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			b_Grigench
			...
			b_Beck_Ced
		
	
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					546872dd83 | 
@@ -9,13 +9,11 @@ implementation project(":jme-common")
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    implementation project(":battleship:model")
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    implementation libs.jme3.desktop
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    implementation libs.jme3.effects
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    runtimeOnly libs.jme3.awt.dialogs
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    runtimeOnly libs.jme3.plugins
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    runtimeOnly libs.jme3.jogg
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    runtimeOnly libs.jme3.testdata
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}
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application {
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@@ -26,10 +26,13 @@ map.own=maps/map1.json
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robot.targets=2, 0,\
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              2, 1,\
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              2, 2,\
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              2, 3
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              2, 3,\
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              2, 4,\
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              2, 5,\
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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=2000
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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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@@ -1,267 +0,0 @@
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package pp.battleship.client;
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import com.jme3.app.Application;
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import com.jme3.app.state.AbstractAppState;
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import com.jme3.app.state.AppStateManager;
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import com.jme3.asset.AssetLoadException;
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import com.jme3.asset.AssetNotFoundException;
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import com.jme3.audio.AudioData.DataType;
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import com.jme3.audio.AudioNode;
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import pp.battleship.notification.GameEventListener;
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import pp.battleship.notification.MusicEvent;
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import java.lang.System.Logger;
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import java.lang.System.Logger.Level;
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import java.util.prefs.Preferences;
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import static pp.util.PreferencesUtils.getPreferences;
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/**
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 * The BackgroundMusic class represents the background music in the Battleship game application.
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 * It extends the AbstractAppState class and provides functionalities for playing the menu music,
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 * game music, victory music, and defeat music.
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 */
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public class BackgroundMusic extends AbstractAppState implements GameEventListener {
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    /**
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     * Logger for the BackgroundMusic class.
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     */
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    private static final Logger LOGGER = System.getLogger(BackgroundMusic.class.getName());
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    /**
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     * Preferences for storing music settings.
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     */
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    private static final Preferences PREFERENCES = getPreferences(BackgroundMusic.class);
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    /**
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     * Preference key for enabling/disabling music.
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     */
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    private static final String ENABLED_PREF = "enabled"; //NON-NLS
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    /**
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     * Preference key for storing the volume level.
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     */
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    private static final String VOLUME_PREF = "volume"; //NON-NLS
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    /**
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     * Path to the menu music file.
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     */
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    private static final String MENU_MUSIC_PATH = "Sound/Music/menu_music.ogg";
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    /**
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     * Path to the game music file.
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     */
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    private static final String GAME_MUSIC_PATH = "Sound/Music/pirates.ogg";
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    /**
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     * Path to the victory music file.
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     */
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    private static final String VICTORY_MUSIC_PATH = "Sound/Music/win_the_game.ogg";
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    /**
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     * Path to the defeat music file.
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     */
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    private static final String DEFEAT_MUSIC_PATH = "Sound/Music/defeat.ogg";
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    /**
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     * AudioNode for the menu music.
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     */
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    private AudioNode menuMusic;
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    /**
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     * AudioNode for the game music.
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     */
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    private AudioNode gameMusic;
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    /**
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     * AudioNode for the victory music.
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     */
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    private AudioNode victoryMusic;
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    /**
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     * AudioNode for the defeat music.
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     */
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    private AudioNode defeatMusic;
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    /**
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     * The currently playing AudioNode.
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     */
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    private AudioNode currentMusic;
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    /**
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     * The volume level for the background music.
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     */
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    private float volume;
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    /**
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     * Checks if music is enabled in the preferences.
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     *
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     * @return {@code true} if music is enabled, {@code false} otherwise.
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     */
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    public static boolean enabledInPreferences() {
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        return PREFERENCES.getBoolean(ENABLED_PREF, true);
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    }
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    /**
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     * Sets the enabled state of this AppState.
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     * Overrides {@link com.jme3.app.state.AbstractAppState#setEnabled(boolean)}
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     *
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     * @param enabled {@code true} to enable the AppState, {@code false} to disable it.
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     */
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    @Override
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    public void setEnabled(boolean enabled) {
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        if (isEnabled() == enabled) return;
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        super.setEnabled(enabled);
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        LOGGER.log(Level.INFO, "Music enabled: {0}", enabled); //NON-NLS
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        PREFERENCES.putBoolean(ENABLED_PREF, enabled);
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        playCurrentMusic();
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    }
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    /**
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     * Initializes the music for the game.
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     * Overrides {@link AbstractAppState#initialize(AppStateManager, Application)}
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     *
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     * @param stateManager The state manager
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     * @param app          The application
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     */
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    @Override
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    public void initialize(AppStateManager stateManager, Application app) {
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        LOGGER.log(Level.INFO, "Initializing background music"); //NON-NLS
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        super.initialize(stateManager, app);
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        menuMusic = loadMusic(app, MENU_MUSIC_PATH);
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        gameMusic = loadMusic(app, GAME_MUSIC_PATH);
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        victoryMusic = loadMusic(app, VICTORY_MUSIC_PATH);
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        defeatMusic = loadMusic(app, DEFEAT_MUSIC_PATH);
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        currentMusic = menuMusic;
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        playCurrentMusic();
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    }
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    /**
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     * Loads a music file and initializes an AudioNode with the specified settings.
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     *
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     * @param app  The application instance.
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     * @param name The name of the music file to load.
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     * @return The initialized AudioNode, or {@code null} if the file could not be loaded.
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     */
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    private AudioNode loadMusic(Application app, String name) {
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        try {
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            this.volume = PREFERENCES.getFloat(VOLUME_PREF, 0.5f);
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            final AudioNode music = new AudioNode(app.getAssetManager(), name, DataType.Stream);
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            music.setLooping(true);
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            music.setVolume(volume);
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            music.setPositional(false);
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            music.setDirectional(false);
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            return music;
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        } catch (AssetLoadException | AssetNotFoundException ex) {
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            LOGGER.log(Level.ERROR, ex.getMessage(), ex);
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        }
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        return null;
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    }
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    /**
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     * Plays the current music if the music is enabled.
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     * Stops the current music if the music is disabled.
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     */
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    private void playCurrentMusic() {
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        if (isEnabled()) {
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            if (currentMusic != null) {
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                LOGGER.log(Level.INFO, "Playing current music"); //NON-NLS
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                currentMusic.play();
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            }
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        } else {
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            if (currentMusic != null) {
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                currentMusic.stop();
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            }
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        }
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    }
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    /**
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     * Plays the game music.
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     */
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    private void gameMusic() {
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        if (isEnabled() && gameMusic != null) {
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            stopAll();
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            LOGGER.log(Level.INFO, "Playing game music"); //NON-NLS
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            PREFERENCES.putFloat(VOLUME_PREF, volume);
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            gameMusic.play();
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        }
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    }
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    /**
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     * Plays the victory music.
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     */
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    private void victoryMusic() {
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        if (isEnabled() && victoryMusic != null) {
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            stopAll();
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            LOGGER.log(Level.INFO, "Playing victory music"); //NON-NLS
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            PREFERENCES.putFloat(VOLUME_PREF, volume);
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            victoryMusic.play();
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        }
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    }
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    /**
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     * Plays the defeat music.
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     */
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    private void defeatMusic() {
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        if (isEnabled() && defeatMusic != null) {
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            stopAll();
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            LOGGER.log(Level.INFO, "Playing defeat music"); //NON-NLS
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            PREFERENCES.putFloat(VOLUME_PREF, volume);
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            defeatMusic.play();
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        }
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    }
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    /**
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     * Stops all music.
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     */
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    private void stopAll() {
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        if (menuMusic != null) menuMusic.stop();
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        if (gameMusic != null) gameMusic.stop();
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        if (victoryMusic != null) victoryMusic.stop();
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        if (defeatMusic != null) defeatMusic.stop();
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    }
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    /**
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     * Handles the received music event and plays the corresponding music.
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     *
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     * @param event The music event to handle.
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     */
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    @Override
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    public void receivedEvent(MusicEvent event) {
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        switch (event.music()) {
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            case GAME_MUSIC -> {
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                gameMusic();
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                currentMusic = gameMusic;
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            }
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            case VICTORY_MUSIC -> {
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                victoryMusic();
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                currentMusic = victoryMusic;
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            }
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            case DEFEAT_MUSIC -> {
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                defeatMusic();
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                currentMusic = defeatMusic;
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            }
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        }
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    }
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    /**
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     * Sets the volume for the background music and updates the preferences.
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     *
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     * @param volume The volume level to set.
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     */
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    public void setVolume(float volume) {
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        LOGGER.log(Level.INFO, "Setting volume to {0}", volume); //NON-NLS
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        this.volume = volume;
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        currentMusic.setVolume(volume);
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        PREFERENCES.putFloat(VOLUME_PREF, volume);
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    }
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    /**
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     * Returns the volume level for the background music.
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     *
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     * @return The volume level as a float.
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     */
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    public float getVolume() {
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        return volume;
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    }
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}
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@@ -122,13 +122,16 @@ public class BattleshipApp extends SimpleApplication implements BattleshipClient
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     */
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    private final ActionListener escapeListener = (name, isPressed, tpf) -> escape(isPressed);
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    private EffectHandler effectHandler;
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    static {
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        // Configure logging
 | 
			
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        LogManager manager = LogManager.getLogManager();
 | 
			
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        try {
 | 
			
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            manager.readConfiguration(new FileInputStream("logging.properties"));
 | 
			
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            LOGGER.log(Level.INFO, "Successfully read logging properties"); //NON-NLS
 | 
			
		||||
        } catch (IOException e) {
 | 
			
		||||
        }
 | 
			
		||||
        catch (IOException e) {
 | 
			
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            LOGGER.log(Level.INFO, e.getMessage());
 | 
			
		||||
        }
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		||||
    }
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@@ -154,6 +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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@@ -223,6 +227,7 @@ 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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 | 
			
		||||
@@ -264,12 +269,20 @@ private void setupStates() {
 | 
			
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        flyCam.setEnabled(false);
 | 
			
		||||
        stateManager.detach(stateManager.getState(StatsAppState.class));
 | 
			
		||||
        stateManager.detach(stateManager.getState(DebugKeysAppState.class));
 | 
			
		||||
 | 
			
		||||
        attachGameMusic();
 | 
			
		||||
        attachGameSound();
 | 
			
		||||
        attachBackgroundSound();
 | 
			
		||||
        stateManager.attachAll(new EditorAppState(), new BattleAppState(), new SeaAppState());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Attaches the game sound state and sets its initial enabled state.
 | 
			
		||||
     */
 | 
			
		||||
    private void attachGameMusic() {
 | 
			
		||||
        final GameMusic gameMusic = new GameMusic();
 | 
			
		||||
        gameMusic.setEnabled(GameMusic.enabledInPreferences());
 | 
			
		||||
        stateManager.attach(gameMusic);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Attaches the game sound state and sets its initial enabled state.
 | 
			
		||||
     */
 | 
			
		||||
@@ -280,19 +293,6 @@ private void attachGameSound() {
 | 
			
		||||
        stateManager.attach(gameSound);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Attaches the background music state and sets its initial enabled state.
 | 
			
		||||
     * The background music state is responsible for managing the background music
 | 
			
		||||
     * playback in the game. It listens to the game logic for any changes in the
 | 
			
		||||
     * background music settings.
 | 
			
		||||
     */
 | 
			
		||||
    private void attachBackgroundSound() {
 | 
			
		||||
        final BackgroundMusic backgroundMusic = new BackgroundMusic();
 | 
			
		||||
        logic.addListener(backgroundMusic);
 | 
			
		||||
        backgroundMusic.setEnabled(BackgroundMusic.enabledInPreferences());
 | 
			
		||||
        stateManager.attach(backgroundMusic);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the application state every frame.
 | 
			
		||||
     * This method is called once per frame during the game loop.
 | 
			
		||||
@@ -418,12 +418,12 @@ public void stop(boolean waitFor) {
 | 
			
		||||
     */
 | 
			
		||||
    void confirmDialog(String question, Runnable yesAction) {
 | 
			
		||||
        DialogBuilder.simple(dialogManager)
 | 
			
		||||
                .setTitle(lookup("dialog.question"))
 | 
			
		||||
                .setText(question)
 | 
			
		||||
                .setOkButton(lookup("button.yes"), yesAction)
 | 
			
		||||
                .setNoButton(lookup("button.no"))
 | 
			
		||||
                .build()
 | 
			
		||||
                .open();
 | 
			
		||||
                     .setTitle(lookup("dialog.question"))
 | 
			
		||||
                     .setText(question)
 | 
			
		||||
                     .setOkButton(lookup("button.yes"), yesAction)
 | 
			
		||||
                     .setNoButton(lookup("button.no"))
 | 
			
		||||
                     .build()
 | 
			
		||||
                     .open();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
@@ -433,10 +433,14 @@ void confirmDialog(String question, Runnable yesAction) {
 | 
			
		||||
     */
 | 
			
		||||
    void errorDialog(String errorMessage) {
 | 
			
		||||
        DialogBuilder.simple(dialogManager)
 | 
			
		||||
                .setTitle(lookup("dialog.error"))
 | 
			
		||||
                .setText(errorMessage)
 | 
			
		||||
                .setOkButton(lookup("button.ok"))
 | 
			
		||||
                .build()
 | 
			
		||||
                .open();
 | 
			
		||||
                     .setTitle(lookup("dialog.error"))
 | 
			
		||||
                     .setText(errorMessage)
 | 
			
		||||
                     .setOkButton(lookup("button.ok"))
 | 
			
		||||
                     .build()
 | 
			
		||||
                     .open();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    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;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -10,9 +10,6 @@
 | 
			
		||||
import com.jme3.app.Application;
 | 
			
		||||
import com.jme3.app.state.AbstractAppState;
 | 
			
		||||
import com.jme3.app.state.AppStateManager;
 | 
			
		||||
import com.jme3.asset.AssetLoadException;
 | 
			
		||||
import com.jme3.asset.AssetNotFoundException;
 | 
			
		||||
import com.jme3.audio.AudioData;
 | 
			
		||||
import com.jme3.audio.AudioNode;
 | 
			
		||||
import pp.battleship.notification.GameEventListener;
 | 
			
		||||
import pp.battleship.notification.SoundEvent;
 | 
			
		||||
@@ -21,6 +18,7 @@
 | 
			
		||||
import java.lang.System.Logger.Level;
 | 
			
		||||
import java.util.prefs.Preferences;
 | 
			
		||||
 | 
			
		||||
import static pp.JmeUtil.loadSound;
 | 
			
		||||
import static pp.util.PreferencesUtils.getPreferences;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
@@ -34,7 +32,7 @@ public class GameSound extends AbstractAppState implements GameEventListener {
 | 
			
