Compare commits
19 Commits
b_koppe_fe
...
b_Beck_Ced
| Author | SHA1 | Date | |
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5035aa5a96 | ||
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bb1e3858bb | ||
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9b85030050 | ||
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5edd4ebe0b | ||
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216bd60d84 | ||
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8275778d66 | ||
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1d114c8d24 | ||
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8b6a787115 | ||
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8a5afe0b18 | ||
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6496a5a6b7 | ||
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af221ad693 | ||
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ae61e8061c | ||
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82d86a378a | ||
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02f7a6542e | ||
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1afa621bec | ||
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546872dd83 |
@@ -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=500
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robot.delay=4000
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#
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# The dimensions of the game map used in single mode.
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# 'map.width' defines the number of columns, and 'map.height' defines the number of rows.
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@@ -122,6 +122,8 @@ 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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@@ -155,6 +157,7 @@ private BattleshipApp() {
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logic.addListener(this);
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setShowSettings(config.getShowSettings());
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setSettings(makeSettings());
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effectHandler = null;
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}
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/**
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@@ -224,6 +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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}
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@@ -265,11 +269,20 @@ private void setupStates() {
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flyCam.setEnabled(false);
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stateManager.detach(stateManager.getState(StatsAppState.class));
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stateManager.detach(stateManager.getState(DebugKeysAppState.class));
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attachGameMusic();
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attachGameSound();
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stateManager.attachAll(new EditorAppState(), new BattleAppState(), new SeaAppState());
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}
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/**
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* Attaches the game sound state and sets its initial enabled state.
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*/
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private void attachGameMusic() {
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final GameMusic gameMusic = new GameMusic();
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gameMusic.setEnabled(GameMusic.enabledInPreferences());
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stateManager.attach(gameMusic);
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}
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/**
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* Attaches the game sound state and sets its initial enabled state.
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*/
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@@ -426,4 +439,8 @@ void errorDialog(String errorMessage) {
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.build()
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.open();
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}
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public EffectHandler getEffectHandler() {
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return effectHandler;
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}
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}
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@@ -0,0 +1,197 @@
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package pp.battleship.client;
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import com.jme3.effect.ParticleEmitter;
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import com.jme3.effect.ParticleMesh;
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import com.jme3.material.Material;
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import com.jme3.math.ColorRGBA;
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import com.jme3.math.Vector3f;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.Node;
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import pp.battleship.model.Battleship;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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import java.util.Timer;
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import java.util.TimerTask;
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/**
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* EffectHandler manages the creation and manipulation of particle effects in the Battleship application.
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*/
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public class EffectHandler {
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private final BattleshipApp app;
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private final Map<Battleship, List<ParticleEmitter>> effects;
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/**
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* Constructs an EffectHandler with the specified BattleshipApp instance.
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*
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* @param app the BattleshipApp instance
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*/
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public EffectHandler(BattleshipApp app) {
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this.app = app;
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effects = new HashMap<>();
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}
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/**
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* Creates a fire effect at the specified position for the given Battleship.
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*
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* @param point the position where the fire effect will be created
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* @param ship the Battleship associated with the fire effect
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* @return a Node containing the fire effect
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*/
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public Node createFire(Vector3f point, Battleship ship) {
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Node parent = new Node();
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parent.setLocalTranslation(point);
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ParticleEmitter fire = initializeParticleEmitter(
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"Effects/Explosion/flame.png",
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2,2,
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new ColorRGBA(1f, 0f, 0f, 1f),
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new ColorRGBA(1f, 1f, 0f, 0.5f),
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new Vector3f(0, 1.5f, 0),
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50,
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.4f,
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0.05f,
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1f,
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2f,
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0.2f,
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new Vector3f(0, 0, 0)
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);
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ParticleEmitter smoke = initializeParticleEmitter(
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"Effects/Smoke/Smoke.png",
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15,
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1,
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new ColorRGBA(1f, 1f, 1f, 0f),
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new ColorRGBA(0.5f, 0.5f, 0.5f, 0.5f),
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new Vector3f(0, 1f, 0),
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600,
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.2f,
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0.1f,
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1f,
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5f,
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0.25f,
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new Vector3f(0, 0, 0)
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);
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parent.attachChild(fire);
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parent.attachChild(smoke);
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List<ParticleEmitter> oldEffects = new ArrayList<>(effects.getOrDefault(ship, new ArrayList<>()));
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oldEffects.add(fire);
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oldEffects.add(smoke);
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effects.put(ship, oldEffects);
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return parent;
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}
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/**
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* Creates a water splash effect at the specified position.
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*
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* @param pos the position where the water splash effect will be created
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* @return a Geometry representing the water splash effect
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*/
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public Geometry waterSplash(Vector3f pos) {
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ParticleEmitter water = initializeParticleEmitter(
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"Effects/Explosion/flash.png",
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2,2,
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new ColorRGBA(0.3f, 0.8f, 1f, 0f),
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new ColorRGBA(0f, 0f, 1f, 1f),
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new Vector3f(0, 3, 0),
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100,
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.6f,
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0.05f,
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1f,
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1.5f,
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0.3f,
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new Vector3f(0, 4f, 0)
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);
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water.setLocalTranslation(pos);
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water.emitAllParticles();
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water.setParticlesPerSec(0);
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new Timer().schedule(new TimerTask() {
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@Override
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public void run() {
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deleteSplash(water);
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}
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}, 2000);
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return water;
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}
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/**
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* Creates a debris splash effect at the specified position.
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*
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* @param pos the position where the debris splash effect will be created
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* @return a Geometry representing the debris splash effect
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*/
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public Geometry debrisSplash(Vector3f pos) {
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ParticleEmitter debris = initializeParticleEmitter(
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"Effects/Explosion/Debris.png",
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3,3,
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new ColorRGBA(0.1f, 0.1f, 0.1f, 0f),
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new ColorRGBA(0.5f, 0.5f, 0.5f, .8f),
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new Vector3f(0, 2f, 0),
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50,
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0.1f,
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0.5f,
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1f,
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1.5f,
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0.5f,
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new Vector3f(0, 0, 0)
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);
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debris.setLocalTranslation(pos);
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debris.emitAllParticles();
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debris.setParticlesPerSec(0);
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return debris;
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}
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/**
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* Deletes the specified splash effect from the scene.
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*
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* @param splash the Geometry representing the splash effect to be deleted
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*/
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private void deleteSplash(Geometry splash) {
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splash.getParent().detachChild(splash);
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}
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/**
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* Stops all particle effects associated with the specified Battleship.
