Compare commits
	
		
			19 Commits
		
	
	
		
			b_Fleische
			...
			b_Beck_Ced
		
	
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					546872dd83 | 
@@ -9,7 +9,6 @@ implementation project(":jme-common")
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    implementation project(":battleship:model")
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    implementation libs.jme3.desktop
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    implementation libs.jme3.effects
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    runtimeOnly libs.jme3.awt.dialogs
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    runtimeOnly libs.jme3.plugins
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@@ -9,7 +9,7 @@
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#
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# Specifies the map used by the opponent in single mode.
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# Single mode is activated if this property is set.
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map.opponent=maps/map2.json
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#map.opponent=maps/map2.json
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#
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# Specifies the map used by the player in single mode.
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# The player must define their own map if this property is not set.
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@@ -23,13 +23,16 @@ map.own=maps/map1.json
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#   2, 3
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#  defines four shots, namely at the coordinates
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#  (x=2, y=0), (x=2, y=1), (x=2, y=2), and (x=2, y=3)
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robot.targets=2, 3,\
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robot.targets=2, 0,\
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              2, 1,\
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              2, 2,\
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              2, 3,\
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              2, 4,\
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              2, 5,\
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              2, 8
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              2, 6
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#
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# Delay in milliseconds between each shot fired by the RobotClient.
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robot.delay=500
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robot.delay=4000
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#
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# The dimensions of the game map used in single mode.
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# 'map.width' defines the number of columns, and 'map.height' defines the number of rows.
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@@ -1,242 +0,0 @@
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package pp.battleship.client;
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import com.jme3.audio.AudioData.DataType;
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import com.jme3.audio.AudioNode;
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import com.jme3.audio.AudioSource.Status;
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import pp.battleship.notification.Music;
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import pp.battleship.notification.MusicEvent;
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import pp.battleship.notification.GameEventListener;
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import java.lang.System.Logger;
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import java.lang.System.Logger.Level;
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import java.util.prefs.Preferences;
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public class BackgroundMusic implements GameEventListener {
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    private static final String VOLUME_PREF = "volume";
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    private static final String MUSIC_ENABLED_PREF = "musicEnabled";
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    private static final Preferences PREFS = Preferences.userNodeForPackage(BackgroundMusic.class);
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    static final Logger LOGGER = System.getLogger(BackgroundMusic.class.getName());
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    private static final String MENU_MUSIC = "Music/MainMenu/Dark_Intro.ogg";
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    private static final String BATTLE_MUSIC = "Music/BattleTheme/boss_battle_#2_metal_loop.wav";
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    private static final String GAME_OVER_MUSIC_L = "Music/GameOver/Lose/Lose.ogg";
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    private static final String GAME_OVER_MUSIC_V = "Music/GameOver/Victory/Victory.wav";
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    private final AudioNode menuMusic;
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    private final AudioNode battleMusic;
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    private final AudioNode gameOverMusicL;
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    private final AudioNode gameOverMusicV;
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    private String lastNodePlayed;
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    private boolean musicEnabled;
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    private float volume;
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    private final BattleshipApp app;
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    /**
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     * Initializes and controls the BackgroundMusic
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     *
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     * @param app The main Application
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     */
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    public BackgroundMusic(BattleshipApp app) {
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        this.volume = PREFS.getFloat(VOLUME_PREF, 1.0f);
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        this.musicEnabled = PREFS.getBoolean(MUSIC_ENABLED_PREF, true);
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        this.app = app;
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        menuMusic = createAudioNode(MENU_MUSIC);
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        battleMusic = createAudioNode(BATTLE_MUSIC);
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        gameOverMusicL = createAudioNode(GAME_OVER_MUSIC_L);
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        gameOverMusicV = createAudioNode(GAME_OVER_MUSIC_V);
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        stop(battleMusic);
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        stop(gameOverMusicL);
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        stop(gameOverMusicV);
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        lastNodePlayed = menuMusic.getName();
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        if(musicEnabled) {
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            play(menuMusic);
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        }
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    }
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    /**
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     * This method will be used to create the audio node containing the music
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     *
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     * @param musicFilePath the file path to the music
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     * @return the created audio node
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     */
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    private AudioNode createAudioNode(String musicFilePath) {
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        AudioNode audioNode = new AudioNode(app.getAssetManager(), musicFilePath, DataType.Stream);
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        audioNode.setVolume(volume * app.getMainVolumeControl().getMainVolume());
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        audioNode.setPositional(false);
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        audioNode.setLooping(true);
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        audioNode.setName(musicFilePath);
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        return audioNode;
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    }
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    /**
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     * sets the give audio node to play
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     *
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     * @param audioNode the audio node which should start to play
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     */
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    public void play(AudioNode audioNode) {
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        if (musicEnabled && (audioNode.getStatus() == Status.Stopped || audioNode.getStatus() == Status.Paused)) {
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            audioNode.play();
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            lastNodePlayed = audioNode.getName();
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        }
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    }
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    /**
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     * stops the given audio node from playing
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     *
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     * @param audioNode the audio node to be stopped
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     */
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    public void stop(AudioNode audioNode) {
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        if (audioNode.getStatus() == Status.Playing) {
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            audioNode.stop();
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        }
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    }
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    /**
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     * pauses the given audi node
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     *
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     * @param audioNode the audio node to be paused
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     */
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    public void pause(AudioNode audioNode) {
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        if (audioNode.getStatus() == Status.Playing) {
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            audioNode.pause();
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        }
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    }
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    /**
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     * Toggle Method to control the music to switch it on or off
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     */
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    public void toggleMusic() {
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        this.musicEnabled = !this.musicEnabled;
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        if (musicEnabled) {
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            switch (lastNodePlayed){
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                case MENU_MUSIC:
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                    play(menuMusic);
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                    break;
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                case BATTLE_MUSIC:
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                    play(battleMusic);
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                    break;
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                case GAME_OVER_MUSIC_L:
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                    play(gameOverMusicL);
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                    break;
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                case GAME_OVER_MUSIC_V:
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                    play(gameOverMusicV);
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                    break;
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            }
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        } else {
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            pause(menuMusic);
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            pause(battleMusic);
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            pause(gameOverMusicL);
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            pause(gameOverMusicV);
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        }
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        PREFS.putBoolean(MUSIC_ENABLED_PREF, musicEnabled);
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    }
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    /**
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     * this method is used when the main volume changes
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     */
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    public void setVolume(){
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        setVolume(PREFS.getFloat(VOLUME_PREF, 1.0f));
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    }
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    /**
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     * Method to set the volume for the music
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     *
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     * @param volume float to transfer the new volume
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     */
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    public void setVolume(float volume) {
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        this.volume = volume;
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        float mainVolume = app.getMainVolumeControl().getMainVolume();
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        menuMusic.setVolume(volume * mainVolume);
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        battleMusic.setVolume(volume * mainVolume);
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        gameOverMusicL.setVolume(volume * mainVolume);
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        gameOverMusicV.setVolume(volume * mainVolume);
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        PREFS.putFloat(VOLUME_PREF, volume);
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    }
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    /**
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     * This method retuns the volume
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     *
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     * @return the current volume as a float
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     */
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    public float getVolume() {
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        return volume;
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    }
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    /**
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     * Returns if music should be played or not
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     *
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     * @return boolean value in music should be played
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     */
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    public boolean isMusicEnabled() {
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        return musicEnabled;
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    }
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    /**
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     * changes the music to the specified music if it isn't already playing
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     *
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     * @param music the music to play
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     */
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    public void changeMusic(Music music) {
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        if(music == Music.MENU_THEME && !lastNodePlayed.equals(MENU_MUSIC)) {
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            LOGGER.log(Level.INFO, "Received Music change Event {0}", music.toString());
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            stop(battleMusic);
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            stop(gameOverMusicL);
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            stop(gameOverMusicV);
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            play(menuMusic);
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            lastNodePlayed = menuMusic.getName();
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        } else if (music == Music.BATTLE_THEME && !lastNodePlayed.equals(BATTLE_MUSIC)) {
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            LOGGER.log(Level.INFO, "Received Music change Event {0}", music.toString());
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            stop(menuMusic);
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            stop(gameOverMusicL);
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            stop(gameOverMusicV);
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            play(battleMusic);
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            lastNodePlayed = battleMusic.getName();
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        } else if (music == Music.GAME_OVER_THEME_L && !lastNodePlayed.equals(GAME_OVER_MUSIC_L)) {
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            LOGGER.log(Level.INFO, "Received Music change Event {0}", music.toString());
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            stop(menuMusic);
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            stop(battleMusic);
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            stop(gameOverMusicV);
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            play(gameOverMusicL);
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            lastNodePlayed = gameOverMusicL.getName();
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        } else if (music == Music.GAME_OVER_THEME_V && !lastNodePlayed.equals(GAME_OVER_MUSIC_V)){
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            LOGGER.log(Level.INFO, "Received Music change Event {0}", music.toString());
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            stop(menuMusic);
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            stop(battleMusic);
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            stop(gameOverMusicL);
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            play(gameOverMusicV);
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            lastNodePlayed = gameOverMusicV.getName();
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        }
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    }
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    /**
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     * the method which receives the Event
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     *
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     * @param music the received Event
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     */
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    @Override
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    public void receivedEvent (MusicEvent music){
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        LOGGER.log(Level.INFO, "Received Music change Event {0}", music.toString());
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        switch (music.music()){
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            case MENU_THEME:
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                changeMusic(Music.MENU_THEME);
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                break;
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            case BATTLE_THEME:
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                changeMusic(Music.BATTLE_THEME);
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                break;
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            case GAME_OVER_THEME_L:
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                changeMusic(Music.GAME_OVER_THEME_L);
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                break;
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            case GAME_OVER_THEME_V:
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                changeMusic(Music.GAME_OVER_THEME_V);
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                break;
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        }
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    }
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}
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@@ -122,15 +122,7 @@ public class BattleshipApp extends SimpleApplication implements BattleshipClient
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     */
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    private final ActionListener escapeListener = (name, isPressed, tpf) -> escape(isPressed);
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    /**
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     * The Object which handles the background music
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     */
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    private BackgroundMusic backgroundMusic;
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    /**
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     * The object that handles the main volume
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     */
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    private MainVolume mainVolume;
 | 
			
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    private EffectHandler effectHandler;
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    static {
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        // Configure logging
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@@ -165,6 +157,7 @@ private BattleshipApp() {
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        logic.addListener(this);
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        setShowSettings(config.getShowSettings());
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        setSettings(makeSettings());
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        effectHandler = null;
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    }
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    /**
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@@ -234,11 +227,8 @@ public void simpleInitApp() {
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        setupInput();
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        setupStates();
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        setupGui();
 | 
			
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        effectHandler = new EffectHandler(this);
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        serverConnection.connect();
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 | 
			
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        mainVolume = new MainVolume(this);
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        backgroundMusic = new BackgroundMusic(this);
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        logic.addListener(backgroundMusic);
 | 
			
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    }
 | 
			
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 | 
			
		||||
    /**
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@@ -279,11 +269,20 @@ private void setupStates() {
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        flyCam.setEnabled(false);
 | 
			
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        stateManager.detach(stateManager.getState(StatsAppState.class));
 | 
			
		||||
        stateManager.detach(stateManager.getState(DebugKeysAppState.class));
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 | 
			
		||||
        attachGameMusic();
 | 
			
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        attachGameSound();
 | 
			
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        stateManager.attachAll(new EditorAppState(), new BattleAppState(), new SeaAppState());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
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     * Attaches the game sound state and sets its initial enabled state.
 | 
			
		||||
     */
 | 
			
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    private void attachGameMusic() {
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        final GameMusic gameMusic = new GameMusic();
 | 
			
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        gameMusic.setEnabled(GameMusic.enabledInPreferences());
 | 
			
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        stateManager.attach(gameMusic);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Attaches the game sound state and sets its initial enabled state.
 | 
			
		||||
     */
 | 
			
		||||
@@ -441,21 +440,7 @@ void errorDialog(String errorMessage) {
 | 
			
		||||
                     .open();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method returns the object which handles the background music
 | 
			
		||||
     *
 | 
			
		||||
     * @return BackgroundMusic
 | 
			
		||||
     */
 | 
			
		||||
    public BackgroundMusic getBackgroundMusic(){
 | 
			
		||||
        return backgroundMusic;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method returns the object which handles the main volume
 | 
			
		||||
     *
 | 
			
		||||
     * @return an object of MainVolume
 | 
			
		||||
     */
 | 
			
		||||
    public MainVolume getMainVolumeControl(){
 | 
			
		||||
        return mainVolume;
 | 
			
		||||
    public EffectHandler getEffectHandler() {
 | 
			
		||||
        return effectHandler;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -0,0 +1,197 @@
 | 
			
		||||
package pp.battleship.client;
 | 
			
		||||
 | 
			
		||||
import com.jme3.effect.ParticleEmitter;
 | 
			
		||||
import com.jme3.effect.ParticleMesh;
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.scene.Geometry;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
 | 
			
		||||
import java.util.ArrayList;
 | 
			
		||||
import java.util.HashMap;
 | 
			
		||||
import java.util.List;
 | 
			
		||||
import java.util.Map;
 | 
			
		||||
import java.util.Timer;
 | 
			
		||||
import java.util.TimerTask;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * EffectHandler manages the creation and manipulation of particle effects in the Battleship application.
 | 
			
		||||
 */
 | 
			
		||||
public class EffectHandler {
 | 
			
		||||
    private final BattleshipApp app;
 | 
			
		||||
    private final Map<Battleship, List<ParticleEmitter>> effects;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs an EffectHandler with the specified BattleshipApp instance.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app the BattleshipApp instance
 | 
			
		||||
     */
 | 
			
		||||
    public EffectHandler(BattleshipApp app) {
 | 
			
		||||
        this.app = app;
 | 
			
		||||
        effects = new HashMap<>();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a fire effect at the specified position for the given Battleship.
 | 
			
		||||
     *
 | 
			
		||||
     * @param point the position where the fire effect will be created
 | 
			
		||||
     * @param ship  the Battleship associated with the fire effect
 | 
			
		||||
     * @return a Node containing the fire effect
 | 
			
		||||
     */
 | 
			
		||||
    public Node createFire(Vector3f point, Battleship ship) {
 | 
			
		||||
        Node parent = new Node();
 | 
			
		||||
        parent.setLocalTranslation(point);
 | 
			
		||||
 | 
			
		||||
        ParticleEmitter fire = initializeParticleEmitter(
 | 
			
		||||
                "Effects/Explosion/flame.png",
 | 
			
		||||
                2,2,
 | 
			
		||||
                new ColorRGBA(1f, 0f, 0f, 1f),
 | 
			
		||||
                new ColorRGBA(1f, 1f, 0f, 0.5f),
 | 
			
		||||
                new Vector3f(0, 1.5f, 0),
 | 
			
		||||
                50,
 | 
			
		||||
                .4f,
 | 
			
		||||
                0.05f,
 | 
			
		||||
                1f,
 | 
			
		||||
                2f,
 | 
			
		||||
                0.2f,
 | 
			
		||||
                new Vector3f(0, 0, 0)
 | 
			
		||||
        );
 | 
			
		||||
 | 
			
		||||
        ParticleEmitter smoke = initializeParticleEmitter(
 | 
			
		||||
                "Effects/Smoke/Smoke.png",
 | 
			
		||||
                15,
 | 
			
		||||
                1,
 | 
			
		||||
                new ColorRGBA(1f, 1f, 1f, 0f),
 | 
			
		||||
                new ColorRGBA(0.5f, 0.5f, 0.5f, 0.5f),
 | 
			
		||||
                new Vector3f(0, 1f, 0),
 | 
			
		||||
                600,
 | 
			
		||||
                .2f,
 | 
			
		||||
                0.1f,
 | 
			
		||||
                1f,
 | 
			
		||||
                5f,
 | 
			
		||||
                0.25f,
 | 
			
		||||
                new Vector3f(0, 0, 0)
 | 
			
		||||
        );
 | 
			
		||||
 | 
			
		||||
        parent.attachChild(fire);
 | 
			
		||||
        parent.attachChild(smoke);
 | 
			
		||||
 | 
			
		||||
        List<ParticleEmitter> oldEffects = new ArrayList<>(effects.getOrDefault(ship, new ArrayList<>()));
 | 
			
		||||
        oldEffects.add(fire);
 | 
			
		||||
        oldEffects.add(smoke);
 | 
			
		||||
        effects.put(ship, oldEffects);
 | 
			
		||||
 | 
			
		||||
        return parent;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a water splash effect at the specified position.
 | 
			
		||||
     *
 | 
			
		||||
     * @param pos the position where the water splash effect will be created
 | 
			
		||||
     * @return a Geometry representing the water splash effect
 | 
			
		||||
     */
 | 
			
		||||
    public Geometry waterSplash(Vector3f pos) {
 | 
			
		||||
        ParticleEmitter water = initializeParticleEmitter(
 | 
			
		||||
                "Effects/Explosion/flash.png",
 | 
			
		||||
                2,2,
 | 
			
		||||
                new ColorRGBA(0.3f, 0.8f, 1f, 0f),
 | 
			
		||||
                new ColorRGBA(0f, 0f, 1f, 1f),
 | 
			
		||||
                new Vector3f(0, 3, 0),
 | 
			
		||||
                100,
 | 
			
		||||
                .6f,
 | 
			
		||||
                0.05f,
 | 
			
		||||
                1f,
 | 
			
		||||
                1.5f,
 | 
			
		||||
                0.3f,
 | 
			
		||||
                new Vector3f(0, 4f, 0)
 | 
			
		||||
        );
 | 
			
		||||
 | 
			
		||||
        water.setLocalTranslation(pos);
 | 
			
		||||
        water.emitAllParticles();
 | 
			
		||||
        water.setParticlesPerSec(0);
 | 
			
		||||
 | 
			
		||||
        new Timer().schedule(new TimerTask() {
 | 
			
		||||
            @Override
 | 
			
		||||
            public void run() {
 | 
			
		||||
                deleteSplash(water);
 | 
			
		||||
            }
 | 
			
		||||
        }, 2000);
 | 
			
		||||
 | 
			
		||||
        return water;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a debris splash effect at the specified position.
 | 
			
		||||
     *
 | 
			
		||||
     * @param pos the position where the debris splash effect will be created
 | 
			
		||||
     * @return a Geometry representing the debris splash effect
 | 
			
		||||
     */
 | 
			
		||||
    public Geometry debrisSplash(Vector3f pos) {
 | 
			
		||||
        ParticleEmitter debris = initializeParticleEmitter(
 | 
			
		||||
                "Effects/Explosion/Debris.png",
 | 
			
		||||
                3,3,
 | 
			
		||||
                new ColorRGBA(0.1f, 0.1f, 0.1f, 0f),
 | 
			
		||||
                new ColorRGBA(0.5f, 0.5f, 0.5f, .8f),
 | 
			
		||||
                new Vector3f(0, 2f, 0),
 | 
			
		||||
                50,
 | 
			
		||||
                0.1f,
 | 
			
		||||
                0.5f,
 | 
			
		||||
                1f,
 | 
			
		||||
                1.5f,
 | 
			
		||||
                0.5f,
 | 
			
		||||
                new Vector3f(0, 0, 0)
 | 
			
		||||
        );
 | 
			
		||||
        debris.setLocalTranslation(pos);
 | 
			
		||||
 | 
			
		||||
        debris.emitAllParticles();
 | 
			
		||||
        debris.setParticlesPerSec(0);
 | 
			
		||||
 | 
			
		||||
        return debris;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Deletes the specified splash effect from the scene.
 | 
			
		||||
     *
 | 
			
		||||
     * @param splash the Geometry representing the splash effect to be deleted
 | 
			
		||||
     */
 | 
			
		||||
    private void deleteSplash(Geometry splash) {
 | 
			
		||||
        splash.getParent().detachChild(splash);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Stops all particle effects associated with the specified Battleship.
 | 
			
		||||
     *
 | 
			
		||||
     * @param ship the Battleship whose effects are to be destroyed
 | 
			
		||||
     */
 | 
			
		||||
    public void destroyShip(Battleship ship) {
 | 
			
		||||
        for (ParticleEmitter emitter : effects.get(ship)) {
 | 
			
		||||
            emitter.setParticlesPerSec(0);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private ParticleEmitter initializeParticleEmitter(
 | 
			
		||||
            String texturePath, int imagesX, int imagesY, ColorRGBA endColor, ColorRGBA startColor, Vector3f initialVelocity,
 | 
			
		||||
            int particleCount, float startSize, float endSize, float lowLife, float highLife,
 | 
			
		||||
            float velocityVariation, Vector3f gravity
 | 
			
		||||
    ) {
 | 
			
		||||
        ParticleEmitter emitter = new ParticleEmitter("Emitter", ParticleMesh.Type.Triangle, particleCount);
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
 | 
			
		||||
        mat.setTexture("Texture", app.getAssetManager().loadTexture(texturePath));
 | 
			
		||||
        emitter.setMaterial(mat);
 | 
			
		||||
        emitter.setImagesX(imagesX);
 | 
			
		||||
        emitter.setImagesY(imagesY);
 | 
			
		||||
        emitter.setEndColor(endColor);
 | 
			
		||||
        emitter.setStartColor(startColor);
 | 
			
		||||
        emitter.getParticleInfluencer().setInitialVelocity(initialVelocity);
 | 
			
		||||
        emitter.setStartSize(startSize);
 | 
			
		||||
        emitter.setEndSize(endSize);
 | 
			
		||||
        emitter.setLowLife(lowLife);
 | 
			
		||||
        emitter.setHighLife(highLife);
 | 
			
		||||
        emitter.getParticleInfluencer().setVelocityVariation(velocityVariation);
 | 
			
		||||
        emitter.setGravity(gravity);
 | 
			
		||||
 | 
			
		||||
        return emitter;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,114 @@
 | 
			
		||||
package pp.battleship.client;
 | 
			
		||||
 | 
			
		||||
import com.jme3.app.Application;
 | 
			
		||||
import com.jme3.app.state.AbstractAppState;
 | 
			
		||||
import com.jme3.app.state.AppStateManager;
 | 
			
		||||
import com.jme3.audio.AudioNode;
 | 
			
		||||
 | 
			
		||||
import java.util.prefs.Preferences;
 | 
			
		||||
 | 
			
		||||
import static pp.JmeUtil.loadSound;
 | 
			
		||||
import static pp.util.PreferencesUtils.getPreferences;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * An application state that plays sounds.
 | 
			
		||||
 */
 | 
			
		||||
public class GameMusic extends AbstractAppState {
 | 
			
		||||
    private static final Preferences PREFERENCES = getPreferences(GameMusic.class);
 | 
			
		||||
    private static final String ENABLED_PREF = "enabled";
 | 
			
		||||
    private static final String VOLUME_PREF = "volume";
 | 
			
		||||
 | 
			
		||||
    private static final String MUSIC_PATH = "Sound/background.wav";
 | 
			
		||||
 | 
			
		||||
    private AudioNode backgroundMusic;
 | 
			
		||||
    private float volume;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns whether the music is enabled in the user preferences.
 | 
			
