19 Commits

Author SHA1 Message Date
Cedric Beck
5035aa5a96 fixed sinking-rotation, volumeslider; deleted TODO comments 2024-10-14 11:29:22 +02:00
Cedric Beck
67b99317d2 added TODOÃ's for presentation 2024-10-12 17:45:30 +02:00
Cedric Beck
bb1e3858bb fixed not working single mode, added read port from textline when client host server 2024-10-12 16:17:46 +02:00
Cedric Beck
9b85030050 finished ex. 13 + cleanup 2024-10-12 15:34:45 +02:00
Cedric Beck
4492843ca1 finished 12 2024-10-08 14:22:42 +02:00
Cedric Beck
5edd4ebe0b Added Ex. 10
added client hosts a server
added javadoc comments
2024-10-06 14:29:31 +02:00
Cedric Beck
216bd60d84 Added models as .j3o file
added color & bump texture path in 'ShipModelÃ'
added lighting texture for models
2024-10-05 13:27:12 +02:00
Cedric Beck
8275778d66 Added functionality for preferences in 'GameMusic' 2024-10-05 11:28:15 +02:00
Cedric Beck
1d114c8d24 Added Ex. 10 2024-10-04 17:42:30 +02:00
Cedric Beck
8b6a787115 Added credit for ship1 2024-10-04 14:06:00 +02:00
Cedric Beck
8a5afe0b18 Added ex. 9 2024-10-04 14:02:33 +02:00
Cedric Beck
6496a5a6b7 Added extendend client-side ship check 2024-10-02 21:09:48 +02:00
Cedric Beck
af221ad693 Added documentation to ServerGameLogic.checkMap 2024-10-02 20:48:16 +02:00
Cedric Beck
ae61e8061c Added ex. 8 2024-10-02 20:43:41 +02:00
Cedric Beck
5f596d5797 Merge branch 'b_Beck_Cedric' of https://athene2.informatik.unibw-muenchen.de/progproj/gruppen-ht24/Gruppe-01 into b_Beck_Cedric 2024-10-02 18:37:42 +02:00
Cedric Beck
82d86a378a Added TODO 2024-10-02 18:37:31 +02:00
Cedric Beck
02f7a6542e Fixed Ex. 7 2024-10-02 18:36:37 +02:00
Cedric Beck
1afa621bec Fixed Ex. 7 2024-10-02 17:11:52 +02:00
Cedric Beck
546872dd83 Fixed ClientGame1Player1Test 2024-10-02 14:46:16 +02:00
242 changed files with 353346 additions and 2725299 deletions

View File

@@ -2,7 +2,7 @@
<configuration default="false" name="Projekte [test]" type="GradleRunConfiguration" factoryName="Gradle">
<ExternalSystemSettings>
<option name="executionName" />
<option name="externalProjectPath" value="$PROJECT_DIR$/Projekte" />
<option name="externalProjectPath" value="$PROJECT_DIR$" />
<option name="externalSystemIdString" value="GRADLE" />
<option name="scriptParameters" value="--continue" />
<option name="taskDescriptions">

View File

@@ -9,7 +9,6 @@ implementation project(":jme-common")
implementation project(":battleship:model")
implementation libs.jme3.desktop
implementation libs.jme3.effects
runtimeOnly libs.jme3.awt.dialogs
runtimeOnly libs.jme3.plugins

View File

@@ -26,10 +26,13 @@ map.own=maps/map1.json
robot.targets=2, 0,\
2, 1,\
2, 2,\
2, 3
2, 3,\
2, 4,\
2, 5,\
2, 6
#
# Delay in milliseconds between each shot fired by the RobotClient.
robot.delay=500
robot.delay=4000
#
# The dimensions of the game map used in single mode.
# 'map.width' defines the number of columns, and 'map.height' defines the number of rows.

View File

@@ -122,10 +122,7 @@ public class BattleshipApp extends SimpleApplication implements BattleshipClient
*/
private final ActionListener escapeListener = (name, isPressed, tpf) -> escape(isPressed);
/**
* Listener for handling actions triggered by the Escape key.
*/
private GameMusic music;
private EffectHandler effectHandler;
static {
// Configure logging
@@ -160,6 +157,7 @@ private BattleshipApp() {
logic.addListener(this);
setShowSettings(config.getShowSettings());
setSettings(makeSettings());
effectHandler = null;
}
/**
@@ -198,15 +196,6 @@ DialogManager getDialogManager() {
return dialogManager;
}
/**
* Returns the GameMusic responsible for playing music.
*
* @return The {@link GameMusic} instance.
*/
GameMusic getGameMusic() {
return music;
}
/**
* Returns the game logic handler for the client.
*
@@ -238,9 +227,8 @@ public void simpleInitApp() {
setupInput();
setupStates();
setupGui();
effectHandler = new EffectHandler(this);
serverConnection.connect();
music = new GameMusic(this, "Sound/Music/battleship.ogg");
}
/**
@@ -281,11 +269,20 @@ private void setupStates() {
flyCam.setEnabled(false);
stateManager.detach(stateManager.getState(StatsAppState.class));
stateManager.detach(stateManager.getState(DebugKeysAppState.class));
attachGameMusic();
attachGameSound();
stateManager.attachAll(new EditorAppState(), new BattleAppState(), new SeaAppState());
}
/**
* Attaches the game sound state and sets its initial enabled state.
*/
private void attachGameMusic() {
final GameMusic gameMusic = new GameMusic();
gameMusic.setEnabled(GameMusic.enabledInPreferences());
stateManager.attach(gameMusic);
}
/**
* Attaches the game sound state and sets its initial enabled state.
*/
@@ -442,4 +439,8 @@ void errorDialog(String errorMessage) {
.build()
.open();
}
public EffectHandler getEffectHandler() {
return effectHandler;
}
}

