Version 1.0 #40
							
								
								
									
										2
									
								
								.gitignore
									
									
									
									
										vendored
									
									
								
							
							
						
						@@ -1,3 +1,5 @@
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.run/
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.gradle
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build/
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#!gradle/wrapper/gradle-wrapper.jar
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		||||
							
								
								
									
										
											BIN
										
									
								
								Projekte/mdga/client/Screenshot 2024-11-12 184708.png
									
									
									
									
									
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		 After Width: | Height: | Size: 83 KiB  | 
							
								
								
									
										39
									
								
								Projekte/mdga/client/build.gradle
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,39 @@
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plugins {
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    id 'buildlogic.jme-application-conventions'
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}
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description = 'mdga client'
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dependencies {
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    implementation project(":jme-common")
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    implementation project(":mdga:model")
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    implementation libs.jme3.desktop
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    implementation libs.jme3.core
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    implementation libs.jme3.lwjgl3
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    implementation libs.jme3.lwjgl
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    implementation libs.jme3.desktop
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    implementation libs.jme3.effects
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    runtimeOnly libs.jme3.awt.dialogs
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    runtimeOnly libs.jme3.plugins
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    runtimeOnly libs.jme3.jogg
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    runtimeOnly libs.jme3.testdata
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}
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application {
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    mainClass = 'pp.mdga.client.MdgaApp'
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    applicationName = 'MDGA'
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}
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tasks.register('fatJar', Jar) {
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    duplicatesStrategy = DuplicatesStrategy.EXCLUDE
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    manifest {
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        attributes 'Main-Class': 'pp.mdga.client.MdgaApp'
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    }
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    from {
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        configurations.runtimeClasspath.collect { it.isDirectory() ? it : zipTree(it) }
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    }
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    with jar
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}
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										141
									
								
								Projekte/mdga/client/src/main/java/pp/mdga/client/Asset.java
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,141 @@
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package pp.mdga.client;
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/**
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 * Represents different assets in the application. Each asset may have an associated model path,
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 * diffuse texture path, and a size factor. The enum provides multiple constructors to handle
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 * varying levels of detail for different assets.
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 */
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public enum Asset {
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		||||
    bigTent,
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    cardStack,
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    cir,
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    heer,
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    jet,
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		||||
    jet_noGear("Models/jet/jet_noGear.j3o", "Models/jet/jet_diff.png"),
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		||||
    lw,
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		||||
    marine,
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		||||
    node_home_blue("Models/node_home/node_home.j3o", "Models/node_home/node_home_blue_diff.png"),
 | 
			
		||||
    node_wait_blue("Models/node_home/node_home.j3o", "Models/node_home/node_home_blue_diff.png"),
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		||||
    node_home_black("Models/node_home/node_home.j3o", "Models/node_home/node_home_black_diff.png"),
 | 
			
		||||
    node_wait_black("Models/node_home/node_home.j3o", "Models/node_home/node_home_black_diff.png"),
 | 
			
		||||
    node_home_green("Models/node_home/node_home.j3o", "Models/node_home/node_home_green_diff.png"),
 | 
			
		||||
    node_wait_green("Models/node_home/node_home.j3o", "Models/node_home/node_home_green_diff.png"),
 | 
			
		||||
    node_home_yellow("Models/node_home/node_home.j3o", "Models/node_home/node_home_orange_diff.png"),
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		||||
    node_wait_yellow("Models/node_home/node_home.j3o", "Models/node_home/node_home_orange_diff.png"),
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		||||
    node_normal,
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		||||
    node_start("Models/node_normal/node_normal.j3o", "Models/node_normal/node_start_diff.png"),
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		||||
    node_bonus("Models/node_normal/node_normal.j3o", "Models/node_normal/node_bonus_diff.png"),
 | 
			
		||||
    radar,
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    ship(0.8f),
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		||||
    smallTent,
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		||||
    tank,
 | 
			