		||||
    private AudioNode splashSound;
 | 
			
		||||
    private AudioNode shipDestroyedSound;
 | 
			
		||||
    private AudioNode explosionSound;
 | 
			
		||||
    private AudioNode shellFiredSound;
 | 
			
		||||
    private AudioNode shellFlyingSound;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if sound is enabled in the preferences.
 | 
			
		||||
@@ -79,26 +77,16 @@ public void initialize(AppStateManager stateManager, Application app) {
 | 
			
		||||
        shipDestroyedSound = loadSound(app, "Sound/Effects/sunken.wav"); //NON-NLS
 | 
			
		||||
        splashSound = loadSound(app, "Sound/Effects/splash.wav"); //NON-NLS
 | 
			
		||||
        explosionSound = loadSound(app, "Sound/Effects/explosion.wav"); //NON-NLS
 | 
			
		||||
        shellFiredSound = loadSound(app, "Sound/Effects/missle.wav"); //NON-NLS
 | 
			
		||||
        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;
 | 
			
		||||
        } catch (AssetLoadException | AssetNotFoundException ex) {
 | 
			
		||||
            LOGGER.log(Level.ERROR, ex.getMessage(), ex);
 | 
			
		||||
    public void shellFly() {
 | 
			
		||||
        if (isEnabled() && shellFlyingSound != null) {
 | 
			
		||||
            shellFlyingSound.playInstance();
 | 
			
		||||
        }
 | 
			
		||||
        return null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
@@ -125,21 +113,13 @@ public void shipDestroyed() {
 | 
			
		||||
            shipDestroyedSound.playInstance();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Plays sound effect when a shell has been fired.
 | 
			
		||||
     */
 | 
			
		||||
    public void shellFired() {
 | 
			
		||||
        if (isEnabled() && shellFiredSound != null)
 | 
			
		||||
            shellFiredSound.playInstance();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    public void receivedEvent(SoundEvent event) {
 | 
			
		||||
        switch (event.sound()) {
 | 
			
		||||
            case EXPLOSION -> explosion();
 | 
			
		||||
            case SPLASH -> splash();
 | 
			
		||||
            case DESTROYED_SHIP -> shipDestroyed();
 | 
			
		||||
            case SHELL_FIRED -> shellFired();
 | 
			
		||||
            case SHELL_FLYING -> shellFly();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -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;
 | 
			
		||||
@@ -22,8 +19,6 @@
 | 
			
		||||
import java.io.IOException;
 | 
			
		||||
import java.util.prefs.Preferences;
 | 
			
		||||
 | 
			
		||||
import java.lang.System.Logger;
 | 
			
		||||
 | 
			
		||||
import static pp.battleship.Resources.lookup;
 | 
			
		||||
import static pp.util.PreferencesUtils.getPreferences;
 | 
			
		||||
 | 
			
		||||
@@ -33,13 +28,12 @@
 | 
			
		||||
 * returning to the game, and quitting the application.
 | 
			
		||||
 */
 | 
			
		||||
class Menu extends Dialog {
 | 
			
		||||
    private static final Logger LOGGER = System.getLogger(Menu.class.getName());
 | 
			
		||||
    private static final Preferences PREFERENCES = getPreferences(Menu.class);
 | 
			
		||||
    private static final String LAST_PATH = "last.file.path";
 | 
			
		||||
    private final BattleshipApp app;
 | 
			
		||||
    private final Button loadButton = new Button(lookup("menu.map.load"));
 | 
			
		||||
    private final Button saveButton = new Button(lookup("menu.map.save"));
 | 
			
		||||
    private final VersionedReference<Double> volumeRef;
 | 
			
		||||
    private final VolumeSlider volumeSlider;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs the Menu dialog for the Battleship application.
 | 
			
		||||
@@ -49,19 +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 Checkbox(lookup("menu.sound-enabled"),
 | 
			
		||||
                new StateCheckboxModel(app, GameSound.class)));
 | 
			
		||||
 | 
			
		||||
        addChild(new Checkbox(lookup("menu.music-toggle"),
 | 
			
		||||
                new StateCheckboxModel(app, BackgroundMusic.class)));
 | 
			
		||||
 | 
			
		||||
        Slider volumeSlider = new Slider();
 | 
			
		||||
        volumeSlider.setModel(new DefaultRangedValueModel(0.0, 2.0, app.getStateManager().getState(BackgroundMusic.class).getVolume()));
 | 
			
		||||
        volumeSlider.setDelta(0.1f);
 | 
			
		||||
                              new StateCheckboxModel(app, GameSound.class)));
 | 
			
		||||
        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));
 | 
			
		||||
@@ -83,26 +71,9 @@ public void update() {
 | 
			
		||||
        saveButton.setEnabled(app.getGameLogic().maySaveMap());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the menu state based on the time per frame (tpf).
 | 
			
		||||
     * If the volume reference has been updated, adjusts the volume accordingly.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf the time per frame
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void update(float tpf) {
 | 
			
		||||
        if (volumeRef.update()) {
 | 
			
		||||
            adjustVolume(volumeRef.get());
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Adjusts the volume of the background music.
 | 
			
		||||
     *
 | 
			
		||||
     * @param volume the new volume level to set, as a double
 | 
			
		||||
     */
 | 
			
		||||
    private void adjustVolume(double volume) {
 | 
			
		||||
        app.getStateManager().getState(BackgroundMusic.class).setVolume((float) volume);
 | 
			
		||||
    public void update(float delta) {
 | 
			
		||||
        volumeSlider.update();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
@@ -139,7 +110,8 @@ private void handle(FileAction fileAction, TextInputDialog dialog) {
 | 
			
		||||
            PREFERENCES.put(LAST_PATH, path);
 | 
			
		||||
            fileAction.run(new File(path));
 | 
			
		||||
            dialog.close();
 | 
			
		||||
        } catch (IOException e) {
 | 
			
		||||
        }
 | 
			
		||||
        catch (IOException e) {
 | 
			
		||||
            app.errorDialog(e.getLocalizedMessage());
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
@@ -153,13 +125,13 @@ private void handle(FileAction fileAction, TextInputDialog dialog) {
 | 
			
		||||
    private void fileDialog(FileAction fileAction, String label) {
 | 
			
		||||
        final TextInputDialog dialog =
 | 
			
		||||
                TextInputDialog.builder(app.getDialogManager())
 | 
			
		||||
                        .setLabel(lookup("label.file"))
 | 
			
		||||
                        .setFocus(TextInputDialog::getInput)
 | 
			
		||||
                        .setTitle(label)
 | 
			
		||||
                        .setOkButton(lookup("button.ok"), d -> handle(fileAction, d))
 | 
			
		||||
                        .setNoButton(lookup("button.cancel"))
 | 
			
		||||
                        .setOkClose(false)
 | 
			
		||||
                        .build();
 | 
			
		||||
                               .setLabel(lookup("label.file"))
 | 
			
		||||
                               .setFocus(TextInputDialog::getInput)
 | 
			
		||||
                               .setTitle(label)
 | 
			
		||||
                               .setOkButton(lookup("button.ok"), d -> handle(fileAction, d))
 | 
			
		||||
                               .setNoButton(lookup("button.cancel"))
 | 
			
		||||
                               .setOkClose(false)
 | 
			
		||||
                               .build();
 | 
			
		||||
        final String path = PREFERENCES.get(LAST_PATH, null);
 | 
			
		||||
        if (path != null)
 | 
			
		||||
            dialog.getInput().setText(path.trim());
 | 
			
		||||
 
 | 
			
		||||
@@ -12,6 +12,7 @@
 | 
			
		||||
import com.simsilica.lemur.Label;
 | 
			
		||||
import com.simsilica.lemur.TextField;
 | 
			
		||||
import com.simsilica.lemur.component.SpringGridLayout;
 | 
			
		||||
import pp.battleship.client.clienthost.BattleshipServerClient;
 | 
			
		||||
import pp.dialog.Dialog;
 | 
			
		||||
import pp.dialog.DialogBuilder;
 | 
			
		||||
import pp.dialog.SimpleDialog;
 | 
			
		||||
@@ -31,15 +32,16 @@ class NetworkDialog extends SimpleDialog {
 | 
			
		||||
    private static final Logger LOGGER = System.getLogger(NetworkDialog.class.getName());
 | 
			
		||||
    private static final String LOCALHOST = "localhost"; //NON-NLS
 | 
			
		||||
    private static final String DEFAULT_PORT = "1234"; //NON-NLS
 | 
			
		||||
    private static final int START_SERVER_DELAY = 2000;
 | 
			
		||||
    private final NetworkSupport network;
 | 
			
		||||
    private final TextField host = new TextField(LOCALHOST);
 | 
			
		||||
    private final TextField port = new TextField(DEFAULT_PORT);
 | 
			
		||||
    private String hostname;
 | 
			
		||||
    private int portNumber;
 | 
			
		||||
    private Future<Object> connectionFuture;
 | 
			
		||||
    private Future<Object> serverFuture;
 | 
			
		||||
    private Dialog progressDialog;
 | 
			
		||||
    private boolean hostServer = false;
 | 
			
		||||
    private BattleshipServerClient server;
 | 
			
		||||
    private final Checkbox clientHostCheckbox;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new NetworkDialog.
 | 
			
		||||
@@ -53,26 +55,22 @@ class NetworkDialog extends SimpleDialog {
 | 
			
		||||
        host.setPreferredWidth(400f);
 | 
			
		||||
        port.setSingleLine(true);
 | 
			
		||||
 | 
			
		||||
        Checkbox hostCheckbox = new Checkbox(lookup("host.own-server"));
 | 
			
		||||
        hostCheckbox.setChecked(false);
 | 
			
		||||
        hostCheckbox.addClickCommands(s -> hostServer = !hostServer);
 | 
			
		||||
 | 
			
		||||
        final BattleshipApp app = network.getApp();
 | 
			
		||||
        final Container input = new Container(new SpringGridLayout());
 | 
			
		||||
        input.addChild(new Label(lookup("host.name") + ":  "));
 | 
			
		||||
        input.addChild(host, 1);
 | 
			
		||||
        input.addChild(new Label(lookup("port.number") + ":  "));
 | 
			
		||||
        input.addChild(port, 1);
 | 
			
		||||
        input.addChild(hostCheckbox);
 | 
			
		||||
 | 
			
		||||
        clientHostCheckbox = new Checkbox("Host Server");
 | 
			
		||||
        input.addChild(clientHostCheckbox);
 | 
			
		||||
        DialogBuilder.simple(app.getDialogManager())
 | 
			
		||||
                .setTitle(lookup("server.dialog"))
 | 
			
		||||
                .setExtension(d -> d.addChild(input))
 | 
			
		||||
                .setOkButton(lookup("button.connect"), d -> connectHostServer())
 | 
			
		||||
                .setNoButton(lookup("button.cancel"), app::closeApp)
 | 
			
		||||
                .setOkClose(false)
 | 
			
		||||
                .setNoClose(false)
 | 
			
		||||
                .build(this);
 | 
			
		||||
                     .setTitle(lookup("server.dialog"))
 | 
			
		||||
                     .setExtension(d -> d.addChild(input))
 | 
			
		||||
                     .setOkButton(lookup("button.connect"), d -> connect())
 | 
			
		||||
                     .setNoButton(lookup("button.cancel"), app::closeApp)
 | 
			
		||||
                     .setOkClose(false)
 | 
			
		||||
                     .setNoClose(false)
 | 
			
		||||
                     .build(this);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
@@ -85,55 +83,31 @@ private void connect() {
 | 
			
		||||
            hostname = host.getText().trim().isEmpty() ? LOCALHOST : host.getText();
 | 
			
		||||
            portNumber = Integer.parseInt(port.getText());
 | 
			
		||||
            openProgressDialog();
 | 
			
		||||
 | 
			
		||||
            if (clientHostCheckbox.isChecked()) {
 | 
			
		||||
                serverFuture = network.getApp().getExecutor().submit(this::initServer);
 | 
			
		||||
 | 
			
		||||
                while (server == null || !server.isReady()) {
 | 
			
		||||
                    Thread.sleep(100);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
            connectionFuture = network.getApp().getExecutor().submit(this::initNetwork);
 | 
			
		||||
        } catch (NumberFormatException e) {
 | 
			
		||||
        }
 | 
			
		||||
        catch (NumberFormatException e) {
 | 
			
		||||
            network.getApp().errorDialog(lookup("port.must.be.integer"));
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Connects to the host server. If the `hostServer` flag is set, it starts the server
 | 
			
		||||
     * before attempting to connect. If the server fails to start, logs an error.
 | 
			
		||||
     */
 | 
			
		||||
    private void connectHostServer() {
 | 
			
		||||
        if (hostServer) {
 | 
			
		||||
            startServer();
 | 
			
		||||
            try {
 | 
			
		||||
                Thread.sleep(START_SERVER_DELAY);
 | 
			
		||||
            } catch (Exception e) {
 | 
			
		||||
                LOGGER.log(Level.ERROR, "Server start failed", e); //NON-NLS
 | 
			
		||||
            }
 | 
			
		||||
            connect();
 | 
			
		||||
        } else {
 | 
			
		||||
            connect();
 | 
			
		||||
        catch (InterruptedException e) {
 | 
			
		||||
            throw new RuntimeException(e);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Starts the game server in a new thread.
 | 
			
		||||
     * Logs an error if the server fails to start.
 | 
			
		||||
     */
 | 
			
		||||
    private void startServer() {
 | 
			
		||||
        LOGGER.log(Level.INFO, "start server"); //NON-NLS
 | 
			
		||||
        new Thread(() -> {
 | 
			
		||||
            try {
 | 
			
		||||
                LOGGER.log(Level.INFO, "Starting server..."); //NON-NLS
 | 
			
		||||
                BattleshipServer server = new BattleshipServer(Integer.parseInt(port.getText()));
 | 
			
		||||
                LOGGER.log(Level.INFO, "Server started"); //NON-NLS
 | 
			
		||||
                server.run();
 | 
			
		||||
            } catch (Exception e) {
 | 
			
		||||
                LOGGER.log(Level.ERROR, "Server start failed", e); //NON-NLS
 | 
			
		||||
            }
 | 
			
		||||
        }).start();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a dialog indicating that the connection is in progress.
 | 
			
		||||
     */
 | 
			
		||||
    private void openProgressDialog() {
 | 
			
		||||
        progressDialog = DialogBuilder.simple(network.getApp().getDialogManager())
 | 
			
		||||
                .setText(lookup("label.connecting"))
 | 
			
		||||
                .build();
 | 
			
		||||
                                      .setText(lookup("label.connecting"))
 | 
			