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*
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* @param ship the Battleship whose effects are to be destroyed
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*/
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public void destroyShip(Battleship ship) {
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for (ParticleEmitter emitter : effects.get(ship)) {
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emitter.setParticlesPerSec(0);
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}
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}
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private ParticleEmitter initializeParticleEmitter(
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String texturePath, int imagesX, int imagesY, ColorRGBA endColor, ColorRGBA startColor, Vector3f initialVelocity,
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int particleCount, float startSize, float endSize, float lowLife, float highLife,
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float velocityVariation, Vector3f gravity
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) {
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ParticleEmitter emitter = new ParticleEmitter("Emitter", ParticleMesh.Type.Triangle, particleCount);
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Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
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mat.setTexture("Texture", app.getAssetManager().loadTexture(texturePath));
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emitter.setMaterial(mat);
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emitter.setImagesX(imagesX);
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emitter.setImagesY(imagesY);
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emitter.setEndColor(endColor);
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emitter.setStartColor(startColor);
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emitter.getParticleInfluencer().setInitialVelocity(initialVelocity);
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emitter.setStartSize(startSize);
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emitter.setEndSize(endSize);
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emitter.setLowLife(lowLife);
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emitter.setHighLife(highLife);
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emitter.getParticleInfluencer().setVelocityVariation(velocityVariation);
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emitter.setGravity(gravity);
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return emitter;
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}
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}
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@@ -0,0 +1,114 @@
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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.audio.AudioNode;
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import java.util.prefs.Preferences;
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import static pp.JmeUtil.loadSound;
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import static pp.util.PreferencesUtils.getPreferences;
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/**
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* An application state that plays sounds.
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*/
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public class GameMusic extends AbstractAppState {
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private static final Preferences PREFERENCES = getPreferences(GameMusic.class);
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private static final String ENABLED_PREF = "enabled";
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private static final String VOLUME_PREF = "volume";
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private static final String MUSIC_PATH = "Sound/background.wav";
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private AudioNode backgroundMusic;
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private float volume;
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/**
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* Returns whether the music is enabled in the user preferences.
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*
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* @return true if music is enabled, 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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* Returns the music volume level stored in the user preferences.
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*
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* @return the volume level as a float (default is 0.5f)
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*/
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public static float volumeInPreferences() {
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return PREFERENCES.getFloat(VOLUME_PREF, 0.5f);
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}
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/**
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* Initializes the game music system
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*
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* @param stateManager the state manager of the game
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* @param app the main 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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super.initialize(stateManager, app);
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backgroundMusic = loadSound(app, MUSIC_PATH);
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setMusicVolume(volumeInPreferences());
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if (isEnabled()) playMusic();
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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 (enabled && !isEnabled()) {
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playMusic();
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}
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else if (!enabled && isEnabled()) {
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stopMusic();
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}
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super.setEnabled(enabled);
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PREFERENCES.putBoolean(ENABLED_PREF, enabled);
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}
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/**
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* Plays the background music.
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*/
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public void playMusic() {
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if (backgroundMusic != null) {
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backgroundMusic.play();
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||||
}
|
||||
}
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|
||||
/**
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||||
* Stops background music.
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||||
*/
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public void stopMusic() {
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if (backgroundMusic != null) {
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backgroundMusic.stop();
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||||
}
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||||
}
|
||||
|
||||
/**
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||||
* 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)
|
||||
*/
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public void setMusicVolume(float volume) {
|
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if (backgroundMusic != null) {
|
||||
backgroundMusic.setVolume(volume);
|
||||
this.volume = volume;
|
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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;
|
||||
|
||||
/**
|
||||
@@ -34,6 +32,7 @@ public class GameSound extends AbstractAppState implements GameEventListener {
|
||||
private AudioNode splashSound;
|
||||
private AudioNode shipDestroyedSound;
|
||||
private AudioNode explosionSound;
|
||||
private AudioNode shellFlyingSound;
|
||||
|
||||
/**
|
||||
* Checks if sound is enabled in the preferences.
|
||||
@@ -78,26 +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
|
||||
shellFlyingSound = loadSound(app, "Sound/Effects/shell_flying.wav");
|
||||
}
|
||||
|
||||
/**
|
||||
* Loads a sound from the specified file.
|
||||
*
|
||||
* @param app The application
|
||||
* @param name The name of the sound file.
|
||||
* @return The loaded AudioNode.
|
||||
* Plays the shell flying sound effect.
|
||||
*/
|
||||
private AudioNode loadSound(Application app, String name) {
|
||||
try {
|
||||
final AudioNode sound = new AudioNode(app.getAssetManager(), name, AudioData.DataType.Buffer);
|
||||
sound.setLooping(false);
|
||||
sound.setPositional(false);
|
||||
return sound;
|
||||
public void shellFly() {
|
||||
if (isEnabled() && shellFlyingSound != null) {
|
||||
shellFlyingSound.playInstance();
|
||||
}
|
||||
catch (AssetLoadException | AssetNotFoundException ex) {
|
||||
LOGGER.log(Level.ERROR, ex.getMessage(), ex);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -130,6 +119,7 @@ public void receivedEvent(SoundEvent event) {
|
||||
case EXPLOSION -> explosion();
|
||||
case SPLASH -> splash();
|
||||
case DESTROYED_SHIP -> shipDestroyed();
|
||||
case SHELL_FLYING -> shellFly();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -33,6 +33,7 @@ class Menu extends Dialog {
|
||||
private final BattleshipApp app;
|
||||
private final Button loadButton = new Button(lookup("menu.map.load"));
|
||||
private final Button saveButton = new Button(lookup("menu.map.save"));
|
||||
private final VolumeSlider volumeSlider;
|
||||
|
||||
/**
|
||||
* Constructs the Menu dialog for the Battleship application.
|
||||
@@ -42,9 +43,14 @@ 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-enabled"), new StateCheckboxModel(app, GameMusic.class)));
|
||||
addChild(volumeSlider);
|
||||
|
||||
addChild(loadButton)
|
||||
.addClickCommands(s -> ifTopDialog(this::loadDialog));
|
||||
addChild(saveButton)
|
||||
@@ -65,6 +71,11 @@ public void update() {
|
||||
saveButton.setEnabled(app.getGameLogic().maySaveMap());
|
||||
}
|
||||
|
||||
@Override
|
||||
public void update(float delta) {
|
||||
volumeSlider.update();
|
||||
}
|
||||
|
||||
/**
|
||||
* As an escape action, this method closes the menu if it is the top dialog.