View File

@@ -0,0 +1,197 @@
package pp.battleship.client;
import com.jme3.effect.ParticleEmitter;
import com.jme3.effect.ParticleMesh;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import pp.battleship.model.Battleship;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.Timer;
import java.util.TimerTask;
/**
* EffectHandler manages the creation and manipulation of particle effects in the Battleship application.
*/
public class EffectHandler {
private final BattleshipApp app;
private final Map<Battleship, List<ParticleEmitter>> effects;
/**
* Constructs an EffectHandler with the specified BattleshipApp instance.
*
* @param app the BattleshipApp instance
*/
public EffectHandler(BattleshipApp app) {
this.app = app;
effects = new HashMap<>();
}
/**
* Creates a fire effect at the specified position for the given Battleship.
*
* @param point the position where the fire effect will be created
* @param ship the Battleship associated with the fire effect
* @return a Node containing the fire effect
*/
public Node createFire(Vector3f point, Battleship ship) {
Node parent = new Node();
parent.setLocalTranslation(point);
ParticleEmitter fire = initializeParticleEmitter(
"Effects/Explosion/flame.png",
2,2,
new ColorRGBA(1f, 0f, 0f, 1f),
new ColorRGBA(1f, 1f, 0f, 0.5f),
new Vector3f(0, 1.5f, 0),
50,
.4f,
0.05f,
1f,
2f,
0.2f,
new Vector3f(0, 0, 0)
);
ParticleEmitter smoke = initializeParticleEmitter(
"Effects/Smoke/Smoke.png",
15,
1,
new ColorRGBA(1f, 1f, 1f, 0f),
new ColorRGBA(0.5f, 0.5f, 0.5f, 0.5f),
new Vector3f(0, 1f, 0),
600,
.2f,
0.1f,
1f,
5f,
0.25f,
new Vector3f(0, 0, 0)
);
parent.attachChild(fire);
parent.attachChild(smoke);
List<ParticleEmitter> oldEffects = new ArrayList<>(effects.getOrDefault(ship, new ArrayList<>()));
oldEffects.add(fire);
oldEffects.add(smoke);
effects.put(ship, oldEffects);
return parent;
}
/**
* Creates a water splash effect at the specified position.
*
* @param pos the position where the water splash effect will be created
* @return a Geometry representing the water splash effect
*/
public Geometry waterSplash(Vector3f pos) {
ParticleEmitter water = initializeParticleEmitter(
"Effects/Explosion/flash.png",
2,2,
new ColorRGBA(0.3f, 0.8f, 1f, 0f),
new ColorRGBA(0f, 0f, 1f, 1f),
new Vector3f(0, 3, 0),
100,
.6f,
0.05f,
1f,
1.5f,
0.3f,
new Vector3f(0, 4f, 0)
);
water.setLocalTranslation(pos);
water.emitAllParticles();
water.setParticlesPerSec(0);
new Timer().schedule(new TimerTask() {
@Override
public void run() {
deleteSplash(water);
}
}, 2000);
return water;
}
/**
* Creates a debris splash effect at the specified position.
*
* @param pos the position where the debris splash effect will be created
* @return a Geometry representing the debris splash effect
*/
public Geometry debrisSplash(Vector3f pos) {
ParticleEmitter debris = initializeParticleEmitter(
"Effects/Explosion/Debris.png",
3,3,
new ColorRGBA(0.1f, 0.1f, 0.1f, 0f),
new ColorRGBA(0.5f, 0.5f, 0.5f, .8f),
new Vector3f(0, 2f, 0),
50,
0.1f,
0.5f,
1f,
1.5f,
0.5f,
new Vector3f(0, 0, 0)
);
debris.setLocalTranslation(pos);
debris.emitAllParticles();
debris.setParticlesPerSec(0);
return debris;
}
/**
* Deletes the specified splash effect from the scene.
*
* @param splash the Geometry representing the splash effect to be deleted
*/
private void deleteSplash(Geometry splash) {
splash.getParent().detachChild(splash);
}
/**
* Stops all particle effects associated with the specified Battleship.
*
* @param ship the Battleship whose effects are to be destroyed
*/
public void destroyShip(Battleship ship) {
for (ParticleEmitter emitter : effects.get(ship)) {
emitter.setParticlesPerSec(0);
}
}
private ParticleEmitter initializeParticleEmitter(
String texturePath, int imagesX, int imagesY, ColorRGBA endColor, ColorRGBA startColor, Vector3f initialVelocity,
int particleCount, float startSize, float endSize, float lowLife, float highLife,
float velocityVariation, Vector3f gravity
) {
ParticleEmitter emitter = new ParticleEmitter("Emitter", ParticleMesh.Type.Triangle, particleCount);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture(texturePath));
emitter.setMaterial(mat);
emitter.setImagesX(imagesX);
emitter.setImagesY(imagesY);
emitter.setEndColor(endColor);
emitter.setStartColor(startColor);
emitter.getParticleInfluencer().setInitialVelocity(initialVelocity);
emitter.setStartSize(startSize);
emitter.setEndSize(endSize);
emitter.setLowLife(lowLife);
emitter.setHighLife(highLife);
emitter.getParticleInfluencer().setVelocityVariation(velocityVariation);
emitter.setGravity(gravity);
return emitter;
}
}