		||||
                                      .build();
 | 
			
		||||
        progressDialog.open();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
@@ -146,7 +120,25 @@ private Object initNetwork() {
 | 
			
		||||
        try {
 | 
			
		||||
            network.initNetwork(hostname, portNumber);
 | 
			
		||||
            return null;
 | 
			
		||||
        } catch (Exception e) {
 | 
			
		||||
        }
 | 
			
		||||
        catch (Exception e) {
 | 
			
		||||
            throw new RuntimeException(e);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Tries to initialize the server hosted by the client.
 | 
			
		||||
     *
 | 
			
		||||
     * @throws RuntimeException If an error occurs when starting the server.
 | 
			
		||||
     */
 | 
			
		||||
    private Object initServer() {
 | 
			
		||||
        try {
 | 
			
		||||
            server = new BattleshipServerClient();
 | 
			
		||||
            server.run(Integer.parseInt(port.getText()));
 | 
			
		||||
            return null;
 | 
			
		||||
        }
 | 
			
		||||
        catch (Exception e) {
 | 
			
		||||
            LOGGER.log(Level.ERROR, "Error while starting server", e);
 | 
			
		||||
            throw new RuntimeException(e);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
@@ -161,12 +153,27 @@ public void update(float delta) {
 | 
			
		||||
            try {
 | 
			
		||||
                connectionFuture.get();
 | 
			
		||||
                success();
 | 
			
		||||
            } catch (ExecutionException e) {
 | 
			
		||||
            }
 | 
			
		||||
            catch (ExecutionException e) {
 | 
			
		||||
                failure(e.getCause());
 | 
			
		||||
            } catch (InterruptedException e) {
 | 
			
		||||
            }
 | 
			
		||||
            catch (InterruptedException e) {
 | 
			
		||||
                LOGGER.log(Level.WARNING, "Interrupted!", e); //NON-NLS
 | 
			
		||||
                Thread.currentThread().interrupt();
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
        if (serverFuture != null && serverFuture.isDone()) {
 | 
			
		||||
            try {
 | 
			
		||||
                serverFuture.get();
 | 
			
		||||
            }
 | 
			
		||||
            catch (ExecutionException e) {
 | 
			
		||||
                LOGGER.log(Level.ERROR, "Failed to start server", e.getCause());
 | 
			
		||||
            }
 | 
			
		||||
            catch (InterruptedException e) {
 | 
			
		||||
                LOGGER.log(Level.WARNING, "Server thread was interrupted", e);
 | 
			
		||||
                Thread.currentThread().interrupt();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
 
 | 
			
		||||
@@ -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;
 | 
			
		||||
package pp.battleship.client.clienthost;
 | 
			
		||||
 | 
			
		||||
import com.jme3.network.ConnectionListener;
 | 
			
		||||
import com.jme3.network.HostedConnection;
 | 
			
		||||
@@ -18,7 +18,7 @@
 | 
			
		||||
import pp.battleship.game.server.Player;
 | 
			
		||||
import pp.battleship.game.server.ServerGameLogic;
 | 
			
		||||
import pp.battleship.game.server.ServerSender;
 | 
			
		||||
import pp.battleship.message.client.AnimationMessage;
 | 
			
		||||
import pp.battleship.message.client.AnimationFinishedMessage;
 | 
			
		||||
import pp.battleship.message.client.ClientMessage;
 | 
			
		||||
import pp.battleship.message.client.MapMessage;
 | 
			
		||||
import pp.battleship.message.client.ShootMessage;
 | 
			
		||||
@@ -42,41 +42,14 @@
 | 
			
		||||
/**
 | 
			
		||||
 * Server implementing the visitor pattern as MessageReceiver for ClientMessages
 | 
			
		||||
 */
 | 
			
		||||
public class BattleshipServer implements MessageListener<HostedConnection>, ConnectionListener, ServerSender {
 | 
			
		||||
    /**
 | 
			
		||||
     * Logger for the BattleshipServer class.
 | 
			
		||||
     */
 | 
			
		||||
    private static final Logger LOGGER = System.getLogger(BattleshipServer.class.getName());
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Configuration file for the server.
 | 
			
		||||
     */
 | 
			
		||||
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");
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Port number for the server.
 | 
			
		||||
     */
 | 
			
		||||
    private final int PORT_NUMBER;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Configuration settings for the Battleship server.
 | 
			
		||||
     */
 | 
			
		||||
    private final BattleshipConfig config = new BattleshipConfig();
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The server instance.
 | 
			
		||||
     */
 | 
			
		||||
    private Server myServer;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Game logic for the server.
 | 
			
		||||
     */
 | 
			
		||||
    private final ServerGameLogic logic;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Queue for pending messages to be processed by the server.
 | 
			
		||||
     */
 | 
			
		||||
    private final BlockingQueue<ReceivedMessage> pendingMessages = new LinkedBlockingQueue<>();
 | 
			
		||||
    private final BlockingQueue<ReceivedMessageClient> pendingMessages = new LinkedBlockingQueue<>();
 | 
			
		||||
 | 
			
		||||
    static {
 | 
			
		||||
        // Configure logging
 | 
			
		||||
@@ -84,45 +57,53 @@ public class BattleshipServer implements MessageListener<HostedConnection>, Conn
 | 
			
		||||
        try {
 | 
			
		||||
            manager.readConfiguration(new FileInputStream("logging.properties"));
 | 
			
		||||
            LOGGER.log(Level.INFO, "Successfully read logging properties"); //NON-NLS
 | 
			
		||||
        } catch (IOException e) {
 | 
			
		||||
        }
 | 
			
		||||
        catch (IOException e) {
 | 
			
		||||
            LOGGER.log(Level.INFO, e.getMessage());
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates the server.
 | 
			
		||||
     * Creates the server and reads the configuration from the specified file.
 | 
			
		||||
     * Initializes the game logic and sets up logging.
 | 
			
		||||
     */
 | 
			
		||||
    public BattleshipServer(int PORT_NUMBER) {
 | 
			
		||||
    public BattleshipServerClient() {
 | 
			
		||||
        config.readFromIfExists(CONFIG_FILE);
 | 
			
		||||
        this.PORT_NUMBER = PORT_NUMBER;
 | 
			
		||||
        LOGGER.log(Level.INFO, "Configuration: {0}", config); //NON-NLS
 | 
			
		||||
        logic = new ServerGameLogic(this, config);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Starts the server and processes incoming messages indefinitely.
 | 
			
		||||
     * Checks if the server is ready.
 | 
			
		||||
     *
 | 
			
		||||
     * @return true if the server is running, false otherwise
 | 
			
		||||
     */
 | 
			
		||||
    public void run() {
 | 
			
		||||
        startServer();
 | 
			
		||||
    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();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Starts the server and initializes necessary components.
 | 
			
		||||
     * This method sets up the server, registers serializable classes,
 | 
			
		||||
     * starts the server, and registers listeners for incoming connections and messages.
 | 
			
		||||
     * If the server fails to start, it logs an error and exits the application.
 | 
			
		||||
     * Starts the server by creating a network server on the specified port.
 | 
			
		||||
     */
 | 
			
		||||
    private void startServer() {
 | 
			
		||||
    private void startServer(int port) {
 | 
			
		||||
        try {
 | 
			
		||||
            LOGGER.log(Level.INFO, "Starting server..."); //NON-NLS
 | 
			
		||||
            myServer = Network.createServer(PORT_NUMBER);
 | 
			
		||||
            myServer = Network.createServer(port);
 | 
			
		||||
            initializeSerializables();
 | 
			
		||||
            myServer.start();
 | 
			
		||||
            registerListeners();
 | 
			
		||||
            LOGGER.log(Level.INFO, "Server started: {0}", myServer.isRunning()); //NON-NLS
 | 
			
		||||
        } catch (IOException e) {
 | 
			
		||||
        }
 | 
			
		||||
        catch (IOException e) {
 | 
			
		||||
            LOGGER.log(Level.ERROR, "Couldn't start server: {0}", e.getMessage()); //NON-NLS
 | 
			
		||||
            exit(1);
 | 
			
		||||
        }
 | 
			
		||||
@@ -130,78 +111,55 @@ private void startServer() {
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Processes the next message in the queue.
 | 
			
		||||
     * This method blocks until a message is available, then processes it using the server logic.
 | 
			
		||||
     * If interrupted while waiting, it logs the interruption and re-interrupts the thread.
 | 
			
		||||
     */
 | 
			
		||||
    private void processNextMessage() {
 | 
			
		||||
        try {
 | 
			
		||||
            pendingMessages.take().process(logic);
 | 
			
		||||
        } catch (InterruptedException ex) {
 | 
			
		||||
        }
 | 
			
		||||
        catch (InterruptedException ex) {
 | 
			
		||||
            LOGGER.log(Level.INFO, "Interrupted while waiting for messages"); //NON-NLS
 | 
			
		||||
            Thread.currentThread().interrupt();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Registers the serializable classes used by the server.
 | 
			
		||||
     * This method ensures that the necessary classes are registered with the serializer
 | 
			
		||||
     * so that they can be correctly transmitted over the network.
 | 
			
		||||
     * 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(AnimationMessage.class);
 | 
			
		||||
        Serializer.registerClass(EffectMessage.class);
 | 
			
		||||
        Serializer.registerClass(AnimationFinishedMessage.class);
 | 
			
		||||
        Serializer.registerClass(Battleship.class);
 | 
			
		||||
        Serializer.registerClass(IntPoint.class);
 | 
			
		||||
        Serializer.registerClass(Shot.class);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Registers listeners for incoming connections and messages.
 | 
			
		||||
     * This method adds message listeners for `MapMessage` and `ShootMessage` classes,
 | 
			
		||||
     * and a connection listener for handling connection events.
 | 
			
		||||
     * 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, AnimationMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, AnimationFinishedMessage.class);
 | 
			
		||||
        myServer.addConnectionListener(this);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the reception of messages from clients.
 | 
			
		||||
     *
 | 
			
		||||
     * @param source  the connection from which the message was received
 | 
			
		||||
     * @param message the message received from the client
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void messageReceived(HostedConnection source, Message message) {
 | 
			
		||||
        LOGGER.log(Level.INFO, "message received from {0}: {1}", source.getId(), message); //NON-NLS
 | 
			
		||||
        if (message instanceof ClientMessage clientMessage)
 | 
			
		||||
            pendingMessages.add(new ReceivedMessage(clientMessage, source.getId()));
 | 
			
		||||
            pendingMessages.add(new ReceivedMessageClient(clientMessage, source.getId()));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when a new connection is added to the server.
 | 
			
		||||
     *
 | 
			
		||||
     * @param server           the server to which the connection was added
 | 
			
		||||
     * @param hostedConnection the connection that was added
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void connectionAdded(Server server, HostedConnection hostedConnection) {
 | 
			
		||||
        LOGGER.log(Level.INFO, "new connection {0}", hostedConnection); //NON-NLS
 | 
			
		||||
        logic.addPlayer(hostedConnection.getId());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when a connection is removed from the server.
 | 
			
		||||
     *
 | 
			
		||||
     * @param server           the server from which the connection was removed
 | 
			
		||||
     * @param hostedConnection the connection that was removed
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void connectionRemoved(Server server, HostedConnection hostedConnection) {
 | 
			
		||||
        LOGGER.log(Level.INFO, "connection closed: {0}", hostedConnection); //NON-NLS
 | 
			
		||||
@@ -215,10 +173,9 @@ public void connectionRemoved(Server server, HostedConnection hostedConnection)
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Exits the application with the specified exit value.
 | 
			
		||||
     * Closes all client connections and logs the close request.
 | 
			
		||||
     * Shuts down the server and closes all active connections.
 | 
			
		||||
     *
 | 
			
		||||
     * @param exitValue the exit value to be used when exiting the application
 | 
			
		||||
     * @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
 | 
			
		||||
@@ -5,23 +5,12 @@
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
package pp.battleship.client;
 | 
			
		||||
package pp.battleship.client.clienthost;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.message.client.ClientInterpreter;
 | 
			
		||||
import pp.battleship.message.client.ClientMessage;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents a received message from a client.
 | 
			
		||||
 *
 | 
			
		||||
 * @param message the client message
 | 
			
		||||
 * @param from    the ID of the sender
 | 
			
		||||
 */
 | 
			
		||||
record ReceivedMessage(ClientMessage message, int from) {
 | 
			
		||||
    /**
 | 
			
		||||
     * Processes the received message using the specified interpreter.
 | 
			
		||||
     *
 | 
			
		||||
     * @param interpreter the client interpreter
 | 
			
		||||
     */
 | 
			
		||||
record ReceivedMessageClient(ClientMessage message, int from) {
 | 
			
		||||
    void process(ClientInterpreter interpreter) {
 | 
			
		||||
        message.accept(interpreter, from);
 | 
			
		||||
    }
 | 
			
		||||
@@ -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;
 | 
			
		||||
@@ -143,10 +143,6 @@ public float getHeight() {
 | 
			
		||||
        return FIELD_SIZE * map.getHeight();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public static float getFieldSize() {
 | 
			
		||||
        return FIELD_SIZE;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Converts coordinates from view coordinates to model coordinates.
 | 
			
		||||
     *
 | 
			
		||||
 
 | 
			
		||||
@@ -9,6 +9,7 @@
 | 
			
		||||
 | 
			
		||||
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;
 | 
			
		||||
@@ -31,6 +32,7 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
 | 
			
		||||
    private static final float SHIP_LINE_WIDTH = 6f;
 | 
			
		||||
    private static final float SHOT_DEPTH = -2f;
 | 
			
		||||
    private static final float SHIP_DEPTH = 0f;
 | 
			
		||||
    private static final float SHELL_DEPTH = 1f;
 | 
			
		||||
    private static final float INDENT = 4f;
 | 
			
		||||
 | 
			
		||||
    // Colors used for different visual elements
 | 
			
		||||
@@ -71,9 +73,9 @@ public Spatial visit(Shot shot) {
 | 
			
		||||
 | 
			
		||||
        // Create and return a rectangle representing the shot
 | 
			
		||||
        return view.getApp().getDraw().makeRectangle(p1.getX(), p1.getY(),
 | 
			
		||||
                SHOT_DEPTH,
 | 
			
		||||
                p2.getX() - p1.getX(), p2.getY() - p1.getY(),
 | 
			
		||||
                color);
 | 
			
		||||
                                                     SHOT_DEPTH,
 | 
			
		||||
                                                     p2.getX() - p1.getX(), p2.getY() - p1.getY(),
 | 
			
		||||
                                                     color);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
@@ -116,21 +118,22 @@ public Spatial visit(Battleship ship) {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a visual representation of a shell on the map.
 | 
			