|
||||
*/
|
||||
|
||||
@@ -7,10 +7,12 @@
|
||||
|
||||
package pp.battleship.client;
|
||||
|
||||
import com.simsilica.lemur.Checkbox;
|
||||
import com.simsilica.lemur.Container;
|
||||
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;
|
||||
@@ -36,7 +38,10 @@ class NetworkDialog extends SimpleDialog {
|
||||
private String hostname;
|
||||
private int portNumber;
|
||||
private Future<Object> connectionFuture;
|
||||
private Future<Object> serverFuture;
|
||||
private Dialog progressDialog;
|
||||
private BattleshipServerClient server;
|
||||
private final Checkbox clientHostCheckbox;
|
||||
|
||||
/**
|
||||
* Constructs a new NetworkDialog.
|
||||
@@ -56,7 +61,8 @@ class NetworkDialog extends SimpleDialog {
|
||||
input.addChild(host, 1);
|
||||
input.addChild(new Label(lookup("port.number") + ": "));
|
||||
input.addChild(port, 1);
|
||||
|
||||
clientHostCheckbox = new Checkbox("Host Server");
|
||||
input.addChild(clientHostCheckbox);
|
||||
DialogBuilder.simple(app.getDialogManager())
|
||||
.setTitle(lookup("server.dialog"))
|
||||
.setExtension(d -> d.addChild(input))
|
||||
@@ -77,11 +83,22 @@ 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) {
|
||||
network.getApp().errorDialog(lookup("port.must.be.integer"));
|
||||
}
|
||||
catch (InterruptedException e) {
|
||||
throw new RuntimeException(e);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -109,6 +126,23 @@ private Object initNetwork() {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Tries to initialize the server hosted by the client.
|
||||
*
|
||||
* @throws RuntimeException If an error occurs when starting the server.
|
||||
*/
|
||||
private Object initServer() {
|
||||
try {
|
||||
server = new BattleshipServerClient();
|
||||
server.run(Integer.parseInt(port.getText()));
|
||||
return null;
|
||||
}
|
||||
catch (Exception e) {
|
||||
LOGGER.log(Level.ERROR, "Error while starting server", e);
|
||||
throw new RuntimeException(e);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This method is called by {@linkplain pp.dialog.DialogManager#update(float)} for periodically
|
||||
* updating this dialog. T
|
||||
@@ -127,6 +161,19 @@ public void update(float delta) {
|
||||
LOGGER.log(Level.WARNING, "Interrupted!", e); //NON-NLS
|
||||
Thread.currentThread().interrupt();
|
||||
}
|
||||
|
||||
if (serverFuture != null && serverFuture.isDone()) {
|
||||
try {
|
||||
serverFuture.get();
|
||||
}
|
||||
catch (ExecutionException e) {
|
||||
LOGGER.log(Level.ERROR, "Failed to start server", e.getCause());
|
||||
}
|
||||
catch (InterruptedException e) {
|
||||
LOGGER.log(Level.WARNING, "Server thread was interrupted", e);
|
||||
Thread.currentThread().interrupt();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -0,0 +1,38 @@
|
||||
package pp.battleship.client;
|
||||
|
||||
import com.simsilica.lemur.Slider;
|
||||
|
||||
/**
|
||||
* Represents a volume slider for controlling the background music volume in the Battleship game.
|
||||
* This class extends the {@link Slider} class and interfaces with the {@link GameMusic} instance
|
||||
* to adjust the volume settings based on user input.
|
||||
*/
|
||||
public class VolumeSlider extends Slider {
|
||||
private final GameMusic gameMusic;
|
||||
private float volume;
|
||||
|
||||
/**
|
||||
* Constructs a new VolumeSlider instance and initializes it with the current volume level
|
||||
* from the game music preferences.
|
||||
*
|
||||
* @param gameMusic the instance of {@link GameMusic} to control music volume
|
||||
*/
|
||||
public VolumeSlider(GameMusic gameMusic) {
|
||||
super();
|
||||
this.gameMusic = gameMusic;
|
||||
volume = gameMusic.getVolume();
|
||||
getModel().setPercent(volume);
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the volume setting based on the current slider position.
|
||||
* If the slider's percent value has changed, it updates the music volume
|
||||
* in the associated {@link GameMusic} instance.
|
||||
*/
|
||||
public void update() {
|
||||
if (getModel().getPercent() != volume) {
|
||||
this.volume = (float) getModel().getPercent();
|
||||
gameMusic.setMusicVolume(volume);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,205 @@
|
||||
////////////////////////////////////////
|
||||
// Programming project code
|
||||
// UniBw M, 2022, 2023, 2024
|
||||
// www.unibw.de/inf2
|
||||
// (c) Mark Minas (mark.minas@unibw.de)
|
||||
////////////////////////////////////////
|
||||
|
||||
package pp.battleship.client.clienthost;
|
||||
|
||||
import com.jme3.network.ConnectionListener;
|
||||
import com.jme3.network.HostedConnection;
|
||||
import com.jme3.network.Message;
|
||||
import com.jme3.network.MessageListener;
|
||||
import com.jme3.network.Network;
|
||||
import com.jme3.network.Server;
|
||||
import com.jme3.network.serializing.Serializer;
|
||||
import pp.battleship.BattleshipConfig;
|
||||
import pp.battleship.game.server.Player;
|
||||
import pp.battleship.game.server.ServerGameLogic;
|
||||
import pp.battleship.game.server.ServerSender;
|
||||
import pp.battleship.message.client.AnimationFinishedMessage;
|
||||
import pp.battleship.message.client.ClientMessage;
|
||||
import pp.battleship.message.client.MapMessage;
|
||||
import pp.battleship.message.client.ShootMessage;
|
||||
import pp.battleship.message.server.EffectMessage;
|
||||
import pp.battleship.message.server.GameDetails;
|
||||
import pp.battleship.message.server.ServerMessage;
|
||||
import pp.battleship.message.server.StartBattleMessage;
|
||||
import pp.battleship.model.Battleship;
|
||||
import pp.battleship.model.IntPoint;
|
||||
import pp.battleship.model.Shot;
|
||||
|
||||
import java.io.File;
|
||||
import java.io.FileInputStream;
|
||||
import java.io.IOException;
|
||||
import java.lang.System.Logger;
|
||||
import java.lang.System.Logger.Level;
|
||||
import java.util.concurrent.BlockingQueue;
|
||||
import java.util.concurrent.LinkedBlockingQueue;
|
||||
import java.util.logging.LogManager;
|
||||
|
||||
/**
|
||||
* Server implementing the visitor pattern as MessageReceiver for ClientMessages
|
||||
*/
|
||||
public class BattleshipServerClient implements MessageListener<HostedConnection>, ConnectionListener, ServerSender {
|
||||
private static final Logger LOGGER = System.getLogger(BattleshipServerClient.class.getName());
|
||||
private static final File CONFIG_FILE = new File("server.properties");
|
||||
|
||||
private final BattleshipConfig config = new BattleshipConfig();
|
||||
private Server myServer;
|
||||
private final ServerGameLogic logic;
|
||||
private final BlockingQueue<ReceivedMessageClient> pendingMessages = new LinkedBlockingQueue<>();
|
||||
|
||||
static {
|
||||
// Configure logging
|
||||
LogManager manager = LogManager.getLogManager();
|
||||
try {
|
||||
manager.readConfiguration(new FileInputStream("logging.properties"));
|
||||
LOGGER.log(Level.INFO, "Successfully read logging properties"); //NON-NLS
|
||||
}
|
||||
catch (IOException e) {
|
||||
LOGGER.log(Level.INFO, e.getMessage());
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates the server and reads the configuration from the specified file.