		||||
     *
 | 
			
		||||
     * @return true if music is enabled, false otherwise
 | 
			
		||||
     */
 | 
			
		||||
    public static boolean enabledInPreferences() {
 | 
			
		||||
        return PREFERENCES.getBoolean(ENABLED_PREF, true);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the music volume level stored in the user preferences.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the volume level as a float (default is 0.5f)
 | 
			
		||||
     */
 | 
			
		||||
    public static float volumeInPreferences() {
 | 
			
		||||
        return PREFERENCES.getFloat(VOLUME_PREF, 0.5f);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes the game music system
 | 
			
		||||
     *
 | 
			
		||||
     * @param stateManager the state manager of the game
 | 
			
		||||
     * @param app          the main application
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void initialize(AppStateManager stateManager, Application app) {
 | 
			
		||||
        super.initialize(stateManager, app);
 | 
			
		||||
        backgroundMusic = loadSound(app, MUSIC_PATH);
 | 
			
		||||
        setMusicVolume(volumeInPreferences());
 | 
			
		||||
        if (isEnabled()) playMusic();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the enabled state of this AppState.
 | 
			
		||||
     * Overrides {@link com.jme3.app.state.AbstractAppState#setEnabled(boolean)}
 | 
			
		||||
     *
 | 
			
		||||
     * @param enabled {@code true} to enable the AppState, {@code false} to disable it.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void setEnabled(boolean enabled) {
 | 
			
		||||
        if (enabled && !isEnabled()) {
 | 
			
		||||
            playMusic();
 | 
			
		||||
        }
 | 
			
		||||
        else if (!enabled && isEnabled()) {
 | 
			
		||||
            stopMusic();
 | 
			
		||||
        }
 | 
			
		||||
        super.setEnabled(enabled);
 | 
			
		||||
        PREFERENCES.putBoolean(ENABLED_PREF, enabled);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Plays the background music.
 | 
			
		||||
     */
 | 
			
		||||
    public void playMusic() {
 | 
			
		||||
        if (backgroundMusic != null) {
 | 
			
		||||
            backgroundMusic.play();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Stops background music.
 | 
			
		||||
     */
 | 
			
		||||
    public void stopMusic() {
 | 
			
		||||
        if (backgroundMusic != null) {
 | 
			
		||||
            backgroundMusic.stop();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the volume of the background music and saves the volume setting in user preferences.
 | 
			
		||||
     *
 | 
			
		||||
     * @param volume the volume level to set (0.0f to 1.0f)
 | 
			
		||||
     */
 | 
			
		||||
    public void setMusicVolume(float volume) {
 | 
			
		||||
        if (backgroundMusic != null) {
 | 
			
		||||
            backgroundMusic.setVolume(volume);
 | 
			
		||||
            this.volume = volume;
 | 
			
		||||
            PREFERENCES.putFloat(VOLUME_PREF, volume);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns volume stored in class
 | 
			
		||||
     * @return volume
 | 
			
		||||
     */
 | 
			
		||||
    public float getVolume() {
 | 
			
		||||
        return this.volume;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -10,11 +10,7 @@
 | 
			
		||||
import com.jme3.app.Application;
 | 
			
		||||
import com.jme3.app.state.AbstractAppState;
 | 
			
		||||
import com.jme3.app.state.AppStateManager;
 | 
			
		||||
import com.jme3.asset.AssetLoadException;
 | 
			
		||||
import com.jme3.asset.AssetNotFoundException;
 | 
			
		||||
import com.jme3.audio.AudioData;
 | 
			
		||||
import com.jme3.audio.AudioNode;
 | 
			
		||||
import com.jme3.audio.AudioSource;
 | 
			
		||||
import pp.battleship.notification.GameEventListener;
 | 
			
		||||
import pp.battleship.notification.SoundEvent;
 | 
			
		||||
 | 
			
		||||
@@ -22,25 +18,21 @@
 | 
			
		||||
import java.lang.System.Logger.Level;
 | 
			
		||||
import java.util.prefs.Preferences;
 | 
			
		||||
 | 
			
		||||
import static pp.JmeUtil.loadSound;
 | 
			
		||||
import static pp.util.PreferencesUtils.getPreferences;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * An application state that plays sounds.
 | 
			
		||||
 */
 | 
			
		||||
public class GameSound extends AbstractAppState implements GameEventListener {
 | 
			
		||||
    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 String ENABLED_PREF = "enabled"; //NON-NLS
 | 
			
		||||
    private static final String SOUND_VOLUME_PREF = "volume";
 | 
			
		||||
 | 
			
		||||
    private float volume;
 | 
			
		||||
 | 
			
		||||
    private AudioNode splashSound;
 | 
			
		||||
    private AudioNode shipDestroyedSound;
 | 
			
		||||
    private AudioNode explosionSound;
 | 
			
		||||
    private AudioNode rocketSound;
 | 
			
		||||
 | 
			
		||||
    private BattleshipApp app;
 | 
			
		||||
    private AudioNode shellFlyingSound;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if sound is enabled in the preferences.
 | 
			
		||||
@@ -82,33 +74,19 @@ public void setEnabled(boolean enabled) {
 | 
			
		||||
    @Override
 | 
			
		||||
    public void initialize(AppStateManager stateManager, Application app) {
 | 
			
		||||
        super.initialize(stateManager, app);
 | 
			
		||||
        this.app = (BattleshipApp) app;
 | 
			
		||||
        shipDestroyedSound = loadSound(app, "Sound/Effects/sunken.wav"); //NON-NLS
 | 
			
		||||
        splashSound = loadSound(app, "Sound/Effects/splash.wav"); //NON-NLS
 | 
			
		||||
        explosionSound = loadSound(app, "Sound/Effects/explosion.wav"); //NON-NLS
 | 
			
		||||
        rocketSound = loadSound(app, "Sound/Effects/rocket.wav");
 | 
			
		||||
 | 
			
		||||
        volume = PREFERENCES.getFloat(SOUND_VOLUME_PREF, 1.0f);
 | 
			
		||||
        shellFlyingSound = loadSound(app, "Sound/Effects/shell_flying.wav");
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Loads a sound from the specified file.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app  The application
 | 
			
		||||
     * @param name The name of the sound file.
 | 
			
		||||
     * @return The loaded AudioNode.
 | 
			
		||||
     * Plays the shell flying sound effect.
 | 
			
		||||
     */
 | 
			
		||||
    private AudioNode loadSound(Application app, String name) {
 | 
			
		||||
        try {
 | 
			
		||||
            final AudioNode sound = new AudioNode(app.getAssetManager(), name, AudioData.DataType.Buffer);
 | 
			
		||||
            sound.setLooping(false);
 | 
			
		||||
            sound.setPositional(false);
 | 
			
		||||
            return sound;
 | 
			
		||||
    public void shellFly() {
 | 
			
		||||
        if (isEnabled() && shellFlyingSound != null) {
 | 
			
		||||
            shellFlyingSound.playInstance();
 | 
			
		||||
        }
 | 
			
		||||
        catch (AssetLoadException | AssetNotFoundException ex) {
 | 
			
		||||
            LOGGER.log(Level.ERROR, ex.getMessage(), ex);
 | 
			
		||||
        }
 | 
			
		||||
        return null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
@@ -135,65 +113,13 @@ public void shipDestroyed() {
 | 
			
		||||
            shipDestroyedSound.playInstance();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Plays sound effect when a rocket starts
 | 
			
		||||
     */
 | 
			
		||||
    public void rocket() {
 | 
			
		||||
        if (isEnabled() && rocketSound != null)
 | 
			
		||||
            rocketSound.playInstance();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method sets the sound volume of the sounds
 | 
			
		||||
     *
 | 
			
		||||
     * @param volume the volume to be set to
 | 
			
		||||
     */
 | 
			
		||||
    public void setSoundVolume(float volume) {
 | 
			
		||||
        float mainVolume = app.getMainVolumeControl().getMainVolume();
 | 
			
		||||
        float calculatedVolume = volume * mainVolume;
 | 
			
		||||
        shipDestroyedSound.setVolume(calculatedVolume);
 | 
			
		||||
        splashSound.setVolume(calculatedVolume);
 | 
			
		||||
        explosionSound.setVolume(calculatedVolume);
 | 
			
		||||
        this.volume = volume;
 | 
			
		||||
        PREFERENCES.putFloat(SOUND_VOLUME_PREF, volume);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method will be used if the main volume changes
 | 
			
		||||
     */
 | 
			
		||||
    public void setSoundVolume() {
 | 
			
		||||
        float mainVolume = app.getMainVolumeControl().getMainVolume();
 | 
			
		||||
        shipDestroyedSound.setVolume(volume * mainVolume);
 | 
			
		||||
        splashSound.setVolume(volume * mainVolume);
 | 
			
		||||
        explosionSound.setVolume(volume * mainVolume);
 | 
			
		||||
        rocketSound.setVolume(volume * mainVolume);
 | 
			
		||||
        PREFERENCES.putFloat(SOUND_VOLUME_PREF, volume);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method returns the sound
 | 
			
		||||
     *
 | 
			
		||||
     * @return
 | 
			
		||||
     */
 | 
			
		||||
    public float getVolume(){
 | 
			
		||||
        return volume;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    public void receivedEvent(SoundEvent event) {
 | 
			
		||||
        switch (event.sound()) {
 | 
			
		||||
            case EXPLOSION :
 | 
			
		||||
                explosion();
 | 
			
		||||
                break;
 | 
			
		||||
            case SPLASH :
 | 
			
		||||
                splash();
 | 
			
		||||
                break;
 | 
			
		||||
            case DESTROYED_SHIP:
 | 
			
		||||
                shipDestroyed();
 | 
			
		||||
                break;
 | 
			
		||||
            case ROCKET_FIRED:
 | 
			
		||||
                rocket();
 | 
			
		||||
                break;
 | 
			
		||||
            case EXPLOSION -> explosion();
 | 
			
		||||
            case SPLASH -> splash();
 | 
			
		||||
            case DESTROYED_SHIP -> shipDestroyed();
 | 
			
		||||
            case SHELL_FLYING -> shellFly();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,32 +0,0 @@
 | 
			
		||||
package pp.battleship.client;
 | 
			
		||||
 | 
			
		||||
import java.lang.System.Logger;
 | 
			
		||||
import java.lang.System.Logger.Level;
 | 
			
		||||
import java.util.prefs.Preferences;
 | 
			
		||||
 | 
			
		||||
public class MainVolume {
 | 
			
		||||
    private static final Preferences PREFS = Preferences.userNodeForPackage(MainVolume.class);
 | 
			
		||||
    private static final String MAIN_VOLUME_PREFS = "MainVolume";
 | 
			
		||||
    static final Logger LOGGER = System.getLogger(MainVolume.class.getName());
 | 
			
		||||
 | 
			
		||||
    private float mainVolume;
 | 
			
		||||
 | 
			
		||||
    private BattleshipApp app;
 | 
			
		||||
 | 
			
		||||
    public MainVolume(BattleshipApp app) {
 | 
			
		||||
        this.mainVolume = PREFS.getFloat(MAIN_VOLUME_PREFS, 1.0f);
 | 
			
		||||
        this.app = app;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void setMainVolume(float mainVolume) {
 | 
			
		||||
        LOGGER.log(Level.DEBUG, "setMainVolume: mainVolume = {0}", mainVolume);
 | 
			
		||||
        app.getBackgroundMusic().setVolume();
 | 
			
		||||
        app.getStateManager().getState(GameSound.class).setSoundVolume();
 | 
			
		||||
        this.mainVolume = mainVolume;
 | 
			
		||||
        PREFS.putFloat(MAIN_VOLUME_PREFS, mainVolume);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public float getMainVolume() {
 | 
			
		||||
        return mainVolume;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -9,10 +9,7 @@
 | 
			
		||||
 | 
			
		||||
import com.simsilica.lemur.Button;
 | 
			
		||||
import com.simsilica.lemur.Checkbox;
 | 
			
		||||
import com.simsilica.lemur.DefaultRangedValueModel;
 | 
			
		||||
import com.simsilica.lemur.Label;
 | 
			
		||||
import com.simsilica.lemur.Slider;
 | 
			
		||||
import com.simsilica.lemur.core.VersionedReference;
 | 
			
		||||
import com.simsilica.lemur.style.ElementId;
 | 
			
		||||
import pp.dialog.Dialog;
 | 
			
		||||
import pp.dialog.StateCheckboxModel;
 | 
			
		||||
@@ -36,14 +33,7 @@ class Menu extends Dialog {
 | 
			
		||||
    private final BattleshipApp app;
 | 
			
		||||
    private final Button loadButton = new Button(lookup("menu.map.load"));
 | 
			
		||||
    private final Button saveButton = new Button(lookup("menu.map.save"));
 | 
			
		||||
 | 
			
		||||
    private static final double SLIDER_DELTA = 0.1;
 | 
			
		||||
    private static final double SLIDER_MIN_VALUE = 0.0;
 | 
			
		||||
    private static final double SLIDER_MAX_VALUE = 2.0;
 | 
			
		||||
 | 
			
		||||
    private final VersionedReference<Double> volumeRef;
 | 
			
		||||
    private final VersionedReference<Double> soundVolumeRef;
 | 
			
		||||
    private final VersionedReference<Double> mainVolumeRef;
 | 
			
		||||
    private final VolumeSlider volumeSlider;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs the Menu dialog for the Battleship application.
 | 
			
		||||
@@ -53,28 +43,13 @@ class Menu extends Dialog {
 | 
			
		||||
    public Menu(BattleshipApp app) {
 | 
			
		||||
        super(app.getDialogManager());
 | 
			
		||||
        this.app = app;
 | 
			
		||||
        volumeSlider = new VolumeSlider(app.getStateManager().getState(GameMusic.class));
 | 
			
		||||
 | 
			
		||||
        addChild(new Label(lookup("battleship.name"), new ElementId("header"))); //NON-NLS
 | 
			
		||||
 | 
			
		||||
        addChild(new Label(lookup("menu.main.volume"), new ElementId("label")));
 | 
			
		||||
        Slider mainVolumeSlider = createSlider(app.getMainVolumeControl().getMainVolume());
 | 
			
		||||
        addChild(mainVolumeSlider);
 | 
			
		||||
        mainVolumeRef = mainVolumeSlider.getModel().createReference();
 | 
			
		||||
 | 
			
		||||
        addChild(new Label(lookup("menu.sound.volume"), new ElementId("label")));
 | 
			
		||||
        addChild(new Checkbox(lookup("menu.sound-enabled"),
 | 
			
		||||
                              new StateCheckboxModel(app, GameSound.class)));
 | 
			
		||||
        Slider soundSlider = createSlider(app.getStateManager().getState(GameSound.class).getVolume());
 | 
			
		||||
        addChild(soundSlider);
 | 
			
		||||
        soundVolumeRef = soundSlider.getModel().createReference();
 | 
			
		||||
 | 
			
		||||
        addChild(new Label(lookup("menu.volume"), new ElementId("label")));
 | 
			
		||||
        Checkbox musicToggle = new Checkbox(lookup("menu.music.toggle"));
 | 
			
		||||
        musicToggle.setChecked(app.getBackgroundMusic().isMusicEnabled());
 | 
			
		||||
        musicToggle.addClickCommands(s -> toggleMusic());
 | 
			
		||||
        addChild(musicToggle);
 | 
			
		||||
        Slider volumeSlider = createSlider(app.getBackgroundMusic().getVolume());
 | 
			
		||||
        addChild(new Checkbox(lookup("menu.music-enabled"), new StateCheckboxModel(app, GameMusic.class)));
 | 
			
		||||
        addChild(volumeSlider);
 | 
			
		||||
        volumeRef = volumeSlider.getModel().createReference();
 | 
			
		||||
 | 
			
		||||
        addChild(loadButton)
 | 
			
		||||
                .addClickCommands(s -> ifTopDialog(this::loadDialog));
 | 
			
		||||
@@ -87,72 +62,6 @@ public Menu(BattleshipApp app) {
 | 
			
		||||
        update();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method creates a slider to be used in the menu
 | 
			
		||||
     *
 | 
			
		||||
     * @param relativePosition the position of the regulator on the slider
 | 
			
		||||
     * @return the creates slider
 | 
			
		||||
     */
 | 
			
		||||
    private Slider createSlider(double relativePosition){
 | 
			
		||||
        Slider slider = new Slider();
 | 
			
		||||
        slider.setModel(new DefaultRangedValueModel(SLIDER_MIN_VALUE, SLIDER_MAX_VALUE, relativePosition));
 | 
			
		||||
        slider.setDelta(SLIDER_DELTA);
 | 
			
		||||
        return slider;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method is used update the volume when there is a change in the slider
 | 
			
		||||
     * @param tpf time per frame
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void update(float tpf){
 | 
			
		||||
        if(volumeRef.update()){
 | 
			
		||||
            double newVolume = volumeRef.get();
 | 
			
		||||
            adjustMusicVolume(newVolume);
 | 
			
		||||
        }
 | 
			
		||||
        else if (soundVolumeRef.update()) {
 | 
			
		||||
            double newSoundVolume = soundVolumeRef.get();
 | 
			
		||||
            adjustSoundVolume(newSoundVolume);
 | 
			
		||||
        } else if (mainVolumeRef.update()) {
 | 
			
		||||
            double newMainVolume = mainVolumeRef.get();
 | 
			
		||||
            adjustMainVolume(newMainVolume);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method adjusts the main volume
 | 
			
		||||
     *
 | 
			
		||||
     * @param newVolume the volume to be set as main volume
 | 
			
		||||
     */
 | 
			
		||||
    private void adjustMainVolume(double newVolume) {
 | 
			
		||||
        app.getMainVolumeControl().setMainVolume((float) newVolume);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method adjust the volume for the background music
 | 
			
		||||
     *
 | 
			
		||||
     * @param volume is the double value of the volume
 | 
			
		||||
     */
 | 
			
		||||
    private void adjustMusicVolume(double volume) {
 | 
			
		||||
        app.getBackgroundMusic().setVolume((float) volume);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method adjusts the volume for the sound
 | 
			
		||||
     *
 | 
			
		||||
     * @param volume is a double value of the sound volume
 | 
			
		||||
     */
 | 
			
		||||
    private void adjustSoundVolume(double volume) {
 | 
			
		||||
        app.getStateManager().getState(GameSound.class).setSoundVolume((float) volume);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method toggles the background music on and off
 | 
			
		||||
     */
 | 
			
		||||
    private void toggleMusic() {
 | 
			
		||||
        app.getBackgroundMusic().toggleMusic();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the state of the load and save buttons based on the game logic.
 | 
			
		||||
     */
 | 
			
		||||
@@ -162,6 +71,11 @@ public void update() {
 | 
			
		||||
        saveButton.setEnabled(app.getGameLogic().maySaveMap());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    public void update(float delta) {
 | 
			
		||||
        volumeSlider.update();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * As an escape action, this method closes the menu if it is the top dialog.
 | 
			
		||||
     */
 | 
			
		||||
 
 | 
			
		||||
@@ -12,7 +12,7 @@
 | 
			
		||||
import com.simsilica.lemur.Label;
 | 
			
		||||
import com.simsilica.lemur.TextField;
 | 
			
		||||
import com.simsilica.lemur.component.SpringGridLayout;
 | 
			
		||||
import pp.battleship.client.server.BattleshipServer;
 | 
			
		||||
import pp.battleship.client.clienthost.BattleshipServerClient;
 | 
			
		||||
import pp.dialog.Dialog;
 | 
			
		||||
import pp.dialog.DialogBuilder;
 | 
			
		||||
import pp.dialog.SimpleDialog;
 | 
			
		||||
@@ -38,8 +38,10 @@ class NetworkDialog extends SimpleDialog {
 | 
			
		||||
    private String hostname;
 | 
			
		||||
    private int portNumber;
 | 
			
		||||
    private Future<Object> connectionFuture;
 | 
			
		||||
    private Future<Object> serverFuture;
 | 
			
		||||
    private Dialog progressDialog;
 | 
			
		||||
    private boolean hostServer = false;
 | 
			
		||||
    private BattleshipServerClient server;
 | 
			
		||||
    private final Checkbox clientHostCheckbox;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new NetworkDialog.
 | 
			
		||||
@@ -53,18 +55,14 @@ class NetworkDialog extends SimpleDialog {
 | 
			
		||||
        host.setPreferredWidth(400f);
 | 
			
		||||
        port.setSingleLine(true);
 | 
			
		||||
 | 
			
		||||
        Checkbox serverHost = new Checkbox(lookup("host.own.server"));
 | 
			
		||||
        serverHost.setChecked(false);
 | 
			
		||||
        serverHost.addClickCommands(s -> toggleServerHost());
 | 
			
		||||
 | 
			
		||||
        final BattleshipApp app = network.getApp();
 | 
			
		||||
        final Container input = new Container(new SpringGridLayout());
 | 
			
		||||
        input.addChild(new Label(lookup("host.name") + ":  "));
 | 
			
		||||
        input.addChild(host, 1);
 | 
			
		||||
        input.addChild(new Label(lookup("port.number") + ":  "));
 | 
			
		||||
        input.addChild(port, 1);
 | 
			
		||||
        input.addChild(serverHost);
 | 
			
		||||
 | 
			
		||||
        clientHostCheckbox = new Checkbox("Host Server");
 | 
			
		||||
        input.addChild(clientHostCheckbox);
 | 
			
		||||
        DialogBuilder.simple(app.getDialogManager())
 | 
			
		||||
                     .setTitle(lookup("server.dialog"))
 | 
			
		||||
                     .setExtension(d -> d.addChild(input))
 | 
			
		||||
@@ -79,54 +77,30 @@ class NetworkDialog extends SimpleDialog {
 | 
			
		||||
     * Handles the action for the connect button in the connection dialog.
 | 
			
		||||
     * Tries to parse the port number and initiate connection to the server.
 | 
			
		||||
     */
 | 
			
		||||
    private void connectServer() {
 | 
			
		||||
    private void connect() {
 | 
			
		||||
        LOGGER.log(Level.INFO, "connect to host={0}, port={1}", host, port); //NON-NLS
 | 
			
		||||
        try {
 | 
			
		||||
            hostname = host.getText().trim().isEmpty() ? LOCALHOST : host.getText();
 | 
			
		||||
            portNumber = Integer.parseInt(port.getText());
 | 
			
		||||
            openProgressDialog();
 | 
			
		||||
 | 
			
		||||
            if (clientHostCheckbox.isChecked()) {
 | 
			
		||||
                serverFuture = network.getApp().getExecutor().submit(this::initServer);
 | 
			
		||||
 | 
			
		||||
                while (server == null || !server.isReady()) {
 | 
			
		||||
                    Thread.sleep(100);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
            connectionFuture = network.getApp().getExecutor().submit(this::initNetwork);
 | 
			
		||||
        }
 | 
			
		||||
        catch (NumberFormatException e) {
 | 
			
		||||
            network.getApp().errorDialog(lookup("port.must.be.integer"));
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * This method will start a server or just connect to one based on the boolean hostServer
 | 
			