View File

@@ -1,170 +1,114 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client;
import com.jme3.app.Application;
import com.jme3.app.state.AbstractAppState;
import com.jme3.app.state.AppStateManager;
import com.jme3.asset.AssetLoadException;
import com.jme3.asset.AssetNotFoundException;
import com.jme3.audio.AudioData;
import com.jme3.audio.AudioNode;
import com.jme3.audio.AudioSource;
import pp.battleship.notification.GameEventListener;
import pp.battleship.notification.SoundEvent;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.prefs.Preferences;
import static pp.JmeUtil.loadSound;
import static pp.util.PreferencesUtils.getPreferences;
/**
* An application state that plays music.
* An application state that plays sounds.
*/
public class GameMusic extends AbstractAppState implements GameEventListener {
private static final Logger LOGGER = System.getLogger(GameMusic.class.getName());
public class GameMusic extends AbstractAppState {
private static final Preferences PREFERENCES = getPreferences(GameMusic.class);
private static final String ENABLED_PREF = "toggle"; //NON-NLS
private static final String SLIDER_PREF = "slider"; //NON-NLS
private static final String ENABLED_PREF = "enabled";
private static final String VOLUME_PREF = "volume";
private AudioNode music;
private boolean enabled;
private static final String MUSIC_PATH = "Sound/background.wav";
private AudioNode backgroundMusic;
private float volume;
public GameMusic(Application app, String musicFilePath) {
this.enabled = PREFERENCES.getBoolean(ENABLED_PREF, true);
this.volume = PREFERENCES.getFloat(SLIDER_PREF, 2.0f);
music = new AudioNode(app.getAssetManager(), musicFilePath, AudioData.DataType.Stream);
music.setLooping(true);
music.setPositional(false);
music.setVolume(1.0f);
if(enabled) {
start();
}
}
/**
* Checks if music is enabled in the preferences.
* Returns whether the music is enabled in the user preferences.
*
* @return {@code true} if music is enabled, {@code false} otherwise.
* @return true if music is enabled, false otherwise
*/
public static boolean enabledInPreferences() {
return PREFERENCES.getBoolean(ENABLED_PREF, true);
}
/**
* Returns the volume value that is set in the preferences.
* Returns the music volume level stored in the user preferences.
*
* @return {@code true} if sound is enabled, {@code false} otherwise.
* @return the volume level as a float (default is 0.5f)
*/
public static float volumeInPreferences() {
return PREFERENCES.getFloat(SLIDER_PREF, 2.0f);
return PREFERENCES.getFloat(VOLUME_PREF, 0.5f);
}
/**
* Toggles the game music on or off.
* Initializes the game music system
*
* @param stateManager the state manager of the game
* @param app the main application
*/
public void toggleMusic() {
setEnabled(!isEnabled());
@Override
public void initialize(AppStateManager stateManager, Application app) {
super.initialize(stateManager, app);
backgroundMusic = loadSound(app, MUSIC_PATH);
setMusicVolume(volumeInPreferences());
if (isEnabled()) playMusic();
}
/**
* Sets the enabled state of this AppState.
* Overrides {@link AbstractAppState#setEnabled(boolean)}
* Overrides {@link com.jme3.app.state.AbstractAppState#setEnabled(boolean)}
*
* @param enabled {@code true} to enable the AppState, {@code false} to disable it.
*/
@Override
public void setEnabled(boolean enabled) {
super.setEnabled(enabled);
if(enabled) {
start();
} else {
stop();
if (enabled && !isEnabled()) {
playMusic();
}
LOGGER.log(Level.INFO, "Music enabled: {0}", enabled); //NON-NLS
else if (!enabled && isEnabled()) {
stopMusic();
}
super.setEnabled(enabled);
PREFERENCES.putBoolean(ENABLED_PREF, enabled);
}
/**
* Sets the volume for the music
*
* @param volume the new volume to be set
* Plays the background music.
*/
public void setVolume(float volume) {
public void playMusic() {
if (backgroundMusic != null) {
backgroundMusic.play();
}
}
/**
* Stops background music.
*/
public void stopMusic() {
if (backgroundMusic != null) {
backgroundMusic.stop();
}
}
/**
* Sets the volume of the background music and saves the volume setting in user preferences.
*
* @param volume the volume level to set (0.0f to 1.0f)
*/
public void setMusicVolume(float volume) {
if (backgroundMusic != null) {
backgroundMusic.setVolume(volume);
this.volume = volume;
music.setVolume(volume);
LOGGER.log(Level.INFO, "Volume set to: {0}", volume); //NON-NLS
PREFERENCES.putFloat(SLIDER_PREF, volume);
}
/**
* Loads a music from the specified file.
*
* @param app The application
* @param name The name of the sound file.
* @return The loaded AudioNode.
*/
private AudioNode loadSound(Application app, String name) {
try {
final AudioNode sound = new AudioNode(app.getAssetManager(), name, AudioData.DataType.Buffer);
sound.setLooping(false);
sound.setPositional(false);
return sound;
}
catch (AssetLoadException | AssetNotFoundException ex) {
LOGGER.log(Level.ERROR, ex.getMessage(), ex);
}
return null;
}
/**
* Starts the music.
*/
public void start() {
if (enabled && (music.getStatus() == AudioSource.Status.Stopped || music.getStatus() == AudioSource.Status.Paused)) {
music.play();
PREFERENCES.putFloat(VOLUME_PREF, volume);
}
}
/**
* Stops the music.
*/
public void stop() {
if (music.getStatus() == AudioSource.Status.Playing) {
music.stop();
}
}
/**
* This method returns the volume
*
* @return float the current volume
* Returns volume stored in class
* @return volume
*/
public float getVolume() {
return volume;
return this.volume;
}
/**
* Returns if music should be played or not
*
* @return boolean value if music is enabled
*/
public boolean isMusicEnabled() {
return enabled;
}
}

View File

@@ -10,9 +10,6 @@
import com.jme3.app.Application;
import com.jme3.app.state.AbstractAppState;
import com.jme3.app.state.AppStateManager;
import com.jme3.asset.AssetLoadException;
import com.jme3.asset.AssetNotFoundException;
import com.jme3.audio.AudioData;
import com.jme3.audio.AudioNode;
import pp.battleship.notification.GameEventListener;
import pp.battleship.notification.SoundEvent;
@@ -21,6 +18,7 @@
import java.lang.System.Logger.Level;
import java.util.prefs.Preferences;
import static pp.JmeUtil.loadSound;
import static pp.util.PreferencesUtils.getPreferences;
/**
@@ -34,7 +32,7 @@ public class GameSound extends AbstractAppState implements GameEventListener {
private AudioNode splashSound;
private AudioNode shipDestroyedSound;
private AudioNode explosionSound;
private AudioNode missleSound;
private AudioNode shellFlyingSound;
/**
* Checks if sound is enabled in the preferences.
@@ -79,27 +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
missleSound = loadSound(app, "Sound/Effects/missle.wav");
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;
}
/**
@@ -110,14 +97,6 @@ public void splash() {
splashSound.playInstance();
}
/**
* Plays the missle flyby sound effect.
*/
public void flyBy() {
if (isEnabled() && missleSound != null)
missleSound.playInstance();
}
/**
* Plays the explosion sound effect.
*/
@@ -140,7 +119,7 @@ public void receivedEvent(SoundEvent event) {
case EXPLOSION -> explosion();
case SPLASH -> splash();
case DESTROYED_SHIP -> shipDestroyed();
case MISSLE_FLYBY -> flyBy();
case SHELL_FLYING -> shellFly();
}
}
}