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    world(1.2f),
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		||||
    shieldRing("Models/shieldRing/shieldRing.j3o", null),
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		||||
    treeSmall(1.2f),
 | 
			
		||||
    treeBig(1.2f),
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    turboCard,
 | 
			
		||||
    turboSymbol("Models/turboCard/turboSymbol.j3o", "Models/turboCard/turboCard_diff.png"),
 | 
			
		||||
    swapCard,
 | 
			
		||||
    swapSymbol("Models/swapCard/swapSymbol.j3o", "Models/swapCard/swapCard_diff.png"),
 | 
			
		||||
    shieldCard,
 | 
			
		||||
    shieldSymbol("Models/shieldCard/shieldSymbol.j3o", "Models/shieldCard/shieldCard_diff.png"),
 | 
			
		||||
    dice,
 | 
			
		||||
    missile("Models/missile/AVMT300.obj", "Models/missile/texture.jpg", 0.1f),
 | 
			
		||||
    tankShoot("Models/tank/tankShoot_bot.j3o", "Models/tank/tank_diff.png"),
 | 
			
		||||
    tankShootTop("Models/tank/tankShoot_top.j3o", "Models/tank/tank_diff.png"),
 | 
			
		||||
    treesSmallBackground("Models/treeSmall/treesSmallBackground.j3o", "Models/treeSmall/treeSmall_diff.png", 1.2f),
 | 
			
		||||
    treesBigBackground("Models/treeBig/treesBigBackground.j3o", "Models/treeBig/treeBig_diff.png", 1.2f),
 | 
			
		||||
    shell;
 | 
			
		||||
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		||||
    private final String modelPath;
 | 
			
		||||
    private final String diffPath;
 | 
			
		||||
    private final float size;
 | 
			
		||||
    private static final String ROOT = "Models/";
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 | 
			
		||||
    /**
 | 
			
		||||
     * Default constructor. Initializes modelPath and diffPath based on the enum name and sets default size to 1.0.
 | 
			
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     */
 | 
			
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    Asset() {
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        String folderFileName = "./" + ROOT + name() + "/" + name();
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        this.modelPath = folderFileName + ".j3o";
 | 
			
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        this.diffPath = folderFileName + "_diff.png";
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        this.size = 1f;
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		||||
    }
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		||||
    /**
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     * Constructor with specific model path and diffuse texture path.
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     *
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     * @param modelPath Path to the 3D model file.
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     * @param diffPath  Path to the diffuse texture file.
 | 
			
		||||
     */
 | 
			
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    Asset(String modelPath, String diffPath) {
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        this.modelPath = modelPath;
 | 
			
		||||
        this.diffPath = diffPath;
 | 
			
		||||
        this.size = 1f;
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		||||
    }
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		||||
    /**
 | 
			
		||||
     * Constructor with specific model path. Diffuse texture path is derived based on enum name.
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     *
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		||||
     * @param modelPath Path to the 3D model file.
 | 
			
		||||
     */
 | 
			
		||||
    Asset(String modelPath) {
 | 
			
		||||
        String folderFileName = "./" + ROOT + name() + "/" + name();
 | 
			
		||||
        this.modelPath = modelPath;
 | 
			
		||||
        this.diffPath = folderFileName + "_diff.png";
 | 
			
		||||
        ;
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        this.size = 1f;
 | 
			
		||||
    }
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		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructor with specific size. Model and texture paths are derived based on enum name.
 | 
			
		||||
     *
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     * @param size Scaling factor for the asset.
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		||||
     */
 | 
			
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    Asset(float size) {
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        String folderFileName = "./" + ROOT + name() + "/" + name();
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        this.modelPath = folderFileName + ".j3o";
 | 
			