|
||||
* Initializes the game logic and sets up logging.
|
||||
*/
|
||||
public BattleshipServerClient() {
|
||||
config.readFromIfExists(CONFIG_FILE);
|
||||
LOGGER.log(Level.INFO, "Configuration: {0}", config); //NON-NLS
|
||||
logic = new ServerGameLogic(this, config);
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if the server is ready.
|
||||
*
|
||||
* @return true if the server is running, false otherwise
|
||||
*/
|
||||
public boolean isReady() {
|
||||
return myServer != null && myServer.isRunning();
|
||||
}
|
||||
|
||||
/**
|
||||
* Starts the server and continuously processes incoming messages.
|
||||
*/
|
||||
public void run(int port) {
|
||||
startServer(port);
|
||||
while (true)
|
||||
processNextMessage();
|
||||
}
|
||||
|
||||
/**
|
||||
* Starts the server by creating a network server on the specified port.
|
||||
*/
|
||||
private void startServer(int port) {
|
||||
try {
|
||||
LOGGER.log(Level.INFO, "Starting server..."); //NON-NLS
|
||||
myServer = Network.createServer(port);
|
||||
initializeSerializables();
|
||||
myServer.start();
|
||||
registerListeners();
|
||||
LOGGER.log(Level.INFO, "Server started: {0}", myServer.isRunning()); //NON-NLS
|
||||
}
|
||||
catch (IOException e) {
|
||||
LOGGER.log(Level.ERROR, "Couldn't start server: {0}", e.getMessage()); //NON-NLS
|
||||
exit(1);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Processes the next message in the queue.
|
||||
*/
|
||||
private void processNextMessage() {
|
||||
try {
|
||||
pendingMessages.take().process(logic);
|
||||
}
|
||||
catch (InterruptedException ex) {
|
||||
LOGGER.log(Level.INFO, "Interrupted while waiting for messages"); //NON-NLS
|
||||
Thread.currentThread().interrupt();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Registers all serializable message classes for network transmission.
|
||||
*/
|
||||
private void initializeSerializables() {
|
||||
Serializer.registerClass(GameDetails.class);
|
||||
Serializer.registerClass(StartBattleMessage.class);
|
||||
Serializer.registerClass(MapMessage.class);
|
||||
Serializer.registerClass(ShootMessage.class);
|
||||
Serializer.registerClass(EffectMessage.class);
|
||||
Serializer.registerClass(AnimationFinishedMessage.class);
|
||||
Serializer.registerClass(Battleship.class);
|
||||
Serializer.registerClass(IntPoint.class);
|
||||
Serializer.registerClass(Shot.class);
|
||||
}
|
||||
|
||||
/**
|
||||
* 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, AnimationFinishedMessage.class);
|
||||
myServer.addConnectionListener(this);
|
||||
}
|
||||
|
||||
@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 ReceivedMessageClient(clientMessage, source.getId()));
|
||||
}
|
||||
|
||||
@Override
|
||||
public void connectionAdded(Server server, HostedConnection hostedConnection) {
|
||||
LOGGER.log(Level.INFO, "new connection {0}", hostedConnection); //NON-NLS
|
||||
logic.addPlayer(hostedConnection.getId());
|
||||
}
|
||||
|
||||
@Override
|
||||
public void connectionRemoved(Server server, HostedConnection hostedConnection) {
|
||||
LOGGER.log(Level.INFO, "connection closed: {0}", hostedConnection); //NON-NLS
|
||||
final Player player = logic.getPlayerById(hostedConnection.getId());
|
||||
if (player == null)
|
||||
LOGGER.log(Level.INFO, "closed connection does not belong to an active player"); //NON-NLS
|
||||
else { //NON-NLS
|
||||
LOGGER.log(Level.INFO, "closed connection belongs to {0}", player); //NON-NLS
|
||||
exit(0);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Shuts down the server and closes all active connections.
|
||||
*
|
||||
* @param exitValue the exit code to terminate the program with
|
||||
*/
|
||||
private void exit(int exitValue) { //NON-NLS
|
||||
LOGGER.log(Level.INFO, "close request"); //NON-NLS
|
||||
if (myServer != null)
|
||||
for (HostedConnection client : myServer.getConnections()) //NON-NLS
|
||||
if (client != null) client.close("Game over"); //NON-NLS
|
||||
System.exit(exitValue);
|
||||
}
|
||||
|
||||
/**
|
||||
* Send the specified message to the specified connection.
|
||||
*
|
||||
* @param id the connection id
|
||||
* @param message the message
|
||||
*/
|
||||
public void send(int id, ServerMessage message) {
|
||||
if (myServer == null || !myServer.isRunning()) {
|
||||
LOGGER.log(Level.ERROR, "no server running when trying to send {0}", message); //NON-NLS
|
||||
return;
|
||||
}
|
||||
final HostedConnection connection = myServer.getConnection(id);
|
||||
if (connection != null)
|
||||
connection.send(message);
|
||||
else
|
||||
LOGGER.log(Level.ERROR, "there is no connection with id={0}", id); //NON-NLS
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
////////////////////////////////////////
|
||||
// Programming project code
|
||||
// UniBw M, 2022, 2023, 2024
|
||||
// www.unibw.de/inf2
|
||||
// (c) Mark Minas (mark.minas@unibw.de)
|
||||
////////////////////////////////////////
|
||||
|
||||
package pp.battleship.client.clienthost;
|
||||
|
||||
import pp.battleship.message.client.ClientInterpreter;
|
||||
import pp.battleship.message.client.ClientMessage;
|
||||
|
||||
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;
|
||||
|
||||
@@ -7,14 +7,21 @@
|
||||
|
||||
package pp.battleship.client.gui;
|
||||
|
||||
import com.jme3.material.Material;
|
||||
import com.jme3.material.RenderState;
|
||||
import com.jme3.material.RenderState.BlendMode;
|
||||
import com.jme3.math.ColorRGBA;
|
||||
import com.jme3.scene.Geometry;
|
||||
import com.jme3.scene.Node;
|
||||
import com.jme3.scene.Spatial;
|
||||
import com.jme3.scene.shape.Sphere;
|
||||
import pp.battleship.model.Battleship;
|
||||
import pp.battleship.model.Shell;
|
||||
import pp.battleship.model.Shot;
|
||||
import pp.util.Position;
|
||||
|
||||
import static com.jme3.material.Materials.UNSHADED;
|
||||
|
||||
/**
|
||||
* Synchronizes the visual representation of the ship map with the game model.