		||||
     */
 | 
			
		||||
    private void connect() {
 | 
			
		||||
        if(hostServer){
 | 
			
		||||
            startServer();
 | 
			
		||||
            try {
 | 
			
		||||
                Thread.sleep(1000);
 | 
			
		||||
            } catch (InterruptedException e) {
 | 
			
		||||
                LOGGER.log(Level.WARNING, e.getMessage(), e);
 | 
			
		||||
            }
 | 
			
		||||
            connectServer();
 | 
			
		||||
        } else {
 | 
			
		||||
            connectServer();
 | 
			
		||||
        catch (InterruptedException e) {
 | 
			
		||||
            throw new RuntimeException(e);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * This method starts a server in a new thread
 | 
			
		||||
     */
 | 
			
		||||
    private void startServer() {
 | 
			
		||||
        new Thread(() -> {
 | 
			
		||||
            try{
 | 
			
		||||
                BattleshipServer battleshipServer = new BattleshipServer(Integer.parseInt(port.getText()));
 | 
			
		||||
                battleshipServer.run();
 | 
			
		||||
            } catch (Exception e) {
 | 
			
		||||
                LOGGER.log(Level.ERROR, e.getMessage(), e);
 | 
			
		||||
            }
 | 
			
		||||
        }).start();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void toggleServerHost(){
 | 
			
		||||
        hostServer = !hostServer;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a dialog indicating that the connection is in progress.
 | 
			
		||||
     */
 | 
			
		||||
@@ -152,6 +126,23 @@ private Object initNetwork() {
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Tries to initialize the server hosted by the client.
 | 
			
		||||
     *
 | 
			
		||||
     * @throws RuntimeException If an error occurs when starting the server.
 | 
			
		||||
     */
 | 
			
		||||
    private Object initServer() {
 | 
			
		||||
        try {
 | 
			
		||||
            server = new BattleshipServerClient();
 | 
			
		||||
            server.run(Integer.parseInt(port.getText()));
 | 
			
		||||
            return null;
 | 
			
		||||
        }
 | 
			
		||||
        catch (Exception e) {
 | 
			
		||||
            LOGGER.log(Level.ERROR, "Error while starting server", e);
 | 
			
		||||
            throw new RuntimeException(e);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * This method is called by {@linkplain pp.dialog.DialogManager#update(float)} for periodically
 | 
			
		||||
     * updating this dialog. T
 | 
			
		||||
@@ -170,6 +161,19 @@ public void update(float delta) {
 | 
			
		||||
                LOGGER.log(Level.WARNING, "Interrupted!", e); //NON-NLS
 | 
			
		||||
                Thread.currentThread().interrupt();
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
        if (serverFuture != null && serverFuture.isDone()) {
 | 
			
		||||
            try {
 | 
			
		||||
                serverFuture.get();
 | 
			
		||||
            }
 | 
			
		||||
            catch (ExecutionException e) {
 | 
			
		||||
                LOGGER.log(Level.ERROR, "Failed to start server", e.getCause());
 | 
			
		||||
            }
 | 
			
		||||
            catch (InterruptedException e) {
 | 
			
		||||
                LOGGER.log(Level.WARNING, "Server thread was interrupted", e);
 | 
			
		||||
                Thread.currentThread().interrupt();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
 
 | 
			
		||||
@@ -0,0 +1,38 @@
 | 
			
		||||
package pp.battleship.client;
 | 
			
		||||
 | 
			
		||||
import com.simsilica.lemur.Slider;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents a volume slider for controlling the background music volume in the Battleship game.
 | 
			
		||||
 * This class extends the {@link Slider} class and interfaces with the {@link GameMusic} instance
 | 
			
		||||
 * to adjust the volume settings based on user input.
 | 
			
		||||
 */
 | 
			
		||||
public class VolumeSlider extends Slider {
 | 
			
		||||
    private final GameMusic gameMusic;
 | 
			
		||||
    private float volume;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new VolumeSlider instance and initializes it with the current volume level
 | 
			
		||||
     * from the game music preferences.
 | 
			
		||||
     *
 | 
			
		||||
     * @param gameMusic the instance of {@link GameMusic} to control music volume
 | 
			
		||||
     */
 | 
			
		||||
    public VolumeSlider(GameMusic gameMusic) {
 | 
			
		||||
        super();
 | 
			
		||||
        this.gameMusic = gameMusic;
 | 
			
		||||
        volume = gameMusic.getVolume();
 | 
			
		||||
        getModel().setPercent(volume);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the volume setting based on the current slider position.
 | 
			
		||||
     * If the slider's percent value has changed, it updates the music volume
 | 
			
		||||
     * in the associated {@link GameMusic} instance.
 | 
			
		||||
     */
 | 
			
		||||
    public void update() {
 | 
			
		||||
        if (getModel().getPercent() != volume) {
 | 
			
		||||
            this.volume = (float) getModel().getPercent();
 | 
			
		||||
            gameMusic.setMusicVolume(volume);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -5,7 +5,7 @@
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
package pp.battleship.client.server;
 | 
			
		||||
package pp.battleship.client.clienthost;
 | 
			
		||||
 | 
			
		||||
import com.jme3.network.ConnectionListener;
 | 
			
		||||
import com.jme3.network.HostedConnection;
 | 
			
		||||
@@ -18,11 +18,14 @@
 | 
			
		||||
import pp.battleship.game.server.Player;
 | 
			
		||||
import pp.battleship.game.server.ServerGameLogic;
 | 
			
		||||
import pp.battleship.game.server.ServerSender;
 | 
			
		||||
import pp.battleship.message.client.AnimationEndMessage;
 | 
			
		||||
import pp.battleship.message.client.AnimationFinishedMessage;
 | 
			
		||||
import pp.battleship.message.client.ClientMessage;
 | 
			
		||||
import pp.battleship.message.client.MapMessage;
 | 
			
		||||
import pp.battleship.message.client.ShootMessage;
 | 
			
		||||
import pp.battleship.message.server.*;
 | 
			
		||||
import pp.battleship.message.server.EffectMessage;
 | 
			
		||||
import pp.battleship.message.server.GameDetails;
 | 
			
		||||
import pp.battleship.message.server.ServerMessage;
 | 
			
		||||
import pp.battleship.message.server.StartBattleMessage;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
import pp.battleship.model.IntPoint;
 | 
			
		||||
import pp.battleship.model.Shot;
 | 
			
		||||
@@ -39,16 +42,14 @@
 | 
			
		||||
/**
 | 
			
		||||
 * Server implementing the visitor pattern as MessageReceiver for ClientMessages
 | 
			
		||||
 */
 | 
			
		||||
public class BattleshipServer implements MessageListener<HostedConnection>, ConnectionListener, ServerSender {
 | 
			
		||||
    private static final Logger LOGGER = System.getLogger(BattleshipServer.class.getName());
 | 
			
		||||
public class BattleshipServerClient implements MessageListener<HostedConnection>, ConnectionListener, ServerSender {
 | 
			
		||||
    private static final Logger LOGGER = System.getLogger(BattleshipServerClient.class.getName());
 | 
			
		||||
    private static final File CONFIG_FILE = new File("server.properties");
 | 
			
		||||
 | 
			
		||||
    private static int port;
 | 
			
		||||
 | 
			
		||||
    private final BattleshipConfig config = new BattleshipConfig();
 | 
			
		||||
    private Server myServer;
 | 
			
		||||
    private final ServerGameLogic logic;
 | 
			
		||||
    private final BlockingQueue<ReceivedMessage> pendingMessages = new LinkedBlockingQueue<>();
 | 
			
		||||
    private final BlockingQueue<ReceivedMessageClient> pendingMessages = new LinkedBlockingQueue<>();
 | 
			
		||||
 | 
			
		||||
    static {
 | 
			
		||||
        // Configure logging
 | 
			
		||||
@@ -63,22 +64,37 @@ public class BattleshipServer implements MessageListener<HostedConnection>, Conn
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates the server.
 | 
			
		||||
     * Creates the server and reads the configuration from the specified file.
 | 
			
		||||
     * Initializes the game logic and sets up logging.
 | 
			
		||||
     */
 | 
			
		||||
    public BattleshipServer(int port) {
 | 
			
		||||
    public BattleshipServerClient() {
 | 
			
		||||
        config.readFromIfExists(CONFIG_FILE);
 | 
			
		||||
        BattleshipServer.port = port;
 | 
			
		||||
        LOGGER.log(Level.INFO, "Configuration: {0}", config); //NON-NLS
 | 
			
		||||
        logic = new ServerGameLogic(this, config);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void run() {
 | 
			
		||||
        startServer();
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if the server is ready.
 | 
			
		||||
     *
 | 
			
		||||
     * @return true if the server is running, false otherwise
 | 
			
		||||
     */
 | 
			
		||||
    public boolean isReady() {
 | 
			
		||||
        return myServer != null && myServer.isRunning();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Starts the server and continuously processes incoming messages.
 | 
			
		||||
     */
 | 
			
		||||
    public void run(int port) {
 | 
			
		||||
        startServer(port);
 | 
			
		||||
        while (true)
 | 
			
		||||
            processNextMessage();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void startServer() {
 | 
			
		||||
    /**
 | 
			
		||||
     * Starts the server by creating a network server on the specified port.
 | 
			
		||||
     */
 | 
			
		||||
    private void startServer(int port) {
 | 
			
		||||
        try {
 | 
			
		||||
            LOGGER.log(Level.INFO, "Starting server..."); //NON-NLS
 | 
			
		||||
            myServer = Network.createServer(port);
 | 
			
		||||
@@ -93,6 +109,9 @@ private void startServer() {
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Processes the next message in the queue.
 | 
			
		||||
     */
 | 
			
		||||
    private void processNextMessage() {
 | 
			
		||||
        try {
 | 
			
		||||
            pendingMessages.take().process(logic);
 | 
			
		||||
@@ -103,24 +122,28 @@ private void processNextMessage() {
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Registers all serializable message classes for network transmission.
 | 
			
		||||
     */
 | 
			
		||||
    private void initializeSerializables() {
 | 
			
		||||
        Serializer.registerClass(GameDetails.class);
 | 
			
		||||
        Serializer.registerClass(StartBattleMessage.class);
 | 
			
		||||
        Serializer.registerClass(MapMessage.class);
 | 
			
		||||
        Serializer.registerClass(ShootMessage.class);
 | 
			
		||||
        Serializer.registerClass(EffectMessage.class);
 | 
			
		||||
        Serializer.registerClass(AnimationFinishedMessage.class);
 | 
			
		||||
        Serializer.registerClass(Battleship.class);
 | 
			
		||||
        Serializer.registerClass(IntPoint.class);
 | 
			
		||||
        Serializer.registerClass(Shot.class);
 | 
			
		||||
        Serializer.registerClass(AnimationEndMessage.class);
 | 
			
		||||
        Serializer.registerClass(AnimationStartMessage.class);
 | 
			
		||||
        Serializer.registerClass(SwitchBattleState.class);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Registers the message and connection listeners for the server.
 | 
			
		||||
     */
 | 
			
		||||
    private void registerListeners() {
 | 
			
		||||
        myServer.addMessageListener(this, MapMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, ShootMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, AnimationEndMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, AnimationFinishedMessage.class);
 | 
			
		||||
        myServer.addConnectionListener(this);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
@@ -128,7 +151,7 @@ private void registerListeners() {
 | 
			
		||||
    public void messageReceived(HostedConnection source, Message message) {
 | 
			
		||||
        LOGGER.log(Level.INFO, "message received from {0}: {1}", source.getId(), message); //NON-NLS
 | 
			
		||||
        if (message instanceof ClientMessage clientMessage)
 | 
			
		||||
            pendingMessages.add(new ReceivedMessage(clientMessage, source.getId()));
 | 
			
		||||
            pendingMessages.add(new ReceivedMessageClient(clientMessage, source.getId()));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
@@ -149,6 +172,11 @@ public void connectionRemoved(Server server, HostedConnection hostedConnection)
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Shuts down the server and closes all active connections.
 | 
			
		||||
     *
 | 
			
		||||
     * @param exitValue the exit code to terminate the program with
 | 
			
		||||
     */
 | 
			
		||||
    private void exit(int exitValue) { //NON-NLS
 | 
			
		||||
        LOGGER.log(Level.INFO, "close request"); //NON-NLS
 | 
			
		||||
        if (myServer != null)
 | 
			
		||||
@@ -5,12 +5,12 @@
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
package pp.battleship.client.server;
 | 
			
		||||
package pp.battleship.client.clienthost;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.message.client.ClientInterpreter;
 | 
			
		||||
import pp.battleship.message.client.ClientMessage;
 | 
			
		||||
 | 
			
		||||
record ReceivedMessage(ClientMessage message, int from) {
 | 
			
		||||
record ReceivedMessageClient(ClientMessage message, int from) {
 | 
			
		||||
    void process(ClientInterpreter interpreter) {
 | 
			
		||||
        message.accept(interpreter, from);
 | 
			
		||||
    }
 | 
			
		||||
@@ -1,179 +0,0 @@
 | 
			
		||||
package pp.battleship.client.gui;
 | 
			
		||||
 | 
			
		||||
import com.jme3.app.Application;
 | 
			
		||||
import com.jme3.asset.AssetManager;
 | 
			
		||||
import com.jme3.effect.ParticleEmitter;
 | 
			
		||||
import com.jme3.effect.ParticleMesh;
 | 
			
		||||
import com.jme3.effect.ParticleMesh.Type;
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.scene.control.AbstractControl;
 | 
			
		||||
import pp.battleship.model.Shot;
 | 
			
		||||
 | 
			
		||||
import java.lang.System.Logger;
 | 
			
		||||
import java.lang.System.Logger.Level;
 | 
			
		||||
import java.util.Timer;
 | 
			
		||||
import java.util.TimerTask;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * This class is used to handle the effects for impacts
 | 
			
		||||
 */
 | 
			
		||||
public class EffectHandler {
 | 
			
		||||
 | 
			
		||||
    private final AssetManager assetManager;
 | 
			
		||||
    static final Logger LOGGER = System.getLogger(EffectHandler.class.getName());
 | 
			
		||||
 | 
			
		||||
    private Material particleMat;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * the constructor is used to get the asset manager from the app
 | 
			
		||||
     *
 | 
			
		||||
     * @param app the main application
 | 
			
		||||
     */
 | 
			
		||||
    public EffectHandler(Application app) {
 | 
			
		||||
        assetManager = app.getAssetManager();
 | 
			
		||||
        particleMat = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * creates a new HitEffect
 | 
			
		||||
     *
 | 
			
		||||
     * @param battleshipNode the node of the ship
 | 
			
		||||
     * @param shot the shot which triggered the effect
 | 
			
		||||
     */
 | 
			
		||||
    public void createHitEffect(Node battleshipNode, Shot shot) {
 | 
			
		||||
        createFieryEffect(battleshipNode,shot, "HitEffect", 30, 0.45f, 0.1f, -0.5f, 1f , 2f, false);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * creates a new FireEffect
 | 
			
		||||
     *
 | 
			
		||||
     * @param battleshipNode the node of the ship
 | 
			
		||||
     * @param shot the shot which triggered the effect
 | 
			
		||||
     */
 | 
			
		||||
    public void createFireEffect(Node battleshipNode, Shot shot) {
 | 
			
		||||
        createFieryEffect(battleshipNode, shot, "FireEffect", 30, 0.1f, 0.05f, -0.9f, 1f , 2f, true);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * creates a fiery type hit effect
 | 
			
		||||
     *
 | 
			
		||||
     * @param battleshipNode the ship to which the effect should be attached
 | 
			
		||||
     * @param shot the shot that triggered the effect
 | 
			
		||||
     * @param name the name of the particle emitter
 | 
			
		||||
     * @param numOfParticle the overall numberOfParticles
 | 
			
		||||
     * @param startSize the start size of the particles
 | 
			
		||||
     * @param endSize the end size of the particles
 | 
			
		||||
     * @param gravity the gravity of the particles
 | 
			
		||||
     * @param lowLife the lowest lifetime of a particle
 | 
			
		||||
     * @param highLife the maximum lifetime of a particle
 | 
			
		||||
     * @param loop if the effect should be looped
 | 
			
		||||
     */
 | 
			
		||||
    public void createFieryEffect(Node battleshipNode, Shot shot, String name, int numOfParticle, float startSize, float endSize, float gravity,
 | 
			
		||||
                                    float lowLife, float highLife, boolean loop) {
 | 
			
		||||
        ParticleEmitter fieryEffect = new ParticleEmitter(name, Type.Triangle, numOfParticle);
 | 
			
		||||
        fieryEffect.setMaterial(particleMat);
 | 
			
		||||
        fieryEffect.setImagesX(2);
 | 
			
		||||
        fieryEffect.setImagesY(2);
 | 
			
		||||
        fieryEffect.setStartColor(ColorRGBA.Orange);
 | 
			
		||||
        fieryEffect.setEndColor(ColorRGBA.Red);
 | 
			
		||||
        fieryEffect.getParticleInfluencer().setInitialVelocity(new Vector3f(0,1,0));
 | 
			
		||||
        fieryEffect.setStartSize(startSize);
 | 
			
		||||
        fieryEffect.setEndSize(endSize);
 | 
			
		||||
        fieryEffect.setGravity(0, gravity, 0);
 | 
			
		||||
        fieryEffect.setLowLife(lowLife);
 | 
			
		||||
        fieryEffect.setHighLife(highLife);
 | 
			
		||||
 | 
			
		||||
        if(!loop) {
 | 
			
		||||
            fieryEffect.setLocalTranslation(shot.getY() + 0.5f, 0 , shot.getX() + 0.5f);
 | 
			
		||||
            fieryEffect.setParticlesPerSec(0);
 | 
			
		||||
            fieryEffect.emitAllParticles();
 | 
			
		||||
        } else {
 | 
			
		||||
            fieryEffect.setLocalTranslation(shot.getY() + 0.5f, 0 , shot.getX() + 0.5f);
 | 
			
		||||
            fieryEffect.getLocalTranslation().subtractLocal(battleshipNode.getLocalTranslation());
 | 
			
		||||
            fieryEffect.setParticlesPerSec(10);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        battleshipNode.attachChild(fieryEffect);
 | 
			
		||||
        LOGGER.log(Level.DEBUG, "Created {0} at {1}", name ,fieryEffect.getLocalTranslation().toString());
 | 
			
		||||
 | 
			
		||||
        fieryEffect.addControl(new EffectControl(fieryEffect, battleshipNode));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * This method is used to create a miss effect at a certain location
 | 
			
		||||
     */
 | 
			
		||||
    public ParticleEmitter createMissEffect(Shot shot) {
 | 
			
		||||
        ParticleEmitter missEffect = new ParticleEmitter("MissEffect", Type.Triangle, 15);
 | 
			
		||||
        missEffect.setMaterial(particleMat);
 | 
			
		||||
        missEffect.setImagesX(2);
 | 
			
		||||
        missEffect.setImagesY(2);
 | 
			
		||||
        missEffect.setStartColor(ColorRGBA.Blue);  // Water color
 | 
			
		||||
        missEffect.setEndColor(ColorRGBA.Cyan);
 | 
			
		||||
        missEffect.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 1, 0));
 | 
			
		||||
        missEffect.setStartSize(0.3f);
 | 
			
		||||
        missEffect.setEndSize(0.05f);
 | 
			
		||||
        missEffect.setGravity(0, -0.1f, 0);
 | 
			
		||||
        missEffect.setLowLife(0.5f);
 | 
			
		||||
        missEffect.setHighLife(1.5f);
 | 
			
		||||
        missEffect.setParticlesPerSec(0);
 | 
			
		||||
        missEffect.setLocalTranslation(shot.getY() + 0.5f, 0 , shot.getX() + 0.5f);
 | 
			
		||||
        missEffect.emitAllParticles();
 | 
			
		||||
 | 
			
		||||
        missEffect.addControl(new EffectControl(missEffect));
 | 
			
		||||
 | 
			
		||||
        return missEffect;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * This inner class is used to control the effects
 | 
			
		||||
     */
 | 
			
		||||
    private static class EffectControl extends AbstractControl {
 | 
			
		||||
        private final ParticleEmitter emitter;
 | 
			
		||||
        private final Node parentNode;
 | 
			
		||||
 | 
			
		||||
        /**
 | 
			
		||||
         * this constructor is used to when the effect should be attached to a specific node
 | 
			
		||||
         *
 | 
			
		||||
         * @param emitter the Particle emitter to be controlled
 | 
			
		||||
         * @param parentNode the node to be attached
 | 
			
		||||
         */
 | 
			
		||||
        public EffectControl(ParticleEmitter emitter, Node parentNode) {
 | 
			
		||||
            this.emitter = emitter;
 | 
			
		||||
            this.parentNode = parentNode;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /**
 | 
			
		||||
         * This constructor is used when the effect shouldn't be attached to
 | 
			
		||||
         * a specific node
 | 
			
		||||
         *
 | 
			
		||||
         * @param emitter the Particle emitter to be controlled
 | 
			
		||||
         */
 | 
			
		||||
        public EffectControl(ParticleEmitter emitter){
 | 
			
		||||
            this.emitter = emitter;
 | 
			
		||||
            this.parentNode = null;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /**
 | 
			
		||||
         * The method which checks if the Effect is not rendered anymore so it can be removed
 | 
			
		||||
         *
 | 
			
		||||
         * @param tpf time per frame (in seconds)
 | 
			
		||||
         */
 | 
			
		||||
        @Override
 | 
			
		||||
        protected void controlUpdate(float tpf) {
 | 
			
		||||
            if (emitter.getParticlesPerSec() == 0 && emitter.getNumVisibleParticles() == 0) {
 | 
			
		||||
                if (parentNode != null)
 | 
			
		||||
                    parentNode.detachChild(emitter);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /**
 | 
			
		||||
         * @param rm the RenderManager rendering the controlled Spatial (not null)
 | 
			
		||||
         * @param vp the ViewPort being rendered (not null)
 | 
			
		||||
         */
 | 
			
		||||
        @Override
 | 
			
		||||
        protected void controlRender(com.jme3.renderer.RenderManager rm, com.jme3.renderer.ViewPort vp) {}
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -28,7 +28,7 @@
 | 
			
		||||
 * and interaction between the model and the view.
 | 
			
		||||
 */
 | 
			
		||||
class MapView {
 | 
			
		||||
    private static final float FIELD_SIZE = 40f;
 | 
			
		||||
    public static final float FIELD_SIZE = 40f;
 | 
			
		||||
    private static final float GRID_LINE_WIDTH = 2f;
 | 
			
		||||
    private static final float BACKGROUND_DEPTH = -4f;
 | 
			
		||||
    private static final float GRID_DEPTH = -1f;
 | 
			
		||||
 
 | 
			
		||||
@@ -7,16 +7,20 @@
 | 
			
		||||
 | 
			
		||||
package pp.battleship.client.gui;
 | 
			
		||||
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.material.RenderState;
 | 
			
		||||
import com.jme3.material.RenderState.BlendMode;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.scene.Geometry;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.scene.Spatial;
 | 
			
		||||
import com.jme3.scene.shape.Sphere;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
import pp.battleship.model.IntPoint;
 | 
			
		||||
import pp.battleship.model.Shell;
 | 
			
		||||
import pp.battleship.model.Shot;
 | 
			
		||||
import pp.util.Position;
 | 
			
		||||
import java.lang.System.Logger;
 | 
			
		||||
 | 
			
		||||
import static com.jme3.material.Materials.UNSHADED;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Synchronizes the visual representation of the ship map with the game model.
 | 
			