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        this.diffPath = folderFileName + "_diff.png";
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        this.size = size;
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		||||
    }
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		||||
    /**
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     * Constructor with specific model path, diffuse texture path, and size.
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		||||
     *
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     * @param modelPath Path to the 3D model file.
 | 
			
		||||
     * @param diffPath  Path to the diffuse texture file.
 | 
			
		||||
     * @param size      Scaling factor for the asset.
 | 
			
		||||
     */
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		||||
    Asset(String modelPath, String diffPath, float size) {
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        this.modelPath = modelPath;
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		||||
        this.diffPath = diffPath;
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        this.size = size;
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		||||
    }
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    /**
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     * Gets the model path for the asset.
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		||||
     *
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     * @return Path to the 3D model file.
 | 
			
		||||
     */
 | 
			
		||||
    public String getModelPath() {
 | 
			
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        return modelPath;
 | 
			
		||||
    }
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 | 
			
		||||
    /**
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     * Gets the diffuse texture path for the asset.
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     *
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     * @return Path to the diffuse texture file, or null if not applicable.
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		||||
     */
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		||||
    public String getDiffPath() {
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        return diffPath;
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		||||
    }
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    /**
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     * Gets the scaling factor for the asset.
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		||||
     *
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     * @return The size of the asset.
 | 
			
		||||
     */
 | 
			
		||||
    public float getSize() {
 | 
			
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        return size;
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    }
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		||||
}
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@@ -0,0 +1,48 @@
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package pp.mdga.client;
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import com.jme3.renderer.RenderManager;
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import com.jme3.renderer.ViewPort;
 | 
			
		||||
import com.jme3.scene.Spatial;
 | 
			
		||||
import com.jme3.scene.control.AbstractControl;
 | 
			
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 | 
			
		||||
/**
 | 
			
		||||
 * An abstract control class that serves as a base for initializing spatial objects
 | 
			
		||||
 * in jMonkeyEngine. This class overrides the controlUpdate and controlRender methods
 | 
			
		||||
 * from the AbstractControl class, providing default empty implementations,
 | 
			
		||||
 * and adds the ability to initialize spatial objects when they are set.
 | 
			
		||||
 */
 | 
			
		||||
public abstract class InitControl extends AbstractControl {
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		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlUpdate(float tpf) {
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlRender(RenderManager rm, ViewPort vp) {
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the spatial object to be controlled. This method also initializes the spatial
 | 
			
		||||
     * if it is being set for the first time.
 | 
			
		||||
     *
 | 
			
		||||
     * @param spatial The spatial object to control.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void setSpatial(Spatial spatial) {
 | 
			
		||||
        if (this.spatial == null && spatial != null) {
 | 
			
		||||
            super.setSpatial(spatial);
 | 
			
		||||
            initSpatial();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes the spatial object. This method can be overridden by subclasses
 | 
			
		||||
     * to define custom initialization logic for the spatial.
 | 
			
		||||
     * This method is called automatically when the spatial is set for the first time.
 | 
			
		||||
     */
 | 
			
		||||
    protected void initSpatial() {
 | 
			
		||||
        // Default empty implementation. Override to add initialization logic.
 | 
			
		||||
    }
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}
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@@ -0,0 +1,354 @@
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package pp.mdga.client;
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import com.jme3.collision.CollisionResult;
 | 
			
		||||
import com.jme3.collision.CollisionResults;
 | 
			
		||||
import com.jme3.input.InputManager;
 | 
			
		||||
import com.jme3.input.KeyInput;
 | 
			
		||||
import com.jme3.input.MouseInput;
 | 
			
		||||
import com.jme3.input.controls.*;
 | 
			
		||||
import com.jme3.math.Ray;
 | 
			
		||||
import com.jme3.math.Vector2f;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.renderer.Camera;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.scene.control.AbstractControl;
 | 
			