|
||||
* It handles the rendering of ships and shots on the map view, updating the view
|
||||
@@ -25,6 +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
|
||||
@@ -109,6 +117,26 @@ public Spatial visit(Battleship ship) {
|
||||
return shipNode;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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 {@code Shell} object to be visualized.
|
||||
* @return A {@code Spatial} object representing the shell on the map.
|
||||
*/
|
||||
@Override
|
||||
public Spatial visit(Shell shell) {
|
||||
final ColorRGBA color = ColorRGBA.Black;
|
||||
Geometry ellipse = new Geometry("ellipse", new Sphere(50, 50, MapView.FIELD_SIZE / 2 * 0.8f));
|
||||
Material mat = new Material(view.getApp().getAssetManager(), UNSHADED); //NON-NLS
|
||||
mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
|
||||
mat.getAdditionalRenderState().setFaceCullMode(RenderState.FaceCullMode.Off);
|
||||
mat.setColor("Color", color);
|
||||
ellipse.setMaterial(mat);
|
||||
ellipse.addControl(new Shell2DControl(view, shell));
|
||||
return ellipse;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a line geometry representing part of the ship's border.
|
||||
*
|
||||
|
||||
@@ -19,10 +19,15 @@
|
||||
import pp.battleship.client.BattleshipApp;
|
||||
import pp.battleship.model.Battleship;
|
||||
import pp.battleship.model.Rotation;
|
||||
import pp.battleship.model.Shell;
|
||||
import pp.battleship.model.ShipMap;
|
||||
import pp.battleship.model.Shot;
|
||||
|
||||
import java.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;
|
||||
|
||||
@@ -34,7 +39,7 @@
|
||||
*/
|
||||
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 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 SHOT = "shot"; //NON-NLS
|
||||
@@ -69,7 +74,11 @@ public SeaSynchronizer(BattleshipApp app, Node root, ShipMap map) {
|
||||
*/
|
||||
@Override
|
||||
public Spatial visit(Shot shot) {
|
||||
return shot.isHit() ? handleHit(shot) : createCylinder(shot);
|
||||
return shot.isHit() ? handleHit(shot) : handleMiss(shot);
|
||||
}
|
||||
|
||||
private Spatial handleMiss(Shot shot) {
|
||||
return app.getEffectHandler().waterSplash(mapToWorldCord(shot.getX(), shot.getY()));
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -83,14 +92,24 @@ 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 Geometry representation = createCylinder(shot);
|
||||
representation.getLocalTranslation().subtractLocal(shipNode.getLocalTranslation());
|
||||
shipNode.attachChild(representation);
|
||||
|
||||
new Timer().schedule(new TimerTask() {
|
||||
@Override
|
||||
public void run() {
|
||||
handleShipDestroy(shipNode);
|
||||
}
|
||||
}, 10000);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
private void handleShipDestroy(Node shipNode) {
|
||||
shipNode.getParent().detachChild(shipNode);
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a cylinder geometry representing the specified shot.
|
||||
* The appearance of the cylinder depends on whether the shot is a hit or a miss.
|
||||
@@ -129,10 +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.
|
||||
@@ -141,7 +181,13 @@ public Spatial visit(Battleship ship) {
|
||||
* @return the spatial representing the battleship
|
||||
*/
|
||||
private Spatial createShip(Battleship ship) {
|
||||
return ship.getLength() == 4 ? createBattleship(ship) : createBox(ship);
|
||||
return switch (ship.getLength()) {
|
||||
case 1 -> 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);
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -186,13 +232,23 @@ private Material createColoredMaterial(ColorRGBA color) {
|
||||
* @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);
|
||||
|
||||
Material mat = new Material(app.getAssetManager(), LIGHTING);
|
||||
|
||||
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));
|
||||
|
||||
mat.setReceivesShadows(true);
|
||||
model.setMaterial(mat);
|
||||
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
|
||||
}
|
||||
}
|
||||
@@ -0,0 +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 3D representation of a {@code Shell} in the game, updating its position
|
||||
* and rotation based on the shell's current state in the game model. The {@code ShellControl}
|
||||
* class ensures that the spatial associated with the shell is positioned and oriented correctly
|
||||
* within the world.
|
||||
*/
|
||||
public class ShellControl extends AbstractControl {
|
||||
private final Shell shell;
|
||||
|
||||
/**
|
||||
* Constructs a new {@code ShellControl} to manage the 3D visualization of the given {@code Shell}.
|
||||
*
|
||||
* @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) {
|
||||
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);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void controlRender(RenderManager rm, ViewPort vp) {
|
||||
// No rendering-specific behavior required for this control
|
||||
}
|
||||
}
|
||||
@@ -11,96 +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;
|
||||
|
||||
// Flag indicating if the ship is sinking.
|
||||
private boolean sinking;
|
||||
|
||||
// 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();
|
||||
// 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;
|
||||
|
||||
// Update the time within the oscillation cycle
|
||||
spatial.setLocalTranslation(spatial.getLocalTranslation().add(new Vector3f(0, -1, 0).mult(tpf * SINK_SPEED)));
|
||||
if (battleship.getRot() == Rotation.UP || battleship.getRot() == Rotation.DOWN) {
|
||||
spatial.rotate(tpf * SINK_ROT_SPEED, 0, 0);
|
||||
}
|
||||
else {
|
||||
spatial.rotate(0, 0, tpf * SINK_ROT_SPEED);
|
||||
}
|
||||
}
|
||||
|
||||
// Handles the pitch oscillation to simulate wave movement.