		||||
@@ -28,11 +32,8 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
 | 
			
		||||
    private static final float SHIP_LINE_WIDTH = 6f;
 | 
			
		||||
    private static final float SHOT_DEPTH = -2f;
 | 
			
		||||
    private static final float SHIP_DEPTH = 0f;
 | 
			
		||||
    private static final float SHELL_DEPTH = 1f;
 | 
			
		||||
    private static final float INDENT = 4f;
 | 
			
		||||
    private static final float SHELL_DEPTH = 8f;
 | 
			
		||||
 | 
			
		||||
    private static final float SHELL_SIZE = 0.75f;
 | 
			
		||||
    private static final float SHELL_CENTERED_IN_MAP_GRID = 0.0625f;
 | 
			
		||||
 | 
			
		||||
    // Colors used for different visual elements
 | 
			
		||||
    private static final ColorRGBA HIT_COLOR = ColorRGBA.Red;
 | 
			
		||||
@@ -44,8 +45,6 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
 | 
			
		||||
    // The MapView associated with this synchronizer
 | 
			
		||||
    private final MapView view;
 | 
			
		||||
 | 
			
		||||
    static final Logger LOGGER = System.getLogger(MapViewSynchronizer.class.getName());
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new MapViewSynchronizer for the given MapView.
 | 
			
		||||
     * Initializes the synchronizer and adds existing elements from the model to the view.
 | 
			
		||||
@@ -67,7 +66,6 @@ public MapViewSynchronizer(MapView view) {
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public Spatial visit(Shot shot) {
 | 
			
		||||
        LOGGER.log(Logger.Level.DEBUG, "Visiting " + shot);
 | 
			
		||||
        // Convert the shot's model coordinates to view coordinates
 | 
			
		||||
        final Position p1 = view.modelToView(shot.getX(), shot.getY());
 | 
			
		||||
        final Position p2 = view.modelToView(shot.getX() + 1, shot.getY() + 1);
 | 
			
		||||
@@ -120,24 +118,23 @@ public Spatial visit(Battleship ship) {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method will create a representation of a shell in the map
 | 
			
		||||
     * Creates and returns a Spatial representation of the given {@code Shell} object
 | 
			
		||||
     * for 2D visualization in the game. The shell is represented as a circle.
 | 
			
		||||
     *
 | 
			
		||||
     * @param shell the Shell element to visit
 | 
			
		||||
     * @return the node the representation is attached to
 | 
			
		||||
     * @param shell The {@code Shell} object to be visualized.
 | 
			
		||||
     * @return A {@code Spatial} object representing the shell on the map.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public Spatial visit(Shell shell) {
 | 
			
		||||
        LOGGER.log(Logger.Level.DEBUG, "Visiting {0}", shell);
 | 
			
		||||
        final Node shellNode = new Node("shell");
 | 
			
		||||
        final Position p1 = view.modelToView(shell.getX(), shell.getY());
 | 
			
		||||
        final Position p2 = view.modelToView(shell.getX() + SHELL_SIZE, shell.getY() + SHELL_SIZE);
 | 
			
		||||
 | 
			
		||||
        final Position startPosition = view.modelToView(SHELL_CENTERED_IN_MAP_GRID, SHELL_CENTERED_IN_MAP_GRID);
 | 
			
		||||
 | 
			
		||||
        shellNode.attachChild(view.getApp().getDraw().makeRectangle(startPosition.getX(), startPosition.getY(), SHELL_DEPTH, p2.getX() - p1.getX(), p2.getY() - p1.getY(), ColorRGBA.Black));
 | 
			
		||||
        shellNode.setLocalTranslation(startPosition.getX(), startPosition.getY(), SHELL_DEPTH);
 | 
			
		||||
        shellNode.addControl(new ShellMapControl(p1, view.getApp(), new IntPoint(shell.getX(), shell.getY())));
 | 
			
		||||
        return shellNode;
 | 
			
		||||
        final ColorRGBA color = ColorRGBA.Black;
 | 
			
		||||
        Geometry ellipse = new Geometry("ellipse", new Sphere(50, 50, MapView.FIELD_SIZE / 2 * 0.8f));
 | 
			
		||||
        Material mat = new Material(view.getApp().getAssetManager(), UNSHADED); //NON-NLS
 | 
			
		||||
        mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
 | 
			
		||||
        mat.getAdditionalRenderState().setFaceCullMode(RenderState.FaceCullMode.Off);
 | 
			
		||||
        mat.setColor("Color", color);
 | 
			
		||||
        ellipse.setMaterial(mat);
 | 
			
		||||
        ellipse.addControl(new Shell2DControl(view, shell));
 | 
			
		||||
        return ellipse;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
@@ -151,7 +148,6 @@ public Spatial visit(Shell shell) {
 | 
			
		||||
     * @return a Geometry representing the line
 | 
			
		||||
     */
 | 
			
		||||
    private Geometry shipLine(float x1, float y1, float x2, float y2, ColorRGBA color) {
 | 
			
		||||
        LOGGER.log(Logger.Level.DEBUG, "created ship line");
 | 
			
		||||
        return view.getApp().getDraw().makeFatLine(x1, y1, x2, y2, SHIP_DEPTH, color, SHIP_LINE_WIDTH);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -8,15 +8,26 @@
 | 
			
		||||
package pp.battleship.client.gui;
 | 
			
		||||
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.material.RenderState;
 | 
			
		||||
import com.jme3.renderer.queue.RenderQueue;
 | 
			
		||||
import com.jme3.material.RenderState.BlendMode;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
 | 
			
		||||
import com.jme3.scene.Geometry;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.scene.Spatial;
 | 
			
		||||
import com.jme3.scene.shape.Box;
 | 
			
		||||
import com.jme3.scene.shape.Cylinder;
 | 
			
		||||
import pp.battleship.client.BattleshipApp;
 | 
			
		||||
import pp.battleship.model.*;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
import pp.battleship.model.Rotation;
 | 
			
		||||
import pp.battleship.model.Shell;
 | 
			
		||||
import pp.battleship.model.ShipMap;
 | 
			
		||||
import pp.battleship.model.Shot;
 | 
			
		||||
 | 
			
		||||
import java.util.Timer;
 | 
			
		||||
import java.util.TimerTask;
 | 
			
		||||
 | 
			
		||||
import static java.util.Objects.requireNonNull;
 | 
			
		||||
import static pp.JmeUtil.mapToWorldCord;
 | 
			
		||||
import static pp.util.FloatMath.HALF_PI;
 | 
			
		||||
import static pp.util.FloatMath.PI;
 | 
			
		||||
 | 
			
		||||
@@ -28,15 +39,13 @@
 | 
			
		||||
 */
 | 
			
		||||
class SeaSynchronizer extends ShipMapSynchronizer {
 | 
			
		||||
    private static final String UNSHADED = "Common/MatDefs/Misc/Unshaded.j3md"; //NON-NLS
 | 
			
		||||
    private static final String KING_GEORGE_V_MODEL = "Models/KingGeorgeV/KingGeorgeV.j3o";
 | 
			
		||||
    private static final String UBOAT = "Models/UBoat/14084_WWII_Ship_German_Type_II_U-boat_v2_L1.obj"; //NON-NLS
 | 
			
		||||
    private static final String BATTLE_SHIP_MODERN = "Models/BattleShipModern/Destroyer.j3o";
 | 
			
		||||
    private static final String BATTLE_SHIP_MODERN_TEXTURE = "Models/BattleShipModern/BattleshipC.jpg";
 | 
			
		||||
    private static final String PATROL_BOAT = "Models/PatrolBoat/12219_boat_v2_L2.obj";
 | 
			
		||||
    private static final String SHELL_ROCKET = "Models/Rocket/Rocket.obj";
 | 
			
		||||
    private static final String LIGHTING = "Common/MatDefs/Light/Lighting.j3md";
 | 
			
		||||
    private static final String COLOR = "Color"; //NON-NLS
 | 
			
		||||
    private static final String SHIP = "ship"; //NON-NLS
 | 
			
		||||
    private static final String SHELL = "shell";
 | 
			
		||||
    private final EffectHandler effectHandler;
 | 
			
		||||
    private static final String SHOT = "shot"; //NON-NLS
 | 
			
		||||
    private static final ColorRGBA BOX_COLOR = ColorRGBA.Gray;
 | 
			
		||||
    private static final ColorRGBA SPLASH_COLOR = new ColorRGBA(0f, 0f, 1f, 0.4f);
 | 
			
		||||
    private static final ColorRGBA HIT_COLOR = new ColorRGBA(1f, 0f, 0f, 0.4f);
 | 
			
		||||
 | 
			
		||||
    private final ShipMap map;
 | 
			
		||||
    private final BattleshipApp app;
 | 
			
		||||
@@ -52,7 +61,6 @@ public SeaSynchronizer(BattleshipApp app, Node root, ShipMap map) {
 | 
			
		||||
        super(app.getGameLogic().getOwnMap(), root);
 | 
			
		||||
        this.app = app;
 | 
			
		||||
        this.map = map;
 | 
			
		||||
        effectHandler = new EffectHandler(app);
 | 
			
		||||
        addExisting();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
@@ -66,7 +74,11 @@ public SeaSynchronizer(BattleshipApp app, Node root, ShipMap map) {
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public Spatial visit(Shot shot) {
 | 
			
		||||
        return shot.isHit() ? handleHit(shot) : effectHandler.createMissEffect(shot);
 | 
			
		||||
        return shot.isHit() ? handleHit(shot) : handleMiss(shot);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private Spatial handleMiss(Shot shot) {
 | 
			
		||||
        return app.getEffectHandler().waterSplash(mapToWorldCord(shot.getX(), shot.getY()));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
@@ -80,13 +92,46 @@ public Spatial visit(Shot shot) {
 | 
			
		||||
    private Spatial handleHit(Shot shot) {
 | 
			
		||||
        final Battleship ship = requireNonNull(map.findShipAt(shot), "Missing ship");
 | 
			
		||||
        final Node shipNode = requireNonNull((Node) getSpatial(ship), "Missing ship node");
 | 
			
		||||
        shipNode.getControl(ShipControl.class).hit(shot);
 | 
			
		||||
        if (ship.isDestroyed()) {
 | 
			
		||||
            shipNode.getControl(ShipControl.class).destroyed();
 | 
			
		||||
 | 
			
		||||
        effectHandler.createHitEffect(shipNode, shot);
 | 
			
		||||
        effectHandler.createFireEffect(shipNode, shot);
 | 
			
		||||
 | 
			
		||||
            new Timer().schedule(new TimerTask() {
 | 
			
		||||
                @Override
 | 
			
		||||
                public void run() {
 | 
			
		||||
                    handleShipDestroy(shipNode);
 | 
			
		||||
                }
 | 
			
		||||
            }, 10000);
 | 
			
		||||
        }
 | 
			
		||||
        return null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void handleShipDestroy(Node shipNode) {
 | 
			
		||||
        shipNode.getParent().detachChild(shipNode);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a cylinder geometry representing the specified shot.
 | 
			
		||||
     * The appearance of the cylinder depends on whether the shot is a hit or a miss.
 | 
			
		||||
     *
 | 
			
		||||
     * @param shot the shot to be represented
 | 
			
		||||
     * @return the geometry representing the shot
 | 
			
		||||
     */
 | 
			
		||||
    private Geometry createCylinder(Shot shot) {
 | 
			
		||||
        final ColorRGBA color = shot.isHit() ? HIT_COLOR : SPLASH_COLOR;
 | 
			
		||||
        final float height = shot.isHit() ? 1.2f : 0.1f;
 | 
			
		||||
 | 
			
		||||
        final Cylinder cylinder = new Cylinder(2, 20, 0.45f, height, true);
 | 
			
		||||
        final Geometry geometry = new Geometry(SHOT, cylinder);
 | 
			
		||||
 | 
			
		||||
        geometry.setMaterial(createColoredMaterial(color));
 | 
			
		||||
        geometry.rotate(HALF_PI, 0f, 0f);
 | 
			
		||||
        // compute the center of the shot in world coordinates
 | 
			
		||||
        geometry.setLocalTranslation(shot.getY() + 0.5f, 0f, shot.getX() + 0.5f);
 | 
			
		||||
 | 
			
		||||
        return geometry;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Visits a {@link Battleship} and creates a graphical representation of it.
 | 
			
		||||
     * The representation is either a 3D model or a simple box depending on the
 | 
			
		||||
@@ -103,43 +148,28 @@ public Spatial visit(Battleship ship) {
 | 
			
		||||
        final float x = 0.5f * (ship.getMinY() + ship.getMaxY() + 1f);
 | 
			
		||||
        final float z = 0.5f * (ship.getMinX() + ship.getMaxX() + 1f);
 | 
			
		||||
        node.setLocalTranslation(x, 0f, z);
 | 
			
		||||
        node.addControl(new ShipControl(ship));
 | 
			
		||||
        node.addControl(new ShipControl(ship, node, app.getEffectHandler()));
 | 
			
		||||
        return node;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Visits a shell and creates a graphical representation
 | 
			
		||||
     * Creates and returns a 3D model representation of the given {@code Shell} object
 | 
			
		||||
     * for visualization in the game.
 | 
			
		||||
     *
 | 
			
		||||
     * @param shell the Shell element to visit
 | 
			
		||||
     * @return the node containing the graphical representation
 | 
			
		||||
     * @param shell The {@code Shell} object to be visualized.
 | 
			
		||||
     * @return A {@code Spatial} object representing the 3D model of the shell.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public Spatial visit(Shell shell){
 | 
			
		||||
        final Node node = new Node(SHELL);
 | 
			
		||||
        node.attachChild(createRocket());
 | 
			
		||||
 | 
			
		||||
        final float x = shell.getY();
 | 
			
		||||
        final float z = shell.getX();
 | 
			
		||||
 | 
			
		||||
        node.setLocalTranslation(x + 0.5f, 10f, z + 0.5f);
 | 
			
		||||
        ShellControl shellControl = new ShellControl(shell, app);
 | 
			
		||||
        node.addControl(shellControl);
 | 
			
		||||
        return node;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * creates the spatial representation of a rocket
 | 
			
		||||
     *
 | 
			
		||||
     * @return a spatial the rocket
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial createRocket() {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel(SHELL_ROCKET);
 | 
			
		||||
 | 
			
		||||
        model.rotate(PI, 0f, 0f);
 | 
			
		||||
        model.scale(0.002f);
 | 
			
		||||
    public Spatial visit(Shell shell) {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel("Models/Shell/shell.j3o");
 | 
			
		||||
        model.setLocalScale(.05f);
 | 
			
		||||
        model.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
        model.move(0, 0, 0);
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), LIGHTING);
 | 
			
		||||
        mat.setTexture("DiffuseMap", app.getAssetManager().loadTexture("Models/Shell/shell_color.png"));
 | 
			
		||||
        mat.setReceivesShadows(true);
 | 
			
		||||
        model.setMaterial(mat);
 | 
			
		||||
 | 
			
		||||
        model.addControl(new ShellControl(shell));
 | 
			
		||||
        return model;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
@@ -152,85 +182,73 @@ private Spatial createRocket() {
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial createShip(Battleship ship) {
 | 
			
		||||
        return switch (ship.getLength()) {
 | 
			
		||||
            case 1 -> createPatrolBoat(ship);
 | 
			
		||||
            case 2 -> createModernBattleship(ship);
 | 
			
		||||
            case 3 -> createUBoat(ship);
 | 
			
		||||
            case 4 -> createBattleship(ship);
 | 
			
		||||
            default -> throw new IllegalArgumentException("Ship length must be between 1 and 4 units long");
 | 
			
		||||
            case 1 -> createBattleship(ship, ShipModel.SHIP1);
 | 
			
		||||
            case 2 -> createBattleship(ship, ShipModel.SHIP2);
 | 
			
		||||
            case 3 -> createBattleship(ship, ShipModel.SHIP3);
 | 
			
		||||
            case 4 -> createBattleship(ship, ShipModel.SHIP4);
 | 
			
		||||
            default -> createBox(ship);
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a simple box to represent a battleship that is not of the "King George V" type.
 | 
			
		||||
     *
 | 
			
		||||
     * @param ship the battleship to be represented
 | 
			
		||||
     * @return the geometry representing the battleship as a box
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial createBox(Battleship ship) {
 | 
			
		||||
        final Box box = new Box(0.5f * (ship.getMaxY() - ship.getMinY()) + 0.3f,
 | 
			
		||||
                                0.3f,
 | 
			
		||||
                                0.5f * (ship.getMaxX() - ship.getMinX()) + 0.3f);
 | 
			
		||||
        final Geometry geometry = new Geometry(SHIP, box);
 | 
			
		||||
        geometry.setMaterial(createColoredMaterial(BOX_COLOR));
 | 
			
		||||
        geometry.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
 | 
			
		||||
        return geometry;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a new {@link Material} with the specified color.
 | 
			
		||||
     * If the color includes transparency (i.e., alpha value less than 1),
 | 
			
		||||
     * the material's render state is set to use alpha blending, allowing for
 | 
			
		||||
     * semi-transparent rendering.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color the {@link ColorRGBA} to be applied to the material. If the alpha value
 | 
			
		||||
     *              of the color is less than 1, the material will support transparency.
 | 
			
		||||
     * @return a {@link Material} instance configured with the specified color and,
 | 
			
		||||
     * if necessary, alpha blending enabled.
 | 
			
		||||
     */
 | 
			
		||||
    private Material createColoredMaterial(ColorRGBA color) {
 | 
			
		||||
        final Material material = new Material(app.getAssetManager(), UNSHADED);
 | 
			
		||||
        if (color.getAlpha() < 1f)
 | 
			
		||||
            material.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
 | 
			
		||||
        material.setColor(COLOR, color);
 | 
			
		||||
        return material;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a detailed 3D model to represent a "King George V" battleship.
 | 
			
		||||
     *
 | 
			
		||||
     * @param ship the battleship to be represented
 | 
			
		||||
     * @return the spatial representing the "King George V" battleship
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial createBattleship(Battleship ship) {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel(KING_GEORGE_V_MODEL);
 | 
			
		||||
    private Spatial createBattleship(Battleship ship, ShipModel shipModel) {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel(shipModel.getPath());
 | 
			
		||||
 | 
			
		||||
        model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
 | 
			
		||||
        model.scale(1.48f);
 | 
			
		||||
        model.scale(shipModel.getScale());
 | 
			
		||||
        model.setLocalTranslation(shipModel.getTranslation());
 | 
			
		||||
        model.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
 | 
			
		||||
        return model;
 | 
			
		||||
    }
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), LIGHTING);
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * creates a detailed 3D model to represent an UBoat
 | 
			
		||||
     *
 | 
			
		||||
     * @param ship the ship to be represented
 | 
			
		||||
     * @return the spatial representing the Uboat
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial createUBoat(Battleship ship) {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel(UBOAT);
 | 
			
		||||
        String colorPath = shipModel.getColorPath();
 | 
			
		||||
        String bumpPath = shipModel.getBumpPath();
 | 
			
		||||
        if (colorPath != null) mat.setTexture("DiffuseMap", app.getAssetManager().loadTexture(colorPath));
 | 
			
		||||
        if (bumpPath != null) mat.setTexture("NormalMap", app.getAssetManager().loadTexture(bumpPath));
 | 
			
		||||
 | 
			
		||||
        model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
 | 
			
		||||
        model.scale(0.5f);
 | 
			
		||||
        model.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
        model.move(0, -0.3f, 0);
 | 
			
		||||
 | 
			
		||||
        return model;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * creates a detailed 3D model to represent the modern battleship
 | 
			
		||||
     *
 | 
			
		||||
     * @param ship the ship to be represented
 | 
			
		||||
     * @return the spatial representing the Modern Battleship
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial createModernBattleship(Battleship ship) {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel(BATTLE_SHIP_MODERN);
 | 
			
		||||
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), UNSHADED);
 | 
			
		||||
        mat.setTexture("ColorMap", app.getAssetManager().loadTexture(BATTLE_SHIP_MODERN_TEXTURE));
 | 
			
		||||
        mat.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Off);
 | 
			
		||||
        mat.setReceivesShadows(true);
 | 
			
		||||
        model.setMaterial(mat);
 | 
			
		||||
 | 
			
		||||
        model.setQueueBucket(RenderQueue.Bucket.Opaque);
 | 
			
		||||
 | 
			
		||||
        model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
 | 
			
		||||
        model.scale(0.08f);
 | 
			
		||||
        model.setLocalTranslation(0f, 0.2f, 0f);
 | 
			
		||||
        model.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
 | 
			
		||||
        return model;
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * creates a detailed 3D model to represent the patrol boat
 | 
			
		||||
     *
 | 
			
		||||
     * @param ship the ship to be represented
 | 
			
		||||
     * @return the spatial representing the patrol boat
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial createPatrolBoat(Battleship ship) {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel(PATROL_BOAT);
 | 
			
		||||
 | 
			
		||||
        model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
 | 
			
		||||
        model.scale(0.0005f);
 | 
			
		||||
        model.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
 | 
			
		||||
        return model;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -0,0 +1,49 @@
 | 
			
		||||
package pp.battleship.client.gui;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.renderer.RenderManager;
 | 
			
		||||
import com.jme3.renderer.ViewPort;
 | 
			
		||||
import com.jme3.scene.control.AbstractControl;
 | 
			
		||||
import pp.battleship.model.Shell;
 | 
			
		||||
import pp.util.Position;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Controls the 2D representation of a {@code Shell} in the game, updating its position
 | 
			
		||||
 * based on the shell's current state in the game model. The {@code Shell2DControl} class
 | 
			
		||||
 * is responsible for translating the shell's 3D position to a 2D view position within
 | 
			
		||||
 * the game's map view.
 | 
			
		||||
 */
 | 
			
		||||
public class Shell2DControl extends AbstractControl {
 | 
			
		||||
    private final Shell shell;
 | 
			
		||||
    private final MapView view;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new {@code Shell2DControl} to manage the 2D visualization of the given {@code Shell}.
 | 
			
		||||
     *
 | 
			
		||||
     * @param view  The {@code MapView} used to get information about the map to display.
 | 
			
		||||
     * @param shell The {@code Shell} being visualized.
 | 
			
		||||
     */
 | 
			
		||||
    public Shell2DControl(MapView view, Shell shell){
 | 
			
		||||
        this.shell = shell;
 | 
			
		||||
        this.view = view;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the position of the shell's 2D representation based on the shell's current
 | 
			
		||||
     * 3D position in the game model. The position is mapped from model space to view space
 | 
			
		||||
     * coordinates and translated to the appropriate location within the {@code MapView}.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf Time per frame, representing the time elapsed since the last frame.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlUpdate(float tpf) {
 | 
			
		||||
        Vector3f shellPos = shell.getPosition();
 | 
			
		||||
        Position viewPos = view.modelToView(shellPos.x, shellPos.z);
 | 
			
		||||
        spatial.setLocalTranslation(viewPos.getX() + MapView.FIELD_SIZE / 2, viewPos.getY() + MapView.FIELD_SIZE / 2, 0);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlRender(RenderManager rm, ViewPort vp) {
 | 
			
		||||
        // No rendering-specific behavior required for this control
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -1,65 +1,51 @@
 | 
			
