleship.Resources.lookup; import static pp.battleship.Resources.lookup;
@@ -114,8 +112,7 @@ private void placeShip(IntPoint cursor) {
harbor().remove(selectedInHarbor); harbor().remove(selectedInHarbor);
preview = null; preview = null;
selectedInHarbor = null; selectedInHarbor = null;
} } else {
else {
preview.setStatus(INVALID_PREVIEW); preview.setStatus(INVALID_PREVIEW);
ownMap().add(preview); ownMap().add(preview);
} }
@@ -138,8 +135,7 @@ public void clickHarbor(IntPoint pos) {
harbor().add(selectedInHarbor); harbor().add(selectedInHarbor);
preview = null; preview = null;
selectedInHarbor = null; selectedInHarbor = null;
} } else if (shipAtCursor != null) {
else if (shipAtCursor != null) {
selectedInHarbor = shipAtCursor; selectedInHarbor = shipAtCursor;
selectedInHarbor.setStatus(VALID_PREVIEW); selectedInHarbor.setStatus(VALID_PREVIEW);
harbor().remove(selectedInHarbor); harbor().remove(selectedInHarbor);
@@ -241,9 +237,8 @@ public void loadMap(File file) throws IOException {
final ShipMapDTO dto = ShipMapDTO.loadFrom(file); final ShipMapDTO dto = ShipMapDTO.loadFrom(file);
if (!dto.fits(logic.getDetails())) if (!dto.fits(logic.getDetails()))
throw new IOException(lookup("map.doesnt.fit")); throw new IOException(lookup("map.doesnt.fit"));
if (!verifyMap(dto)) { if (!validMap(dto))
throw new IOException(lookup("player.submitted.invalid.map")); throw new IOException(lookup("map.invalid"));
}
ownMap().clear(); ownMap().clear();
dto.getShips().forEach(ownMap()::add); dto.getShips().forEach(ownMap()::add);
harbor().clear(); harbor().clear();
@@ -251,50 +246,6 @@ public void loadMap(File file) throws IOException {
selectedInHarbor = null; 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. * Checks if the player's own map may be loaded from a file.
* *
@@ -314,4 +265,70 @@ public boolean mayLoadMap() {
public boolean maySaveMap() { public boolean maySaveMap() {
return harbor().getItems().isEmpty(); 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.GameDetails;
import pp.battleship.message.server.StartBattleMessage; import pp.battleship.message.server.StartBattleMessage;
import pp.battleship.notification.Music;
import java.lang.System.Logger.Level; 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 ClientGameLogic.LOGGER.log(Level.INFO, "start battle, {0} turn", msg.isMyTurn() ? "my" : "other's"); //NON-NLS
logic.setInfoText(msg.getInfoTextKey()); logic.setInfoText(msg.getInfoTextKey());
logic.setState(new BattleState(logic, msg.isMyTurn())); 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.setInfoText("map.invalid");
logic.setState(new EditorState(logic)); logic.setState(new EditorState(logic));
} }
} }