View File

@@ -7,8 +7,9 @@
package pp.battleship.client;
import com.simsilica.lemur.*;
import com.simsilica.lemur.core.VersionedReference;
import com.simsilica.lemur.Button;
import com.simsilica.lemur.Checkbox;
import com.simsilica.lemur.Label;
import com.simsilica.lemur.style.ElementId;
import pp.dialog.Dialog;
import pp.dialog.StateCheckboxModel;
@@ -32,8 +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 VersionedReference<Double> volumeRef;
private final VolumeSlider volumeSlider;
/**
* Constructs the Menu dialog for the Battleship application.
@@ -43,27 +43,18 @@ 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)
.addClickCommands(s -> ifTopDialog(this::saveDialog));
Checkbox musicToggle = new Checkbox(lookup("menu.music.toggle"));
musicToggle.setChecked(app.getGameMusic().isMusicEnabled());
musicToggle.addClickCommands(s -> toggleMusic());
addChild(musicToggle);
Slider volumeSlider = new Slider(lookup("menu.music.slider"));
volumeSlider.setModel(new DefaultRangedValueModel(0.0 , 4.0, app.getGameMusic().getVolume()));
volumeSlider.setDelta(0.4);
addChild(volumeSlider);
volumeRef = volumeSlider.getModel().createReference();
addChild(new Button(lookup("menu.return-to-game")))
.addClickCommands(s -> ifTopDialog(this::close));
addChild(new Button(lookup("menu.quit")))
@@ -72,33 +63,17 @@ public Menu(BattleshipApp app) {
}
/**
* Updates the state of the load/save buttons and volume based on the game logic.
* Updates the state of the load and save buttons based on the game logic.
*/
@Override
public void update() {
loadButton.setEnabled(app.getGameLogic().mayLoadMap());
saveButton.setEnabled(app.getGameLogic().maySaveMap());
if(volumeRef.update()){
double newVolume = volumeRef.get();
adjustVolume(newVolume);
}
}
/**
* this method adjust the volume for the background music
*
* @param volume is the double value of the volume
*/
private void adjustVolume(double volume) {
app.getGameMusic().setVolume((float) volume);
}
/**
* this method toggles the background music on and off
*/
private void toggleMusic() {
app.getGameMusic().toggleMusic();
@Override
public void update(float delta) {
volumeSlider.update();
}
/**

View File

@@ -12,6 +12,7 @@
import com.simsilica.lemur.Label;
import com.simsilica.lemur.TextField;
import com.simsilica.lemur.component.SpringGridLayout;
import pp.battleship.client.clienthost.BattleshipServerClient;
import pp.dialog.Dialog;
import pp.dialog.DialogBuilder;
import pp.dialog.SimpleDialog;
@@ -37,8 +38,10 @@ class NetworkDialog extends SimpleDialog {
private String hostname;
private int portNumber;
private Future<Object> connectionFuture;
private Future<Object> serverFuture;
private Dialog progressDialog;
private boolean hostServer = false;
private BattleshipServerClient server;
private final Checkbox clientHostCheckbox;
/**
* Constructs a new NetworkDialog.
@@ -52,22 +55,18 @@ class NetworkDialog extends SimpleDialog {
host.setPreferredWidth(400f);
port.setSingleLine(true);
Checkbox serverHost = new Checkbox(lookup("menu.host"));
serverHost.setChecked(false);
serverHost.addClickCommands(s -> toggleServerHost());
addChild(serverHost);
final BattleshipApp app = network.getApp();
final Container input = new Container(new SpringGridLayout());
input.addChild(new Label(lookup("host.name") + ": "));
input.addChild(host, 1);
input.addChild(new Label(lookup("port.number") + ": "));
input.addChild(port, 1);
clientHostCheckbox = new Checkbox("Host Server");
input.addChild(clientHostCheckbox);
DialogBuilder.simple(app.getDialogManager())
.setTitle(lookup("server.dialog"))
.setExtension(d -> d.addChild(input))
.setOkButton(lookup("button.connect"), d -> connectLocally())
.setOkButton(lookup("button.connect"), d -> connect())
.setNoButton(lookup("button.cancel"), app::closeApp)
.setOkClose(false)
.setNoClose(false)
@@ -84,48 +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);
}
/**
* Starts a server or if not host connects to one
*/
private void connectLocally() {
if(hostServer){
startServer();
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
LOGGER.log(Level.WARNING, e.getMessage(), e.getMessage());
}
}
connect();
}
/**
* Starts a host server in a new thread
*/
private void startServer() {
new Thread(() -> {
try{
BattleshipServer battleshipServer = new BattleshipServer();
battleshipServer.run();
} catch (Exception e) {
LOGGER.log(Level.ERROR,e);
}
}).start();
}
/**
* Toggles client/host mode
*/
private void toggleServerHost(){
hostServer = !hostServer;
}
/**
@@ -153,6 +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
@@ -171,6 +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();
}
}
}
/**

View File

@@ -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);
}
}
}

View File

@@ -5,19 +5,27 @@
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client;
package pp.battleship.client.clienthost;
import com.jme3.network.*;
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.AnimationEndMessage;
import pp.battleship.message.client.AnimationFinishedMessage;
import pp.battleship.message.client.ClientMessage;
import pp.battleship.message.client.MapMessage;
import pp.battleship.message.client.ShootMessage;
import pp.battleship.message.server.*;
import pp.battleship.message.server.EffectMessage;
import pp.battleship.message.server.GameDetails;
import pp.battleship.message.server.ServerMessage;
import pp.battleship.message.server.StartBattleMessage;
import pp.battleship.model.Battleship;
import pp.battleship.model.IntPoint;
import pp.battleship.model.Shot;
@@ -34,14 +42,14 @@
/**
* Server implementing the visitor pattern as MessageReceiver for ClientMessages
*/
public class BattleshipServer implements MessageListener<HostedConnection>, ConnectionListener, ServerSender {
private static final Logger LOGGER = System.getLogger(BattleshipServer.class.getName());
public class BattleshipServerClient implements MessageListener<HostedConnection>, ConnectionListener, ServerSender {
private static final Logger LOGGER = System.getLogger(BattleshipServerClient.class.getName());
private static final File CONFIG_FILE = new File("server.properties");
private final BattleshipConfig config = new BattleshipConfig();
private Server myServer;
private final ServerGameLogic logic;
private final BlockingQueue<ReceivedMessage> pendingMessages = new LinkedBlockingQueue<>();
private final BlockingQueue<ReceivedMessageClient> pendingMessages = new LinkedBlockingQueue<>();
static {
// Configure logging
@@ -56,31 +64,40 @@ public class BattleshipServer implements MessageListener<HostedConnection>, Conn
}
/**
* Starts the Battleships server.
* Creates the server and reads the configuration from the specified file.
* Initializes the game logic and sets up logging.
*/
public static void main(String[] args) {
new BattleshipServer().run();
}
/**
* Creates the server.
*/
BattleshipServer() {
public BattleshipServerClient() {
config.readFromIfExists(CONFIG_FILE);
LOGGER.log(Level.INFO, "Configuration: {0}", config); //NON-NLS
logic = new ServerGameLogic(this, config);
}
public void run() {
startServer();
/**
* Checks if the server is ready.
*
* @return true if the server is running, false otherwise
*/
public boolean isReady() {
return myServer != null && myServer.isRunning();
}
/**
* Starts the server and continuously processes incoming messages.
*/
public void run(int port) {
startServer(port);
while (true)
processNextMessage();
}
private void startServer() {
/**
* Starts the server by creating a network server on the specified port.
*/
private void startServer(int port) {
try {
LOGGER.log(Level.INFO, "Starting server..."); //NON-NLS
myServer = Network.createServer(config.getPort());
myServer = Network.createServer(port);
initializeSerializables();
myServer.start();
registerListeners();
@@ -92,6 +109,9 @@ private void startServer() {
}
}
/**
* Processes the next message in the queue.
*/
private void processNextMessage() {
try {
pendingMessages.take().process(logic);
@@ -102,24 +122,28 @@ private void processNextMessage() {
}
}
/**
* Registers all serializable message classes for network transmission.
*/
private void initializeSerializables() {
Serializer.registerClass(AnimationEndMessage.class);
Serializer.registerClass(AnimationStartMessage.class);
Serializer.registerClass(SwitchBattleState.class);
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, AnimationEndMessage.class);
myServer.addMessageListener(this, MapMessage.class);
myServer.addMessageListener(this, ShootMessage.class);
myServer.addMessageListener(this, AnimationFinishedMessage.class);
myServer.addConnectionListener(this);
}
@@ -127,7 +151,7 @@ private void registerListeners() {
public void messageReceived(HostedConnection source, Message message) {
LOGGER.log(Level.INFO, "message received from {0}: {1}", source.getId(), message); //NON-NLS
if (message instanceof ClientMessage clientMessage)
pendingMessages.add(new ReceivedMessage(clientMessage, source.getId()));
pendingMessages.add(new ReceivedMessageClient(clientMessage, source.getId()));
}
@Override
@@ -148,6 +172,11 @@ public void connectionRemoved(Server server, HostedConnection hostedConnection)
}
}
/**
* Shuts down the server and closes all active connections.
*
* @param exitValue the exit code to terminate the program with
*/
private void exit(int exitValue) { //NON-NLS
LOGGER.log(Level.INFO, "close request"); //NON-NLS
if (myServer != null)