		||||
     * The shell is represented as a black ellipse.
 | 
			
		||||
     * 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 object representing the shell in the model
 | 
			
		||||
     * @return a Spatial representing the shell on the map
 | 
			
		||||
     * @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) {
 | 
			
		||||
        Geometry ellipse = new Geometry("ellipse", new Sphere(50, 50, MapView.getFieldSize() / 2 * 0.8f));
 | 
			
		||||
        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(RenderState.BlendMode.Alpha);
 | 
			
		||||
        mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
 | 
			
		||||
        mat.getAdditionalRenderState().setFaceCullMode(RenderState.FaceCullMode.Off);
 | 
			
		||||
        mat.setColor("Color", ColorRGBA.Black);
 | 
			
		||||
        mat.setColor("Color", color);
 | 
			
		||||
        ellipse.setMaterial(mat);
 | 
			
		||||
        ellipse.addControl(new ShellMapControl(view, shell));
 | 
			
		||||
        ellipse.addControl(new Shell2DControl(view, shell));
 | 
			
		||||
        return ellipse;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -7,22 +7,27 @@
 | 
			
		||||
 | 
			
		||||
package pp.battleship.client.gui;
 | 
			
		||||
 | 
			
		||||
import com.jme3.effect.ParticleEmitter;
 | 
			
		||||
import com.jme3.effect.ParticleMesh;
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.material.RenderState.BlendMode;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.renderer.queue.RenderQueue;
 | 
			
		||||
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
 | 
			
		||||
import com.jme3.scene.Geometry;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.scene.Spatial;
 | 
			
		||||
import com.jme3.scene.shape.Box;
 | 
			
		||||
import com.jme3.scene.shape.Cylinder;
 | 
			
		||||
import pp.battleship.client.BattleshipApp;
 | 
			
		||||
import pp.battleship.model.*;
 | 
			
		||||
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;
 | 
			
		||||
 | 
			
		||||
@@ -34,18 +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"; //NON-NLS
 | 
			
		||||
    private static final String DESTROYER_MODEL = "Models/Destroyer/Destroyer.j3o"; //NON-NLS
 | 
			
		||||
    private static final String DESTROYER_TEXTURE = "Models/Destroyer/BattleshipC.jpg"; //NON-NLS
 | 
			
		||||
    private static final String TYPE_II_UBOAT_MODEL = "Models/TypeIIUboat/TypeIIUboat.j3o"; //NON-NLS
 | 
			
		||||
    private static final String TYPE_II_UBOAT_TEXTURE = "Models/TypeIIUboat/Type_II_U-boat_diff.jpg"; //NON-NLS
 | 
			
		||||
    private static final String ATLANTICA_MODEL = "Models/Atlantica/Atlantica.j3o"; //NON-NLS
 | 
			
		||||
    private static final String ROCKET = "Models/Rocket/Rocket.j3o"; //NON-NLS
 | 
			
		||||
 | 
			
		||||
    private static final String 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"; //NON-NLS
 | 
			
		||||
    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;
 | 
			
		||||
@@ -77,6 +77,10 @@ public Spatial visit(Shot shot) {
 | 
			
		||||
        return shot.isHit() ? handleHit(shot) : handleMiss(shot);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private Spatial handleMiss(Shot shot) {
 | 
			
		||||
        return app.getEffectHandler().waterSplash(mapToWorldCord(shot.getX(), shot.getY()));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles a hit by attaching its representation to the node that
 | 
			
		||||
     * contains the ship model as a child so that it moves with the ship.
 | 
			
		||||
@@ -88,121 +92,44 @@ 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();
 | 
			
		||||
 | 
			
		||||
        final ParticleEmitter debris = createDebrisEffect(shot);
 | 
			
		||||
        shipNode.attachChild(debris);
 | 
			
		||||
 | 
			
		||||
        final ParticleEmitter fire = createFireEffect(shot, shipNode);
 | 
			
		||||
        shipNode.attachChild(fire);
 | 
			
		||||
 | 
			
		||||
            new Timer().schedule(new TimerTask() {
 | 
			
		||||
                @Override
 | 
			
		||||
                public void run() {
 | 
			
		||||
                    handleShipDestroy(shipNode);
 | 
			
		||||
                }
 | 
			
		||||
            }, 10000);
 | 
			
		||||
        }
 | 
			
		||||
        return null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private Spatial handleMiss(Shot shot) {
 | 
			
		||||
        return createMissEffect(shot);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private ParticleEmitter createMissEffect(Shot shot) {
 | 
			
		||||
        final ParticleEmitter water = new ParticleEmitter("WaterEmitter", ParticleMesh.Type.Triangle, 20);
 | 
			
		||||
 | 
			
		||||
        Material waterMaterial = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
 | 
			
		||||
        waterMaterial.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/flame.png"));
 | 
			
		||||
        water.setMaterial(waterMaterial);
 | 
			
		||||
 | 
			
		||||
        water.setImagesX(2);
 | 
			
		||||
        water.setImagesY(2);
 | 
			
		||||
        water.setStartColor(ColorRGBA.Cyan);
 | 
			
		||||
        water.setEndColor(ColorRGBA.Blue);
 | 
			
		||||
        water.getParticleInfluencer().setInitialVelocity(new Vector3f(0.1f, 0.1f, 0.1f));
 | 
			
		||||
        water.setStartSize(0.4f);
 | 
			
		||||
        water.setEndSize(0.45f);
 | 
			
		||||
        water.setGravity(0, -0.5f, 0);
 | 
			
		||||
        water.setLowLife(1f);
 | 
			
		||||
        water.setHighLife(1f);
 | 
			
		||||
        water.setParticlesPerSec(0);
 | 
			
		||||
 | 
			
		||||
        water.setLocalTranslation(shot.getY() + 0.5f, 0f, shot.getX() + 0.5f);
 | 
			
		||||
        water.emitAllParticles();
 | 
			
		||||
        return water;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private ParticleEmitter createDebrisEffect(Shot shot) {
 | 
			
		||||
        final ParticleEmitter debris = new ParticleEmitter("DebrisEmitter", ParticleMesh.Type.Triangle, 2);
 | 
			
		||||
 | 
			
		||||
        Material debrisMaterial = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
 | 
			
		||||
        debrisMaterial.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/Debris.png"));
 | 
			
		||||
        debris.setMaterial(debrisMaterial);
 | 
			
		||||
 | 
			
		||||
        debris.setImagesX(2);
 | 
			
		||||
        debris.setImagesY(2);
 | 
			
		||||
        debris.setStartColor(ColorRGBA.White);
 | 
			
		||||
        debris.setEndColor(ColorRGBA.White);
 | 
			
		||||
        debris.getParticleInfluencer().setInitialVelocity(new Vector3f(0.1f, 2f, 0.1f));
 | 
			
		||||
        debris.setStartSize(0.1f);
 | 
			
		||||
        debris.setEndSize(0.5f);
 | 
			
		||||
        debris.setGravity(0, 3f, 0);
 | 
			
		||||
        debris.getParticleInfluencer().setVelocityVariation(.40f);
 | 
			
		||||
        debris.setLowLife(1f);
 | 
			
		||||
        debris.setHighLife(1.5f);
 | 
			
		||||
        debris.setParticlesPerSec(0);
 | 
			
		||||
 | 
			
		||||
        debris.setLocalTranslation(shot.getY() + 0.5f, 0f, shot.getX() + 0.5f);
 | 
			
		||||
        debris.emitAllParticles();
 | 
			
		||||
        return debris;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private ParticleEmitter createFireEffect(Shot shot, Node shipNode) {
 | 
			
		||||
        ParticleEmitter fire = new ParticleEmitter("FireEmitter", ParticleMesh.Type.Triangle, 100);
 | 
			
		||||
 | 
			
		||||
        Material fireMaterial = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
 | 
			
		||||
        fireMaterial.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/flame.png"));
 | 
			
		||||
        fire.setMaterial(fireMaterial);
 | 
			
		||||
 | 
			
		||||
        fire.setImagesX(2);
 | 
			
		||||
        fire.setImagesY(2);
 | 
			
		||||
        fire.setStartColor(ColorRGBA.Orange);
 | 
			
		||||
        fire.setEndColor(ColorRGBA.Red);
 | 
			
		||||
        fire.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 1.5f, 0));
 | 
			
		||||
        fire.setStartSize(0.2f);
 | 
			
		||||
        fire.setEndSize(0.05f);
 | 
			
		||||
        fire.setLowLife(1f);
 | 
			
		||||
        fire.setHighLife(2f);
 | 
			
		||||
        fire.getParticleInfluencer().setVelocityVariation(0.2f);
 | 
			
		||||
 | 
			
		||||
        fire.setLocalTranslation(shot.getY() + 0.5f, 0f, shot.getX() + 0.5f);
 | 
			
		||||
        fire.getLocalTranslation().subtractLocal(shipNode.getLocalTranslation());
 | 
			
		||||
 | 
			
		||||
        return fire;
 | 
			
		||||
    private void handleShipDestroy(Node shipNode) {
 | 
			
		||||
        shipNode.getParent().detachChild(shipNode);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Visits a {@link Shell} and creates a graphical representation of it.
 | 
			
		||||
     * The shell is represented as a node with a model attached to it.
 | 
			
		||||
     * The node is then positioned and controlled by a {@link ShellControl}.
 | 
			
		||||
     * 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 shell the shell to be represented
 | 
			
		||||
     * @return the node containing the graphical representation of the shell
 | 
			
		||||
     * @param shot the shot to be represented
 | 
			
		||||
     * @return the geometry representing the shot
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public Spatial visit(Shell shell) {
 | 
			
		||||
        final Node node = new Node(SHELL);
 | 
			
		||||
        node.attachChild(createShell());
 | 
			
		||||
        node.setLocalTranslation(shell.getY() + 0.5f, 10f, shell.getX() + 0.5f);
 | 
			
		||||
        node.addControl(new ShellControl());
 | 
			
		||||
        return node;
 | 
			
		||||
    }
 | 
			
		||||
    private Geometry createCylinder(Shot shot) {
 | 
			
		||||
        final ColorRGBA color = shot.isHit() ? HIT_COLOR : SPLASH_COLOR;
 | 
			
		||||
        final float height = shot.isHit() ? 1.2f : 0.1f;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a graphical representation of a shell.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the spatial representing the shell
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial createShell() {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel(ROCKET);
 | 
			
		||||
        model.scale(0.0025f);
 | 
			
		||||
        model.rotate(PI, 0f, 0f);
 | 
			
		||||
        model.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
        return model;
 | 
			
		||||
        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;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
@@ -221,10 +148,31 @@ 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;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates and returns a 3D model representation of the given {@code Shell} object
 | 
			
		||||
     * for visualization in the game.
 | 
			
		||||
     *
 | 
			
		||||
     * @param shell The {@code Shell} object to be visualized.
 | 
			
		||||
     * @return A {@code Spatial} object representing the 3D model of the shell.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public Spatial visit(Shell shell) {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel("Models/Shell/shell.j3o");
 | 
			
		||||
        model.setLocalScale(.05f);
 | 
			
		||||
        model.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), LIGHTING);
 | 
			
		||||
        mat.setTexture("DiffuseMap", app.getAssetManager().loadTexture("Models/Shell/shell_color.png"));
 | 
			
		||||
        mat.setReceivesShadows(true);
 | 
			
		||||
        model.setMaterial(mat);
 | 
			
		||||
 | 
			
		||||
        model.addControl(new ShellControl(shell));
 | 
			
		||||
        return model;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates the appropriate graphical representation of the specified battleship.
 | 
			
		||||
     * The representation is either a detailed model or a simple box based on the length of the ship.
 | 
			
		||||
@@ -234,10 +182,10 @@ public Spatial visit(Battleship ship) {
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial createShip(Battleship ship) {
 | 
			
		||||
        return switch (ship.getLength()) {
 | 
			
		||||
            case 1 -> createVessel(ship);
 | 
			
		||||
            case 2 -> createSubmarine(ship);
 | 
			
		||||
            case 3 -> createDestroyer(ship);
 | 
			
		||||
            case 4 -> createBattleship(ship);
 | 
			
		||||
            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);
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
@@ -250,10 +198,10 @@ private Spatial createShip(Battleship ship) {
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial createBox(Battleship ship) {
 | 
			
		||||
        final Box box = new Box(0.5f * (ship.getMaxY() - ship.getMinY()) + 0.3f,
 | 
			
		||||
                0.3f,
 | 
			
		||||
                0.5f * (ship.getMaxX() - ship.getMinX()) + 0.3f);
 | 
			
		||||
                                0.3f,
 | 
			
		||||
                                0.5f * (ship.getMaxX() - ship.getMinX()) + 0.3f);
 | 
			
		||||
        final Geometry geometry = new Geometry(SHIP, box);
 | 
			
		||||
        geometry.setMaterial(createColoredMaterial());
 | 
			
		||||
        geometry.setMaterial(createColoredMaterial(BOX_COLOR));
 | 
			
		||||
        geometry.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
 | 
			
		||||
        return geometry;
 | 
			
		||||
@@ -265,14 +213,16 @@ private Spatial createBox(Battleship ship) {
 | 
			
		||||
     * the material's render state is set to use alpha blending, allowing for
 | 
			
		||||
     * semi-transparent rendering.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color the {@link ColorRGBA} to be applied to the material. If the alpha value
 | 
			
		||||
     *              of the color is less than 1, the material will support transparency.
 | 
			
		||||
     * @return a {@link Material} instance configured with the specified color and,
 | 
			
		||||
     * if necessary, alpha blending enabled.
 | 
			
		||||
     */
 | 
			
		||||
    private Material createColoredMaterial() {
 | 
			
		||||
    private Material createColoredMaterial(ColorRGBA color) {
 | 
			
		||||
        final Material material = new Material(app.getAssetManager(), UNSHADED);
 | 
			
		||||
        if (SeaSynchronizer.BOX_COLOR.getAlpha() < 1f)
 | 
			
		||||
        if (color.getAlpha() < 1f)
 | 
			
		||||
            material.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
 | 
			
		||||
        material.setColor(COLOR, SeaSynchronizer.BOX_COLOR);
 | 
			
		||||
        material.setColor(COLOR, color);
 | 
			
		||||
        return material;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
@@ -282,75 +232,23 @@ private Material createColoredMaterial() {
 | 
			
		||||
     * @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 a destroyer battleship.
 | 
			
		||||
     *
 | 
			
		||||
     * @param ship the battleship to be represented
 | 
			
		||||
     * @return the spatial representing the destroyer battleship
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial createDestroyer(Battleship ship) {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel(DESTROYER_MODEL);
 | 
			