		||||
import pp.mdga.client.board.NodeControl;
 | 
			
		||||
import pp.mdga.client.board.OutlineControl;
 | 
			
		||||
import pp.mdga.client.board.OutlineOEControl;
 | 
			
		||||
import pp.mdga.client.board.PieceControl;
 | 
			
		||||
import pp.mdga.client.gui.CardControl;
 | 
			
		||||
import pp.mdga.client.gui.DiceControl;
 | 
			
		||||
import pp.mdga.client.view.GameView;
 | 
			
		||||
import pp.mdga.game.Color;
 | 
			
		||||
 | 
			
		||||
import java.util.List;
 | 
			
		||||
import java.util.UUID;
 | 
			
		||||
 | 
			
		||||
public class InputSynchronizer {
 | 
			
		||||
 | 
			
		||||
    private MdgaApp app;
 | 
			
		||||
    private InputManager inputManager;
 | 
			
		||||
 | 
			
		||||
    protected boolean rightMousePressed = false;
 | 
			
		||||
    private float rotationAngle = 180f;
 | 
			
		||||
    private int scrollValue = 0;
 | 
			
		||||
    private CardControl hoverCard;
 | 
			
		||||
    private OutlineOEControl hoverPiece;
 | 
			
		||||
 | 
			
		||||
    private boolean clickAllowed = true;
 | 
			
		||||
 | 
			
		||||
    private boolean isRotateLeft = false;
 | 
			
		||||
    private boolean isRotateRight = false;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructor initializes the InputSynchronizer with the application context.
 | 
			
		||||
     * Sets up input mappings and listeners for user interactions.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app The application instance
 | 
			
		||||
     */
 | 
			
		||||
    InputSynchronizer(MdgaApp app) {
 | 
			
		||||
        this.app = app;
 | 
			
		||||
 | 
			
		||||
        this.inputManager = app.getInputManager();
 | 
			
		||||
        hoverCard = null;
 | 
			
		||||
        hoverPiece = null;
 | 
			
		||||
        setupInput();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the rotation angle based on user input.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf The time per frame.
 | 
			
		||||
     */
 | 
			
		||||
    public void update(float tpf) {
 | 
			
		||||
        if (isRotateLeft && isRotateRight) {
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
        if (isRotateLeft) {
 | 
			
		||||
            rotationAngle += 180 * tpf;
 | 
			
		||||
        }
 | 
			
		||||
        if (isRotateRight) {
 | 
			
		||||
            rotationAngle -= 180 * tpf;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Configures input mappings for various actions and binds them to listeners.
 | 
			
		||||
     */
 | 
			
		||||
    private void setupInput() {
 | 
			
		||||
        inputManager.addMapping("Settings", new KeyTrigger(KeyInput.KEY_ESCAPE));
 | 
			
		||||
        inputManager.addMapping("Forward", new KeyTrigger(KeyInput.KEY_RETURN));
 | 
			
		||||
 | 
			
		||||
        inputManager.addMapping("Left", new KeyTrigger(KeyInput.KEY_Q));
 | 
			
		||||
        inputManager.addMapping("Right", new KeyTrigger(KeyInput.KEY_E));
 | 
			
		||||
 | 
			
		||||
        inputManager.addMapping("RotateRightMouse", new MouseButtonTrigger(MouseInput.BUTTON_RIGHT));
 | 
			
		||||
        inputManager.addMapping("MouseLeft", new MouseAxisTrigger(MouseInput.AXIS_X, false)); // Left movement
 | 
			
		||||
        inputManager.addMapping("MouseRight", new MouseAxisTrigger(MouseInput.AXIS_X, true)); // Right movement
 | 
			
		||||
        inputManager.addMapping("MouseScrollUp", new MouseAxisTrigger(MouseInput.AXIS_WHEEL, false)); // Scroll up
 | 
			
		||||
        inputManager.addMapping("MouseScrollDown", new MouseAxisTrigger(MouseInput.AXIS_WHEEL, true)); // Scroll down
 | 
			
		||||
        inputManager.addMapping("Test", new KeyTrigger(KeyInput.KEY_J));
 | 
			
		||||
        inputManager.addMapping("Click", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        inputManager.addListener(actionListener, "Settings", "Forward", "RotateRightMouse", "Click", "Left", "Right", "Test");
 | 
			
		||||
        inputManager.addListener(analogListener, "MouseLeft", "MouseRight", "MouseScrollUp", "MouseScrollDown");
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    UUID p = null;
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles action-based input events such as key presses and mouse clicks.
 | 
			
		||||
     */
 | 
			
		||||
    private final ActionListener actionListener = new ActionListener() {
 | 
			
		||||
        @Override
 | 
			
		||||
        public void onAction(String name, boolean isPressed, float tpf) {
 | 
			