View File

@@ -5,12 +5,12 @@
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client;
package pp.battleship.client.clienthost;
import pp.battleship.message.client.ClientInterpreter;
import pp.battleship.message.client.ClientMessage;
record ReceivedMessage(ClientMessage message, int from) {
record ReceivedMessageClient(ClientMessage message, int from) {
void process(ClientInterpreter interpreter) {
message.accept(interpreter, from);
}

View File

@@ -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;

View File

@@ -7,17 +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.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Sphere;
import pp.battleship.model.Battleship;
import pp.battleship.model.IntPoint;
import pp.battleship.model.Shell;
import pp.battleship.model.Shot;
import pp.util.Position;
import 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
@@ -28,11 +32,8 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
private static final float SHIP_LINE_WIDTH = 6f;
private static final float SHOT_DEPTH = -2f;
private static final float SHIP_DEPTH = 0f;
private static final float SHELL_DEPTH = 1f;
private static final float INDENT = 4f;
private static final float SHELL_DEPTH = 8f;
private static final float SHELL_SIZE = 0.75f;
private static final float SHELL_CENTERED_IN_MAP_GRID = 0.0625f;
// Colors used for different visual elements
private static final ColorRGBA HIT_COLOR = ColorRGBA.Red;
@@ -117,28 +118,25 @@ public Spatial visit(Battleship ship) {
}
/**
* Creates a visual representation of a shell on the map.
* Creates and returns a Spatial representation of the given {@code Shell} object
* for 2D visualization in the game. The shell is represented as a circle.
*
* @param shell the Shell object representing the shell in the model
* @return a Spatial representing the shell
* @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 Node shellNode = new Node("shell");
final Position p1 = view.modelToView(shell.getX(), shell.getY());
final Position p2 = view.modelToView(shell.getX() + SHELL_SIZE, shell.getY() + SHELL_SIZE);
final Position startPosition = view.modelToView(SHELL_CENTERED_IN_MAP_GRID, SHELL_CENTERED_IN_MAP_GRID);
shellNode.attachChild(view.getApp().getDraw().makeRectangle(startPosition.getX(), startPosition.getY(), SHELL_DEPTH, p2.getX() - p1.getX(), p2.getY() - p1.getY(), ColorRGBA.Magenta));
shellNode.setLocalTranslation(startPosition.getX(), startPosition.getY(), SHELL_DEPTH);
shellNode.addControl(new ShellControlMap(p1, view.getApp(), new IntPoint(shell.getX(), shell.getY())));
return shellNode;
final ColorRGBA color = ColorRGBA.Black;
Geometry ellipse = new Geometry("ellipse", new Sphere(50, 50, MapView.FIELD_SIZE / 2 * 0.8f));
Material mat = new Material(view.getApp().getAssetManager(), UNSHADED); //NON-NLS
mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
mat.getAdditionalRenderState().setFaceCullMode(RenderState.FaceCullMode.Off);
mat.setColor("Color", color);
ellipse.setMaterial(mat);
ellipse.addControl(new Shell2DControl(view, shell));
return ellipse;
}
/**
* Creates a line geometry representing part of the ship's border.
*