|
||||
private void handlePitch(float tpf) {
|
||||
if (spatial == null) return;
|
||||
|
||||
// Update time in the oscillation cycle.
|
||||
time = (time + tpf) % cycle;
|
||||
|
||||
// Calculate the 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 |
@@ -1,3 +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
|
||||
|
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 |
|
After Width: | Height: | Size: 360 KiB |
@@ -0,0 +1,82 @@
|
||||
# Blender 3.6.5 MTL File: 'None'
|
||||
# www.blender.org
|
||||
|
||||
newmtl Battleship
|
||||
Ns 250.000000
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Kd ship2.jpg
|
||||
|
||||
newmtl blinn2SG
|
||||
Ns 250.000000
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.356400 0.356400 0.366253
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl blinn3SG
|
||||
Ns 250.000000
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.346704 0.346704 0.356400
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl blinn4SG
|
||||
Ns 250.000000
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.351533 0.346704 0.361307
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl blinn5SG
|
||||
Ns 250.000000
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.346704 0.346704 0.356400
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl blinn6SG
|
||||
Ns 250.000000
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.349118 0.346704 0.358854
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl blinn7SG
|
||||
Ns 250.000000
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.346704 0.346704 0.356400
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl blinn8SG
|
||||
Ns 250.000000
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.351533 0.346704 0.361307
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
d 1.000000
|
||||
illum 2
|
||||
104952
Projekte/battleship/client/src/main/resources/Models/Ships/2/ship2.obj
Normal file
@@ -0,0 +1,15 @@
|
||||
# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
|
||||
# File Created: 29.03.2012 14:25:39
|
||||
|
||||
newmtl default
|
||||
Ns 35.0000
|
||||
Ni 1.5000
|
||||
d 1.0000
|
||||
Tr 0.0000
|
||||
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 ship3_color.jpg
|
||||
map_Kd ship3_color.jpg
|
||||
203098
Projekte/battleship/client/src/main/resources/Models/Ships/3/ship3.obj
Normal file
|
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 |
@@ -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
@@ -10,6 +10,7 @@
|
||||
import pp.battleship.message.client.ShootMessage;
|
||||
import pp.battleship.message.server.EffectMessage;
|
||||
import pp.battleship.model.IntPoint;
|
||||
import pp.battleship.model.Shell;
|
||||
import pp.battleship.model.ShipMap;
|
||||
import pp.battleship.notification.Sound;
|
||||
|
||||
@@ -53,16 +54,13 @@ else if (logic.getOpponentMap().isValid(pos))
|
||||
@Override
|
||||
public void receivedEffect(EffectMessage msg) {
|
||||
ClientGameLogic.LOGGER.log(Level.INFO, "report effect: {0}", msg); //NON-NLS
|
||||
playSound(msg);
|
||||
|
||||
myTurn = msg.isMyTurn();
|
||||
logic.setInfoText(msg.getInfoTextKey());
|
||||
affectedMap(msg).add(msg.getShot());
|
||||
if (destroyedOpponentShip(msg))
|
||||
logic.getOpponentMap().add(msg.getDestroyedShip());
|
||||
if (msg.isGameOver()) {
|
||||
msg.getRemainingOpponentShips().forEach(logic.getOwnMap()::add);
|
||||
logic.setState(new GameOverState(logic));
|
||||
}
|
||||
Shell shell = new Shell(msg.getShot());
|
||||
affectedMap(msg).add(shell);
|
||||
logic.playSound(Sound.SHELL_FLYING);
|
||||
logic.setState(new ShootingState(logic, shell, myTurn, msg));
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -74,29 +72,4 @@ public void receivedEffect(EffectMessage msg) {
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
@@ -7,6 +7,7 @@
|
||||
|
||||
package pp.battleship.game.client;
|
||||
|
||||
import pp.battleship.message.server.GameDetails;
|
||||
import pp.battleship.message.server.StartBattleMessage;
|
||||
|
||||
import java.lang.System.Logger.Level;
|
||||
@@ -38,4 +39,11 @@ public void receivedStartBattle(StartBattleMessage msg) {
|
||||
logic.setInfoText(msg.getInfoTextKey());
|
||||
logic.setState(new BattleState(logic, msg.isMyTurn()));
|
||||
}
|
||||
|
||||
@Override
|
||||
public void receivedGameDetails(GameDetails details) {
|
||||
ClientGameLogic.LOGGER.log(Level.WARNING, "Invalid Map"); //NON-NLS
|
||||
logic.setInfoText("invalid.map");
|
||||
logic.setState(new EditorState(logic));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
package pp.battleship.game.server;
|
||||
|
||||
import pp.battleship.BattleshipConfig;
|
||||
import pp.battleship.message.client.AnimationFinishedMessage;
|
||||
import pp.battleship.message.client.ClientInterpreter;
|
||||
import pp.battleship.message.client.MapMessage;
|
||||
import pp.battleship.message.client.ShootMessage;
|
||||
@@ -38,6 +39,7 @@ public class ServerGameLogic implements ClientInterpreter {
|
||||
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.
|
||||
@@ -142,8 +144,73 @@ 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
|
||||
playerReady(getPlayerById(from), msg.getShips());
|
||||
else {
|
||||
if (checkMap(msg.getShips())) {
|
||||
playerReady(getPlayerById(from), msg.getShips());
|
||||
}
|
||||
else {
|
||||
LOGGER.log(Level.WARNING, "Invalid Map sent from player {0}", from); //NON-NLS
|
||||
send(players.get(from), new GameDetails(config));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles the reception of a AnimationFinishedMessage.
|
||||
*
|
||||
* @param msg the received MapMessage
|
||||
* @param from the ID of the sender client
|
||||
*/
|
||||
@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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Validates the placement of battleships on the map.