		||||
        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));
 | 
			
		||||
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), UNSHADED);
 | 
			
		||||
        mat.setTexture("ColorMap", app.getAssetManager().loadTexture(DESTROYER_TEXTURE));
 | 
			
		||||
        mat.getAdditionalRenderState().setBlendMode(BlendMode.Off);
 | 
			
		||||
        mat.setReceivesShadows(true);
 | 
			
		||||
        model.setMaterial(mat);
 | 
			
		||||
 | 
			
		||||
        model.setQueueBucket(RenderQueue.Bucket.Opaque);
 | 
			
		||||
 | 
			
		||||
        model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
 | 
			
		||||
        model.scale(0.1f);
 | 
			
		||||
        model.setLocalTranslation(0f, 0.25f, 0f);
 | 
			
		||||
        model.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
 | 
			
		||||
        return model;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a detailed 3D model to represent a Type II U-boat submarine.
 | 
			
		||||
     *
 | 
			
		||||
     * @param ship the battleship to be represented
 | 
			
		||||
     * @return the spatial representing the Type II U-boat submarine
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial createSubmarine(Battleship ship) {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel(TYPE_II_UBOAT_MODEL);
 | 
			
		||||
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), UNSHADED);
 | 
			
		||||
        mat.setTexture("ColorMap", app.getAssetManager().loadTexture(TYPE_II_UBOAT_TEXTURE));
 | 
			
		||||
        model.setMaterial(mat);
 | 
			
		||||
 | 
			
		||||
        model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
 | 
			
		||||
        model.scale(0.25f);
 | 
			
		||||
        model.getLocalTranslation().addLocal(0f, -0.15f, 0f);
 | 
			
		||||
        model.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
 | 
			
		||||
        return model;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a detailed 3D model to represent a vessel.
 | 
			
		||||
     *
 | 
			
		||||
     * @param ship the battleship to be represented
 | 
			
		||||
     * @return the spatial representing the vessel
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial createVessel(Battleship ship) {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel(ATLANTICA_MODEL);
 | 
			
		||||
 | 
			
		||||
        model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
 | 
			
		||||
        model.scale(0.0003f);
 | 
			
		||||
        model.getLocalTranslation().addLocal(0f, -0.05f, 0f);
 | 
			
		||||
        model.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
 | 
			
		||||
        return model;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -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
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -1,42 +1,51 @@
 | 
			
		||||
package pp.battleship.client.gui;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.renderer.RenderManager;
 | 
			
		||||
import com.jme3.renderer.ViewPort;
 | 
			
		||||
import com.jme3.scene.control.AbstractControl;
 | 
			
		||||
import pp.battleship.model.Shell;
 | 
			
		||||
 | 
			
		||||
import static pp.JmeUtil.mapToWorldCord;
 | 
			
		||||
import static pp.util.FloatMath.PI;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Controls the movement and rotation of a shell in the game.
 | 
			
		||||
 * The shell moves downward at a constant speed and rotates around its Y-axis.
 | 
			
		||||
 * When the shell reaches a certain Y-coordinate, it is removed from its parent node.
 | 
			
		||||
 * 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 static float SHELL_SPEED = 7.5f;
 | 
			
		||||
    private final static float SHELL_ROTATION_SPEED = 0.5f;
 | 
			
		||||
    private final static float MIN_HEIGHT = 0.7f;
 | 
			
		||||
    private final Shell shell;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the shell's position and rotation.
 | 
			
		||||
     * If the shell's Y-coordinate is less than or equal to 1.0, it is detached from its parent node.
 | 
			
		||||
     * Constructs a new {@code ShellControl} to manage the 3D visualization of the given {@code Shell}.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf time per frame, used to ensure consistent movement speed across different frame rates
 | 
			
		||||
     * @param shell The {@code Shell} being visualized and controlled.
 | 
			
		||||
     */
 | 
			
		||||
    public ShellControl(Shell shell){
 | 
			
		||||
        super();
 | 
			
		||||
        this.shell = shell;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the 3D position and rotation of the shell based on its current state.
 | 
			
		||||
     * Converts map coordinates to world coordinates and applies the shell's orientation.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf Time per frame, representing the elapsed time since the last update.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlUpdate(float tpf) {
 | 
			
		||||
        spatial.move(0, -SHELL_SPEED * tpf, 0);
 | 
			
		||||
        spatial.rotate(0, SHELL_ROTATION_SPEED, 0);
 | 
			
		||||
        if (spatial.getLocalTranslation().getY() <= MIN_HEIGHT) {
 | 
			
		||||
            spatial.getParent().detachChild(spatial);
 | 
			
		||||
        }
 | 
			
		||||
        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);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Renders the shell. This method is currently not used.
 | 
			
		||||
     *
 | 
			
		||||
     * @param rm the RenderManager
 | 
			
		||||
     * @param vp the ViewPort
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlRender(RenderManager rm, ViewPort vp) {
 | 
			
		||||
        // nothing to do here
 | 
			
		||||
        // No rendering-specific behavior required for this control
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,82 +0,0 @@
 | 
			
		||||
package pp.battleship.client.gui;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.renderer.RenderManager;
 | 
			
		||||
import com.jme3.renderer.ViewPort;
 | 
			
		||||
import com.jme3.scene.control.AbstractControl;
 | 
			
		||||
import pp.battleship.model.Shell;
 | 
			
		||||
import pp.util.Position;
 | 
			
		||||
 | 
			
		||||
import java.lang.System.Logger;
 | 
			
		||||
import java.lang.System.Logger.Level;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Controls the animation of a shell in the map view.
 | 
			
		||||
 * This class handles the movement of a shell from its starting position to its target position
 | 
			
		||||
 * using linear interpolation over a specified duration.
 | 
			
		||||
 */
 | 
			
		||||
public class ShellMapControl extends AbstractControl {
 | 
			
		||||
    private static final Logger LOGGER = System.getLogger(ShellMapControl.class.getName());
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The duration of the shell animation in seconds.
 | 
			
		||||
     */
 | 
			
		||||
    private final static float ANIMATION_DURATION = 0.8f;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The end position of the shell in the map view.
 | 
			
		||||
     */
 | 
			
		||||
    private final Position endPos;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The progress of the shell's movement, ranging from 0 to 1.
 | 
			
		||||
     */
 | 
			
		||||
    private float progress = 0f;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new instance of {@link ShellMapControl}.
 | 
			
		||||
     *
 | 
			
		||||
     * @param view  the map view
 | 
			
		||||
     * @param shell the shell to be controlled
 | 
			
		||||
     */
 | 
			
		||||
    public ShellMapControl(MapView view, Shell shell) {
 | 
			
		||||
        Vector3f endPos = new Vector3f(shell.getX(), 0, shell.getY());
 | 
			
		||||
        this.endPos = view.modelToView(endPos.x, endPos.z);
 | 
			
		||||
        LOGGER.log(Level.DEBUG, "ShellMapControl created with endPos: " + this.endPos);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the position of the shell in the view with linear interpolation.
 | 
			
		||||
     * This method is called during the update phase.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf the time per frame
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlUpdate(float tpf) {
 | 
			
		||||
        // adjust speed by changing the multiplier
 | 
			
		||||
        progress += tpf * ANIMATION_DURATION;
 | 
			
		||||
 | 
			
		||||
        // progress is between 0 and 1
 | 
			
		||||
        if (progress > 1f) {
 | 
			
		||||
            progress = 1f;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // linearly interpolate the current position between (0, 0) and endPos
 | 
			
		||||
        float newX = (1 - progress) * 0 + progress * endPos.getX() + MapView.getFieldSize() / 2;
 | 
			
		||||
        float newZ = (1 - progress) * 0 + progress * endPos.getY() + MapView.getFieldSize() / 2;
 | 
			
		||||
 | 
			
		||||
        spatial.setLocalTranslation(newX, newZ, 0);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * This method is called during the render phase.
 | 
			
		||||
     * Currently, it does nothing.
 | 
			
		||||
     *
 | 
			
		||||
     * @param rm the RenderManager
 | 
			
		||||
     * @param vp the ViewPort
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlRender(RenderManager rm, ViewPort vp) {
 | 
			
		||||
        // nothing to do here
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -11,111 +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.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 current time within the oscillation cycle, used to calculate the ship's pitch angle.
 | 
			
		||||
     */
 | 
			
		||||
    // The current time within the oscillation cycle.
 | 
			
		||||
    private float time;
 | 
			
		||||
 | 
			
		||||
    private final Battleship ship;
 | 
			
		||||
    // Flag indicating if the ship is sinking.
 | 
			
		||||
    private boolean sinking;
 | 
			
		||||
 | 
			
		||||
    private static final float SINKING_HEIGHT = -0.6f;
 | 
			
		||||
    // 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) {
 | 
			
		||||
        // Determine the axis of rotation based on the ship's orientation
 | 
			
		||||
        axis = switch (ship.getRot()) {
 | 
			
		||||
    public ShipControl(Battleship battleship, Node shipNode, EffectHandler effectHandler) {
 | 
			
		||||
        this.battleship = battleship;
 | 
			
		||||
        this.shipNode = shipNode;
 | 
			
		||||
        this.effectHandler = effectHandler;
 | 
			
		||||
 | 
			
		||||
        sinking = false;
 | 
			
		||||
        // Determine the axis of rotation based on the ship's orientation.
 | 
			
		||||
        axis = switch (battleship.getRot()) {
 | 
			
		||||
            case LEFT, RIGHT -> Vector3f.UNIT_X;
 | 
			
		||||
            case UP, DOWN -> Vector3f.UNIT_Z;
 | 
			
		||||
        };
 | 
			
		||||
 | 
			
		||||
        // Set the cycle duration and amplitude based on the ship's length
 | 
			
		||||
        cycle = ship.getLength() * 2f;
 | 
			
		||||
        amplitude = 5f * DEG_TO_RAD / ship.getLength();
 | 
			
		||||
 | 
			
		||||
        this.ship = ship;
 | 
			
		||||
        // Set the cycle duration and amplitude based on the ship's length.
 | 
			
		||||
        cycle = battleship.getLength() * 2f;
 | 
			
		||||
        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.
 | 
			
		||||
     * 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;
 | 
			
		||||
 | 
			
		||||
        // Handle ship sinking by moving it downwards
 | 
			
		||||
        if (ship.isDestroyed()) {
 | 
			
		||||
            if (spatial.getLocalTranslation().getY() < SINKING_HEIGHT) {
 | 
			
		||||
                spatial.getParent().detachChild(spatial);
 | 
			
		||||
            } else {
 | 
			
		||||
                spatial.move(0, -tpf * 0.1f, 0);
 | 
			
		||||
            }
 | 
			
		||||
        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);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
        // Update the time within the oscillation cycle
 | 
			
		||||
    // 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 current angle of the oscillation
 | 
			
		||||
        final float angle = amplitude * sin(time * TWO_PI / cycle);
 | 
			
		||||
        // Calculate the pitch angle.
 | 
			
		||||
        float angle = amplitude * sin(time * TWO_PI / cycle);
 | 
			
		||||
 | 
			
		||||
        // Update the pitch Quaternion with the new angle
 | 
			
		||||
        // Update pitch rotation.
 | 
			
		||||
        pitch.fromAngleAxis(angle, axis);
 | 
			
		||||
 | 
			
		||||
        // Apply the pitch rotation to the spatial
 | 
			
		||||
        // Apply rotation to the spatial.
 | 
			
		||||
        spatial.setLocalRotation(pitch);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * This method is called during the rendering phase, but it does not perform any
 | 
			
		||||
     * operations in this implementation as the control only influences the spatial's
 | 
			
		||||
     * transformation, not its rendering process.
 | 
			
		||||
     *
 | 
			
		||||
     * @param rm the RenderManager rendering the controlled Spatial (not null)
 | 
			
		||||
     * @param vp the ViewPort being rendered (not null)
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlRender(RenderManager rm, ViewPort vp) {
 | 
			
		||||
        // No rendering logic is needed for this control
 | 
			
		||||
        // No rendering-specific behavior required.
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initiates the ship's sinking animation and schedules its destruction.
 | 
			
		||||
     */
 | 
			
		||||
    public void destroyed() {
 | 
			
		||||
        sinking = true;
 | 
			
		||||
        shipNode.attachChild(effectHandler.debrisSplash(shipNode.getLocalTranslation()));
 | 
			
		||||
        new Timer().schedule(new TimerTask() {
 | 
			
		||||
            @Override
 | 
			
		||||
            public void run() {
 | 
			
		||||
                effectHandler.destroyShip(battleship);
 | 
			
		||||
            }
 | 
			
		||||
        }, 4000);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Triggers an effect when the ship is hit by a shot, creating a fire effect at the impact location.
 | 
			
		||||
     *
 | 
			
		||||
     * @param shot The shot that hit the ship.
 | 
			
		||||
     */
 | 
			
		||||
    public void hit(Shot shot) {
 | 
			
		||||
        Vector3f shipNodePos = shipNode.getLocalTranslation();
 | 
			
		||||
        Vector3f shotWorld = mapToWorldCord(shot.getX(), shot.getY());
 | 
			
		||||
        Vector3f firePos = shotWorld.subtract(shipNodePos);
 | 
			
		||||
        shipNode.attachChild(effectHandler.createFire(firePos, battleship));
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -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  | 
@@ -1,104 +0,0 @@
 | 
			
		||||
# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
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		||||
# File Created: 16.12.2011 14:18:52
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		||||
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		||||
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		||||
	Ke 0.0000 0.0000 0.0000
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		||||
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		||||
newmtl boat_elements_black
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		||||
	Ns 55.0000
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		||||
	Ni 1.5000
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		||||
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	Ke 0.0000 0.0000 0.0000
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		||||
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		||||
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		||||
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	Ke 0.0000 0.0000 0.0000
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		||||
	Tf 1.0000 1.0000 1.0000 
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		||||
	illum 2
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	Ka 0.3333 0.3333 0.3333
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	Kd 0.3333 0.3333 0.3333
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		||||
	Ks 0.7200 0.7200 0.7200
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		||||
	Ke 0.0000 0.0000 0.0000
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		||||
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		||||
newmtl boat_buffer
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		||||
	Ns 10.0000
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		||||
	Tr 0.0000
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		||||
	Tf 1.0000 1.0000 1.0000 
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		||||
	illum 2
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	Ka 1.0000 1.0000 1.0000
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	Kd 1.0000 1.0000 1.0000
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		||||
	Ks 0.2700 0.2700 0.2700
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		||||
	Ke 0.0000 0.0000 0.0000
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		||||
	map_Ka boat_buffer_diffuse.jpg
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		||||
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		||||
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		||||
newmtl boat_roof_accessory
 | 
			