View File

@@ -1,193 +0,0 @@
package pp.battleship.client.gui;
import com.jme3.effect.ParticleEmitter;
import com.jme3.effect.ParticleMesh;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.scene.Node;
import com.jme3.scene.control.AbstractControl;
import com.jme3.scene.control.Control;
import pp.battleship.client.BattleshipApp;
import pp.battleship.model.Shot;
public class ParticleHandler {
private final BattleshipApp app;
static final System.Logger LOGGER = System.getLogger(ParticleHandler.class.getName());
private Material material;
/**
* Constructs a new ParticleHandler
*
* @param app the main battleship application
*/
public ParticleHandler(BattleshipApp app) {
this.app = app;
material = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
}
/**
* this method is used to create a hit effect at the position of a node
*
* @param node the node of the battleship where the effect should be attached to
* @param shot the shot that hit a target
*/
public void createHitParticles(Node node, Shot shot) {
ParticleEmitter smokeParticles = new ParticleEmitter("Effect", ParticleMesh.Type.Triangle,1000);
smokeParticles.setMaterial(material);
smokeParticles.setImagesX(2);
smokeParticles.setImagesY(2);
smokeParticles.setStartColor(ColorRGBA.Orange);
smokeParticles.setEndColor(ColorRGBA.Black);
smokeParticles.getParticleInfluencer().setInitialVelocity(new Vector3f(0,0.8f,0));
smokeParticles.setStartSize(0.5f);
smokeParticles.setEndSize(0.04f);
smokeParticles.setGravity(0, -0.1f, 0);
smokeParticles.setLowLife(1f);
smokeParticles.setHighLife(4f);
smokeParticles.setParticlesPerSec(0);
smokeParticles.setLocalTranslation(shot.getY() + 0.5f, 0 , shot.getX() + 0.5f);
smokeParticles.emitAllParticles();
ParticleEmitter particles2 = new ParticleEmitter("Effect", ParticleMesh.Type.Triangle,300);
particles2.setMaterial(material);
particles2.setImagesX(2);
particles2.setImagesY(2);
particles2.setStartColor(ColorRGBA.Orange);
particles2.setEndColor(ColorRGBA.Yellow);
particles2.getParticleInfluencer().setInitialVelocity(new Vector3f(0,2,0));
particles2.setStartSize(0.7f);
particles2.setEndSize(0.1f);
particles2.setGravity(0, 0, 0);
particles2.setLowLife(0.5f);
particles2.setHighLife(1.5f);
particles2.setParticlesPerSec(0);
particles2.setLocalTranslation(shot.getY() + 1f, 0 , shot.getX() + 1f);
particles2.emitAllParticles();
ParticleEmitter particles3 = new ParticleEmitter("Effect", ParticleMesh.Type.Triangle,300);
particles3.setMaterial(material);
particles3.setImagesX(1);
particles3.setImagesY(1);
particles3.setStartColor(ColorRGBA.Red);
particles3.setEndColor(ColorRGBA.Gray);
particles3.getParticleInfluencer().setInitialVelocity(new Vector3f(0,0.5f,0));
particles3.setStartSize(0.8f);
particles3.setEndSize(0.1f);
particles3.setGravity(0, 0, 0);
particles3.setLowLife(0.5f);
particles3.setHighLife(0.8f);
particles3.setParticlesPerSec(0);
particles3.setLocalTranslation(shot.getY() + 1f, 0 , shot.getX() + 1f);
particles3.emitAllParticles();
ParticleEmitter flames = new ParticleEmitter("Effect", ParticleMesh.Type.Triangle,300);
flames.setMaterial(material);
flames.setImagesX(1);
flames.setImagesY(1);
flames.setStartColor(ColorRGBA.Red);
flames.setEndColor(ColorRGBA.Orange);
flames.getParticleInfluencer().setInitialVelocity(new Vector3f(0,1.0f,0));
flames.setStartSize(0.4f);
flames.setEndSize(0.1f);
flames.setGravity(0, -0.2f, 0);
flames.setLowLife(0.7f);
flames.setHighLife(1.5f);
flames.setLocalTranslation(shot.getY(), 0 , shot.getX());
flames.setLocalTranslation(flames.getLocalTranslation().subtract(node.getLocalTranslation()));
flames.setParticlesPerSec(70);
node.attachChild(smokeParticles);
smokeParticles.addControl((Control) new ParticleControl(smokeParticles, node));
node.attachChild(particles2);
particles2.addControl((Control) new ParticleControl(particles2, node));
node.attachChild(particles3);
particles3.addControl((Control) new ParticleControl(particles3, node));
//node.attachChild(flames);
//flames.addControl((Control) new ParticleControl(flames, node));
LOGGER.log(System.Logger.Level.DEBUG, "Hit-particles at {0}", smokeParticles.getLocalTranslation().toString());
}
/**
* Creates a miss effect at a certain location
* @param shot the shot that missed
* @return A ParticleEmitter
*/
public ParticleEmitter createMissParticles(Shot shot) {
ParticleEmitter particles = new ParticleEmitter("MissEffect", ParticleMesh.Type.Triangle, 200);
particles.setMaterial(material);
particles.setImagesX(2);
particles.setImagesY(2);
particles.setStartColor(ColorRGBA.Blue);
particles.setEndColor(ColorRGBA.White);
particles.getParticleInfluencer().setInitialVelocity(new Vector3f(0.01f, 3f, 0.01f));
particles.setStartSize(0.05f);
particles.setEndSize(0.4f);
particles.setGravity(0, 2f, 0);
particles.setLowLife(1.0f);
particles.setHighLife(2.2f);
particles.setParticlesPerSec(0);
particles.setLocalTranslation(shot.getY(), -0.5f , shot.getX());
particles.emitAllParticles();
LOGGER.log(System.Logger.Level.DEBUG, "Miss-particles at {0}", particles.getLocalTranslation().toString());
return particles;
}
/**
* This inner class is used to control the effects
*/
private static class ParticleControl extends AbstractControl {
private final ParticleEmitter emitter;
private final Node parentNode;
/**
* this constructor is used to when the particle should be attached to a specific node
*
* @param emitter the Particle emitter to be controlled
* @param parentNode the node to be attached
*/
public ParticleControl(ParticleEmitter emitter, Node parentNode) {
this.emitter = emitter;
this.parentNode = parentNode;
}
/**
* This constructor is used when the particle shouldn't be attached to
* a specific node
*
* @param emitter the Particle emitter to be controlled
*/
public ParticleControl(ParticleEmitter emitter) {
this.emitter = emitter;
this.parentNode = null;
}
/**
* The method which checks if the particle is not rendered anymore so it can be removed
*
* @param tpf time per frame (in seconds)
*/
@Override
protected void controlUpdate(float tpf) {
if (emitter.getParticlesPerSec() == 0 && emitter.getNumVisibleParticles() == 0) {
if (parentNode != null)
parentNode.detachChild(emitter);
}
}
/**
* @param rm the RenderManager rendering the controlled Spatial (not null)
* @param vp the ViewPort being rendered (not null)
*/
@Override
protected void controlRender(com.jme3.renderer.RenderManager rm, com.jme3.renderer.ViewPort vp) {
}
}
}