		||||
            if (name.equals("Settings") && isPressed) {
 | 
			
		||||
                app.getView().pressEscape();
 | 
			
		||||
            }
 | 
			
		||||
            if (name.equals("Forward") && isPressed) {
 | 
			
		||||
                app.getView().pressForward();
 | 
			
		||||
            }
 | 
			
		||||
            if (name.equals("RotateRightMouse")) {
 | 
			
		||||
                rightMousePressed = isPressed;
 | 
			
		||||
            }
 | 
			
		||||
            if (name.equals("Click") && isPressed) {
 | 
			
		||||
                if (!clickAllowed) {
 | 
			
		||||
                    return;
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                if (app.getView() instanceof GameView gameView) {
 | 
			
		||||
                    DiceControl diceSelect = checkHover(gameView.getGuiHandler().getCardLayerCamera(), gameView.getGuiHandler().getCardLayerRootNode(), DiceControl.class);
 | 
			
		||||
                    CardControl cardLayerSelect = checkHover(gameView.getGuiHandler().getCardLayerCamera(), gameView.getGuiHandler().getCardLayerRootNode(), CardControl.class);
 | 
			
		||||
                    OutlineOEControl boardSelect = checkHover(app.getCamera(), app.getRootNode(), OutlineOEControl.class);
 | 
			
		||||
 | 
			
		||||
                    if (diceSelect != null) {
 | 
			
		||||
                        app.getModelSynchronize().rolledDice();
 | 
			
		||||
                    } else if (cardLayerSelect != null) {
 | 
			
		||||
                        //cardSelect
 | 
			
		||||
                        if (cardLayerSelect.isSelectable()) gameView.getGuiHandler().selectCard(cardLayerSelect);
 | 
			
		||||
                    } else if (boardSelect != null) {
 | 
			
		||||
                        //boardSelect
 | 
			
		||||
                        if (boardSelect.isSelectable()) gameView.getBoardHandler().pieceSelect(boardSelect);
 | 
			
		||||
                    } else {
 | 
			
		||||
                        //both null
 | 
			
		||||
                    }
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
            }
 | 
			
		||||
            if (name.equals("Left")) {
 | 
			
		||||
                isRotateLeft = !isRotateLeft;
 | 
			
		||||
            }
 | 
			
		||||
            if (name.equals("Right")) {
 | 
			
		||||
                isRotateRight = !isRotateRight;
 | 
			
		||||
            }
 | 
			
		||||
            if (name.equals("Test2") && isPressed) {
 | 
			
		||||
                if (app.getView() instanceof GameView gameView) {
 | 
			
		||||
 | 
			
		||||
                    if (p == null) {
 | 
			
		||||
                        p = UUID.randomUUID();
 | 
			
		||||
                        gameView.getBoardHandler().addPlayer(Color.AIRFORCE, List.of(p, UUID.randomUUID(), UUID.randomUUID(), UUID.randomUUID()));
 | 
			
		||||
                        gameView.getBoardHandler().movePieceStartAnim(p, 0);
 | 
			
		||||
                        gameView.getBoardHandler().outlineMove(List.of(p), List.of(2), List.of(false));
 | 
			
		||||
                        //gameView.getBoardHandler().movePieceAnim(p,0, 8);
 | 
			
		||||
                    } else {
 | 
			
		||||
                        gameView.getBoardHandler().throwPiece(p, Color.ARMY);
 | 
			
		||||
                        //gameView.getBoardHandler().movePieceStartAnim(p,0);
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
//                    gameView.getGuiHandler().rollRankingResult(Color.AIRFORCE, 1);
 | 
			
		||||
//                    gameView.getGuiHandler().rollRankingResult(Color.ARMY, 2);
 | 
			
		||||
//                    gameView.getGuiHandler().rollRankingResult(Color.NAVY, 3);
 | 
			
		||||
//                    gameView.getGuiHandler().rollRankingResult(Color.CYBER, 4);
 | 
			