View File

@@ -8,11 +8,14 @@
package pp.battleship.game.server; package pp.battleship.game.server;
import pp.battleship.BattleshipConfig; 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.ClientInterpreter;
import pp.battleship.message.client.MapMessage; import pp.battleship.message.client.MapMessage;
import pp.battleship.message.client.ShootMessage; 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.Battleship;
import pp.battleship.model.IntPoint; import pp.battleship.model.IntPoint;
@@ -33,11 +36,10 @@ public class ServerGameLogic implements ClientInterpreter {
private final BattleshipConfig config; private final BattleshipConfig config;
private final List<Player> players = new ArrayList<>(2); private final List<Player> players = new ArrayList<>(2);
private final Set<Player> readyPlayers = new HashSet<>(); private final Set<Player> readyPlayers = new HashSet<>();
private final Set<Player> finishedAnimation = new HashSet<>();
private final ServerSender serverSender; private final ServerSender serverSender;
private Player activePlayer; private Player activePlayer;
private ServerState state = ServerState.WAIT; private ServerState state = ServerState.WAIT;
private boolean playerOneAnimationReady = false;
private boolean playerTwoAnimationReady = false;
/** /**
* Constructs a ServerGameLogic with the specified sender and configuration. * Constructs a ServerGameLogic with the specified sender and configuration.
@@ -142,80 +144,77 @@ public Player addPlayer(int id) {
public void received(MapMessage msg, int from) { public void received(MapMessage msg, int from) {
if (state != ServerState.SET_UP) if (state != ServerState.SET_UP)
LOGGER.log(Level.ERROR, "playerReady not allowed in {0}", state); //NON-NLS LOGGER.log(Level.ERROR, "playerReady not allowed in {0}", state); //NON-NLS
else if (!verifyMap(msg, from)) { else if (validMap(msg))
LOGGER.log(Level.ERROR, "player submitted invalid map", state);
send(getPlayerById(from), new GameDetails(config));
} else
playerReady(getPlayerById(from), msg.getShips()); playerReady(getPlayerById(from), msg.getShips());
else {
LOGGER.log(Level.ERROR, "map does not fit game details"); //NON-NLS
send(getPlayerById(from), new GameDetails(config));
} }
@Override
public void received(AnimationEndMessage msg, int from) {
LOGGER.log(Level.INFO, "AnimationEndMessage was received by ServerGameLogic");
if (state != ServerState.ANIMATION_WAIT_STATE)
LOGGER.log(Level.ERROR, "animation not allowed in {0}", state);
else if (getPlayerById(from) == players.get(0)) {
LOGGER.log(Level.DEBUG, "{0} set to true", getPlayerById(from));
playerOneAnimationReady = true;
shoot(getPlayerById(from), msg.getPosition());
} else if (getPlayerById(from) == players.get(1)) {
LOGGER.log(Level.DEBUG, "{0} set to true {1}", getPlayerById(from), getPlayerById(from).toString());
playerTwoAnimationReady = true;
shoot(getPlayerById(from), msg.getPosition());
}
if (playerOneAnimationReady && playerTwoAnimationReady) {
setState(ServerState.BATTLE);
for (Player player : players)
send(player, new BackToBattleStateMessage(player == activePlayer));
playerOneAnimationReady = false;
playerTwoAnimationReady = false;
}
} }
/** /**
* this method returns true, if the given map is valid (don't overlap or out of bound) * 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 msg the received MapMessage containing the ships
* @param playerID the player, who committed the map * @return true if the map is valid, false otherwise
* @return true, if the map is valid
*/ */
private boolean verifyMap(MapMessage msg, int playerID) { private boolean validMap(MapMessage msg) {
return verifyBounds(msg, playerID) && verifyOverlap(msg); List<Battleship> ships = msg.getShips();
return inBounds(ships) && !overlaps(ships);
} }
/** /**
* checks, whether a ship is out of the grid * Checks if all ships in the given list are within the bounds of the map.
* *
* @param msg is the message, where the map is in * @param ships the list of Battleships to validate
* @return true, if all ships are in bound * @return true if all ships are within bounds, false otherwise
*/ */
private boolean verifyBounds(MapMessage msg, int playerID) { private boolean inBounds(List<Battleship> ships) {
int mapWidth = getPlayerById(playerID).getMap().getWidth(); for (Battleship ship : ships) {
int mapHeight = getPlayerById(playerID).getMap().getHeight(); if (!isWithinBounds(ship)) {
for (Battleship ship : msg.getShips()) {
if (ship.getMaxX() > mapWidth || ship.getMinX() < 0 || ship.getMaxY() > mapHeight || ship.getMinY() < 0)
return false; return false;
} }
}
return true; return true;
} }
/** /**
* checks whether the ships overlap each other * Checks if the given ship is within the bounds of the map.
* *
* @param msg is the message, where the map is in * @param ship the Battleship to check
* @return true, if no ships overlap * @return true if the ship is within bounds, false otherwise
*/ */