View File

@@ -10,9 +10,6 @@
import com.jme3.material.Material;
import com.jme3.material.RenderState.BlendMode;
import com.jme3.math.ColorRGBA;
import com.jme3.math.FastMath;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
@@ -20,9 +17,17 @@
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Cylinder;
import pp.battleship.client.BattleshipApp;
import pp.battleship.model.*;
import pp.battleship.model.Battleship;
import pp.battleship.model.Rotation;
import pp.battleship.model.Shell;
import pp.battleship.model.ShipMap;
import pp.battleship.model.Shot;
import java.util.Timer;
import java.util.TimerTask;
import static java.util.Objects.requireNonNull;
import static pp.JmeUtil.mapToWorldCord;
import static pp.util.FloatMath.HALF_PI;
import static pp.util.FloatMath.PI;
@@ -34,18 +39,16 @@
*/
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
private static final ColorRGBA BOX_COLOR = ColorRGBA.Gray;
private static final ColorRGBA SPLASH_COLOR = new ColorRGBA(0f, 0f, 1f, 0.4f);
private static final ColorRGBA HIT_COLOR = new ColorRGBA(1f, 0f, 0f, 0.4f);
private static final String BOMB = "Models/Bomb/Files/Bomb GBU-43B(MOAB).obj";
private final ShipMap map;
private final BattleshipApp app;
private final ParticleHandler handler;
/**
* Constructs a {@code SeaSynchronizer} object with the specified application, root node, and ship map.
@@ -58,41 +61,9 @@ public SeaSynchronizer(BattleshipApp app, Node root, ShipMap map) {
super(app.getGameLogic().getOwnMap(), root);
this.app = app;
this.map = map;
handler = new ParticleHandler(app);
addExisting();
}
/**
* Visits a {@link Shell} and creates a graphical representation of it.
*
* @param shell the shell to be represented
* @return the graphical representation of the shell
*/
@Override
public Spatial visit(Shell shell) {
final Node node = new Node("shell");
final Spatial model = app.getAssetManager().loadModel(BOMB);
model.rotate(-PI/2, 0, 0);
model.scale(0.09f);
model.setShadowMode(ShadowMode.CastAndReceive);
model.move(0, 0, 0);
node.attachChild(model);
final float x = shell.getY();
final float z = shell.getX();
node.setLocalTranslation(x, 8f, z);
ShellControll control = new ShellControll(shell, app);
node.addControl(control);
return node;
}
/**
* Visits a {@link Shot} and creates a graphical representation of it.
* If the shot is a hit, it attaches the representation to the ship node.
@@ -103,7 +74,11 @@ public Spatial visit(Shell shell) {
*/
@Override
public Spatial visit(Shot shot) {
return shot.isHit() ? handleHit(shot) : handler.createMissParticles(shot);
return shot.isHit() ? handleHit(shot) : handleMiss(shot);
}
private Spatial handleMiss(Shot shot) {
return app.getEffectHandler().waterSplash(mapToWorldCord(shot.getX(), shot.getY()));
}
/**
@@ -111,18 +86,30 @@ public Spatial visit(Shot shot) {
* contains the ship model as a child so that it moves with the ship.
*
* @param shot a hit
* @return always null to prevent the representation from being sattached
* @return always null to prevent the representation from being attached
* to the items node as well
*/
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();
handler.createHitParticles(shipNode, shot);
new Timer().schedule(new TimerTask() {
@Override
public void run() {
handleShipDestroy(shipNode);
}
}, 10000);
}
return null;
}
private void handleShipDestroy(Node shipNode) {
shipNode.getParent().detachChild(shipNode);
}
/**
* Creates a cylinder geometry representing the specified shot.
* The appearance of the cylinder depends on whether the shot is a hit or a miss.
@@ -161,10 +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.
@@ -173,33 +181,13 @@ public Spatial visit(Battleship ship) {
* @return the spatial representing the battleship
*/
private Spatial createShip(Battleship ship) {
final int len = ship.getLength();
Quaternion q0 = new Quaternion();
Quaternion q1 = new Quaternion();
q1.fromAngleAxis(PI/2, new Vector3f(1, 0, 0));
Quaternion q2 = new Quaternion();
q2.fromAngleAxis(PI/2, new Vector3f(1, 0, 0));
switch (len) {
case 1 -> {
return createBattleship(ship, "Models/Uboat/uboat.j3o", 0.2f, new Vector3f(0.0f, -0.1f, 0.0f), q0);
}
case 2 -> {
return createBattleship(ship, "Models/KingGeorgeV/KingGeorgeV.j3o", 1.0f, new Vector3f(0.0f, 0.0f, 0.0f), q0);
}
case 3 -> {
return createBattleship(ship, "Models/EssexClass/essex.j3o", 0.8f, new Vector3f(0.0f, 0.3f, 0.0f), q2);
}
case 4 -> {
return createBattleship(ship, "Models/Container/container.j3o", 0.05f, new Vector3f(0.0f, 0.0f, 0.0f), q1);
}
default -> {
return 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);
};
}
/**
@@ -239,24 +227,28 @@ private Material createColoredMaterial(ColorRGBA color) {
}
/**
* Creates a 3D model to represent a "battleship".
* Creates a detailed 3D model to represent a "King George V" battleship.
*
* @param ship the battleship to be represented
* @param path the battleship to be represented
* @param scale the battleship to be represented
* @param translation the battleship to be represented
* @param rotation the battleship to be represented
* @return the spatial representing the battleship
* @return the spatial representing the "King George V" battleship
*/
private Spatial createBattleship(Battleship ship, String path, float scale, Vector3f translation, Quaternion rotation) {
final Spatial model = app.getAssetManager().loadModel(path);
private Spatial createBattleship(Battleship ship, ShipModel shipModel) {
final Spatial model = app.getAssetManager().loadModel(shipModel.getPath());
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
model.rotate(rotation);
model.scale(scale);
model.setLocalTranslation(translation);
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;
}

View File

@@ -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
}
}

View File

@@ -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
}
}

View File

@@ -1,67 +0,0 @@
package pp.battleship.client.gui;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.control.AbstractControl;
import pp.battleship.client.BattleshipApp;
import pp.battleship.message.client.AnimationEndMessage;
import pp.battleship.model.IntPoint;
import pp.util.Position;
/**
* Controls the movement of a shell in a specified position on the battlefield.
* This control updates the shell's position and sends a message when it reaches
* its target location.
*/
public class ShellControlMap extends AbstractControl {
private final Position position; // Target position for the shell
private final IntPoint pos; // Target coordinates as an IntPoint
private static final Vector3f vector = new Vector3f(); // Movement vector
private final BattleshipApp app; // Reference to the main application
/**
* Constructs a ShellControlMap object with the specified target position,
* application instance, and target coordinates.
*
* @param position The target Position for the shell.
* @param app The BattleshipApp instance managing the game logic.
* @param pos The IntPoint representing the target coordinates of the shell.
*/
public ShellControlMap(Position position, BattleshipApp app, IntPoint pos) {
super();
this.position = position;
this.pos = pos;
this.app = app;
vector.set(new Vector3f(position.getX(), position.getY(), 0));
}
/**
* Updates the shell's position based on the time per frame.
* If the shell reaches or exceeds the target position, it detaches
* the shell from the scene and sends an animation end message.
*
* @param tpf Time per frame, used to calculate movement.
*/
@Override
protected void controlUpdate(float tpf) {
spatial.move(vector.mult(tpf));
if (spatial.getLocalTranslation().getX() >= position.getX() &&
spatial.getLocalTranslation().getY() >= position.getY()) {
spatial.getParent().detachChild(spatial);
app.getGameLogic().send(new AnimationEndMessage(pos));
}
}
/**
* Renders the shell control. This method can be overridden to implement
* custom rendering behavior, but it is currently empty.
*
* @param rm The RenderManager for rendering the control.
* @param vp The ViewPort where the control is rendered.
*/
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
// No rendering logic implemented for ShellControlMap
}
}