		||||
package pp.battleship.client.gui;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Quaternion;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.renderer.RenderManager;
 | 
			
		||||
import com.jme3.renderer.ViewPort;
 | 
			
		||||
import com.jme3.scene.control.AbstractControl;
 | 
			
		||||
import pp.battleship.client.BattleshipApp;
 | 
			
		||||
import pp.battleship.message.client.AnimationEndMessage;
 | 
			
		||||
import pp.battleship.model.IntPoint;
 | 
			
		||||
import pp.battleship.model.Shell;
 | 
			
		||||
 | 
			
		||||
import java.lang.System.Logger;
 | 
			
		||||
import static pp.JmeUtil.mapToWorldCord;
 | 
			
		||||
import static pp.util.FloatMath.PI;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * This class controls a 3D representation of a shell
 | 
			
		||||
 * Controls the 3D representation of a {@code Shell} in the game, updating its position
 | 
			
		||||
 * and rotation based on the shell's current state in the game model. The {@code ShellControl}
 | 
			
		||||
 * class ensures that the spatial associated with the shell is positioned and oriented correctly
 | 
			
		||||
 * within the world.
 | 
			
		||||
 */
 | 
			
		||||
public class ShellControl extends AbstractControl {
 | 
			
		||||
    private final Shell shell;
 | 
			
		||||
    private final BattleshipApp app;
 | 
			
		||||
 | 
			
		||||
    private static final float MOVE_SPEED = 8.0f;
 | 
			
		||||
 | 
			
		||||
    static final Logger LOGGER = System.getLogger(ShellControl.class.getName());
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructor to create a new ShellControl object
 | 
			
		||||
     * Constructs a new {@code ShellControl} to manage the 3D visualization of the given {@code Shell}.
 | 
			
		||||
     *
 | 
			
		||||
     * @param shell the shell to be displayed
 | 
			
		||||
     * @param app the main application
 | 
			
		||||
     * @param shell The {@code Shell} being visualized and controlled.
 | 
			
		||||
     */
 | 
			
		||||
    public ShellControl(Shell shell, BattleshipApp app) {
 | 
			
		||||
    public ShellControl(Shell shell){
 | 
			
		||||
        super();
 | 
			
		||||
        this.shell = shell;
 | 
			
		||||
        this.app = app;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method moves the representation towards it destination
 | 
			
		||||
     * and deletes it if it reaches its target
 | 
			
		||||
     * Updates the 3D position and rotation of the shell based on its current state.
 | 
			
		||||
     * Converts map coordinates to world coordinates and applies the shell's orientation.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf time per frame (in seconds)
 | 
			
		||||
     * @param tpf Time per frame, representing the elapsed time since the last update.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlUpdate(float tpf) {
 | 
			
		||||
        spatial.move(0, -MOVE_SPEED * tpf, 0);
 | 
			
		||||
        spatial.rotate(0f, 0.05f, 0f);
 | 
			
		||||
        //LOGGER.log(System.Logger.Level.DEBUG, "moved rocket {0}", spatial.getLocalTranslation().getY());
 | 
			
		||||
        if (spatial.getLocalTranslation().getY() <= 1.5){
 | 
			
		||||
            spatial.getParent().detachChild(spatial);
 | 
			
		||||
            app.getGameLogic().send(new AnimationEndMessage(new IntPoint(shell.getX(), shell.getY())));
 | 
			
		||||
        }
 | 
			
		||||
        Vector3f pos = shell.getPosition();
 | 
			
		||||
        Vector3f fixed = mapToWorldCord(pos.x, pos.z);
 | 
			
		||||
        fixed.setY(pos.y);
 | 
			
		||||
        spatial.setLocalTranslation(fixed);
 | 
			
		||||
        spatial.setLocalRotation(shell.getRotation());
 | 
			
		||||
        spatial.rotate(PI/2,0,0);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * This method is called during the rendering phase, but it does not perform any
 | 
			
		||||
     * operations in this implementation as the control only influences the spatial's
 | 
			
		||||
     * transformation, not its rendering process.
 | 
			
		||||
     *
 | 
			
		||||
     * @param rm the RenderManager rendering the controlled Spatial (not null)
 | 
			
		||||
     * @param vp the ViewPort being rendered (not null)
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlRender(RenderManager rm, ViewPort vp) {
 | 
			
		||||
 | 
			
		||||
        // No rendering-specific behavior required for this control
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,63 +0,0 @@
 | 
			
		||||
package pp.battleship.client.gui;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.renderer.RenderManager;
 | 
			
		||||
import com.jme3.renderer.ViewPort;
 | 
			
		||||
import com.jme3.scene.control.AbstractControl;
 | 
			
		||||
import pp.battleship.client.BattleshipApp;
 | 
			
		||||
import pp.battleship.message.client.AnimationEndMessage;
 | 
			
		||||
import pp.battleship.model.IntPoint;
 | 
			
		||||
import pp.util.Position;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * This class controls a ShellMap element
 | 
			
		||||
 */
 | 
			
		||||
public class ShellMapControl extends AbstractControl {
 | 
			
		||||
    private final Position position;
 | 
			
		||||
    private final IntPoint pos;
 | 
			
		||||
    private static final Vector3f VECTOR = new Vector3f();
 | 
			
		||||
    private final BattleshipApp app;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * constructs a new ShellMapControl object
 | 
			
		||||
     *
 | 
			
		||||
     * @param position the position where the shell should move to on the map
 | 
			
		||||
     * @param app the main application
 | 
			
		||||
     * @param pos the position the then to render shot goes to
 | 
			
		||||
     */
 | 
			
		||||
    public ShellMapControl(Position position, BattleshipApp app, IntPoint pos) {
 | 
			
		||||
        super();
 | 
			
		||||
        this.position = position;
 | 
			
		||||
        this.pos = pos;
 | 
			
		||||
        this.app = app;
 | 
			
		||||
        VECTOR.set(new Vector3f(position.getX(), position.getY(), 0));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method moves the shell representation to its correct spot and removes it after
 | 
			
		||||
     * it arrived at its destination
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf time per frame (in seconds)
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlUpdate(float tpf) {
 | 
			
		||||
        spatial.move(VECTOR.mult(tpf));
 | 
			
		||||
        if (spatial.getLocalTranslation().getX() >= position.getX() && spatial.getLocalTranslation().getY() >= position.getY()) {
 | 
			
		||||
            spatial.getParent().detachChild(spatial);
 | 
			
		||||
            app.getGameLogic().send(new AnimationEndMessage(pos));
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * This method is called during the rendering phase, but it does not perform any
 | 
			
		||||
     * operations in this implementation as the control only influences the spatial's
 | 
			
		||||
     * transformation, not its rendering process.
 | 
			
		||||
     *
 | 
			
		||||
     * @param rm the RenderManager rendering the controlled Spatial (not null)
 | 
			
		||||
     * @param vp the ViewPort being rendered (not null)
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlRender(RenderManager rm, ViewPort vp) {
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -11,127 +11,157 @@
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.renderer.RenderManager;
 | 
			
		||||
import com.jme3.renderer.ViewPort;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.scene.control.AbstractControl;
 | 
			
		||||
import pp.battleship.client.EffectHandler;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
import pp.battleship.model.Rotation;
 | 
			
		||||
import pp.battleship.model.Shot;
 | 
			
		||||
 | 
			
		||||
import java.lang.System.Logger;
 | 
			
		||||
import java.lang.System.Logger.Level;
 | 
			
		||||
import java.util.Timer;
 | 
			
		||||
import java.util.TimerTask;
 | 
			
		||||
 | 
			
		||||
import static pp.JmeUtil.mapToWorldCord;
 | 
			
		||||
import static pp.util.FloatMath.DEG_TO_RAD;
 | 
			
		||||
import static pp.util.FloatMath.TWO_PI;
 | 
			
		||||
import static pp.util.FloatMath.sin;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Controls the oscillating pitch motion of a battleship model in the game.
 | 
			
		||||
 * The ship oscillates to simulate a realistic movement on water, based on its orientation and length.
 | 
			
		||||
 * Controls the pitch oscillation and sinking behavior of a {@code Battleship} model in the game.
 | 
			
		||||
 * The ship tilts back and forth to simulate movement on water, and can also be animated to sink
 | 
			
		||||
 * when destroyed.
 | 
			
		||||
 */
 | 
			
		||||
class ShipControl extends AbstractControl {
 | 
			
		||||
    /**
 | 
			
		||||
     * The axis of rotation for the ship's pitch (tilting forward and backward).
 | 
			
		||||
     */
 | 
			
		||||
    private static final float SINK_SPEED = 0.04f;
 | 
			
		||||
    private static final float SINK_ROT_SPEED = 0.1f;
 | 
			
		||||
 | 
			
		||||
    // The axis of rotation for the ship's pitch (tilting).
 | 
			
		||||
    private final Vector3f axis;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The duration of one complete oscillation cycle in seconds.
 | 
			
		||||
     */
 | 
			
		||||
    // The duration of one oscillation cycle in seconds.
 | 
			
		||||
    private final float cycle;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The amplitude of the pitch oscillation in radians, determining how much the ship tilts.
 | 
			
		||||
     */
 | 
			
		||||
    // The amplitude of the pitch oscillation in radians.
 | 
			
		||||
    private final float amplitude;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * A quaternion representing the ship's current pitch rotation.
 | 
			
		||||
     */
 | 
			
		||||
    // Quaternion representing the ship's pitch rotation.
 | 
			
		||||
    private final Quaternion pitch = new Quaternion();
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * the speed at which ships sink
 | 
			
		||||
     */
 | 
			
		||||
    private static final float SINKING_SPEED = -0.05f;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * the threshold when ships should be removed from the scene if they sink below the value
 | 
			
		||||
     */
 | 
			
		||||
    private static final float SHIP_SINKING_REMOVE_THRESHOLD = -0.6f;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The current time within the oscillation cycle, used to calculate the ship's pitch angle.
 | 
			
		||||
     */
 | 
			
		||||
    // The current time within the oscillation cycle.
 | 
			
		||||
    private float time;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The ship to be controlled
 | 
			
		||||
     */
 | 
			
		||||
    private  final Battleship battleship;
 | 
			
		||||
    // Flag indicating if the ship is sinking.
 | 
			
		||||
    private boolean sinking;
 | 
			
		||||
 | 
			
		||||
    static final Logger LOGGER = System.getLogger(ShipControl.class.getName());
 | 
			
		||||
    // The battleship being controlled.
 | 
			
		||||
    private final Battleship battleship;
 | 
			
		||||
 | 
			
		||||
    // Node representing the ship in the scene graph.
 | 
			
		||||
    private final Node shipNode;
 | 
			
		||||
 | 
			
		||||
    // Handles visual effects for the ship.
 | 
			
		||||
    private final EffectHandler effectHandler;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new ShipControl instance for the specified Battleship.
 | 
			
		||||
     * The ship's orientation determines the axis of rotation, while its length influences
 | 
			
		||||
     * the cycle duration and amplitude of the oscillation.
 | 
			
		||||
     * Constructs a new {@code ShipControl} instance to manage the effects for a specified {@code Battleship}.
 | 
			
		||||
     * The ship's orientation determines the axis of rotation, and its length affects the oscillation cycle
 | 
			
		||||
     * and amplitude.
 | 
			
		||||
     *
 | 
			
		||||
     * @param ship the Battleship object to control
 | 
			
		||||
     * @param battleship    The {@code Battleship} being controlled.
 | 
			
		||||
     * @param shipNode      The scene graph node representing the ship.
 | 
			
		||||
     * @param effectHandler The {@code EffectHandler} for creating visual effects.
 | 
			
		||||
     */
 | 
			
		||||
    public ShipControl(Battleship ship) {
 | 
			
		||||
        battleship = ship;
 | 
			
		||||
    public ShipControl(Battleship battleship, Node shipNode, EffectHandler effectHandler) {
 | 
			
		||||
        this.battleship = battleship;
 | 
			
		||||
        this.shipNode = shipNode;
 | 
			
		||||
        this.effectHandler = effectHandler;
 | 
			
		||||
 | 
			
		||||
        // Determine the axis of rotation based on the ship's orientation
 | 
			
		||||
        axis = switch (ship.getRot()) {
 | 
			
		||||
        sinking = false;
 | 
			
		||||
        // Determine the axis of rotation based on the ship's orientation.
 | 
			
		||||
        axis = switch (battleship.getRot()) {
 | 
			
		||||
            case LEFT, RIGHT -> Vector3f.UNIT_X;
 | 
			
		||||
            case UP, DOWN -> Vector3f.UNIT_Z;
 | 
			
		||||
        };
 | 
			
		||||
 | 
			
		||||
        // Set the cycle duration and amplitude based on the ship's length
 | 
			
		||||
        // Set the cycle duration and amplitude based on the ship's length.
 | 
			
		||||
        cycle = battleship.getLength() * 2f;
 | 
			
		||||
        amplitude = 5f * DEG_TO_RAD / ship.getLength();
 | 
			
		||||
        amplitude = 5f * DEG_TO_RAD / battleship.getLength();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the ship's pitch oscillation each frame. The ship's pitch is adjusted
 | 
			
		||||
     * to create a continuous tilting motion, simulating the effect of waves.
 | 
			
		||||
     * And lets the ship sink if it is destroyed and removes it from the scene when it has completely sunk
 | 
			
		||||
     * Updates the ship's motion. If the ship is sinking, it animates the sinking process.
 | 
			
		||||
     * Otherwise, it oscillates the ship to simulate wave motion.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf time per frame (in seconds), used to calculate the new pitch angle
 | 
			
		||||
     * @param tpf Time per frame, used to update the ship's motion.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlUpdate(float tpf) {
 | 
			
		||||
        // If spatial is null, do nothing
 | 
			
		||||
        if (sinking) {
 | 
			
		||||
            handleSinking(tpf);
 | 
			
		||||
        }
 | 
			
		||||
        else {
 | 
			
		||||
            handlePitch(tpf);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Handles the sinking animation.
 | 
			
		||||
    private void handleSinking(float tpf) {
 | 
			
		||||
        if (spatial == null) return;
 | 
			
		||||
 | 
			
		||||
        if (battleship.isDestroyed() && spatial.getLocalTranslation().getY() <= SHIP_SINKING_REMOVE_THRESHOLD) {
 | 
			
		||||
            LOGGER.log(Level.INFO, "Ship removed {0}", spatial.getName());
 | 
			
		||||
            spatial.getParent().detachChild(spatial);
 | 
			
		||||
        } else if (battleship.isDestroyed()) {
 | 
			
		||||
            spatial.move(0, SINKING_SPEED * tpf, 0);
 | 
			
		||||
        } else {
 | 
			
		||||
            // Update the time within the oscillation cycle
 | 
			
		||||
            time = (time + tpf) % cycle;
 | 
			
		||||
 | 
			
		||||
            // Calculate the current angle of the oscillation
 | 
			
		||||
            final float angle = amplitude * sin(time * TWO_PI / cycle);
 | 
			
		||||
 | 
			
		||||
            // Update the pitch Quaternion with the new angle
 | 
			
		||||
            pitch.fromAngleAxis(angle, axis);
 | 
			
		||||
 | 
			
		||||
            // Apply the pitch rotation to the spatial
 | 
			
		||||
            spatial.setLocalRotation(pitch);
 | 
			
		||||
        spatial.setLocalTranslation(spatial.getLocalTranslation().add(new Vector3f(0, -1, 0).mult(tpf * SINK_SPEED)));
 | 
			
		||||
        if (battleship.getRot() == Rotation.UP || battleship.getRot() == Rotation.DOWN) {
 | 
			
		||||
            spatial.rotate(tpf * SINK_ROT_SPEED, 0, 0);
 | 
			
		||||
        }
 | 
			
		||||
        else {
 | 
			
		||||
            spatial.rotate(0, 0, tpf * SINK_ROT_SPEED);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Handles the pitch oscillation to simulate wave movement.
 | 
			
		||||
    private void handlePitch(float tpf) {
 | 
			
		||||
        if (spatial == null) return;
 | 
			
		||||
 | 
			
		||||
        // Update time in the oscillation cycle.
 | 
			
		||||
        time = (time + tpf) % cycle;
 | 
			
		||||
 | 
			
		||||
        // Calculate the pitch angle.
 | 
			
		||||
        float angle = amplitude * sin(time * TWO_PI / cycle);
 | 
			
		||||
 | 
			
		||||
        // Update pitch rotation.
 | 
			
		||||
        pitch.fromAngleAxis(angle, axis);
 | 
			
		||||
 | 
			
		||||
        // Apply rotation to the spatial.
 | 
			
		||||
        spatial.setLocalRotation(pitch);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlRender(RenderManager rm, ViewPort vp) {
 | 
			
		||||
        // No rendering-specific behavior required.
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * This method is called during the rendering phase, but it does not perform any
 | 
			
		||||
     * operations in this implementation as the control only influences the spatial's
 | 
			
		||||
     * transformation, not its rendering process.
 | 
			
		||||
     *
 | 
			
		||||
     * @param rm the RenderManager rendering the controlled Spatial (not null)
 | 
			
		||||
     * @param vp the ViewPort being rendered (not null)
 | 
			
		||||
     * Initiates the ship's sinking animation and schedules its destruction.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlRender(RenderManager rm, ViewPort vp) {
 | 
			
		||||
        // No rendering logic is needed for this control
 | 
			
		||||
    public void destroyed() {
 | 
			
		||||
        sinking = true;
 | 
			
		||||
        shipNode.attachChild(effectHandler.debrisSplash(shipNode.getLocalTranslation()));
 | 
			
		||||
        new Timer().schedule(new TimerTask() {
 | 
			
		||||
            @Override
 | 
			
		||||
            public void run() {
 | 
			
		||||
                effectHandler.destroyShip(battleship);
 | 
			
		||||
            }
 | 
			
		||||
        }, 4000);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Triggers an effect when the ship is hit by a shot, creating a fire effect at the impact location.
 | 
			
		||||
     *
 | 
			
		||||
     * @param shot The shot that hit the ship.
 | 
			
		||||
     */
 | 
			
		||||
    public void hit(Shot shot) {
 | 
			
		||||
        Vector3f shipNodePos = shipNode.getLocalTranslation();
 | 
			
		||||
        Vector3f shotWorld = mapToWorldCord(shot.getX(), shot.getY());
 | 
			
		||||
        Vector3f firePos = shotWorld.subtract(shipNodePos);
 | 
			
		||||
        shipNode.attachChild(effectHandler.createFire(firePos, battleship));
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -0,0 +1,82 @@
 | 
			
		||||
package pp.battleship.client.gui;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Enum representing different ship models for the Battleship game.
 | 
			
		||||
 * Each ship model has a corresponding 3D model path, scale, translation, color texture, and optional bump texture.
 | 
			
		||||
 */
 | 
			
		||||
public enum ShipModel {
 | 
			
		||||
    SHIP1("Models/Ships/1/ship1.j3o", 0.15f, new Vector3f(0f, 0f, 0f), "Models/Ships/1/ship1_color.png", null),
 | 
			
		||||
    SHIP2("Models/Ships/2/ship2.j3o", 0.03f, new Vector3f(0f, 0.2f, 0f), "Models/Ships/2/ship2.jpg", null),
 | 
			
		||||
    SHIP3("Models/Ships/3/ship3.j3o", 0.47f, new Vector3f(0f, -0.2f, 0f), "Models/Ships/3/ship3_color.jpg", null),
 | 
			
		||||
    SHIP4("Models/Ships/4/ship4.j3o", 1.48f, new Vector3f(0f, 0f, 0f), "Models/Ships/4/ship4_color.jpg", "Models/Ships/4/ship4_bump.jpg");
 | 
			
		||||
 | 
			
		||||
    private final String modelPath;
 | 
			
		||||
    private final float modelScale;
 | 
			
		||||
    private final Vector3f translation;
 | 
			
		||||
    private final String colorPath;
 | 
			
		||||
    private final String bumpPath;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new ShipModel with the specified parameters.
 | 
			
		||||
     *
 | 
			
		||||
     * @param modelPath   the path to the 3D model of the ship
 | 
			
		||||
     * @param modelScale  the scale factor to be applied to the model
 | 
			
		||||
     * @param translation the translation to be applied to the model
 | 
			
		||||
     * @param colorPath   the path to the color texture of the model
 | 
			
		||||
     * @param bumpPath    the optional path to the bump texture of the model (may be null)
 | 
			
		||||
     */
 | 
			
		||||
    ShipModel(String modelPath, float modelScale, Vector3f translation, String colorPath, String bumpPath) {
 | 
			
		||||
        this.modelPath = modelPath;
 | 
			
		||||
        this.modelScale = modelScale;
 | 
			
		||||
        this.translation = translation;
 | 
			
		||||
        this.colorPath = colorPath;
 | 
			
		||||
        this.bumpPath = bumpPath;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the path to the bump texture of the ship model.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the bump texture path, or null if no bump texture is defined
 | 
			
		||||
     */
 | 
			
		||||
    public String getBumpPath() {
 | 
			
		||||
        return bumpPath;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the path to the color texture of the ship model.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the color texture path
 | 
			
		||||
     */
 | 
			
		||||
    public String getColorPath() {
 | 
			
		||||
        return colorPath;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the scale factor of the ship model.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the scale factor
 | 
			
		||||
     */
 | 
			
		||||
    public float getScale() {
 | 
			
		||||
        return modelScale;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the path to the 3D model of the ship.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the model path
 | 
			
		||||
     */
 | 
			
		||||
    public String getPath() {
 | 
			
		||||
        return modelPath;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the translation to be applied to the ship model.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the translation vector
 | 
			
		||||
     */
 | 
			
		||||
    public Vector3f getTranslation() {
 | 
			
		||||
        return translation;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
| 
		 After Width: | Height: | Size: 16 KiB  | 
| 
		 After Width: | Height: | Size: 46 KiB  | 
| 
		 After Width: | Height: | Size: 63 KiB  | 
| 
		 After Width: | Height: | Size: 2.0 KiB  | 
| 
		 After Width: | Height: | Size: 16 KiB  | 
| 
		 After Width: | Height: | Size: 32 KiB  | 
| 
		 After Width: | Height: | Size: 1.8 KiB  | 
| 
		 After Width: | Height: | Size: 28 KiB  | 
@@ -1,73 +0,0 @@
 | 
			
		||||
newmtl Battleship
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		||||
illum 4
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map_Kd BattleshipC.jpg
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Ni 1.00
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Ks 0.00 0.00 0.00
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illum 4
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Kd 0.50 0.50 0.50
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Ka 0.00 0.00 0.00
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Tf 1.00 1.00 1.00
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Ni 1.00
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Ks 0.00 0.00 0.00
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		||||
Ns 256.00
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		||||
newmtl blinn2SG
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		||||
illum 4
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Kd 0.50 0.50 0.50
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Tf 1.00 1.00 1.00
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Ni 1.00
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Ks 0.00 0.00 0.00
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Ns 256.00
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		||||
newmtl blinn3SG
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illum 4
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Kd 0.50 0.50 0.50
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Ka 0.00 0.00 0.00
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Tf 1.00 1.00 1.00
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Ni 1.00
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Ks 0.50 0.50 0.50
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Ns 256.00
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		||||
newmtl blinn4SG
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illum 4
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Kd 0.50 0.50 0.50
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Ka 0.00 0.00 0.00
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illum 4
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Tf 1.00 1.00 1.00
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Ks 0.50 0.50 0.50
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Ns 256.00
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newmtl blinn6SG
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illum 4
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Kd 0.50 0.50 0.50
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Ka 0.00 0.00 0.00
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Tf 1.00 1.00 1.00
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Ni 1.00
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Ks 0.50 0.50 0.50
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Ns 256.00
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newmtl blinn7SG
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illum 4
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Kd 0.50 0.50 0.50
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Ka 0.00 0.00 0.00
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Tf 1.00 1.00 1.00
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Ni 1.00
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Ks 0.50 0.50 0.50
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Ns 256.00
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newmtl blinn8SG
 | 
			