private boolean verifyOverlap(MapMessage msg) { private boolean isWithinBounds(Battleship ship) {
List<Battleship> ships = msg.getShips(); int minX = ship.getMinX();
for (Battleship ship : ships) { int maxX = ship.getMaxX();
for (Battleship compareShip : ships) { int minY = ship.getMinY();
if (!ship.equals(compareShip)) { int maxY = ship.getMaxY();
if (ship.collidesWith(compareShip)) return false; 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 true; return false;
} }
/** /**
@@ -229,11 +228,38 @@ public void received(ShootMessage msg, int from) {
if (state != ServerState.BATTLE) if (state != ServerState.BATTLE)
LOGGER.log(Level.ERROR, "shoot not allowed in {0}", state); //NON-NLS LOGGER.log(Level.ERROR, "shoot not allowed in {0}", state); //NON-NLS
else { else {
for (Player player : players) { setState(ServerState.ANIMATION);
send(player, new AnimationStartMessage(msg.getPosition(), player == activePlayer)); shoot(getPlayerById(from), msg.getPosition());
setState(ServerState.ANIMATION_WAIT_STATE); }
} }
/**
* 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);
} }
} }
@@ -261,124 +287,34 @@ void playerReady(Player player, List<Battleship> ships) {
* Handles the shooting action by the player. * Handles the shooting action by the player.
* *
* @param p the player who shot * @param p the player who shot
* @param position the position of the shot * @param pos the position of the shot
*/ */
void shoot(Player p, IntPoint position) { void shoot(Player p, IntPoint pos) {
final Battleship selectedShip; if (p != activePlayer) return;
selectedShip = getSelectedShip(p, position); final Player otherPlayer = getOpponent(activePlayer);
final Battleship selectedShip = otherPlayer.getMap().findShipAt(pos);
if (selectedShip == null) { if (selectedShip == null) {
nullShip(p, position); // shot missed
send(activePlayer, EffectMessage.miss(true, pos));
send(otherPlayer, EffectMessage.miss(false, pos));
activePlayer = otherPlayer;
} else { } else {
shootShip(p, position, selectedShip); // shot hit a ship
} selectedShip.hit(pos);
} if (otherPlayer.getMap().getRemainingShips().isEmpty()) {
// game is over
/** send(activePlayer, EffectMessage.won(pos, selectedShip));
* getter for the selected battleship through the shot send(otherPlayer, EffectMessage.lost(pos, selectedShip, activePlayer.getMap().getRemainingShips()));
*
* @param p the current player
* @param position the position shot at
* @return the battleship, on the position shot at
*/
private Battleship getSelectedShip(Player p, IntPoint position) {
return (p != activePlayer) ? p.getMap().findShipAt(position) : getOpponent(p).getMap().findShipAt(position);
}
/**
* this method handles the shot logic, if the shot misses
*
* @param p the current player
* @param position the position shot at
*/
private void nullShip(Player p, IntPoint position) {
if (p != activePlayer) {
send(p, EffectMessage.miss(false, position));
} else {
send(activePlayer, EffectMessage.miss(true, position));
}
//switches the active player, when both have finished their animation
if (playerOneAnimationReady && playerTwoAnimationReady) {
LOGGER.log(Level.DEBUG, "switched active player");
if (p != activePlayer) {
activePlayer = p;
} else {
activePlayer = getOpponent(p);
}
}
}
/**
* this method handles the shot logic, if the shot misses
*
* @param p the current player
* @param position the position shot at
* @param selectedShip the ship shot at
*/
private void shootShip(Player p, IntPoint position, Battleship selectedShip) {
selectedShip.hit(position);
if (isGameOver(getOpponent(p))) {
gameOver(p, position, selectedShip);
} else if (selectedShip.isDestroyed()) {
shipDestroys(p, position, selectedShip);
} else {
shipHit(p, position);
}
}
/**
* checks, if the given player ends the game, bc he has no ships
*
* @param p the player
* @return true, if the given player has no shi left
*/
private boolean isGameOver(Player p) {
return p.getMap().getRemainingShips().isEmpty();
}
/**
* handles the shot logic,if the game is over
*
* @param p the player
* @param position the position shot at
* @param selectedShip the current ship, shot at
*/
private void gameOver(Player p, IntPoint position, Battleship selectedShip) {
if (p != activePlayer) {
send(p, EffectMessage.lost(position, selectedShip, activePlayer.getMap().getRemainingShips()));
} else {
send(activePlayer, EffectMessage.won(position, selectedShip));
}
if (playerOneAnimationReady && playerTwoAnimationReady) {
setState(ServerState.GAME_OVER); 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));
* 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 { } else {
send(activePlayer, EffectMessage.shipDestroyed(true, position, selectedShip)); // ship has been hit, but it hasn't been destroyed
} send(activePlayer, EffectMessage.hit(true, pos));
} send(otherPlayer, EffectMessage.hit(false, pos));
}
/**
* 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));
} }
} }
} }