View File

@@ -1,62 +0,0 @@
package pp.battleship.client.gui;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.control.AbstractControl;
import pp.battleship.client.BattleshipApp;
import pp.battleship.message.client.AnimationEndMessage;
import pp.battleship.model.IntPoint;
import pp.battleship.model.Shell;
import java.util.logging.Logger;
/**
* Controls the movement and behavior of a shell in the battleship game.
* This control updates the position of the shell and sends a message
* when the shell reaches the ground.
*/
public class ShellControll extends AbstractControl {
private final Shell shell;
private final BattleshipApp app;
private static final float MOVE_SPEED = 20.0f; // Speed at which the shell moves
/**
* Constructs a ShellControll object with the specified shell and application instance.
*
* @param shell The Shell instance to control.
* @param app The BattleshipApp instance managing the game logic.
*/
public ShellControll(Shell shell, BattleshipApp app) {
this.shell = shell;
this.app = app;
}
/**
* Updates the shell's position based on the time per frame.
* If the shell's position falls below a certain threshold,
* it detaches the shell from the scene and sends an animation end message.
*
* @param tpf Time per frame, used to calculate movement.
*/
@Override
protected void controlUpdate(float tpf) {
spatial.move(0, -MOVE_SPEED * tpf, 0);
if (spatial.getLocalTranslation().getY() <= 0.1f) {
spatial.getParent().detachChild(spatial);
app.getGameLogic().send(new AnimationEndMessage(new IntPoint(shell.getX(), shell.getY())));
}
}
/**
* Renders the shell control. This method can be overridden to implement
* custom rendering behavior, but it is currently empty.
*
* @param rm The RenderManager for rendering the control.
* @param vp The ViewPort where the control is rendered.
*/
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
// No rendering logic implemented for ShellControll
}
}

View File

@@ -11,116 +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 sinking height, after wich the ship will get removed
*/
private static final Float SINKING_HEIGHT = -0.6f;
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 forward and backward).
*/
// 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;
/**
* The ship, that the ShipControl controls
*/
private final Battleship ship;
// 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) {
this.ship = ship;
public ShipControl(Battleship battleship, Node shipNode, EffectHandler effectHandler) {
this.battleship = battleship;
this.shipNode = shipNode;
this.effectHandler = effectHandler;
// Determine the axis of rotation based on the ship's orientation
axis = switch (ship.getRot()) {
sinking = false;
// Determine the axis of rotation based on the ship's orientation.
axis = switch (battleship.getRot()) {
case LEFT, RIGHT -> Vector3f.UNIT_X;
case UP, DOWN -> Vector3f.UNIT_Z;
};
// Set the cycle duration and amplitude based on the ship's length
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;
if (ship.isDestroyed() && spatial.getLocalTranslation().getY() < SINKING_HEIGHT) { // removes the ship, if it is completely sunk
spatial.getParent().detachChild(spatial);
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);
}
else if (ship.isDestroyed() && spatial.getLocalTranslation().getY() >= SINKING_HEIGHT) { // sink the ship, if it's not completely sunk
spatial.move(0, tpf * -0.03f, 0);
}
// Update the time within the oscillation cycle
// Handles the pitch oscillation to simulate wave movement.
private void handlePitch(float tpf) {
if (spatial == null) return;
// Update time in the oscillation cycle.
time = (time + tpf) % cycle;
// Calculate the current angle of the oscillation
final float angle = amplitude * sin(time * TWO_PI / cycle);
// Calculate the pitch angle.
float angle = amplitude * sin(time * TWO_PI / cycle);
// Update the pitch Quaternion with the new angle
// Update pitch rotation.
pitch.fromAngleAxis(angle, axis);
// Apply the pitch rotation to the spatial
// Apply rotation to the spatial.
spatial.setLocalRotation(pitch);
}
/**
* This method is called during the rendering phase, but it does not perform any
* operations in this implementation as the control only influences the spatial's
* transformation, not its rendering process.
*
* @param rm the RenderManager rendering the controlled Spatial (not null)
* @param vp the ViewPort being rendered (not null)
*/
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
// No rendering logic is needed for this control
// No rendering-specific behavior required.
}
/**
* Initiates the ship's sinking animation and schedules its destruction.
*/
public void destroyed() {
sinking = true;
shipNode.attachChild(effectHandler.debrisSplash(shipNode.getLocalTranslation()));
new Timer().schedule(new TimerTask() {
@Override
public void run() {
effectHandler.destroyShip(battleship);
}
}, 4000);
}
/**
* Triggers an effect when the ship is hit by a shot, creating a fire effect at the impact location.
*
* @param shot The shot that hit the ship.
*/
public void hit(Shot shot) {
Vector3f shipNodePos = shipNode.getLocalTranslation();
Vector3f shotWorld = mapToWorldCord(shot.getX(), shot.getY());
Vector3f firePos = shotWorld.subtract(shipNodePos);
shipNode.attachChild(effectHandler.createFire(firePos, battleship));
}
}

View File

@@ -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;
}
}

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# Blender MTL File: 'untitletttd.blend'
# Material Count: 1
newmtl None
Ns 0
Ka 0.000000 0.000000 0.000000
Kd 0.8 0.8 0.8
Ks 0.8 0.8 0.8
d 1
illum 2
map_Kd C:\Users\Convidado.Cliente-JMF-PC\Desktop\ghftht.png

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# Blender 4.2.1 LTS MTL File: 'untitled.blend'
# www.blender.org
newmtl Bridge
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ni 1.500000
illum 2
map_Kd Bridge_baseColor.png
map_Ke Bridge_emissive.jpg
map_d Bridge_baseColor.png
map_Bump -bm 1.000000 Bridge_normal.jpg
newmtl Containers
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 1.500000
d 1.000000
illum 2
map_Kd Containers_baseColor.jpg
map_Bump -bm 1.000000 Containers_normal.jpg
newmtl Hull
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 1.500000
d 1.000000
illum 2
map_Kd Hull_baseColor.jpg
map_Bump -bm 1.000000 Hull_normal.jpg

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