		||||
illum 4
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Kd 0.50 0.50 0.50
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Ka 0.00 0.00 0.00
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Tf 1.00 1.00 1.00
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Ni 1.00
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Ks 0.50 0.50 0.50
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		||||
Ns 256.00
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		||||
@@ -1,3 +0,0 @@
 | 
			
		||||
based on:
 | 
			
		||||
https://free3d.com/3d-model/battleship-v1--611736.html
 | 
			
		||||
License: Free Personal Use Only
 | 
			
		||||
@@ -1,3 +0,0 @@
 | 
			
		||||
based on:
 | 
			
		||||
https://free3d.com/3d-model/wwii-ship-uk-king-george-v-class-battleship-v1--185381.html
 | 
			
		||||
License: Free Personal Use Only
 | 
			
		||||
@@ -1,104 +0,0 @@
 | 
			
		||||
# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
 | 
			
		||||
# File Created: 16.12.2011 14:18:52
 | 
			
		||||
 | 
			
		||||
newmtl white
 | 
			
		||||
	Ns 53.0000
 | 
			
		||||
	Ni 1.5000
 | 
			
		||||
	d 1.0000
 | 
			
		||||
	Tr 0.0000
 | 
			
		||||
	Tf 1.0000 1.0000 1.0000 
 | 
			
		||||
	illum 2
 | 
			
		||||
	Ka 0.6667 0.6667 0.6667
 | 
			
		||||
	Kd 0.6667 0.6667 0.6667
 | 
			
		||||
	Ks 0.1800 0.1800 0.1800
 | 
			
		||||
	Ke 0.0000 0.0000 0.0000
 | 
			
		||||
 | 
			
		||||
newmtl boat_elements_black
 | 
			
		||||
	Ns 55.0000
 | 
			
		||||
	Ni 1.5000
 | 
			
		||||
	d 1.0000
 | 
			
		||||
	Tr 0.0000
 | 
			
		||||
	Tf 1.0000 1.0000 1.0000 
 | 
			
		||||
	illum 2
 | 
			
		||||
	Ka 0.0000 0.0000 0.0000
 | 
			
		||||
	Kd 0.0000 0.0000 0.0000
 | 
			
		||||
	Ks 0.3600 0.3600 0.3600
 | 
			
		||||
	Ke 0.0000 0.0000 0.0000
 | 
			
		||||
 | 
			
		||||
newmtl boat_glass
 | 
			
		||||
	Ns 60.0000
 | 
			
		||||
	Ni 7.0000
 | 
			
		||||
	d 0.4000
 | 
			
		||||
	Tr 0.6000
 | 
			
		||||
	Tf 0.4000 0.4000 0.4000 
 | 
			
		||||
	illum 2
 | 
			
		||||
	Ka 0.1059 0.1569 0.1451
 | 
			
		||||
	Kd 0.1059 0.1569 0.1451
 | 
			
		||||
	Ks 0.6750 0.6750 0.6750
 | 
			
		||||
	Ke 0.0000 0.0000 0.0000
 | 
			
		||||
 | 
			
		||||
newmtl boat_screw_hooks_bronze
 | 
			
		||||
	Ns 80.0000
 | 
			
		||||
	Ni 1.5000
 | 
			
		||||
	d 1.0000
 | 
			
		||||
	Tr 0.0000
 | 
			
		||||
	Tf 1.0000 1.0000 1.0000 
 | 
			
		||||
	illum 2
 | 
			
		||||
	Ka 0.2941 0.2157 0.0510
 | 
			
		||||
	Kd 0.2941 0.2157 0.0510
 | 
			
		||||
	Ks 0.7200 0.7200 0.7200
 | 
			
		||||
	Ke 0.0000 0.0000 0.0000
 | 
			
		||||
 | 
			
		||||
newmtl boat_silver
 | 
			
		||||
	Ns 80.0000
 | 
			
		||||
	Ni 1.5000
 | 
			
		||||
	d 1.0000
 | 
			
		||||
	Tr 0.0000
 | 
			
		||||
	Tf 1.0000 1.0000 1.0000 
 | 
			
		||||
	illum 2
 | 
			
		||||
	Ka 0.3333 0.3333 0.3333
 | 
			
		||||
	Kd 0.3333 0.3333 0.3333
 | 
			
		||||
	Ks 0.7200 0.7200 0.7200
 | 
			
		||||
	Ke 0.0000 0.0000 0.0000
 | 
			
		||||
 | 
			
		||||
newmtl boat_buffer
 | 
			
		||||
	Ns 10.0000
 | 
			
		||||
	Ni 1.5000
 | 
			
		||||
	d 1.0000
 | 
			
		||||
	Tr 0.0000
 | 
			
		||||
	Tf 1.0000 1.0000 1.0000 
 | 
			
		||||
	illum 2
 | 
			
		||||
	Ka 1.0000 1.0000 1.0000
 | 
			
		||||
	Kd 1.0000 1.0000 1.0000
 | 
			
		||||
	Ks 0.2700 0.2700 0.2700
 | 
			
		||||
	Ke 0.0000 0.0000 0.0000
 | 
			
		||||
	map_Ka boat_buffer_diffuse.jpg
 | 
			
		||||
	map_Kd boat_buffer_diffuse.jpg
 | 
			
		||||
 | 
			
		||||
newmtl boat_roof_accessory
 | 
			
		||||
	Ns 15.0000
 | 
			
		||||
	Ni 1.5000
 | 
			
		||||
	d 1.0000
 | 
			
		||||
	Tr 0.0000
 | 
			
		||||
	Tf 1.0000 1.0000 1.0000 
 | 
			
		||||
	illum 2
 | 
			
		||||
	Ka 1.0000 1.0000 1.0000
 | 
			
		||||
	Kd 1.0000 1.0000 1.0000
 | 
			
		||||
	Ks 0.3600 0.3600 0.3600
 | 
			
		||||
	Ke 0.0000 0.0000 0.0000
 | 
			
		||||
	map_Ka boat_roof_accessory_diffuse.jpg
 | 
			
		||||
	map_Kd boat_roof_accessory_diffuse.jpg
 | 
			
		||||
 | 
			
		||||
newmtl boat_body
 | 
			
		||||
	Ns 55.0000
 | 
			
		||||
	Ni 1.5000
 | 
			
		||||
	d 1.0000
 | 
			
		||||
	Tr 0.0000
 | 
			
		||||
	Tf 1.0000 1.0000 1.0000 
 | 
			
		||||
	illum 2
 | 
			
		||||
	Ka 1.0000 1.0000 1.0000
 | 
			
		||||
	Kd 1.0000 1.0000 1.0000
 | 
			
		||||
	Ks 0.3600 0.3600 0.3600
 | 
			
		||||
	Ke 0.0000 0.0000 0.0000
 | 
			
		||||
	map_Ka boat_body_diffuse.jpg
 | 
			
		||||
	map_Kd boat_body_diffuse.jpg
 | 
			
		||||
@@ -1,3 +0,0 @@
 | 
			
		||||
based on:
 | 
			
		||||
https://free3d.com/3d-model/boat-v2--225787.html
 | 
			
		||||
License: Free Personal Use Only
 | 
			
		||||
| 
		 Before Width: | Height: | Size: 56 KiB  | 
| 
		 Before Width: | Height: | Size: 166 KiB  | 
| 
		 Before Width: | Height: | Size: 98 KiB  | 
@@ -1,250 +0,0 @@
 | 
			
		||||
# 
 | 
			
		||||
# Generated by Sweet Home 3D - ven. janv. 02 20:37:08 CET 2015
 | 
			
		||||
# http://www.sweethome3d.com/
 | 
			
		||||
# 
 | 
			
		||||
 | 
			
		||||
newmtl FrontColorNoCulling
 | 
			
		||||
illum 1
 | 
			
		||||
Ka 0.2 0.2 0.2
 | 
			
		||||
Kd 0.2 0.2 0.2
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 0.0
 | 
			
		||||
 | 
			
		||||
newmtl ForegroundColor
 | 
			
		||||
illum 1
 | 
			
		||||
Ka 0.2 0.2 0.2
 | 
			
		||||
Kd 0.2 0.2 0.2
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 0.0
 | 
			
		||||
 | 
			
		||||
newmtl white
 | 
			
		||||
illum 1
 | 
			
		||||
Ka 0.48235294 0.5019608 0.5803922
 | 
			
		||||
Kd 0.48235294 0.5019608 0.5803922
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 0.0
 | 
			
		||||
 | 
			
		||||
newmtl white_Cylinder_5
 | 
			
		||||
illum 1
 | 
			
		||||
Ka 0.47843137 0.49803922 0.5764706
 | 
			
		||||
Kd 0.47843137 0.49803922 0.5764706
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 0.0
 | 
			
		||||
 | 
			
		||||
newmtl white_Cylinder_10
 | 
			
		||||
illum 1
 | 
			
		||||
Ka 0.8784314 0.8745098 0.8901961
 | 
			
		||||
Kd 0.8784314 0.8745098 0.8901961
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 0.0
 | 
			
		||||
 | 
			
		||||
newmtl FrontColorNoCulling_11
 | 
			
		||||
illum 1
 | 
			
		||||
Ka 0.8784314 0.8745098 0.8901961
 | 
			
		||||
Kd 0.8784314 0.8745098 0.8901961
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 0.0
 | 
			
		||||
 | 
			
		||||
newmtl ForegroundColor_12
 | 
			
		||||
illum 1
 | 
			
		||||
Ka 0.8784314 0.8745098 0.8901961
 | 
			
		||||
Kd 0.8784314 0.8745098 0.8901961
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 0.0
 | 
			
		||||
 | 
			
		||||
newmtl white_Mesh_13
 | 
			
		||||
illum 1
 | 
			
		||||
Ka 0.6 0.6 0.6
 | 
			
		||||
Kd 0.6 0.6 0.6
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 0.0
 | 
			
		||||
 | 
			
		||||
newmtl Cube_1_1_1
 | 
			
		||||
illum 1
 | 
			
		||||
Ka 0.0 0.0 0.0
 | 
			
		||||
Kd 0.0 0.0 0.0
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 1.0
 | 
			
		||||
 | 
			
		||||
newmtl Cylinder_7_7
 | 
			
		||||
illum 1
 | 
			
		||||
Ka 0.4 0.4 0.4
 | 
			
		||||
Kd 0.4 0.4 0.4
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 1.0
 | 
			
		||||
 | 
			
		||||
newmtl Cylinder_10_10
 | 
			
		||||
illum 1
 | 
			
		||||
Ka 0.8 0.4 0.0
 | 
			
		||||
Kd 0.8 0.4 0.0
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 1.0
 | 
			
		||||
 | 
			
		||||
newmtl Cylinder_11_11
 | 
			
		||||
illum 2
 | 
			
		||||
Ka 0.2 0.2 0.2
 | 
			
		||||
Kd 0.2 0.2 0.2
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 1.0
 | 
			
		||||
 | 
			
		||||
newmtl 12_12
 | 
			
		||||
illum 1
 | 
			
		||||
Ka 0.2 0.2 0.2
 | 
			
		||||
Kd 0.2 0.2 0.2
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 1.0
 | 
			
		||||
 | 
			
		||||
newmtl Cube_1_1_1_Cube_1_1_1_38
 | 
			
		||||
illum 1
 | 
			
		||||
Ka 0.6 0.6 0.6
 | 
			
		||||
Kd 0.6 0.6 0.6
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 1.0
 | 
			
		||||
 | 
			
		||||
newmtl white_Cylinder_58
 | 
			
		||||
illum 1
 | 
			
		||||
Ka 0.1882353 0.27058825 0.58431375
 | 
			
		||||
Kd 0.1882353 0.27058825 0.58431375
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 0.0
 | 
			
		||||
 | 
			
		||||
newmtl white_Cylinder_59
 | 
			
		||||
illum 1
 | 
			
		||||
Ka 0.3137255 0.14901961 0.011764706
 | 
			
		||||
Kd 0.3137255 0.14901961 0.011764706
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 0.0
 | 
			
		||||
 | 
			
		||||
newmtl 1_1
 | 
			
		||||
illum 2
 | 
			
		||||
Ka 0.2 0.2 0.2
 | 
			
		||||
Kd 1.0 1.0 1.0
 | 
			
		||||
Ks 0.5 0.5 0.5
 | 
			
		||||
Ns 64.0
 | 
			
		||||
Ni 1.0
 | 
			
		||||
d 0.48000002
 | 
			
		||||
map_Kd Missile_AIM-120_D_[AMRAAM]_1_1.png
 | 
			
		||||
 | 
			
		||||
newmtl Cube_1_2_2
 | 
			
		||||
illum 1
 | 
			
		||||
Ka 0.8 0.4 0.0
 | 
			
		||||
Kd 0.8 0.4 0.0
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 1.0
 | 
			
		||||
 | 
			
		||||
newmtl Cylinder_4_4
 | 
			
		||||
illum 2
 | 
			
		||||
Ka 0.6 0.6 0.6
 | 
			
		||||
Kd 0.6 0.6 0.6
 | 
			
		||||
Ks 0.5 0.5 0.5
 | 
			
		||||
Ns 64.0
 | 
			
		||||
 | 
			
		||||
newmtl Cylinder_5_5
 | 
			
		||||
illum 2
 | 
			
		||||
Ka 0.8 0.8 0.0
 | 
			
		||||
Kd 0.8 0.8 0.0
 | 
			
		||||
Ks 0.5 0.5 0.5
 | 
			
		||||
Ns 64.0
 | 
			
		||||
 | 
			
		||||
newmtl Cylinder_6_6
 | 
			
		||||
illum 2
 | 
			
		||||
Ka 0.8784314 0.8745098 0.8901961
 | 
			
		||||
Kd 0.8784314 0.8745098 0.8901961
 | 
			
		||||
Ks 0.5 0.5 0.5
 | 
			
		||||
Ns 64.0
 | 
			
		||||
 | 
			
		||||
newmtl Cylinder_10_10_Cylinder_10_10_73
 | 
			
		||||
illum 1
 | 
			
		||||
Ka 0.2 0.2 0.2
 | 
			
		||||
Kd 0.2 0.2 0.2
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 1.0
 | 
			
		||||
 | 
			
		||||
newmtl 11_11
 | 
			
		||||
illum 1
 | 
			
		||||
Ka 0.6 0.6 0.6
 | 
			
		||||
Kd 0.6 0.6 0.6
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 1.0
 | 
			
		||||
 | 
			
		||||
newmtl Cube_1_1_1_Cube_1_1_1_76
 | 
			
		||||
illum 1
 | 
			
		||||
Ka 0.2 0.2 0.2
 | 
			
		||||
Kd 1.0 1.0 1.0
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 1.0
 | 
			
		||||
Ni 1.0
 | 
			
		||||
map_Kd Missile_AIM-120_D_[AMRAAM]_Cube_1_1_1_Cube_1_1_1_76.png
 | 
			
		||||
 | 
			
		||||
newmtl Cylinder_2_2
 | 
			
		||||
illum 2
 | 
			
		||||
Ka 0.6 0.6 0.6
 | 
			
		||||
Kd 0.6 0.6 0.6
 | 
			
		||||
Ks 0.5 0.5 0.5
 | 
			
		||||
Ns 64.0
 | 
			
		||||
 | 
			
		||||
newmtl Cylinder_3_3
 | 
			
		||||
illum 1
 | 
			
		||||
Ka 0.4 0.4 0.0
 | 
			
		||||
Kd 0.4 0.4 0.0
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 1.0
 | 
			
		||||
 | 
			
		||||
newmtl Cylinder_4_4_Cylinder_4_4_79
 | 
			
		||||
illum 1
 | 
			
		||||
Ka 0.0 0.0 0.0
 | 
			
		||||
Kd 0.0 0.0 0.0
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 1.0
 | 
			
		||||
 | 
			
		||||
newmtl Cube_1_5_5
 | 
			
		||||
illum 1
 | 
			
		||||
Ka 0.2 0.2 0.2
 | 
			
		||||
Kd 1.0 1.0 1.0
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 1.0
 | 
			
		||||
map_Kd Missile_AIM-120_D_[AMRAAM]_Cube_1_5_5.png
 | 
			
		||||
 | 
			
		||||
newmtl Cube_1_6_6
 | 
			
		||||
illum 1
 | 
			
		||||
Ka 0.2 0.2 0.2
 | 
			
		||||
Kd 1.0 1.0 1.0
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 1.0
 | 
			
		||||
Ni 1.0
 | 
			
		||||
map_Kd Missile_AIM-120_D_[AMRAAM]_Cube_1_6_6.png
 | 
			
		||||
 | 
			
		||||
newmtl Cylinder_1_1
 | 
			
		||||
illum 1
 | 
			
		||||
Ka 0.4 0.4 0.4
 | 
			
		||||
Kd 0.4 0.4 0.4
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 1.0
 | 
			
		||||
 | 
			
		||||
newmtl Cube_1_5_5_Cube_1_5_5_86
 | 
			
		||||
illum 1
 | 
			
		||||
Ka 0.2 0.2 0.2
 | 
			
		||||
Kd 0.2 0.2 0.2
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 1.0
 | 
			
		||||
 | 
			
		||||
newmtl Cube_1_6_6_Cube_1_6_6_87
 | 
			
		||||
illum 1
 | 
			
		||||
Ka 0.8 0.0 0.0
 | 
			
		||||
Kd 0.8 0.0 0.0
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 1.0
 | 
			
		||||
 | 
			
		||||
newmtl Cylinder_7_7_Cylinder_7_7_88
 | 
			
		||||
illum 1
 | 
			
		||||
Ka 0.8 0.4 0.0
 | 
			
		||||
Kd 0.8 0.4 0.0
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 1.0
 | 
			
		||||
 | 
			
		||||
newmtl Cylinder_8_8
 | 
			
		||||
illum 1
 | 
			
		||||
Ka 0.4 0.6 0.0
 | 
			
		||||
Kd 0.4 0.6 0.0
 | 
			
		||||
Ks 0.0 0.0 0.0
 | 
			
		||||
Ns 1.0
 | 
			
		||||
| 
		 Before Width: | Height: | Size: 210 KiB  | 
| 
		 Before Width: | Height: | Size: 164 KiB  | 
| 
		 Before Width: | Height: | Size: 289 KiB  | 
| 
		 Before Width: | Height: | Size: 26 KiB  | 
@@ -1,3 +0,0 @@
 | 
			
		||||
based on:
 | 
			
		||||
https://free3d.com/de/3d-model/aim-120d-missile-51025.html
 | 
			
		||||
License: Free Personal Use Only
 | 
			
		||||
| 
		 After Width: | Height: | Size: 43 KiB  | 
@@ -0,0 +1 @@
 | 
			
		||||
"Fishing Boat" (https://skfb.ly/6UGtr) by JasperTobias is licensed under Creative Commons Attribution-NonCommercial (http://creativecommons.org/licenses/by-nc/4.0/).
 | 
			
		||||
@@ -0,0 +1,22 @@
 | 
			
		||||
# Blender 3.6.5 MTL File: 'None'
 | 
			
		||||
# www.blender.org
 | 
			
		||||
 | 
			
		||||
newmtl Boat
 | 
			
		||||
Ns 0.000000
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
map_Kd ship1_color.png
 | 
			
		||||
 | 
			
		||||
newmtl Boat_2
 | 
			
		||||
Ns 0.000000
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
map_Kd ship1_color.png
 | 
			
		||||
| 
		 After Width: | Height: | Size: 87 KiB  | 
| 
		 Before Width: | Height: | Size: 360 KiB After Width: | Height: | Size: 360 KiB  | 
@@ -0,0 +1,82 @@
 | 
			
		||||
# Blender 3.6.5 MTL File: 'None'
 | 
			
		||||
# www.blender.org
 | 
			
		||||
 | 
			
		||||
newmtl Battleship
 | 
			
		||||
Ns 250.000000
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
map_Kd ship2.jpg
 | 
			
		||||
 | 
			
		||||
newmtl blinn2SG
 | 
			
		||||
Ns 250.000000
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.356400 0.356400 0.366253
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl blinn3SG
 | 
			
		||||
Ns 250.000000
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.346704 0.346704 0.356400
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl blinn4SG
 | 
			
		||||
Ns 250.000000
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.351533 0.346704 0.361307
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl blinn5SG
 | 
			
		||||
Ns 250.000000
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.346704 0.346704 0.356400
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl blinn6SG
 | 
			
		||||
Ns 250.000000
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.349118 0.346704 0.358854
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl blinn7SG
 | 
			
		||||
Ns 250.000000
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.346704 0.346704 0.356400
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl blinn8SG
 | 
			
		||||
Ns 250.000000
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.351533 0.346704 0.361307
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
							
								
								
									
										104952
									
								
								Projekte/battleship/client/src/main/resources/Models/Ships/2/ship2.obj
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -6,11 +6,10 @@ newmtl default
 | 
			
		||||
	Ni 1.5000
 | 
			
		||||
	d 1.0000
 | 
			
		||||
	Tr 0.0000
 | 
			
		||||
	Tf 1.0000 1.0000 1.0000 
 | 
			
		||||
	illum 2
 | 
			
		||||
	Ka 1.0000 1.0000 1.0000
 | 
			
		||||
	Kd 1.0000 1.0000 1.0000
 | 
			
		||||
	Ks 0.5400 0.5400 0.5400
 | 
			
		||||
	Ke 0.0000 0.0000 0.0000
 | 
			
		||||
	map_Ka 14084_WWII_ship_German_Type_II_U-boat_diff.jpg
 | 
			
		||||
	map_Kd 14084_WWII_ship_German_Type_II_U-boat_diff.jpg
 | 
			
		||||
	map_Ka ship3_color.jpg
 | 
			
		||||
	map_Kd ship3_color.jpg
 | 
			
		||||
@@ -1,7 +1,7 @@
 | 
			
		||||
# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
 | 
			
		||||
# File Created: 29.03.2012 14:25:39
 | 
			
		||||
 | 
			
		||||
mtllib 14084_WWII_Ship_German_Type_II_U-boat_v2_L1.mtl
 | 
			
		||||
mtllib ship3.mtl
 | 
			
		||||
 | 
			
		||||
#
 | 
			
		||||
# object 14084_WWII_ship_German_Type_II_U_boat
 | 
			
		||||
@@ -148958,7 +148958,6 @@ vt 0.0198 0.7313 0.0000
 | 
			
		||||
 | 
			
		||||
g 14084_WWII_ship_German_Type_II_U_boat
 | 
			
		||||
usemtl default
 | 
			
		||||
s 32
 | 
			
		||||
f 1/1/1 2/2/2 3/3/3 4/4/4 
 | 
			
		||||
f 5/5/5 6/6/6 3/3/3 2/2/2 
 | 
			
		||||
f 7/7/7 8/8/8 3/3/3 6/6/6 
 | 
			
		||||
| 
		 Before Width: | Height: | Size: 168 KiB After Width: | Height: | Size: 168 KiB  | 
@@ -0,0 +1,13 @@
 | 
			
		||||
# Blender 3.6.5 MTL File: 'None'
 | 
			
		||||
# www.blender.org
 | 
			
		||||
 | 
			
		||||
newmtl _King_George_V
 | 
			
		||||
Ns 60.000008
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Ks 0.450000 0.450000 0.450000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.500000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
map_Kd ship4_color.jpg
 | 
			
		||||
map_Bump -bm 1.000000 ship4_bump.jpg
 | 
			
		||||
							
								
								