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@@ -27,12 +27,12 @@ enum ServerState {
BATTLE, 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
} }

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@@ -7,11 +7,7 @@
package pp.battleship.game.singlemode; package pp.battleship.game.singlemode;
import pp.battleship.message.client.AnimationEndMessage; import pp.battleship.message.client.*;
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.model.Battleship; 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 msg the received {@code AnimationMessage}
* @param from the connectionID * @param from the identifier of the sender
*/ */
@Override @Override
public void received(AnimationEndMessage msg, int from) { public void received(AnimationMessage msg, int from) {
copiedMessage = new AnimationEndMessage(msg.getPosition()); // copying is not necessary
copiedMessage = msg;
} }
/** /**

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

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@@ -1,10 +1,13 @@
package pp.battleship.game.singlemode; package pp.battleship.game.singlemode;
import pp.battleship.game.client.BattleshipClient; 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.MapMessage;
import pp.battleship.message.client.ShootMessage; 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.IntPoint;
import pp.battleship.model.dto.ShipMapDTO; import pp.battleship.model.dto.ShipMapDTO;
import pp.util.RandomPositionIterator; import pp.util.RandomPositionIterator;
@@ -119,30 +122,8 @@ public void received(StartBattleMessage msg) {
@Override @Override
public void received(EffectMessage msg) { public void received(EffectMessage msg) {
LOGGER.log(Level.INFO, "Received EffectMessage: {0}", msg); //NON-NLS LOGGER.log(Level.INFO, "Received EffectMessage: {0}", msg); //NON-NLS
connection.sendRobotMessage(new AnimationMessage());
if (msg.isMyTurn()) if (msg.isMyTurn())
shoot(); 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();
}
}
} }

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@@ -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);
}
}

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@@ -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);
}
}

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

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@@ -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");
}
}

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@@ -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 "";
}
}

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@@ -33,18 +33,4 @@ public interface ServerInterpreter {
* @param msg the EffectMessage received * @param msg the EffectMessage received
*/ */
void received(EffectMessage msg); 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);
} }

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@@ -1,67 +1,32 @@
package pp.battleship.model; 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 { public class Shell implements Item {
private final int x;
private final int y;
private static final Logger LOGGER = System.getLogger(Shell.class.getName()); public Shell(Shot shot) {
this.x = shot.getX();
/** this.y = shot.getY();
* the Target, the Shell will hit }
*/
private IntPoint target; public int getX() {
return x;
/** }
* the constructor for this class
* public int getY() {
* @param target the target, the shell is fired at return y;
*/
public Shell(IntPoint target) {
this.target = target;
LOGGER.log(Level.INFO, "Shell has been initialized");
} }
/**
* the accept-method for a generic visitor
*
* @param visitor the visitor performing operations on the item
* @param <T> cause it is generic
* @return T
*/
@Override @Override
public <T> T accept(Visitor<T> visitor) { public <T> T accept(Visitor<T> visitor) {
return visitor.visit(this); return visitor.visit(this);
} }
/**
* the accept-method for the void visitor
*
* @param visitor the visitor performing operations on the item
*/
@Override @Override
public void accept(VoidVisitor visitor) { public void accept(VoidVisitor visitor) {
visitor.visit(this); 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) { public void add(Shell shell) {
addItem(shell); addItem(shell);

View File

@@ -29,5 +29,11 @@ public interface Visitor<T> {
*/ */
T visit(Battleship ship); 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); T visit(Shell shell);
} }

View File

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

View File

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

View File

@@ -39,6 +39,13 @@ default void receivedEvent(InfoTextEvent event) { /* do nothing */ }
*/ */
default void receivedEvent(SoundEvent 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. * 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, DESTROYED_SHIP,
/** /**
* Sound of a rocket * Sound of a shot being fired.
*/ */
ROCKET, SHELL_FIRED
/**
* Stops the Sound of the rocket
*/
ROCKET_STOP
} }

View File

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

View File

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

View File

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

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