|
||||
* Ensures that:
|
||||
* <ul>
|
||||
* <li>The number of ships matches the configuration.</li>
|
||||
* <li>Ships are within the map's boundaries.</li>
|
||||
* <li>Ships do not overlap.</li>
|
||||
* </ul>
|
||||
*
|
||||
* @param ships the list of {@link Battleship} objects to validate
|
||||
* @return {@code true} if all ships are placed correctly; {@code false} otherwise
|
||||
*/
|
||||
private boolean checkMap(List<Battleship> ships) {
|
||||
int numShips = config.getShipNums().values().stream().mapToInt(Integer::intValue).sum();
|
||||
if (numShips != ships.size()) return false;
|
||||
|
||||
List<IntPoint> occupied = new ArrayList<>();
|
||||
|
||||
for (Battleship battleship : ships) {
|
||||
int x = battleship.getX();
|
||||
int y = battleship.getY();
|
||||
for (int i = 0; i < battleship.getLength(); i++) {
|
||||
if (x >= 0 && x < config.getMapWidth() && y >= 0 && y < config.getMapHeight() && !occupied.contains(new IntPoint(x, y))) {
|
||||
occupied.add(new IntPoint(x, y));
|
||||
x += battleship.getRot().dx();
|
||||
y += battleship.getRot().dy();
|
||||
}
|
||||
else return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -156,8 +223,11 @@ public void received(MapMessage msg, int from) {
|
||||
public void received(ShootMessage msg, int from) {
|
||||
if (state != ServerState.BATTLE)
|
||||
LOGGER.log(Level.ERROR, "shoot not allowed in {0}", state); //NON-NLS
|
||||
else
|
||||
else{
|
||||
setState(ServerState.ANIMATION);
|
||||
shoot(getPlayerById(from), msg.getPosition());
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -204,6 +274,7 @@ 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);
|
||||
return;
|
||||
}
|
||||
else if (selectedShip.isDestroyed()) {
|
||||
// ship has been destroyed, but game is not yet over
|
||||
|
||||
@@ -26,6 +26,11 @@ enum ServerState {
|
||||
*/
|
||||
BATTLE,
|
||||
|
||||
/**
|
||||
* The server is waiting for all clients to finish the shoot animation.
|
||||
*/
|
||||
ANIMATION,
|
||||
|
||||
/**
|
||||
* The game has ended because all the ships of one player have been destroyed.
|
||||
*/
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
|
||||
package pp.battleship.game.singlemode;
|
||||
|
||||
import pp.battleship.message.client.AnimationFinishedMessage;
|
||||
import pp.battleship.message.client.ClientInterpreter;
|
||||
import pp.battleship.message.client.ClientMessage;
|
||||
import pp.battleship.message.client.MapMessage;
|
||||
@@ -63,6 +64,11 @@ public void received(MapMessage msg, int from) {
|
||||
copiedMessage = new MapMessage(msg.getShips().stream().map(Copycat::copy).toList());
|
||||
}
|
||||
|
||||
@Override
|
||||
public void received(AnimationFinishedMessage msg, int from) {
|
||||
copiedMessage = msg;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a copy of the provided {@link Battleship}.
|
||||
*
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
package pp.battleship.game.singlemode;
|
||||
|
||||
import pp.battleship.game.client.BattleshipClient;
|
||||
import pp.battleship.message.client.AnimationFinishedMessage;
|
||||
import pp.battleship.message.client.MapMessage;
|
||||
import pp.battleship.message.client.ShootMessage;
|
||||
import pp.battleship.message.server.EffectMessage;
|
||||
@@ -71,6 +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()));
|
||||
}
|
||||
|
||||
@@ -121,6 +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 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);
|
||||
}
|
||||
}
|
||||
@@ -26,4 +26,12 @@ public interface ClientInterpreter {
|
||||
* @param from the connection ID from which the message was received
|
||||
*/
|
||||
void received(MapMessage msg, int from);
|
||||
|
||||
/**
|
||||
* Processes a received AnimationFinishedMessage.
|
||||
*
|
||||
* @param msg the MapMessage to be processed
|
||||
* @param from the connection ID from which the message was received
|
||||
*/
|
||||
void received(AnimationFinishedMessage msg, int from);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,125 @@
|
||||
package pp.battleship.model;
|
||||
|
||||
import com.jme3.math.Quaternion;
|
||||
import com.jme3.math.Vector3f;
|
||||
|
||||
/**
|
||||
* 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 {
|
||||
/**
|
||||
* 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.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();
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the current position of the shell.
|
||||
*
|
||||
* @return The current position as a {@code Vector3f}.
|
||||
*/
|
||||
public Vector3f getPosition() {
|
||||
return this.position;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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
|
||||
public <T> T accept(Visitor<T> visitor) {
|
||||
return visitor.visit(this);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void accept(VoidVisitor visitor) {
|
||||
visitor.visit(this);
|
||||
}
|
||||
}
|
||||
@@ -10,6 +10,7 @@
|
||||
import pp.battleship.notification.GameEvent;
|
||||
import pp.battleship.notification.GameEventBroker;
|
||||
import pp.battleship.notification.ItemAddedEvent;
|
||||
import pp.battleship.notification.ItemRemovedEvent;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.Collections;
|
||||
@@ -90,6 +91,15 @@ public void add(Shot shot) {
|
||||
addItem(shot);
|
||||
}
|
||||
|
||||
/**
|
||||
* Registers a shot on the map and triggers an item addition event.
|
||||
*
|
||||
* @param shell the shell to be registered on the map
|
||||
*/
|
||||
public void add(Shell shell) {
|
||||
addItem(shell);
|
||||
}
|
||||
|
||||
/**
|
||||
* Removes an item from the map and triggers an item removal event.
|
||||
*
|
||||
@@ -97,7 +107,7 @@ public void add(Shot shot) {
|
||||
*/
|
||||
public void remove(Item item) {
|
||||
items.remove(item);
|
||||
notifyListeners(new ItemAddedEvent(item, this));
|
||||
notifyListeners(new ItemRemovedEvent(item, this));
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -28,4 +28,12 @@ public interface Visitor<T> {
|
||||
* @return the result of visiting the Battleship element
|
||||
*/
|
||||
T visit(Battleship ship);
|
||||
|
||||
/**
|
||||
* Visits a Shell element.
|
||||
*
|
||||
* @param shell the Battleship element to visit
|
||||
* @return the result of visiting the Battleship element
|
||||
*/
|
||||
T visit(Shell shell);
|
||||
}
|
||||
|
||||
@@ -25,4 +25,11 @@ public interface VoidVisitor {
|
||||
* @param ship the Battleship element to visit
|
||||
*/
|
||||
void visit(Battleship ship);
|
||||
|
||||
/**
|
||||
* Visits a Shell element.
|
||||
*
|
||||
* @param shell the Battleship element to visit
|
||||
*/
|
||||
void visit(Shell shell);
|
||||
}
|
||||
|
||||
@@ -12,6 +12,7 @@
|
||||
import com.google.gson.JsonParseException;
|
||||
import pp.battleship.message.server.GameDetails;
|
||||
import pp.battleship.model.Battleship;
|
||||
import pp.battleship.model.IntPoint;
|
||||
import pp.battleship.model.ShipMap;
|
||||
|
||||
import java.io.File;
|
||||
@@ -20,6 +21,7 @@
|
||||
import java.io.IOException;
|
||||
import java.lang.System.Logger;
|
||||
import java.lang.System.Logger.Level;
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
|
||||
/**
|
||||
@@ -50,10 +52,14 @@ public ShipMapDTO(ShipMap map) {
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if the current ship map fits the game details provided.