		||||
	Ns 15.0000
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		||||
	Ni 1.5000
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		||||
	d 1.0000
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		||||
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		||||
	Tf 1.0000 1.0000 1.0000 
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		||||
	illum 2
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		||||
	Ka 1.0000 1.0000 1.0000
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		||||
	Kd 1.0000 1.0000 1.0000
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		||||
	Ks 0.3600 0.3600 0.3600
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		||||
	Ke 0.0000 0.0000 0.0000
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		||||
	map_Ka boat_roof_accessory_diffuse.jpg
 | 
			
		||||
	map_Kd boat_roof_accessory_diffuse.jpg
 | 
			
		||||
 | 
			
		||||
newmtl boat_body
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		||||
	Ns 55.0000
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		||||
	Ni 1.5000
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		||||
	d 1.0000
 | 
			
		||||
	Tr 0.0000
 | 
			
		||||
	Tf 1.0000 1.0000 1.0000 
 | 
			
		||||
	illum 2
 | 
			
		||||
	Ka 1.0000 1.0000 1.0000
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		||||
	Kd 1.0000 1.0000 1.0000
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		||||
	Ks 0.3600 0.3600 0.3600
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		||||
	Ke 0.0000 0.0000 0.0000
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		||||
	map_Ka boat_body_diffuse.jpg
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		||||
	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  | 
@@ -1,3 +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
 | 
			
		||||
@@ -1,250 +0,0 @@
 | 
			
		||||
# 
 | 
			
		||||
# Generated by Sweet Home 3D - ven. janv. 02 20:37:08 CET 2015
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		||||
# http://www.sweethome3d.com/
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		||||
# 
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		||||
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newmtl ForegroundColor
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		||||
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		||||
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Ka 0.48235294 0.5019608 0.5803922
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Ks 0.0 0.0 0.0
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newmtl white_Cylinder_5
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Ka 0.47843137 0.49803922 0.5764706
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newmtl ForegroundColor_12
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Ns 0.0
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newmtl Cube_1_1_1
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newmtl Cylinder_7_7
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newmtl Cylinder_10_10
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newmtl Cylinder_11_11
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		||||
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  | 
@@ -1,92 +1,82 @@
 | 
			
		||||
# Blender 4.1.0 MTL File: 'None'
 | 
			
		||||
# Blender 3.6.5 MTL File: 'None'
 | 
			
		||||
# www.blender.org
 | 
			
		||||
 | 
			
		||||
newmtl Battleship
 | 
			
		||||
Ns 256.000031
 | 
			
		||||
Ns 250.000000
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Ks 0.000000 0.000000 0.000000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.000000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 1
 | 
			
		||||
map_Kd BattleshipC.jpg
 | 
			
		||||
 | 
			
		||||
newmtl blinn1SG
 | 
			
		||||
Ns 256.000031
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.500000 0.500000 0.500000
 | 
			
		||||
Ks 0.000000 0.000000 0.000000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.000000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 1
 | 
			
		||||
 | 
			
		||||
newmtl blinn2SG
 | 
			
		||||
Ns 256.000031
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.500000 0.500000 0.500000
 | 
			
		||||
Ks 0.000000 0.000000 0.000000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.000000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 1
 | 
			
		||||
 | 
			
		||||
newmtl blinn3SG
 | 
			
		||||
Ns 256.000031
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.500000 0.500000 0.500000
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.000000
 | 
			
		||||
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 256.000031
 | 
			
		||||
Ns 250.000000
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.500000 0.500000 0.500000
 | 
			
		||||
Kd 0.351533 0.346704 0.361307
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl blinn5SG
 | 
			
		||||
Ns 256.000031
 | 
			
		||||
Ns 250.000000
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.500000 0.500000 0.500000
 | 
			
		||||
Kd 0.346704 0.346704 0.356400
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl blinn6SG
 | 
			
		||||
Ns 256.000031
 | 
			
		||||
Ns 250.000000
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.500000 0.500000 0.500000
 | 
			
		||||
Kd 0.349118 0.346704 0.358854
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl blinn7SG
 | 
			
		||||
Ns 256.000031
 | 
			
		||||
Ns 250.000000
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.500000 0.500000 0.500000
 | 
			
		||||
Kd 0.346704 0.346704 0.356400
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl blinn8SG
 | 
			
		||||
Ns 256.000031
 | 
			
		||||
Ns 250.000000
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.500000 0.500000 0.500000
 | 
			
		||||
Kd 0.351533 0.346704 0.361307
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
@@ -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
 | 
			
		||||
@@ -1,10 +0,0 @@
 | 
			
		||||
Personal-use only.
 | 
			
		||||
 | 
			
		||||
menu_music.ogg
 | 
			
		||||
https://pixabay.com/de/music/szenen-aufbauen-demolition-outline-science-fiction-trailer-music-191960/
 | 
			
		||||
pirates.ogg
 | 
			
		||||
https://pixabay.com/de/music/epische-klassik-pirates-163389/
 | 
			
		||||
win_the_game.gg
 | 
			
		||||
https://pixabay.com/de/users/enrico_dering-31760131/
 | 
			
		||||
defeat.ogg
 | 
			
		||||
https://pixabay.com/de/music/dramaszene-defeat-charles-michel-140604/
 | 
			
		||||
@@ -41,7 +41,7 @@ public static void main(String[] args) {
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void simpleInitApp() {
 | 
			
		||||
        export("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
									
								
							
							
						
						@@ -1,159 +0,0 @@
 | 
			
		||||
package pp.battleship.game.client;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.message.client.AnimationMessage;
 | 
			
		||||
import pp.battleship.message.server.EffectMessage;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
import pp.battleship.model.IntPoint;
 | 
			
		||||
import pp.battleship.model.Shell;
 | 
			
		||||
import pp.battleship.model.ShipMap;
 | 
			
		||||
import pp.battleship.notification.Music;
 | 
			
		||||
import pp.battleship.notification.Sound;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents the state of the game during an animation sequence.
 | 
			
		||||
 * This state handles the progress and completion of the animation,
 | 
			
		||||
 * updates the game state accordingly, and transitions to the next state.
 | 
			
		||||
 */
 | 
			
		||||
public class AnimationState extends ClientState {
 | 
			
		||||
    /**
 | 
			
		||||
     * Progress of the current animation, ranging from 0 to 1.
 | 
			
		||||
     */
 | 
			
		||||
    private float animationProgress = 0;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Duration of the animation in seconds.
 | 
			
		||||
     */
 | 
			
		||||
    private final static float ANIMATION_DURATION = 0.375f;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Speed of the shell in the animation.
 | 
			
		||||
     */
 | 
			
		||||
    private final static float SHELL_SPEED = 0.3f;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The effect message received from the server.
 | 
			
		||||
     */
 | 
			
		||||
    private final EffectMessage msg;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The shell involved in the animation.
 | 
			
		||||
     */
 | 
			
		||||
    private final Shell shell;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs an AnimationState with the specified game logic, effect message, and shell.
 | 
			
		||||
     *
 | 
			
		||||
     * @param logic the game logic associated with this state
 | 
			
		||||
     * @param msg   the effect message received from the server
 | 
			
		||||
     * @param shell the shell involved in the animation
 | 
			
		||||
     */
 | 
			
		||||
    public AnimationState(ClientGameLogic logic, EffectMessage msg, Shell shell) {
 | 
			
		||||
        super(logic);
 | 
			
		||||
        this.msg = msg;
 | 
			
		||||
        this.shell = shell;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Ends the animation state and transitions to the next state:<br>
 | 
			
		||||
     * - Plays the appropriate sound.<br>
 | 
			
		||||
     * - Updates the affected map.<br>
 | 
			
		||||
     * - Adds destroyed ships to the opponent's map.<br>
 | 
			
		||||
     * - Sends an `AnimationMessage` to the server.<br>
 | 
			
		||||
     * - If the game is over, transitions to `GameOverState` and plays music.<br>
 | 
			
		||||
     * - Otherwise, transitions to `BattleState`.
 | 
			
		||||
     */
 | 
			
		||||
    public void endState() {
 | 
			
		||||
        playSound(msg);
 | 
			
		||||
        affectedMap(msg).add(msg.getShot());
 | 
			
		||||
        affectedMap(msg).remove(shell);
 | 
			
		||||
 | 
			
		||||
        if (destroyedOpponentShip(msg))
 | 
			
		||||
            logic.getOpponentMap().add(msg.getDestroyedShip());
 | 
			
		||||
 | 
			
		||||
        logic.send(new AnimationMessage());
 | 
			
		||||
        if (msg.isGameOver()) {
 | 
			
		||||
            for (Battleship ship : msg.getRemainingOpponentShips()) {
 | 
			
		||||
                logic.getOpponentMap().add(ship);
 | 
			
		||||
            }
 | 
			
		||||
            logic.setState(new GameOverState(logic));
 | 
			
		||||
            if (msg.isOwnShot())
 | 
			
		||||
                logic.playMusic(Music.VICTORY_MUSIC);
 | 
			
		||||
            else
 | 
			
		||||
                logic.playMusic(Music.DEFEAT_MUSIC);
 | 
			
		||||
        } else {
 | 
			
		||||
            logic.setState(new BattleState(logic, msg.isMyTurn()));
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if the battle state should be shown.
 | 
			
		||||
     *
 | 
			
		||||
     * @return true if the battle state should be shown, false otherwise
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public boolean showBattle() {
 | 
			
		||||
        return true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Determines which map (own or opponent's) should be affected by the shot based on the message.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the effect message received from the server
 | 
			
		||||
     * @return the map (either the opponent's or player's own map) that is affected by the shot
 | 
			
		||||
     */
 | 
			
		||||
    private ShipMap affectedMap(EffectMessage msg) {
 | 
			
		||||
        return msg.isOwnShot() ? logic.getOpponentMap() : logic.getOwnMap();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if the opponent's ship was destroyed by the player's shot.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the effect message received from the server
 | 
			
		||||
     * @return true if the shot destroyed an opponent's ship, false otherwise
 | 
			
		||||
     */
 | 
			
		||||
 | 
			
		||||
    private boolean destroyedOpponentShip(EffectMessage msg) {
 | 
			
		||||
        return msg.getDestroyedShip() != null && msg.isOwnShot();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Plays a sound based on the outcome of the shot. Different sounds are played for a miss, hit,
 | 
			
		||||
     * or destruction of a ship.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the effect message containing the result of the shot
 | 
			
		||||
     */
 | 
			
		||||
    private void playSound(EffectMessage msg) {
 | 
			
		||||
        if (!msg.getShot().isHit())
 | 
			
		||||
            logic.playSound(Sound.SPLASH);
 | 
			
		||||
        else if (msg.getDestroyedShip() == null)
 | 
			
		||||
            logic.playSound(Sound.EXPLOSION);
 | 
			
		||||
        else
 | 
			
		||||
            logic.playSound(Sound.DESTROYED_SHIP);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles a click on the opponent's map.
 | 
			
		||||
     *
 | 
			
		||||
     * @param pos the position where the click occurred
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void clickOpponentMap(IntPoint pos) {
 | 
			
		||||
        if (!msg.isMyTurn())
 | 
			
		||||
            logic.setInfoText("wait.its.not.your.turn");
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the state of the animation. This method increments the animationProgress value
 | 
			
		||||
     * until it exceeds a threshold, at which point the state ends.
 | 
			
		||||
     *
 | 
			
		||||
     * @param delta the time elapsed since the last update, in seconds
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void update(float delta) {
 | 
			
		||||
        if (animationProgress > ANIMATION_DURATION) {
 | 
			
		||||
            endState();
 | 
			
		||||
        } else {
 | 
			
		||||
            animationProgress += delta * SHELL_SPEED;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -14,6 +14,8 @@
 | 
			
		||||
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.
 | 
			
		||||
 */
 | 
			
		||||
@@ -31,21 +33,11 @@ public BattleState(ClientGameLogic logic, boolean myTurn) {
 | 
			
		||||
        this.myTurn = myTurn;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if the battle state should be shown.
 | 
			
		||||
     *
 | 
			
		||||
     * @return true if the battle state should be shown, false otherwise
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public boolean showBattle() {
 | 
			
		||||
        return true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles a click on the opponent's map.
 | 
			
		||||
     *
 | 
			
		||||
     * @param pos the position where the click occurred
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void clickOpponentMap(IntPoint pos) {
 | 
			
		||||
        if (!myTurn)
 | 
			
		||||
@@ -61,16 +53,14 @@ else if (logic.getOpponentMap().isValid(pos))
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void receivedEffect(EffectMessage msg) {
 | 
			
		||||
        ClientGameLogic.LOGGER.log(System.Logger.Level.INFO, "report effect: {0}", msg); //NON-NLS
 | 
			
		||||
        // Update turn and info text
 | 
			
		||||
        ClientGameLogic.LOGGER.log(Level.INFO, "report effect: {0}", msg); //NON-NLS
 | 
			
		||||
 | 
			
		||||
        myTurn = msg.isMyTurn();
 | 
			
		||||
        logic.setInfoText(msg.getInfoTextKey());
 | 
			
		||||
        // Add the shell to the affected map
 | 
			
		||||
        Shell shell = new Shell(msg.getShot());
 | 
			
		||||
        affectedMap(msg).add(shell);
 | 
			
		||||
        // Change state to AnimationState
 | 
			
		||||
        logic.playSound(Sound.SHELL_FIRED);
 | 
			
		||||
        logic.setState(new AnimationState(logic, msg, shell));
 | 
			
		||||
        logic.playSound(Sound.SHELL_FLYING);
 | 
			
		||||
        logic.setState(new ShootingState(logic, shell, myTurn, msg));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
 