		||||
//                    gameView.getGuiHandler().showDice();
 | 
			
		||||
//                    UUID p1 = UUID.randomUUID();
 | 
			
		||||
 | 
			
		||||
//                    gameView.getBoardHandler().addPlayer(Color.AIRFORCE,List.of(p1,UUID.randomUUID(),UUID.randomUUID(),UUID.randomUUID()));
 | 
			
		||||
//                    gameView.getBoardHandler().movePieceStartAnim(p1,0);
 | 
			
		||||
                    //gameView.getGuiHandler().drawCard(Color.ARMY);
 | 
			
		||||
                    //gameView.getGuiHandler().addCardOwn(BonusCard.SHIELD);
 | 
			
		||||
                    //gameView.getGuiHandler().playCardOwn(BonusCard.SHIELD);
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    };
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles analog-based input events such as mouse movement and scrolling.
 | 
			
		||||
     */
 | 
			
		||||
    private final AnalogListener analogListener = new AnalogListener() {
 | 
			
		||||
        @Override
 | 
			
		||||
        public void onAnalog(String name, float value, float tpf) {
 | 
			
		||||
            if (name.equals("MouseLeft") && rightMousePressed) {
 | 
			
		||||
                rotationAngle -= value * 360f;
 | 
			
		||||
            } else if (name.equals("MouseRight") && rightMousePressed) {
 | 
			
		||||
                rotationAngle += value * 360f;
 | 
			
		||||
            } else if (name.equals("MouseScrollUp")) {
 | 
			
		||||
                scrollValue = Math.max(1, scrollValue - 5);
 | 
			
		||||
            } else if (name.equals("MouseScrollDown")) {
 | 
			
		||||
                scrollValue = Math.min(100, scrollValue + 5);
 | 
			
		||||
            } else if (name.equals("MouseLeft") || name.equals("MouseRight") || name.equals("MouseVertical")) {
 | 
			
		||||
                hoverPiece();
 | 
			
		||||
                hoverCard();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    };
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Detects the hovered piece and updates its hover state.
 | 
			
		||||
     */
 | 
			
		||||
    private <T extends AbstractControl> T checkHover(Camera cam, Node root, Class<T> controlType) {
 | 
			
		||||
        if (cam == null || root == null || controlType == null) return null;
 | 
			
		||||
        CollisionResults results = new CollisionResults();
 | 
			
		||||
        Ray ray = new Ray(cam.getLocation(), getMousePos(cam).subtract(cam.getLocation()).normalize());
 | 
			
		||||
        root.collideWith(ray, results);
 | 
			
		||||
        for (CollisionResult collisionResult : results) {
 | 
			
		||||
            if (collisionResult.getGeometry().getControl(controlType) != null)
 | 
			
		||||
                return collisionResult.getGeometry().getControl(controlType);
 | 
			
		||||
        }
 | 
			
		||||
        return null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Detects the hovered card and updates its hover state.
 | 
			
		||||
     */
 | 
			
		||||
    private <T extends AbstractControl> T checkHoverOrtho(Camera cam, Node root, Class<T> controlType) {
 | 
			
		||||
        if (cam == null || root == null || controlType == null) return null;
 | 
			
		||||
        CollisionResults results = new CollisionResults();
 | 
			
		||||
        Vector3f mousePos = getMousePos(cam);
 | 
			
		||||
        mousePos.setZ(cam.getLocation().getZ());
 | 
			
		||||
        Ray ray = new Ray(mousePos, getMousePos(cam).subtract(mousePos).normalize());
 | 
			
		||||
        root.collideWith(ray, results);
 | 
			
		||||
        if (results.size() > 0) {
 | 
			
		||||
            for (CollisionResult res : results) {
 | 
			
		||||
                T control = res.getGeometry().getControl(controlType);
 | 
			
		||||
                if (control != null) return control;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        return null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the hover state for a piece in the game.
 | 
			
		||||
     * Checks if a piece is being hovered over, updates the hover state, and triggers hover effects.
 | 
			