									
										29326
									
								
								Projekte/battleship/client/src/main/resources/Models/Ships/4/ship4.obj
									
									
									
									
									
										Normal file
									
								
							
							
						
						| 
		 Before Width: | Height: | Size: 94 KiB After Width: | Height: | Size: 94 KiB  | 
| 
		 Before Width: | Height: | Size: 235 KiB After Width: | Height: | Size: 235 KiB  | 
@@ -1,3 +0,0 @@
 | 
			
		||||
based on:
 | 
			
		||||
https://free3d.com/3d-model/wwii-ship-german-type-ii-uboat-v2--700733.html
 | 
			
		||||
License: Free Personal Use Only
 | 
			
		||||
@@ -1,3 +0,0 @@
 | 
			
		||||
based on
 | 
			
		||||
https://opengameart.org/content/boss-battle-2-symphonic-metal
 | 
			
		||||
License: CC0 (public domain)
 | 
			
		||||
@@ -1,3 +0,0 @@
 | 
			
		||||
based on
 | 
			
		||||
https://opengameart.org/content/game-over-instrumental
 | 
			
		||||
License: CC0 (public domain)
 | 
			
		||||
@@ -1,3 +0,0 @@
 | 
			
		||||
based on
 | 
			
		||||
https://opengameart.org/content/victory-fanfare-short
 | 
			
		||||
License: CC0 (public domain)
 | 
			
		||||
@@ -1,3 +0,0 @@
 | 
			
		||||
based on
 | 
			
		||||
https://opengameart.org/content/dark-intro
 | 
			
		||||
License: CC0 (public domain)
 | 
			
		||||
@@ -41,7 +41,7 @@ public static void main(String[] args) {
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void simpleInitApp() {
 | 
			
		||||
        export("Models/KingGeorgeV/King_George_V.obj", "KingGeorgeV.j3o"); //NON-NLS
 | 
			
		||||
        export("shell.obj", "shell.j3o"); //NON-NLS
 | 
			
		||||
 | 
			
		||||
        stop();
 | 
			
		||||
    }
 | 
			
		||||
 
 | 
			
		||||
| 
		 Before Width: | Height: | Size: 235 KiB  | 
@@ -1,18 +0,0 @@
 | 
			
		||||
# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
 | 
			
		||||
# File Created: 16.03.2012 14:15:53
 | 
			
		||||
 | 
			
		||||
newmtl _King_George_V
 | 
			
		||||
	Ns 60.0000
 | 
			
		||||
	Ni 1.5000
 | 
			
		||||
	d 1.0000
 | 
			
		||||
	Tr 0.0000
 | 
			
		||||
	Tf 1.0000 1.0000 1.0000 
 | 
			
		||||
	illum 2
 | 
			
		||||
	Ka 1.0000 1.0000 1.0000
 | 
			
		||||
	Kd 1.0000 1.0000 1.0000
 | 
			
		||||
	Ks 0.4500 0.4500 0.4500
 | 
			
		||||
	Ke 0.0000 0.0000 0.0000
 | 
			
		||||
	map_Ka King_George_V.jpg
 | 
			
		||||
	map_Kd King_George_V.jpg
 | 
			
		||||
	map_bump King_George_V_bump.jpg
 | 
			
		||||
	bump King_George_V_bump.jpg
 | 
			
		||||
| 
		 Before Width: | Height: | Size: 94 KiB  | 
@@ -1,3 +0,0 @@
 | 
			
		||||
based on:
 | 
			
		||||
https://free3d.com/3d-model/wwii-ship-uk-king-george-v-class-battleship-v1--185381.html
 | 
			
		||||
License: Free Personal Use Only
 | 
			
		||||
							
								
								
									
										42
									
								
								Projekte/battleship/converter/src/main/resources/shell.mtl
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,42 @@
 | 
			
		||||
# Blender 3.6.5 MTL File: 'untitled.blend'
 | 
			
		||||
# www.blender.org
 | 
			
		||||
 | 
			
		||||
newmtl base
 | 
			
		||||
Ns 467.358765
 | 
			
		||||
Ka 0.636364 0.636364 0.636364
 | 
			
		||||
Kd 0.000000 0.000000 0.000000
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.000000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 3
 | 
			
		||||
 | 
			
		||||
newmtl ring
 | 
			
		||||
Ns 467.358765
 | 
			
		||||
Ka 0.636364 0.636364 0.636364
 | 
			
		||||
Kd 0.031430 0.012811 0.000000
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.000000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 3
 | 
			
		||||
 | 
			
		||||
newmtl tip
 | 
			
		||||
Ns 467.358765
 | 
			
		||||
Ka 0.636364 0.636364 0.636364
 | 
			
		||||
Kd 0.032954 0.004269 0.000000
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.000000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 3
 | 
			
		||||
 | 
			
		||||
newmtl top
 | 
			
		||||
Ns 467.358765
 | 
			
		||||
Ka 0.636364 0.636364 0.636364
 | 
			
		||||
Kd 0.000489 0.006614 0.000950
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.000000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 3
 | 
			
		||||
							
								
								
									
										8628
									
								
								Projekte/battleship/converter/src/main/resources/shell.obj
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -1,108 +0,0 @@
 | 
			
		||||
package pp.battleship.game.client;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.message.server.EffectMessage;
 | 
			
		||||
import pp.battleship.message.server.SwitchBattleState;
 | 
			
		||||
import pp.battleship.model.IntPoint;
 | 
			
		||||
import pp.battleship.model.Shell;
 | 
			
		||||
import pp.battleship.model.ShipMap;
 | 
			
		||||
import pp.battleship.notification.Music;
 | 
			
		||||
import pp.battleship.notification.Sound;
 | 
			
		||||
 | 
			
		||||
public class AnimationState extends ClientState {
 | 
			
		||||
    private boolean myTurn;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * creates an object of AnimationState
 | 
			
		||||
     *
 | 
			
		||||
     * @param logic the client logic
 | 
			
		||||
     * @param myTurn a boolean containing if it is the clients turn
 | 
			
		||||
     * @param position the position a shell should be created
 | 
			
		||||
     */
 | 
			
		||||
    public AnimationState(ClientGameLogic logic, boolean myTurn, IntPoint position) {
 | 
			
		||||
        super(logic);
 | 
			
		||||
        logic.playMusic(Music.BATTLE_THEME);
 | 
			
		||||
        this.myTurn = myTurn;
 | 
			
		||||
        if(myTurn) {
 | 
			
		||||
            logic.getOpponentMap().add(new Shell(position));
 | 
			
		||||
        }else {
 | 
			
		||||
            logic.getOwnMap().add(new Shell(position));
 | 
			
		||||
            logic.playSound(Sound.ROCKET_FIRED);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * This method makes sure the client renders the correct view
 | 
			
		||||
     *
 | 
			
		||||
     * @return true
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    boolean showBattle() {
 | 
			
		||||
        return true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Reports the effect of a shot based on the server message.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the message containing the effect of the shot
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void receivedEffect(EffectMessage msg) {
 | 
			
		||||
        ClientGameLogic.LOGGER.log(System.Logger.Level.INFO, "report effect: {0}", msg); //NON-NLS
 | 
			
		||||
        playSound(msg);
 | 
			
		||||
        myTurn = msg.isMyTurn();
 | 
			
		||||
        logic.setInfoText(msg.getInfoTextKey());
 | 
			
		||||
        affectedMap(msg).add(msg.getShot());
 | 
			
		||||
        if (destroyedOpponentShip(msg)) {
 | 
			
		||||
            logic.getOpponentMap().add(msg.getDestroyedShip());
 | 
			
		||||
        }
 | 
			
		||||
        if (msg.isGameOver()) {
 | 
			
		||||
            msg.getRemainingOpponentShips().forEach(logic.getOpponentMap()::add);
 | 
			
		||||
            logic.setState(new GameOverState(logic, msg.isGameLost()));
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method is used to change the client to the battle state again
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the message to process
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void receivedSwitchBattleState(SwitchBattleState msg) {
 | 
			
		||||
        logic.setState(new BattleState(logic, msg.isTurn()));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Determines which map (own or opponent's) should be affected by the shot based on the message.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the effect message received from the server
 | 
			
		||||
     * @return the map (either the opponent's or player's own map) that is affected by the shot
 | 
			
		||||
     */
 | 
			
		||||
    private ShipMap affectedMap(EffectMessage msg) {
 | 
			
		||||
        return msg.isOwnShot() ? logic.getOpponentMap() : logic.getOwnMap();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if the opponent's ship was destroyed by the player's shot.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the effect message received from the server
 | 
			
		||||
     * @return true if the shot destroyed an opponent's ship, false otherwise
 | 
			
		||||
     */
 | 
			
		||||
    private boolean destroyedOpponentShip(EffectMessage msg) {
 | 
			
		||||
        return msg.getDestroyedShip() != null && msg.isOwnShot();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Plays a sound based on the outcome of the shot. Different sounds are played for a miss, hit,
 | 
			
		||||
     * or destruction of a ship.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the effect message containing the result of the shot
 | 
			
		||||
     */
 | 
			
		||||
    private void playSound(EffectMessage msg) {
 | 
			
		||||
        if (!msg.getShot().isHit())
 | 
			
		||||
            logic.playSound(Sound.SPLASH);
 | 
			
		||||
        else if (msg.getDestroyedShip() == null)
 | 
			
		||||
            logic.playSound(Sound.EXPLOSION);
 | 
			
		||||
        else
 | 
			
		||||
            logic.playSound(Sound.DESTROYED_SHIP);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -8,9 +8,13 @@
 | 
			
		||||
package pp.battleship.game.client;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.message.client.ShootMessage;
 | 
			
		||||
import pp.battleship.message.server.AnimationStartMessage;
 | 
			
		||||
import pp.battleship.message.server.EffectMessage;
 | 
			
		||||
import pp.battleship.model.IntPoint;
 | 
			
		||||
import pp.battleship.notification.Music;
 | 
			
		||||
import pp.battleship.model.Shell;
 | 
			
		||||
import pp.battleship.model.ShipMap;
 | 
			
		||||
import pp.battleship.notification.Sound;
 | 
			
		||||
 | 
			
		||||
import java.lang.System.Logger.Level;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents the state of the client where players take turns to attack each other's ships.
 | 
			
		||||
@@ -26,15 +30,9 @@ class BattleState extends ClientState {
 | 
			
		||||
     */
 | 
			
		||||
    public BattleState(ClientGameLogic logic, boolean myTurn) {
 | 
			
		||||
        super(logic);
 | 
			
		||||
        logic.playMusic(Music.BATTLE_THEME);
 | 
			
		||||
        this.myTurn = myTurn;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * This method makes sure the client renders the correct view
 | 
			
		||||
     *
 | 
			
		||||
     * @return true
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public boolean showBattle() {
 | 
			
		||||
        return true;
 | 
			
		||||
@@ -48,8 +46,30 @@ else if (logic.getOpponentMap().isValid(pos))
 | 
			
		||||
            logic.send(new ShootMessage(pos));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Reports the effect of a shot based on the server message.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the message containing the effect of the shot
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void receivedAnimationStart(AnimationStartMessage msg){
 | 
			
		||||
        logic.setState(new AnimationState(logic, msg.isMyTurn(), msg.getPosition()));
 | 
			
		||||
    public void receivedEffect(EffectMessage msg) {
 | 
			
		||||
        ClientGameLogic.LOGGER.log(Level.INFO, "report effect: {0}", msg); //NON-NLS
 | 
			
		||||
 | 
			
		||||
        myTurn = msg.isMyTurn();
 | 
			
		||||
        logic.setInfoText(msg.getInfoTextKey());
 | 
			
		||||
        Shell shell = new Shell(msg.getShot());
 | 
			
		||||
        affectedMap(msg).add(shell);
 | 
			
		||||
        logic.playSound(Sound.SHELL_FLYING);
 | 
			
		||||
        logic.setState(new ShootingState(logic, shell, myTurn, msg));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Determines which map (own or opponent's) should be affected by the shot based on the message.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the effect message received from the server
 | 
			
		||||
     * @return the map (either the opponent's or player's own map) that is affected by the shot
 | 
			
		||||
     */
 | 
			
		||||
    private ShipMap affectedMap(EffectMessage msg) {
 | 
			
		||||
        return msg.isOwnShot() ? logic.getOpponentMap() : logic.getOwnMap();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -8,7 +8,10 @@
 | 
			
		||||
package pp.battleship.game.client;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.message.client.ClientMessage;
 | 
			
		||||
import pp.battleship.message.server.*;
 | 
			
		||||
import pp.battleship.message.server.EffectMessage;
 | 
			
		||||
import pp.battleship.message.server.GameDetails;
 | 
			
		||||
import pp.battleship.message.server.ServerInterpreter;
 | 
			
		||||
import pp.battleship.message.server.StartBattleMessage;
 | 
			
		||||
import pp.battleship.model.IntPoint;
 | 
			
		||||
import pp.battleship.model.ShipMap;
 | 
			
		||||
import pp.battleship.model.dto.ShipMapDTO;
 | 
			
		||||
@@ -17,8 +20,6 @@
 | 
			
		||||
import pp.battleship.notification.GameEventBroker;
 | 
			
		||||
import pp.battleship.notification.GameEventListener;
 | 
			
		||||
import pp.battleship.notification.InfoTextEvent;
 | 
			
		||||
import pp.battleship.notification.Music;
 | 
			
		||||
import pp.battleship.notification.MusicEvent;
 | 
			
		||||
import pp.battleship.notification.Sound;
 | 
			
		||||
import pp.battleship.notification.SoundEvent;
 | 
			
		||||
 | 
			
		||||
@@ -225,26 +226,6 @@ public void received(EffectMessage msg) {
 | 
			
		||||
        state.receivedEffect(msg);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Reports that the client should start an animation
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the AnimationStartMessage received
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void received(AnimationStartMessage msg) {
 | 
			
		||||
        state.receivedAnimationStart(msg);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Reports that the client should move to the battle state
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the SwitchBattleState received
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void received(SwitchBattleState msg) {
 | 
			
		||||
        state.receivedSwitchBattleState(msg);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes the player's own map, opponent's map, and harbor based on the game details.
 | 
			
		||||
     *
 | 
			
		||||
@@ -277,15 +258,6 @@ public void playSound(Sound sound) {
 | 
			
		||||
        notifyListeners(new SoundEvent(sound));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Emits an event to play the specified music
 | 
			
		||||
     *
 | 
			
		||||
     * @param music the music to be played
 | 
			
		||||
     */
 | 
			
		||||
    public void playMusic(Music music) {
 | 
			
		||||
        notifyListeners(new MusicEvent(music));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Loads a map from the specified file.
 | 
			
		||||
     *
 | 
			
		||||
@@ -332,7 +304,7 @@ public void saveMap(File file) throws IOException {
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the message to be sent
 | 
			
		||||
     */
 | 
			
		||||
     public void send(ClientMessage msg) {
 | 
			
		||||
    void send(ClientMessage msg) {
 | 
			
		||||
        if (clientSender == null)
 | 
			
		||||
            LOGGER.log(Level.ERROR, "trying to send {0} with sender==null", msg); //NON-NLS
 | 
			
		||||
        else
 | 
			
		||||
 
 | 
			
		||||
@@ -7,7 +7,9 @@
 | 
			
		||||
 | 
			
		||||
package pp.battleship.game.client;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.message.server.*;
 | 
			
		||||
import pp.battleship.message.server.EffectMessage;
 | 
			
		||||
import pp.battleship.message.server.GameDetails;
 | 
			
		||||
import pp.battleship.message.server.StartBattleMessage;
 | 
			
		||||
import pp.battleship.model.IntPoint;
 | 
			
		||||
 | 
			
		||||
import java.io.File;
 | 
			
		||||
@@ -163,24 +165,6 @@ void receivedEffect(EffectMessage msg) {
 | 
			
		||||
        ClientGameLogic.LOGGER.log(Level.ERROR, "receivedEffect not allowed in {0}", getName()); //NON-NLS
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Reports that the client should start an animation
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the AnimationStartMessage received
 | 
			
		||||
     */
 | 
			
		||||
    void receivedAnimationStart(AnimationStartMessage msg){
 | 
			
		||||
        ClientGameLogic.LOGGER.log(Level.ERROR, "receivedEffect not allowed in {0}", getName());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Reports that the client should move to the battle state
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the SwitchBattleState received
 | 
			
		||||
     */
 | 
			
		||||
    void receivedSwitchBattleState(SwitchBattleState msg){
 | 
			
		||||
        ClientGameLogic.LOGGER.log(Level.ERROR, "receivedSwitchBattleState not allowed in {0}", getName());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Loads a map from the specified file.
 | 
			
		||||
     *
 | 
			
		||||
 
 | 
			
		||||
@@ -16,11 +16,8 @@
 | 
			
		||||
import java.io.File;
 | 
			
		||||
import java.io.IOException;
 | 
			
		||||
import java.lang.System.Logger.Level;
 | 
			
		||||
import java.util.Arrays;
 | 
			
		||||
import java.util.List;
 | 
			
		||||
 | 
			
		||||
import static pp.battleship.Resources.lookup;
 | 
			
		||||
import static pp.battleship.game.client.ClientGameLogic.LOGGER;
 | 
			
		||||
import static pp.battleship.model.Battleship.Status.INVALID_PREVIEW;
 | 
			
		||||
import static pp.battleship.model.Battleship.Status.NORMAL;
 | 
			
		||||
import static pp.battleship.model.Battleship.Status.VALID_PREVIEW;
 | 
			
		||||
@@ -59,7 +56,7 @@ public boolean showEditor() {
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void movePreview(IntPoint pos) {
 | 
			
		||||
        LOGGER.log(Level.DEBUG, "move preview to {0}", pos); //NON-NLS
 | 
			
		||||
        ClientGameLogic.LOGGER.log(Level.DEBUG, "move preview to {0}", pos); //NON-NLS
 | 
			
		||||
        if (preview == null || !ownMap().isValid(pos)) return;
 | 
			
		||||
        preview.moveTo(pos);
 | 
			
		||||
        setPreviewStatus(preview);
 | 
			
		||||
@@ -74,7 +71,7 @@ public void movePreview(IntPoint pos) {
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void clickOwnMap(IntPoint pos) {
 | 
			
		||||
        LOGGER.log(Level.DEBUG, "click at {0} in own map", pos); //NON-NLS
 | 
			
		||||
        ClientGameLogic.LOGGER.log(Level.DEBUG, "click at {0} in own map", pos); //NON-NLS
 | 
			
		||||
        if (!ownMap().isValid(pos)) return;
 | 
			
		||||
        if (preview == null)
 | 
			
		||||
            modifyShip(pos);
 | 
			
		||||
@@ -128,7 +125,7 @@ private void placeShip(IntPoint cursor) {
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void clickHarbor(IntPoint pos) {
 | 
			
		||||
        LOGGER.log(Level.DEBUG, "click at {0} in harbor", pos); //NON-NLS
 | 
			
		||||
        ClientGameLogic.LOGGER.log(Level.DEBUG, "click at {0} in harbor", pos); //NON-NLS
 | 
			
		||||
        if (!harbor().isValid(pos)) return;
 | 
			
		||||
        final Battleship shipAtCursor = harbor().findShipAt(pos);
 | 
			
		||||
        if (preview != null) {
 | 
			
		||||
@@ -155,7 +152,7 @@ else if (shipAtCursor != null) {
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void rotateShip() {
 | 
			
		||||
        LOGGER.log(Level.DEBUG, "pushed rotate"); //NON-NLS
 | 
			
		||||
        ClientGameLogic.LOGGER.log(Level.DEBUG, "pushed rotate"); //NON-NLS
 | 
			
		||||
        if (preview == null) return;
 | 
			
		||||
        preview.rotated();
 | 
			
		||||
        ownMap().remove(preview);
 | 
			
		||||
@@ -241,9 +238,6 @@ public void loadMap(File file) throws IOException {
 | 
			
		||||
        final ShipMapDTO dto = ShipMapDTO.loadFrom(file);
 | 
			
		||||
        if (!dto.fits(logic.getDetails()))
 | 
			
		||||
            throw new IOException(lookup("map.doesnt.fit"));
 | 
			
		||||
        else if (!checkMapToLoad(dto)) {
 | 
			
		||||
            throw new IOException(lookup("ships.dont.fit.the.map"));
 | 
			
		||||
        }
 | 
			
		||||
        ownMap().clear();
 | 
			
		||||
        dto.getShips().forEach(ownMap()::add);
 | 
			
		||||
        harbor().clear();
 | 
			
		||||
@@ -251,40 +245,6 @@ else if (!checkMapToLoad(dto)) {
 | 
			
		||||
        selectedInHarbor = null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * This method is used to check if the loaded map is correct
 | 
			
		||||
     *
 | 
			
		||||
     * @param dto the data transfer object to check
 | 
			
		||||
     * @return boolean if map is correct or not
 | 
			
		||||
     */
 | 
			
		||||
    private boolean checkMapToLoad(ShipMapDTO dto) {
 | 
			
		||||
        int mapWidth = dto.getWidth();
 | 
			
		||||
        int mapHeight = dto.getHeight();
 | 
			
		||||
 | 
			
		||||
        // check if ship is out of bounds
 | 
			
		||||
        for (int i = 0; i < dto.getShips().size(); i++) {
 | 
			
		||||
            Battleship battleship = dto.getShips().get(i);
 | 
			
		||||
            if (battleship.getMaxX() >= mapWidth || battleship.getMinX() < 0 || battleship.getMaxY() >= mapHeight || battleship.getMinY() < 0) {
 | 
			
		||||
                LOGGER.log(Level.ERROR, "Ship is out of bounds ({0})", battleship.toString());
 | 
			
		||||
                return false;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // check if ships overlap
 | 
			
		||||
        List<Battleship> ships = dto.getShips();
 | 
			
		||||
        for(Battleship ship:ships){
 | 
			
		||||
            for(Battleship compareShip:ships){
 | 
			
		||||
                if(!(ship==compareShip)){
 | 
			
		||||
                    if(ship.collidesWith(compareShip)){
 | 
			
		||||
                        return false;
 | 
			
		||||
                    }
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        return true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if the player's own map may be loaded from a file.
 | 
			
		||||
     *
 | 
			
		||||
 
 | 
			
		||||
@@ -7,8 +7,6 @@
 | 
			
		||||
 | 
			
		||||
package pp.battleship.game.client;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.notification.Music;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents the state of the client when the game is over.
 | 
			