 | 
			
		||||
@@ -15,7 +15,13 @@
 | 
			
		||||
import pp.battleship.model.IntPoint;
 | 
			
		||||
import pp.battleship.model.ShipMap;
 | 
			
		||||
import pp.battleship.model.dto.ShipMapDTO;
 | 
			
		||||
import pp.battleship.notification.*;
 | 
			
		||||
import pp.battleship.notification.ClientStateEvent;
 | 
			
		||||
import pp.battleship.notification.GameEvent;
 | 
			
		||||
import pp.battleship.notification.GameEventBroker;
 | 
			
		||||
import pp.battleship.notification.GameEventListener;
 | 
			
		||||
import pp.battleship.notification.InfoTextEvent;
 | 
			
		||||
import pp.battleship.notification.Sound;
 | 
			
		||||
import pp.battleship.notification.SoundEvent;
 | 
			
		||||
 | 
			
		||||
import java.io.File;
 | 
			
		||||
import java.io.IOException;
 | 
			
		||||
@@ -252,15 +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.
 | 
			
		||||
     *
 | 
			
		||||
 
 | 
			
		||||
@@ -16,7 +16,6 @@
 | 
			
		||||
import java.io.File;
 | 
			
		||||
import java.io.IOException;
 | 
			
		||||
import java.lang.System.Logger.Level;
 | 
			
		||||
import java.util.List;
 | 
			
		||||
 | 
			
		||||
import static pp.battleship.Resources.lookup;
 | 
			
		||||
import static pp.battleship.model.Battleship.Status.INVALID_PREVIEW;
 | 
			
		||||
@@ -112,7 +111,8 @@ private void placeShip(IntPoint cursor) {
 | 
			
		||||
            harbor().remove(selectedInHarbor);
 | 
			
		||||
            preview = null;
 | 
			
		||||
            selectedInHarbor = null;
 | 
			
		||||
        } else {
 | 
			
		||||
        }
 | 
			
		||||
        else {
 | 
			
		||||
            preview.setStatus(INVALID_PREVIEW);
 | 
			
		||||
            ownMap().add(preview);
 | 
			
		||||
        }
 | 
			
		||||
@@ -135,7 +135,8 @@ public void clickHarbor(IntPoint pos) {
 | 
			
		||||
            harbor().add(selectedInHarbor);
 | 
			
		||||
            preview = null;
 | 
			
		||||
            selectedInHarbor = null;
 | 
			
		||||
        } else if (shipAtCursor != null) {
 | 
			
		||||
        }
 | 
			
		||||
        else if (shipAtCursor != null) {
 | 
			
		||||
            selectedInHarbor = shipAtCursor;
 | 
			
		||||
            selectedInHarbor.setStatus(VALID_PREVIEW);
 | 
			
		||||
            harbor().remove(selectedInHarbor);
 | 
			
		||||
@@ -237,8 +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"));
 | 
			
		||||
        if (!validMap(dto))
 | 
			
		||||
            throw new IOException(lookup("map.invalid"));
 | 
			
		||||
        ownMap().clear();
 | 
			
		||||
        dto.getShips().forEach(ownMap()::add);
 | 
			
		||||
        harbor().clear();
 | 
			
		||||
@@ -265,70 +264,4 @@ public boolean mayLoadMap() {
 | 
			
		||||
    public boolean maySaveMap() {
 | 
			
		||||
        return harbor().getItems().isEmpty();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Validates the given ShipMapDTO by checking if all ships are within bounds
 | 
			
		||||
     * and do not overlap with each other.
 | 
			
		||||
     *
 | 
			
		||||
     * @param dto the ShipMapDTO to validate
 | 
			
		||||
     * @return true if the map is valid, false otherwise
 | 
			
		||||
     */
 | 
			
		||||
    private boolean validMap(ShipMapDTO dto) {
 | 
			
		||||
        return inBounds(dto) && !overlaps(dto);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if all ships in the given ShipMapDTO are within the bounds of the map.
 | 
			
		||||
     *
 | 
			
		||||
     * @param dto the ShipMapDTO to validate
 | 
			
		||||
     * @return true if all ships are within bounds, false otherwise
 | 
			
		||||
     */
 | 
			
		||||
    private boolean inBounds(ShipMapDTO dto) {
 | 
			
		||||
        List<Battleship> ships = dto.getShips();
 | 
			
		||||
        for (Battleship ship : ships) {
 | 
			
		||||
            if (!isWithinBounds(ship, dto.getWidth(), dto.getHeight())) {
 | 
			
		||||
                return false;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        return true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if the given ship is within the bounds of the map.
 | 
			
		||||
     *
 | 
			
		||||
     * @param ship   the Battleship to check
 | 
			
		||||
     * @param width  the width of the map
 | 
			
		||||
     * @param height the height of the map
 | 
			
		||||
     * @return true if the ship is within bounds, false otherwise
 | 
			
		||||
     */
 | 
			
		||||
    private boolean isWithinBounds(Battleship ship, int width, int height) {
 | 
			
		||||
        int minX = ship.getMinX();
 | 
			
		||||
        int maxX = ship.getMaxX();
 | 
			
		||||
        int minY = ship.getMinY();
 | 
			
		||||
        int maxY = ship.getMaxY();
 | 
			
		||||
        return minX >= 0 && minX < width &&
 | 
			
		||||
                minY >= 0 && minY < height &&
 | 
			
		||||
                maxX >= 0 && maxX < width &&
 | 
			
		||||
                maxY >= 0 && maxY < height;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if any ships in the given ShipMapDTO overlap with each other.
 | 
			
		||||
     *
 | 
			
		||||
     * @param dto the ShipMapDTO to validate
 | 
			
		||||
     * @return true if any ships overlap, false otherwise
 | 
			
		||||
     */
 | 
			
		||||
    private boolean overlaps(ShipMapDTO dto) {
 | 
			
		||||
        List<Battleship> ships = dto.getShips();
 | 
			
		||||
        for (int i = 0; i < ships.size(); i++) {
 | 
			
		||||
            Battleship ship1 = ships.get(i);
 | 
			
		||||
            for (int j = i + 1; j < ships.size(); j++) {
 | 
			
		||||
                Battleship ship2 = ships.get(j);
 | 
			
		||||
                if (ship1.collidesWith(ship2)) {
 | 
			
		||||
                    return true; // Collision detected
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        return false;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -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);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -9,7 +9,6 @@
 | 
			
		||||
 | 
			
		||||
import pp.battleship.message.server.GameDetails;
 | 
			
		||||
import pp.battleship.message.server.StartBattleMessage;
 | 
			
		||||
import pp.battleship.notification.Music;
 | 
			
		||||
 | 
			
		||||
import java.lang.System.Logger.Level;
 | 
			
		||||
 | 
			
		||||
@@ -39,19 +38,12 @@ public void receivedStartBattle(StartBattleMessage msg) {
 | 
			
		||||
        ClientGameLogic.LOGGER.log(Level.INFO, "start battle, {0} turn", msg.isMyTurn() ? "my" : "other's"); //NON-NLS
 | 
			
		||||
        logic.setInfoText(msg.getInfoTextKey());
 | 
			
		||||
        logic.setState(new BattleState(logic, msg.isMyTurn()));
 | 
			
		||||
        logic.playMusic(Music.GAME_MUSIC);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the GameDetails message received from the server.
 | 
			
		||||
     * If the map is invalid, the editor state is set.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the GameDetails message received
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void receivedGameDetails(GameDetails msg) {
 | 
			
		||||
    public void receivedGameDetails(GameDetails details) {
 | 
			
		||||
        ClientGameLogic.LOGGER.log(Level.WARNING, "Invalid Map"); //NON-NLS
 | 
			
		||||
        logic.setInfoText("map.invalid");
 | 
			
		||||
        logic.setInfoText("invalid.map");
 | 
			
		||||
        logic.setState(new EditorState(logic));
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -8,7 +8,7 @@
 | 
			
		||||
package pp.battleship.game.server;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.BattleshipConfig;
 | 
			
		||||
import pp.battleship.message.client.AnimationMessage;
 | 
			
		||||
import pp.battleship.message.client.AnimationFinishedMessage;
 | 
			
		||||
import pp.battleship.message.client.ClientInterpreter;
 | 
			
		||||
import pp.battleship.message.client.MapMessage;
 | 
			
		||||
import pp.battleship.message.client.ShootMessage;
 | 
			
		||||
@@ -36,10 +36,10 @@ public class ServerGameLogic implements ClientInterpreter {
 | 
			
		||||
    private final BattleshipConfig config;
 | 
			
		||||
    private final List<Player> players = new ArrayList<>(2);
 | 
			
		||||
    private final Set<Player> readyPlayers = new HashSet<>();
 | 
			
		||||
    private final Set<Player> finishedAnimation = new HashSet<>();
 | 
			
		||||
    private final ServerSender serverSender;
 | 
			
		||||
    private Player activePlayer;
 | 
			
		||||
    private ServerState state = ServerState.WAIT;
 | 
			
		||||
    private Set<Player> waitPlayers = new HashSet<>();
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a ServerGameLogic with the specified sender and configuration.
 | 
			
		||||
@@ -144,79 +144,75 @@ public Player addPlayer(int id) {
 | 
			
		||||
    public void received(MapMessage msg, int from) {
 | 
			
		||||
        if (state != ServerState.SET_UP)
 | 
			
		||||
            LOGGER.log(Level.ERROR, "playerReady not allowed in {0}", state); //NON-NLS
 | 
			
		||||
        else if (validMap(msg))
 | 
			
		||||
            playerReady(getPlayerById(from), msg.getShips());
 | 
			
		||||
        else {
 | 
			
		||||
            LOGGER.log(Level.ERROR, "map does not fit game details"); //NON-NLS
 | 
			
		||||
            send(getPlayerById(from), new GameDetails(config));
 | 
			
		||||
            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));
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Validates the received map message by checking if all ships are within bounds
 | 
			
		||||
     * and do not overlap with each other.
 | 
			
		||||
     * Handles the reception of a AnimationFinishedMessage.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the received MapMessage containing the ships
 | 
			
		||||
     * @return true if the map is valid, false otherwise
 | 
			
		||||
     * @param msg  the received MapMessage
 | 
			
		||||
     * @param from the ID of the sender client
 | 
			
		||||
     */
 | 
			
		||||
    private boolean validMap(MapMessage msg) {
 | 
			
		||||
        List<Battleship> ships = msg.getShips();
 | 
			
		||||
        return inBounds(ships) && !overlaps(ships);
 | 
			
		||||
    @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);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if all ships in the given list are within the bounds of the map.
 | 
			
		||||
     * 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 Battleships to validate
 | 
			
		||||
     * @return true if all ships are within bounds, false otherwise
 | 
			
		||||
     * @param ships the list of {@link Battleship} objects to validate
 | 
			
		||||
     * @return {@code true} if all ships are placed correctly; {@code false} otherwise
 | 
			
		||||
     */
 | 
			
		||||
    private boolean inBounds(List<Battleship> ships) {
 | 
			
		||||
        for (Battleship ship : ships) {
 | 
			
		||||
            if (!isWithinBounds(ship)) {
 | 
			
		||||
                return false;
 | 
			
		||||
    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;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if the given ship is within the bounds of the map.
 | 
			
		||||
     *
 | 
			
		||||
     * @param ship the Battleship to check
 | 
			
		||||
     * @return true if the ship is within bounds, false otherwise
 | 
			
		||||
     */
 | 
			
		||||
    private boolean isWithinBounds(Battleship ship) {
 | 
			
		||||
        int minX = ship.getMinX();
 | 
			
		||||
        int maxX = ship.getMaxX();
 | 
			
		||||
        int minY = ship.getMinY();
 | 
			
		||||
        int maxY = ship.getMaxY();
 | 
			
		||||
        int width = config.getMapWidth();
 | 
			
		||||
        int height = config.getMapHeight();
 | 
			
		||||
        return minX >= 0 && minX < width &&
 | 
			
		||||
                minY >= 0 && minY < height &&
 | 
			
		||||
                maxX >= 0 && maxX < width &&
 | 
			
		||||
                maxY >= 0 && maxY < height;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if any ships in the given list overlap with each other.
 | 
			
		||||
     *
 | 
			
		||||
     * @param ships the list of Battleships to validate
 | 
			
		||||
     * @return true if any ships overlap, false otherwise
 | 
			
		||||
     */
 | 
			
		||||
    private boolean overlaps(List<Battleship> ships) {
 | 
			
		||||
        for (int i = 0; i < ships.size(); i++) {
 | 
			
		||||
            Battleship ship1 = ships.get(i);
 | 
			
		||||
            for (int j = i + 1; j < ships.size(); j++) {
 | 
			
		||||
                Battleship ship2 = ships.get(j);
 | 
			
		||||
                if (ship1.collidesWith(ship2)) {
 | 
			
		||||
                    return true; // Collision detected
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        return false;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the reception of a ShootMessage.
 | 
			
		||||
     *
 | 
			
		||||
@@ -227,40 +223,11 @@ private boolean overlaps(List<Battleship> ships) {
 | 
			
		||||
    public void received(ShootMessage msg, int from) {
 | 
			
		||||
        if (state != ServerState.BATTLE)
 | 
			
		||||
            LOGGER.log(Level.ERROR, "shoot not allowed in {0}", state); //NON-NLS
 | 
			
		||||
        else {
 | 
			
		||||
        else{
 | 
			
		||||
            setState(ServerState.ANIMATION);
 | 
			
		||||
            shoot(getPlayerById(from), msg.getPosition());
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the reception of an {@link AnimationMessage}.
 | 
			
		||||
     * Marks the player's animation as finished and transitions the game state if necessary.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg  the received {@code AnimationMessage}
 | 
			
		||||
     * @param from the ID of the sender client
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void received(AnimationMessage msg, int from) {
 | 
			
		||||
        if (state != ServerState.ANIMATION)
 | 
			
		||||
            LOGGER.log(Level.ERROR, "animation not allowed in {0}", state); //NON-NLS
 | 
			
		||||
        else
 | 
			
		||||
            finishedAnimation(getPlayerById(from));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Marks the player's animation as finished and transitions the game state if necessary.
 | 
			
		||||
     *
 | 
			
		||||
     * @param player the player whose animation is finished
 | 
			
		||||
     */
 | 
			
		||||
    private void finishedAnimation(Player player) {
 | 
			
		||||
        if (!finishedAnimation.add(player)) {
 | 
			
		||||
            LOGGER.log(Level.ERROR, "{0}'s animation was already finished", player);
 | 
			
		||||
        }
 | 
			
		||||
        if (finishedAnimation.size() == 2) {
 | 
			
		||||
            finishedAnimation.clear();
 | 
			
		||||
            setState(ServerState.BATTLE);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
@@ -298,7 +265,8 @@ void shoot(Player p, IntPoint pos) {
 | 
			
		||||
            send(activePlayer, EffectMessage.miss(true, pos));
 | 
			
		||||
            send(otherPlayer, EffectMessage.miss(false, pos));
 | 
			
		||||
            activePlayer = otherPlayer;
 | 
			
		||||
        } else {
 | 
			
		||||
        }
 | 
			
		||||
        else {
 | 
			
		||||
            // shot hit a ship
 | 
			
		||||
            selectedShip.hit(pos);
 | 
			
		||||
            if (otherPlayer.getMap().getRemainingShips().isEmpty()) {
 | 
			
		||||
@@ -306,11 +274,14 @@ void shoot(Player p, IntPoint pos) {
 | 
			
		||||
                send(activePlayer, EffectMessage.won(pos, selectedShip));
 | 
			
		||||
                send(otherPlayer, EffectMessage.lost(pos, selectedShip, activePlayer.getMap().getRemainingShips()));
 | 
			