		||||
     */
 | 
			
		||||
    private void hoverPiece() {
 | 
			
		||||
        if (app.getView() instanceof GameView gameView) {
 | 
			
		||||
            OutlineOEControl control = checkPiece();
 | 
			
		||||
            if (control != null) {
 | 
			
		||||
                if (control != hoverPiece) {
 | 
			
		||||
                    pieceOff(gameView);
 | 
			
		||||
                    hoverPiece = control;
 | 
			
		||||
                    if(hoverPiece.isHoverable()) gameView.getBoardHandler().hoverOn(hoverPiece);
 | 
			
		||||
                }
 | 
			
		||||
            } else {
 | 
			
		||||
                pieceOff(gameView);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the hover state for a card in the game.
 | 
			
		||||
     * Checks if a card is being hovered over, updates the hover state, and triggers hover effects.
 | 
			
		||||
     */
 | 
			
		||||
    private void hoverCard() {
 | 
			
		||||
        if (app.getView() instanceof GameView gameView) {
 | 
			
		||||
            CardControl control = checkCard(gameView);
 | 
			
		||||
            if (control != null) {
 | 
			
		||||
                if (control != hoverCard) {
 | 
			
		||||
                    cardOff();
 | 
			
		||||
                    hoverCard = control;
 | 
			
		||||
                    hoverCard.hoverOn();
 | 
			
		||||
                }
 | 
			
		||||
            } else {
 | 
			
		||||
                cardOff();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if a piece is being hovered over in the 3D game world.
 | 
			
		||||
     *
 | 
			
		||||
     * @return The PieceControl of the hovered piece, or null if no piece is hovered.
 | 
			
		||||
     */
 | 
			
		||||
    private OutlineOEControl checkPiece() {
 | 
			
		||||
        return checkHover(app.getCamera(), app.getRootNode(), OutlineOEControl.class);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if a card is being hovered over in the 2D card layer.
 | 
			
		||||
     *
 | 
			
		||||
     * @param gameView The current game view.
 | 
			
		||||
     * @return The CardControl of the hovered card, or null if no card is hovered.
 | 
			
		||||
     */
 | 
			
		||||
    private CardControl checkCard(GameView gameView) {
 | 
			
		||||
        return checkHoverOrtho(
 | 
			
		||||
                gameView.getGuiHandler().getCardLayerCamera(),
 | 
			
		||||
                gameView.getGuiHandler().getCardLayerRootNode(),
 | 
			
		||||
                CardControl.class
 | 
			
		||||
        );
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Disables the hover effect on the currently hovered piece, if any.
 | 
			
		||||
     */
 | 
			
		||||
    private void pieceOff(GameView gameView) {
 | 
			
		||||
        if (hoverPiece != null) {
 | 
			
		||||
            if(hoverPiece.isHoverable()) gameView.getBoardHandler().hoverOff(hoverPiece);
 | 
			
		||||
        }
 | 
			
		||||
        hoverPiece = null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Disables the hover effect on the currently hovered card, if any.
 | 
			
		||||
     */
 | 
			
		||||
    private void cardOff() {
 | 
			
		||||
        if (hoverCard != null) hoverCard.hoverOff();
 | 
			
		||||
        hoverCard = null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Retrieves the current mouse position in the 3D world using the specified camera.
 | 
			
		||||
     *
 | 
			
		||||
     * @param cam The camera used for determining the mouse position.
 | 
			
		||||
     * @return A Vector3f representing the mouse position in the 3D world.
 | 
			
		||||
     */
 | 
			
		||||
    private Vector3f getMousePos(Camera cam) {
 | 
			
		||||
        Vector2f mousePositionScreen = inputManager.getCursorPosition();
 | 
			
		||||
        Vector3f world = cam.getWorldCoordinates(mousePositionScreen, 0);
 | 
			
		||||
        if (cam.isParallelProjection()) world.setZ(0);
 | 
			
		||||
        return world;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the current rotation angle of the game element.
 | 
			