|
||||
* Checks if the ship map is compatible with the provided game details.
|
||||
*
|
||||
* @param details the game details to be matched against
|
||||
* @return true if the ship map fits the game details, false otherwise
|
||||
* This method verifies that the ship map's dimensions match the game details,
|
||||
* that the total number of ships is correct, and that the ship placements
|
||||
* do not overlap and stay within the map boundaries.
|
||||
*
|
||||
* @param details the game details containing required dimensions and ship configurations
|
||||
* @return true if the ship map fits the game details; false otherwise
|
||||
*/
|
||||
public boolean fits(GameDetails details) {
|
||||
if (width != details.getWidth() || height != details.getHeight())
|
||||
@@ -61,6 +67,7 @@ public boolean fits(GameDetails details) {
|
||||
int numShips = details.getShipNums().values().stream().mapToInt(Integer::intValue).sum();
|
||||
if (numShips != ships.size())
|
||||
return false;
|
||||
|
||||
for (var e : details.getShipNums().entrySet()) {
|
||||
final int shipLength = e.getKey();
|
||||
final int requiredNum = e.getValue();
|
||||
@@ -70,6 +77,20 @@ public boolean fits(GameDetails details) {
|
||||
if (requiredNum != actualNum)
|
||||
return false;
|
||||
}
|
||||
List<IntPoint> occupied = new ArrayList<>();
|
||||
for (BattleshipDTO dto: ships){
|
||||
Battleship battleship = dto.toBattleship();
|
||||
int x = battleship.getX();
|
||||
int y = battleship.getY();
|
||||
for(int i = 0; i < battleship.getLength(); i++){
|
||||
if(x >= 0 && x < details.getWidth() && y >= 0 && y < details.getHeight() && !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;
|
||||
}
|
||||
|
||||
|
||||
@@ -22,5 +22,9 @@ public enum Sound {
|
||||
/**
|
||||
* Sound of a ship being destroyed.
|
||||
*/
|
||||
DESTROYED_SHIP
|
||||
DESTROYED_SHIP,
|
||||
/**
|
||||
* Sound of a shell in flight.
|
||||
*/
|
||||
SHELL_FLYING
|
||||
}
|
||||
|
||||
@@ -31,9 +31,12 @@ menu.return-to-game=Return to game
|
||||
menu.sound-enabled=Sound switched on
|
||||
menu.map.load=Load map from file...
|
||||
menu.map.save=Save map in file...
|
||||
menu.music-enabled=Music on
|
||||
label.file=File:
|
||||
label.connecting=Connecting...
|
||||
dialog.error=Error
|
||||
dialog.question=Question
|
||||
port.must.be.integer=Port must be an integer number
|
||||
map.doesnt.fit=The map doesn't fit to this game
|
||||
invalid.map=Invalid Map!
|
||||
|
||||
|
||||
@@ -27,13 +27,15 @@ host.name=Host
|
||||
port.number=Port
|
||||
wait.its.not.your.turn=Warte, Du bist nicht dran!!
|
||||
menu.quit=Spiel beenden
|
||||
menu.return-to-game=Zurück zum Spiel
|
||||
menu.return-to-game=Zur<EFBFBD>ck zum Spiel
|
||||
menu.sound-enabled=Sound eingeschaltet
|
||||
menu.map.load=Karte von Datei laden...
|
||||
menu.map.save=Karte in Datei speichern...
|
||||
menu.music-enabled=Musik an
|
||||
label.file=Datei:
|
||||
label.connecting=Verbindung wird aufgebaut...
|
||||
dialog.error=Fehler
|
||||
dialog.question=Frage
|
||||
port.must.be.integer=Der Port muss eine ganze Zahl sein
|
||||
map.doesnt.fit=Diese Karte passt nicht zu diesem Spiel
|
||||
invalid.map=Ung<EFBFBD>ltige Karte!
|
||||
|
||||
@@ -18,6 +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.AnimationFinishedMessage;
|
||||
import pp.battleship.message.client.ClientMessage;
|
||||
import pp.battleship.message.client.MapMessage;
|
||||
import pp.battleship.message.client.ShootMessage;
|
||||
@@ -115,6 +116,7 @@ private void initializeSerializables() {
|
||||
Serializer.registerClass(MapMessage.class);
|
||||
Serializer.registerClass(ShootMessage.class);
|
||||
Serializer.registerClass(EffectMessage.class);
|
||||
Serializer.registerClass(AnimationFinishedMessage.class);
|
||||
Serializer.registerClass(Battleship.class);
|
||||
Serializer.registerClass(IntPoint.class);
|
||||
Serializer.registerClass(Shot.class);
|
||||
@@ -123,6 +125,7 @@ private void initializeSerializables() {
|
||||
private void registerListeners() {
|
||||
myServer.addMessageListener(this, MapMessage.class);
|
||||
myServer.addMessageListener(this, ShootMessage.class);
|
||||
myServer.addMessageListener(this, AnimationFinishedMessage.class);
|
||||
myServer.addConnectionListener(this);
|
||||
}
|
||||
|
||||
|
||||
42
Projekte/jme-common/src/main/java/pp/JmeUtil.java
Normal file
@@ -0,0 +1,42 @@
|
||||
package pp;
|
||||
|
||||
import com.jme3.app.Application;
|
||||
import com.jme3.asset.AssetLoadException;
|
||||
import com.jme3.asset.AssetNotFoundException;
|
||||
import com.jme3.audio.AudioData;
|
||||
import com.jme3.audio.AudioNode;
|
||||
import com.jme3.math.Vector3f;
|
||||
import pp.util.Util;
|
||||
|
||||
import java.lang.System.Logger;
|
||||
import java.lang.System.Logger.Level;
|
||||
|
||||
public class JmeUtil {
|
||||
private JmeUtil() { /* Do not initialize */ }
|
||||
|
||||
private static final Logger LOGGER = System.getLogger(Util.class.getName());
|
||||
|
||||
/**
|
||||
* Loads a sound from the specified file.
|
||||
*
|
||||
* @param app The application
|
||||
* @param name The name of the sound file.
|
||||
* @return The loaded AudioNode.
|
||||
*/
|
||||
public static 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);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public static Vector3f mapToWorldCord(float x, float y) {
|
||||
return new Vector3f(y + 0.5f, 0, x + 0.5f);
|
||||
}
|
||||
}
|
||||