		||||
 */
 | 
			
		||||
@@ -18,13 +16,8 @@ class GameOverState extends ClientState {
 | 
			
		||||
     *
 | 
			
		||||
     * @param logic the client game logic
 | 
			
		||||
     */
 | 
			
		||||
    GameOverState(ClientGameLogic logic, boolean lost) {
 | 
			
		||||
    GameOverState(ClientGameLogic logic) {
 | 
			
		||||
        super(logic);
 | 
			
		||||
        if (lost){
 | 
			
		||||
            logic.playMusic(Music.GAME_OVER_THEME_L);
 | 
			
		||||
        } else {
 | 
			
		||||
            logic.playMusic(Music.GAME_OVER_THEME_V);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
 
 | 
			
		||||
@@ -0,0 +1,114 @@
 | 
			
		||||
package pp.battleship.game.client;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.message.client.AnimationFinishedMessage;
 | 
			
		||||
import pp.battleship.message.server.EffectMessage;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
import pp.battleship.model.Shell;
 | 
			
		||||
import pp.battleship.model.ShipMap;
 | 
			
		||||
import pp.battleship.notification.Sound;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents the shooting state of the game where a shell is fired at the opponent.
 | 
			
		||||
 */
 | 
			
		||||
public class ShootingState extends ClientState {
 | 
			
		||||
    private float shootValue;
 | 
			
		||||
    private final static float SHELL_SPEED = 0.3f;
 | 
			
		||||
    private final Shell shell;
 | 
			
		||||
    private final boolean myTurn;
 | 
			
		||||
    private final EffectMessage msg;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a shooting state with the specified game logic.
 | 
			
		||||
     *
 | 
			
		||||
     * @param logic  the game logic
 | 
			
		||||
     * @param shell  the shell being shot
 | 
			
		||||
     * @param myTurn indicates if it is the player's turn
 | 
			
		||||
     * @param msg    the effect message associated with the shooting action
 | 
			
		||||
     */
 | 
			
		||||
    public ShootingState(ClientGameLogic logic, Shell shell, boolean myTurn, EffectMessage msg) {
 | 
			
		||||
        super(logic);
 | 
			
		||||
        this.msg = msg;
 | 
			
		||||
        this.myTurn = myTurn;
 | 
			
		||||
        this.shell = shell;
 | 
			
		||||
        this.shootValue = 0;
 | 
			
		||||
        shell.move(shootValue);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    public boolean showBattle() {
 | 
			
		||||
        return true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the shooting state by moving the shell based on the elapsed time.
 | 
			
		||||
     *
 | 
			
		||||
     * @param delta the time in seconds since the last update
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    void update(float delta) {
 | 
			
		||||
        super.update(delta);
 | 
			
		||||
        if (shootValue > 1) {
 | 
			
		||||
            endState();
 | 
			
		||||
        }
 | 
			
		||||
        else {
 | 
			
		||||
            shootValue += delta * SHELL_SPEED;
 | 
			
		||||
            shell.move(shootValue);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Ends the shooting state and processes the effects of the shot.
 | 
			
		||||
     */
 | 
			
		||||
    private void endState() {
 | 
			
		||||
        playSound(msg);
 | 
			
		||||
        affectedMap(msg).add(msg.getShot());
 | 
			
		||||
        affectedMap(msg).remove(shell);
 | 
			
		||||
 | 
			
		||||
        if (destroyedOpponentShip(msg))
 | 
			
		||||
            logic.getOpponentMap().add(msg.getDestroyedShip());
 | 
			
		||||
        if (msg.isGameOver()) {
 | 
			
		||||
            for (Battleship ship : msg.getRemainingOpponentShips()) {
 | 
			
		||||
                logic.getOpponentMap().add(ship);
 | 
			
		||||
            }
 | 
			
		||||
            logic.setState(new GameOverState(logic));
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
        logic.send(new AnimationFinishedMessage());
 | 
			
		||||
        logic.setState(new BattleState(logic, myTurn));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if an opponent's ship was destroyed by the shot.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the effect message containing the shot details
 | 
			
		||||
     * @return true if an opponent's ship was destroyed, false otherwise
 | 
			
		||||
     */
 | 
			
		||||
    private boolean destroyedOpponentShip(EffectMessage msg) {
 | 
			
		||||
        return msg.getDestroyedShip() != null && msg.isOwnShot();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Retrieves the affected map based on whether the shot was owned by the player or the opponent.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the effect message containing shot details
 | 
			
		||||
     * @return the ShipMap that was affected by the shot
 | 
			
		||||
     */
 | 
			
		||||
    private ShipMap affectedMap(EffectMessage msg) {
 | 
			
		||||
        return msg.isOwnShot() ? logic.getOpponentMap() : logic.getOwnMap();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Plays a sound based on the outcome of the shot. Different sounds are played for a miss, hit,
 | 
			
		||||
     * or destruction of a ship.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the effect message containing the result of the shot
 | 
			
		||||
     */
 | 
			
		||||
    private void playSound(EffectMessage msg) {
 | 
			
		||||
        if (!msg.getShot().isHit())
 | 
			
		||||
            logic.playSound(Sound.SPLASH);
 | 
			
		||||
        else if (msg.getDestroyedShip() == null)
 | 
			
		||||
            logic.playSound(Sound.EXPLOSION);
 | 
			
		||||
        else
 | 
			
		||||
            logic.playSound(Sound.DESTROYED_SHIP);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -40,14 +40,9 @@ public void receivedStartBattle(StartBattleMessage msg) {
 | 
			
		||||
        logic.setState(new BattleState(logic, msg.isMyTurn()));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * This method will revert the client from wait state to editor state
 | 
			
		||||
     * in case a wrong map was submitted
 | 
			
		||||
     *
 | 
			
		||||
     * @param details the game details including map size and ships
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void receivedGameDetails(GameDetails details){
 | 
			
		||||
    public void receivedGameDetails(GameDetails details) {
 | 
			
		||||
        ClientGameLogic.LOGGER.log(Level.WARNING, "Invalid Map"); //NON-NLS
 | 
			
		||||
        logic.setInfoText("invalid.map");
 | 
			
		||||
        logic.setState(new EditorState(logic));
 | 
			
		||||
    }
 | 
			
		||||
 
 | 
			
		||||
@@ -8,21 +8,20 @@
 | 
			
		||||
package pp.battleship.game.server;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.BattleshipConfig;
 | 
			
		||||
import pp.battleship.message.client.AnimationEndMessage;
 | 
			
		||||
import pp.battleship.message.client.AnimationFinishedMessage;
 | 
			
		||||
import pp.battleship.message.client.ClientInterpreter;
 | 
			
		||||
import pp.battleship.message.client.MapMessage;
 | 
			
		||||
import pp.battleship.message.client.ShootMessage;
 | 
			
		||||
import pp.battleship.message.server.*;
 | 
			
		||||
import pp.battleship.message.server.EffectMessage;
 | 
			
		||||
import pp.battleship.message.server.GameDetails;
 | 
			
		||||
import pp.battleship.message.server.ServerMessage;
 | 
			
		||||
import pp.battleship.message.server.StartBattleMessage;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
import pp.battleship.model.IntPoint;
 | 
			
		||||
import pp.battleship.model.Rotation;
 | 
			
		||||
import pp.util.Position;
 | 
			
		||||
 | 
			
		||||
import java.lang.System.Logger;
 | 
			
		||||
import java.lang.System.Logger.Level;
 | 
			
		||||
import java.lang.reflect.Array;
 | 
			
		||||
import java.util.ArrayList;
 | 
			
		||||
import java.util.Arrays;
 | 
			
		||||
import java.util.HashSet;
 | 
			
		||||
import java.util.List;
 | 
			
		||||
import java.util.Set;
 | 
			
		||||
@@ -40,9 +39,7 @@ public class ServerGameLogic implements ClientInterpreter {
 | 
			
		||||
    private final ServerSender serverSender;
 | 
			
		||||
    private Player activePlayer;
 | 
			
		||||
    private ServerState state = ServerState.WAIT;
 | 
			
		||||
 | 
			
		||||
    private boolean player1AnimationReady = false;
 | 
			
		||||
    private boolean player2AnimationReady = false;
 | 
			
		||||
    private Set<Player> waitPlayers = new HashSet<>();
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a ServerGameLogic with the specified sender and configuration.
 | 
			
		||||
@@ -147,42 +144,70 @@ public Player addPlayer(int id) {
 | 
			
		||||
    public void received(MapMessage msg, int from) {
 | 
			
		||||
        if (state != ServerState.SET_UP)
 | 
			
		||||
            LOGGER.log(Level.ERROR, "playerReady not allowed in {0}", state); //NON-NLS
 | 
			
		||||
        else if (!checkMap(msg, from)) {
 | 
			
		||||
            LOGGER.log(Level.ERROR, "player submitted not allowed Map");
 | 
			
		||||
            send(getPlayerById(from), new GameDetails(config));
 | 
			
		||||
        else {
 | 
			
		||||
            if (checkMap(msg.getShips())) {
 | 
			
		||||
                playerReady(getPlayerById(from), msg.getShips());
 | 
			
		||||
            }
 | 
			
		||||
            else {
 | 
			
		||||
                LOGGER.log(Level.WARNING, "Invalid Map sent from player {0}", from); //NON-NLS
 | 
			
		||||
                send(players.get(from), new GameDetails(config));
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        else
 | 
			
		||||
            playerReady(getPlayerById(from), msg.getShips());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns true if the map contains correct ship placement and is of the correct size
 | 
			
		||||
     * Handles the reception of a AnimationFinishedMessage.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the received MapMessage of the player
 | 
			
		||||
     * @param from the ID of the Player
 | 
			
		||||
     * @return a boolean based on if the transmitted map ist correct
 | 
			
		||||
     * @param msg  the received MapMessage
 | 
			
		||||
     * @param from the ID of the sender client
 | 
			
		||||
     */
 | 
			
		||||
    private boolean checkMap(MapMessage msg, int from) {
 | 
			
		||||
        int mapWidth = getPlayerById(from).getMap().getWidth();
 | 
			
		||||
        int mapHeight = getPlayerById(from).getMap().getHeight();
 | 
			
		||||
 | 
			
		||||
        // check if ship is out of bounds
 | 
			
		||||
        for (Battleship battleship : msg.getShips()){
 | 
			
		||||
            if (battleship.getMaxX() >= mapWidth || battleship.getMinX() < 0 || battleship.getMaxY() >= mapHeight || battleship.getMinY() < 0) {
 | 
			
		||||
                LOGGER.log(Level.ERROR, "Ship is out of bounds ({0})", battleship.toString());
 | 
			
		||||
                return false;
 | 
			
		||||
    @Override
 | 
			
		||||
    public void received(AnimationFinishedMessage msg, int from) {
 | 
			
		||||
        if (state != ServerState.ANIMATION) {
 | 
			
		||||
            LOGGER.log(Level.ERROR, "animation finished not allowed in {0}", state);
 | 
			
		||||
        }
 | 
			
		||||
        else {
 | 
			
		||||
            LOGGER.log(Level.DEBUG, "anim received from {0}", getPlayerById(from));
 | 
			
		||||
            Player player = getPlayerById(from);
 | 
			
		||||
            if (!waitPlayers.add(player)) {
 | 
			
		||||
                LOGGER.log(Level.ERROR, "{0} already sent animation finished", player); //NON-NLS
 | 
			
		||||
                return;
 | 
			
		||||
            }
 | 
			
		||||
            if (waitPlayers.size() == 2) {
 | 
			
		||||
                waitPlayers = new HashSet<>();
 | 
			
		||||
                setState(ServerState.BATTLE);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
        // check if ships overlap
 | 
			
		||||
        List<Battleship> ships = msg.getShips();
 | 
			
		||||
        for(Battleship ship:ships){
 | 
			
		||||
            for(Battleship compareShip:ships){
 | 
			
		||||
                if(!(ship==compareShip)){
 | 
			
		||||
                    if(ship.collidesWith(compareShip)){
 | 
			
		||||
                        return false;
 | 
			
		||||
                    }
 | 
			
		||||
    /**
 | 
			
		||||
     * Validates the placement of battleships on the map.
 | 
			
		||||
     * Ensures that:
 | 
			
		||||
     * <ul>
 | 
			
		||||
     *   <li>The number of ships matches the configuration.</li>
 | 
			
		||||
     *   <li>Ships are within the map's boundaries.</li>
 | 
			
		||||
     *   <li>Ships do not overlap.</li>
 | 
			
		||||
     * </ul>
 | 
			
		||||
     *
 | 
			
		||||
     * @param ships the list of {@link Battleship} objects to validate
 | 
			
		||||
     * @return {@code true} if all ships are placed correctly; {@code false} otherwise
 | 
			
		||||
     */
 | 
			
		||||
    private boolean checkMap(List<Battleship> ships) {
 | 
			
		||||
        int numShips = config.getShipNums().values().stream().mapToInt(Integer::intValue).sum();
 | 
			
		||||
        if (numShips != ships.size()) return false;
 | 
			
		||||
 | 
			
		||||
        List<IntPoint> occupied = new ArrayList<>();
 | 
			
		||||
 | 
			
		||||
        for (Battleship battleship : ships) {
 | 
			
		||||
            int x = battleship.getX();
 | 
			
		||||
            int y = battleship.getY();
 | 
			
		||||
            for (int i = 0; i < battleship.getLength(); i++) {
 | 
			
		||||
                if (x >= 0 && x < config.getMapWidth() && y >= 0 && y < config.getMapHeight() && !occupied.contains(new IntPoint(x, y))) {
 | 
			
		||||
                    occupied.add(new IntPoint(x, y));
 | 
			
		||||
                    x += battleship.getRot().dx();
 | 
			
		||||
                    y += battleship.getRot().dy();
 | 
			
		||||
                }
 | 
			
		||||
                else return false;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        return true;
 | 
			
		||||
@@ -198,41 +223,11 @@ private boolean checkMap(MapMessage msg, int from) {
 | 
			
		||||
    public void received(ShootMessage msg, int from) {
 | 
			
		||||
        if (state != ServerState.BATTLE)
 | 
			
		||||
            LOGGER.log(Level.ERROR, "shoot not allowed in {0}", state); //NON-NLS
 | 
			
		||||
        else
 | 
			
		||||
            for (Player player : players){
 | 
			
		||||
                send(player, new AnimationStartMessage(msg.getPosition(), player == activePlayer));
 | 
			
		||||
                setState(ServerState.ANIMATION_WAIT);
 | 
			
		||||
            }
 | 
			
		||||
    }
 | 
			
		||||
        else{
 | 
			
		||||
            setState(ServerState.ANIMATION);
 | 
			
		||||
            shoot(getPlayerById(from), msg.getPosition());
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles a clients message that it is done with the animation
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the AnimationEndMessage to be processed
 | 
			
		||||
     * @param from the connection ID from which the message was received
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void received(AnimationEndMessage msg, int from){
 | 
			
		||||
        if(state != ServerState.ANIMATION_WAIT) {
 | 
			
		||||
            LOGGER.log(Level.ERROR, "animation not allowed in {0}", state);
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
        if(getPlayerById(from) == players.get(0)){
 | 
			
		||||
            LOGGER.log(Level.DEBUG, "{0} set to true", getPlayerById(from));
 | 
			
		||||
            player1AnimationReady = true;
 | 
			
		||||
            shoot(getPlayerById(from), msg.getPosition());
 | 
			
		||||
        } else if (getPlayerById(from) == players.get(1)){
 | 
			
		||||
            LOGGER.log(Level.DEBUG, "{0} set to true {1}", getPlayerById(from), getPlayerById(from).toString());
 | 
			
		||||
            player2AnimationReady = true;
 | 
			
		||||
            shoot(getPlayerById(from), msg.getPosition());
 | 
			
		||||
        }
 | 
			
		||||
        if(player1AnimationReady && player2AnimationReady){
 | 
			
		||||
            setState(ServerState.BATTLE);
 | 
			
		||||
            for (Player player : players)
 | 
			
		||||
                send(player, new SwitchBattleState(player == activePlayer));
 | 
			
		||||
            player1AnimationReady = false;
 | 
			
		||||
            player2AnimationReady = false;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
@@ -256,56 +251,40 @@ void playerReady(Player player, List<Battleship> ships) {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * This method decides what effectMessage the client should get based on the shot made
 | 
			
		||||
     * and switches the active player if a shot was missed
 | 
			
		||||
     * Handles the shooting action by the player.
 | 
			
		||||
     *
 | 
			
		||||
     * @param p the player to be sent the message
 | 
			
		||||
     * @param position the position where the shot would hit in the 2d map model
 | 
			
		||||
     * @param p   the player who shot
 | 
			
		||||
     * @param pos the position of the shot
 | 
			
		||||
     */
 | 
			
		||||
    void shoot(Player p, IntPoint position) {
 | 
			
		||||
        final Battleship selectedShip;
 | 
			
		||||
        if(p != activePlayer){
 | 
			
		||||
            selectedShip = p.getMap().findShipAt(position);
 | 
			
		||||
        } else {
 | 
			
		||||
            selectedShip = getOpponent(p).getMap().findShipAt(position);
 | 
			
		||||
        }
 | 
			
		||||
    void shoot(Player p, IntPoint pos) {
 | 
			
		||||
        if (p != activePlayer) return;
 | 
			
		||||
        final Player otherPlayer = getOpponent(activePlayer);
 | 
			
		||||
        final Battleship selectedShip = otherPlayer.getMap().findShipAt(pos);
 | 
			
		||||
        if (selectedShip == null) {
 | 
			
		||||
            if (p != activePlayer) {
 | 
			
		||||
                send(p, EffectMessage.miss(false, position));
 | 
			
		||||
            } else {
 | 
			
		||||
                send(activePlayer, EffectMessage.miss(true, position));
 | 
			
		||||
            // shot missed
 | 
			
		||||
            send(activePlayer, EffectMessage.miss(true, pos));
 | 
			
		||||
            send(otherPlayer, EffectMessage.miss(false, pos));
 | 
			
		||||
            activePlayer = otherPlayer;
 | 
			
		||||
        }
 | 
			
		||||
        else {
 | 
			
		||||
            // shot hit a ship
 | 
			
		||||
            selectedShip.hit(pos);
 | 
			
		||||
            if (otherPlayer.getMap().getRemainingShips().isEmpty()) {
 | 
			
		||||
                // game is over
 | 
			
		||||
                send(activePlayer, EffectMessage.won(pos, selectedShip));
 | 
			
		||||
                send(otherPlayer, EffectMessage.lost(pos, selectedShip, activePlayer.getMap().getRemainingShips()));
 | 
			
		||||
                setState(ServerState.GAME_OVER);
 | 
			
		||||
                return;
 | 
			
		||||
            }
 | 
			
		||||
            if(player1AnimationReady && player2AnimationReady){
 | 
			
		||||
                LOGGER.log(Level.DEBUG, "switched active player");
 | 
			
		||||
                if(p != activePlayer){
 | 
			
		||||
                    activePlayer = p;
 | 
			
		||||
                } else {
 | 
			
		||||
                    activePlayer = getOpponent(p);
 | 
			
		||||
                }
 | 
			
		||||
            else if (selectedShip.isDestroyed()) {
 | 
			
		||||
                // ship has been destroyed, but game is not yet over
 | 
			
		||||
                send(activePlayer, EffectMessage.shipDestroyed(true, pos, selectedShip));
 | 
			
		||||
                send(otherPlayer, EffectMessage.shipDestroyed(false, pos, selectedShip));
 | 
			
		||||
            }
 | 
			
		||||
        } else {
 | 
			
		||||
            selectedShip.hit(position);
 | 
			
		||||
            if(getOpponent(activePlayer).getMap().getRemainingShips().isEmpty()){
 | 
			
		||||
                if(p != activePlayer){
 | 
			
		||||
                    send(p, EffectMessage.lost(position, selectedShip, activePlayer.getMap().getRemainingShips()));
 | 
			
		||||
                } else {
 | 
			
		||||
                    send(activePlayer, EffectMessage.won(position, selectedShip));
 | 
			
		||||
                }
 | 
			
		||||
                if(player1AnimationReady && player2AnimationReady){
 | 
			
		||||
                    setState(ServerState.GAME_OVER);
 | 
			
		||||
                }
 | 
			
		||||
            } else if (selectedShip.isDestroyed()){
 | 
			
		||||
                if(p != activePlayer){
 | 
			
		||||
                    send(p, EffectMessage.shipDestroyed(false, position, selectedShip));
 | 
			
		||||
                } else {
 | 
			
		||||
                    send(activePlayer, EffectMessage.shipDestroyed(true, position, selectedShip));
 | 
			
		||||
                }
 | 
			
		||||
            } else {
 | 
			
		||||
                if(p != activePlayer){
 | 
			
		||||
                    send(p, EffectMessage.hit(false, position));
 | 
			
		||||
                } else {
 | 
			
		||||
                    send(activePlayer, EffectMessage.hit(true, position));
 | 
			
		||||
                }
 | 
			
		||||
            else {
 | 
			
		||||
                // ship has been hit, but it hasn't been destroyed
 | 
			
		||||
                send(activePlayer, EffectMessage.hit(true, pos));
 | 
			
		||||
                send(otherPlayer, EffectMessage.hit(false, pos));
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 
 | 
			
		||||
@@ -27,12 +27,12 @@ enum ServerState {
 | 
			
		||||
    BATTLE,
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The game has ended because all the ships of one player have been destroyed.
 | 
			
		||||
     * The server is waiting for all clients to finish the shoot animation.
 | 
			
		||||
     */
 | 
			
		||||
    GAME_OVER,
 | 
			
		||||
    ANIMATION,
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The server waits for all players to finish the animation
 | 
			
		||||
     * The game has ended because all the ships of one player have been destroyed.
 | 
			
		||||
     */
 | 
			
		||||
    ANIMATION_WAIT
 | 
			
		||||
    GAME_OVER
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -7,7 +7,11 @@
 | 
			
		||||
 | 
			
		||||
package pp.battleship.game.singlemode;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.message.client.*;
 | 
			
		||||
import pp.battleship.message.client.AnimationFinishedMessage;
 | 
			
		||||
import pp.battleship.message.client.ClientInterpreter;
 | 
			
		||||
import pp.battleship.message.client.ClientMessage;
 | 
			
		||||
import pp.battleship.message.client.MapMessage;
 | 
			
		||||
import pp.battleship.message.client.ShootMessage;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
@@ -60,16 +64,9 @@ public void received(MapMessage msg, int from) {
 | 
			
		||||
        copiedMessage = new MapMessage(msg.getShips().stream().map(Copycat::copy).toList());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the reception of a AnimationEndMessage
 | 
			
		||||
     * Creates a copy of the AnimationEndMessage
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the AnimationEndMessage to be processed
 | 
			
		||||
     * @param from the connection ID from which the message was received
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void received(AnimationEndMessage msg, int from) {
 | 
			
		||||
        copiedMessage = new AnimationEndMessage(msg.getPosition());
 | 
			
		||||
    public void received(AnimationFinishedMessage msg, int from) {
 | 
			
		||||
        copiedMessage = msg;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
 
 | 
			
		||||