		||||
                setState(ServerState.GAME_OVER);
 | 
			
		||||
            } else if (selectedShip.isDestroyed()) {
 | 
			
		||||
                return;
 | 
			
		||||
            }
 | 
			
		||||
            else if (selectedShip.isDestroyed()) {
 | 
			
		||||
                // ship has been destroyed, but game is not yet over
 | 
			
		||||
                send(activePlayer, EffectMessage.shipDestroyed(true, pos, selectedShip));
 | 
			
		||||
                send(otherPlayer, EffectMessage.shipDestroyed(false, pos, selectedShip));
 | 
			
		||||
            } else {
 | 
			
		||||
            }
 | 
			
		||||
            else {
 | 
			
		||||
                // ship has been hit, but it hasn't been destroyed
 | 
			
		||||
                send(activePlayer, EffectMessage.hit(true, pos));
 | 
			
		||||
                send(otherPlayer, EffectMessage.hit(false, pos));
 | 
			
		||||
 
 | 
			
		||||
@@ -27,7 +27,7 @@ enum ServerState {
 | 
			
		||||
    BATTLE,
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The server is waiting for clients to finish their animations.
 | 
			
		||||
     * The server is waiting for all clients to finish the shoot animation.
 | 
			
		||||
     */
 | 
			
		||||
    ANIMATION,
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -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 +64,8 @@ public void received(MapMessage msg, int from) {
 | 
			
		||||
        copiedMessage = new MapMessage(msg.getShips().stream().map(Copycat::copy).toList());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the reception of a {@link AnimationMessage}.
 | 
			
		||||
     * Since a {@code AnimationMessage} does not need to be copied, it is directly assigned.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg  the received {@code AnimationMessage}
 | 
			
		||||
     * @param from the identifier of the sender
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void received(AnimationMessage msg, int from) {
 | 
			
		||||
        // copying is not necessary
 | 
			
		||||
    public void received(AnimationFinishedMessage msg, int from) {
 | 
			
		||||
        copiedMessage = msg;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -1,7 +1,7 @@
 | 
			
		||||
package pp.battleship.game.singlemode;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.game.client.BattleshipClient;
 | 
			
		||||
import pp.battleship.message.client.AnimationMessage;
 | 
			
		||||
import pp.battleship.message.client.AnimationFinishedMessage;
 | 
			
		||||
import pp.battleship.message.client.MapMessage;
 | 
			
		||||
import pp.battleship.message.client.ShootMessage;
 | 
			
		||||
import pp.battleship.message.server.EffectMessage;
 | 
			
		||||
@@ -72,6 +72,7 @@ public void run() {
 | 
			
		||||
     * Makes the RobotClient take a shot by sending a ShootMessage with the target position.
 | 
			
		||||
     */
 | 
			
		||||
    private void robotShot() {
 | 
			
		||||
 | 
			
		||||
        connection.sendRobotMessage(new ShootMessage(getShotPosition()));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
@@ -122,7 +123,7 @@ public void received(StartBattleMessage msg) {
 | 
			
		||||
    @Override
 | 
			
		||||
    public void received(EffectMessage msg) {
 | 
			
		||||
        LOGGER.log(Level.INFO, "Received EffectMessage: {0}", msg); //NON-NLS
 | 
			
		||||
        connection.sendRobotMessage(new AnimationMessage());
 | 
			
		||||
        connection.sendRobotMessage(new AnimationFinishedMessage());
 | 
			
		||||
        if (msg.isMyTurn())
 | 
			
		||||
            shoot();
 | 
			
		||||
    }
 | 
			
		||||
 
 | 
			
		||||
@@ -0,0 +1,24 @@
 | 
			
		||||
package pp.battleship.message.client;
 | 
			
		||||
 | 
			
		||||
import com.jme3.network.serializing.Serializable;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents a message indicating that an animation has finished on the client side.
 | 
			
		||||
 */
 | 
			
		||||
@Serializable
 | 
			
		||||
public class AnimationFinishedMessage extends ClientMessage {
 | 
			
		||||
    public AnimationFinishedMessage() {
 | 
			
		||||
        super();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Accepts a visitor to process this message.
 | 
			
		||||
     *
 | 
			
		||||
     * @param interpreter the visitor to process this message
 | 
			
		||||
     * @param from        the connection ID from which the message was received
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void accept(ClientInterpreter interpreter, int from) {
 | 
			
		||||
        interpreter.received(this, from);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -1,27 +0,0 @@
 | 
			
		||||
package pp.battleship.message.client;
 | 
			
		||||
 | 
			
		||||
import com.jme3.network.serializing.Serializable;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * A message indicating an animation event is finished in the game. (Client → Server)
 | 
			
		||||
 */
 | 
			
		||||
@Serializable
 | 
			
		||||
public class AnimationMessage extends ClientMessage {
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new AnimationMessage instance.
 | 
			
		||||
     */
 | 
			
		||||
    public AnimationMessage() {
 | 
			
		||||
        super();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Accepts a visitor for processing this message.
 | 
			
		||||
     *
 | 
			
		||||
     * @param interpreter the visitor to be used for processing
 | 
			
		||||
     * @param from        the connection ID of the sender
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void accept(ClientInterpreter interpreter, int from) {
 | 
			
		||||
        interpreter.received(this, from);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -28,10 +28,10 @@ public interface ClientInterpreter {
 | 
			
		||||
    void received(MapMessage msg, int from);
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Processes a received AnimationMessage.
 | 
			
		||||
     * Processes a received AnimationFinishedMessage.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg  the AnimationMessage to be processed
 | 
			
		||||
     * @param msg  the MapMessage to be processed
 | 
			
		||||
     * @param from the connection ID from which the message was received
 | 
			
		||||
     */
 | 
			
		||||
    void received(AnimationMessage msg, int from);
 | 
			
		||||
    void received(AnimationFinishedMessage msg, int from);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,23 +1,116 @@
 | 
			
		||||
package pp.battleship.model;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Quaternion;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents a shell in the Battleship game.
 | 
			
		||||
 * The {@code Shell} class represents a projectile fired by a ship in the Battleship game.
 | 
			
		||||
 * It models the position and rotation of the projectile and allows for its movement along
 | 
			
		||||
 * a Bezier curve.
 | 
			
		||||
 */
 | 
			
		||||
public class Shell implements Item {
 | 
			
		||||
    private final int x;
 | 
			
		||||
    private final int y;
 | 
			
		||||
    /**
 | 
			
		||||
     * Initial position of the shell
 | 
			
		||||
     */
 | 
			
		||||
    private final static Vector3f INIT_POS = new Vector3f(-3, 7, -3);
 | 
			
		||||
    /**
 | 
			
		||||
     * The overshot difference vector used to get a shallower flight path
 | 
			
		||||
     */
 | 
			
		||||
    private final static Vector3f OVER_SHOT_DIFF = new Vector3f(-1, -1, -1);
 | 
			
		||||
    // Target shot position
 | 
			
		||||
    private final Vector3f shotPosition;
 | 
			
		||||
    // Position on top of shotPosition used for Bezier curve
 | 
			
		||||
    private final Vector3f overShotPosition;
 | 
			
		||||
    // Current position of the shell
 | 
			
		||||
    private Vector3f position;
 | 
			
		||||
    // Current rotation of the shell
 | 
			
		||||
    private final Quaternion rotation;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new {@code Shell} object using the given {@code Shot} target.
 | 
			
		||||
     * The initial position, target position, and overshot position are calculated.
 | 
			
		||||
     *
 | 
			
		||||
     * @param shot The target {@code Shot} object containing the destination coordinates.
 | 
			
		||||
     */
 | 
			
		||||
    public Shell(Shot shot) {
 | 
			
		||||
        this.x = shot.getX();
 | 
			
		||||
        this.y = shot.getY();
 | 
			
		||||
        this.shotPosition = new Vector3f(shot.getX(), 0, shot.getY());
 | 
			
		||||
        this.overShotPosition = new Vector3f(shotPosition.x, INIT_POS.y, shotPosition.z).add(OVER_SHOT_DIFF);
 | 
			
		||||
        this.position = INIT_POS;
 | 
			
		||||
        this.rotation = new Quaternion();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public int getX() {
 | 
			
		||||
        return x;
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the current position of the shell.
 | 
			
		||||
     *
 | 
			
		||||
     * @return The current position as a {@code Vector3f}.
 | 
			
		||||
     */
 | 
			
		||||
    public Vector3f getPosition() {
 | 
			
		||||
        return this.position;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public int getY() {
 | 
			
		||||
        return y;
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the current rotation of the shell.
 | 
			
		||||
     *
 | 
			
		||||
     * @return The current rotation as a {@code Quaternion}.
 | 
			
		||||
     */
 | 
			
		||||
    public Quaternion getRotation() {
 | 
			
		||||
        return this.rotation;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Moves the shell along a Bezier curve based on the given time factor {@code t}.
 | 
			
		||||
     * The position and rotation of the shell are updated.
 | 
			
		||||
     *
 | 
			
		||||
     * @param t The time factor between 0 and 1, representing the progress of the shell's flight.
 | 
			
		||||
     */
 | 
			
		||||
    public void move(float t) {
 | 
			
		||||
        if (t > 1f) t = 1f;
 | 
			
		||||
        Vector3f newPosition = bezInt(INIT_POS, overShotPosition, shotPosition, t);
 | 
			
		||||
        updateRotation(position, newPosition);
 | 
			
		||||
        this.position = newPosition;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Performs a quadratic Bezier interpolation between three points based on the time factor {@code t}.
 | 
			
		||||
     *
 | 
			
		||||
     * @param p1 The start position.
 | 
			
		||||
     * @param p2 The overshot position.
 | 
			
		||||
     * @param p3 The target position.
 | 
			
		||||
     * @param t  The time factor for interpolation.
 | 
			
		||||
     * @return The interpolated position as a {@code Vector3f}.
 | 
			
		||||
     */
 | 
			
		||||
    private Vector3f bezInt(Vector3f p1, Vector3f p2, Vector3f p3, float t) {
 | 
			
		||||
        Vector3f inA = linInt(p1, p2, t);
 | 
			
		||||
        Vector3f inB = linInt(p2, p3, t);
 | 
			
		||||
        return linInt(inA, inB, t);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Performs linear interpolation between two points {@code p1} and {@code p2} based on the time factor {@code t}.
 | 
			
		||||
     *
 | 
			
		||||
     * @param p1 The start position.
 | 
			
		||||
     * @param p2 The end position.
 | 
			
		||||
     * @param t  The time factor for interpolation.
 | 
			
		||||
     * @return The interpolated position as a {@code Vector3f}.
 | 
			
		||||
     */
 | 
			
		||||
    private Vector3f linInt(Vector3f p1, Vector3f p2, float t) {
 | 
			
		||||
        float x = p1.getX() + t * (p2.getX() - p1.getX());
 | 
			
		||||
        float y = p1.getY() + t * (p2.getY() - p1.getY());
 | 
			
		||||
        float z = p1.getZ() + t * (p2.getZ() - p1.getZ());
 | 
			
		||||
        return new Vector3f(x, y, z);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the rotation of the shell to face the new position along its flight path.
 | 
			
		||||
     *
 | 
			
		||||
     * @param oldPos The previous position of the shell.
 | 
			
		||||
     * @param newPos The new position of the shell.
 | 
			
		||||
     */
 | 
			
		||||
    private void updateRotation(Vector3f oldPos, Vector3f newPos) {
 | 
			
		||||
        Vector3f direction = newPos.subtract(oldPos).normalize();
 | 
			
		||||
        if (direction.lengthSquared() > 0) {
 | 
			
		||||
            this.rotation.lookAt(direction, Vector3f.UNIT_Y);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
 
 | 
			
		||||
@@ -92,9 +92,9 @@ public void add(Shot shot) {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Adds a shell to the map and triggers an item addition event.
 | 
			
		||||
     * Registers a shot on the map and triggers an item addition event.
 | 
			
		||||
     *
 | 
			
		||||
     * @param shell the shell to be added to the map
 | 
			
		||||
     * @param shell the shell to be registered on the map
 | 
			
		||||
     */
 | 
			
		||||
    public void add(Shell shell) {
 | 
			
		||||
        addItem(shell);
 | 
			
		||||
@@ -190,8 +190,8 @@ public int getHeight() {
 | 
			
		||||
     */
 | 
			
		||||
    public boolean isValid(Battleship ship) {
 | 
			
		||||
        return isValid(ship.getMinX(), ship.getMinY()) &&
 | 
			
		||||
                isValid(ship.getMaxX(), ship.getMaxY()) &&
 | 
			
		||||
                getShips().filter(s -> s != ship).noneMatch(ship::collidesWith);
 | 
			
		||||
               isValid(ship.getMaxX(), ship.getMaxY()) &&
 | 
			
		||||
               getShips().filter(s -> s != ship).noneMatch(ship::collidesWith);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
@@ -203,8 +203,8 @@ public boolean isValid(Battleship ship) {
 | 
			
		||||
     */
 | 
			
		||||
    public Battleship findShipAt(int x, int y) {
 | 
			
		||||
        return getShips().filter(ship -> ship.contains(x, y))
 | 
			
		||||
                .findAny()
 | 
			
		||||
                .orElse(null);
 | 
			
		||||
                         .findAny()
 | 
			
		||||
                         .orElse(null);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
@@ -236,7 +236,7 @@ public boolean isValid(IntPosition pos) {
 | 
			
		||||
     */
 | 
			
		||||
    public boolean isValid(int x, int y) {
 | 
			
		||||
        return x >= 0 && x < width &&
 | 
			
		||||
                y >= 0 && y < height;
 | 
			
		||||
               y >= 0 && y < height;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
 
 | 
			
		||||
@@ -32,8 +32,8 @@ public interface Visitor<T> {
 | 
			
		||||
    /**
 | 
			
		||||
     * Visits a Shell element.
 | 
			
		||||
     *
 | 
			
		||||
     * @param shell the Shell element to visit
 | 
			
		||||
     * @return the result of visiting the Shell element
 | 
			
		||||
     * @param shell the Battleship element to visit
 | 
			
		||||
     * @return the result of visiting the Battleship element
 | 
			
		||||
     */
 | 
			
		||||
    T visit(Shell shell);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -29,7 +29,7 @@ public interface VoidVisitor {
 | 
			
		||||
    /**
 | 
			
		||||
     * Visits a Shell element.
 | 
			
		||||
     *
 | 
			
		||||
     * @param shell the Shell element to visit
 | 
			
		||||
     * @param shell the Battleship element to visit
 | 
			
		||||
     */
 | 
			
		||||
    void visit(Shell shell);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||