		||||
     *
 | 
			
		||||
     * @return The rotation angle in degrees, normalized to 360 degrees.
 | 
			
		||||
     */
 | 
			
		||||
    public float getRotation() {
 | 
			
		||||
        return (rotationAngle / 2) % 360;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void setRotation(float rotationAngle) {
 | 
			
		||||
        this.rotationAngle = rotationAngle;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the current scroll value.
 | 
			
		||||
     *
 | 
			
		||||
     * @return The scroll value as an integer.
 | 
			
		||||
     */
 | 
			
		||||
    public int getScroll() {
 | 
			
		||||
        return scrollValue;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void setClickAllowed(boolean allowed) {
 | 
			
		||||
        clickAllowed = allowed;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public boolean isClickAllowed() {
 | 
			
		||||
        return clickAllowed;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										416
									
								
								Projekte/mdga/client/src/main/java/pp/mdga/client/MdgaApp.java
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,416 @@
 | 
			
		||||
package pp.mdga.client;
 | 
			
		||||
 | 
			
		||||
import com.jme3.app.SimpleApplication;
 | 
			
		||||
import com.jme3.system.AppSettings;
 | 
			
		||||
import com.simsilica.lemur.GuiGlobals;
 | 
			
		||||
import pp.mdga.client.acoustic.AcousticHandler;
 | 
			
		||||
import pp.mdga.client.animation.TimerManager;
 | 
			
		||||
import pp.mdga.client.dialog.JoinDialog;
 | 
			
		||||
import pp.mdga.client.view.*;
 | 
			
		||||
 | 
			
		||||
import java.awt.*;
 | 
			
		||||
import java.util.concurrent.ExecutorService;
 | 
			
		||||
import java.util.concurrent.Executors;
 | 
			
		||||
import java.util.prefs.Preferences;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Main application class for the MdgaApp game.
 | 
			
		||||
 * This class extends {@link SimpleApplication} and manages the game's lifecycle, states, and main components.
 | 
			
		||||
 */
 | 
			
		||||
public class MdgaApp extends SimpleApplication {
 | 
			
		||||
 | 
			
		||||
    private static Preferences prefs = Preferences.userNodeForPackage(JoinDialog.class);
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles acoustic effects and state-based sounds.
 | 
			
		||||
     */
 | 
			
		||||
    private AcousticHandler acousticHandler;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Synchronizes notifications throughout the application.
 | 
			
		||||
     */
 | 
			
		||||
    private NotificationSynchronizer notificationSynchronizer;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Manages input events and synchronization.
 | 
			
		||||
     */
 | 
			
		||||
    private InputSynchronizer inputSynchronizer;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Synchronizes game models.
 | 
			
		||||
     */
 | 
			
		||||
    private ModelSynchronizer modelSynchronizer;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The currently active view in the application.
 | 
			
		||||
     */
 | 
			
		||||
    private MdgaView view = null;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The current state of the application.
 | 
			
		||||
     */
 | 
			
		||||
    private MdgaState state = null;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Scale for rendering images.
 | 
			
		||||
     */
 | 
			
		||||
    private final float imageScale = prefs.getInt("scale", 1);
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The main menu view.
 | 
			
		||||
     */
 | 
			
		||||
    private MainView mainView;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The lobby view.
 | 
			
		||||
     */
 | 
			
		||||
    private LobbyView lobbyView;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The game view.
 | 
			
		||||
     */
 | 
			
		||||
    private GameView gameView;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The ceremony view.
 | 
			
		||||
     */
 | 
			
		||||
    private CeremonyView ceremonyView;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The client game logic.
 | 
			
		||||
     */
 | 
			
		||||
    private final ClientGameLogic clientGameLogic;
 | 
			
		||||
 | 
			
		||||
    private ExecutorService executor;
 | 
			
		||||
 | 
			
		||||
    private ServerConnection networkConnection;
 | 
			
		||||
 | 
			
		||||
    private final TimerManager timerManager = new TimerManager();
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    public static final int DEBUG_MULTIPLIER = 1;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new MdgaApp instance.
 | 
			
		||||
     * Initializes the network connection and client game logic.
 | 
			
		||||
     */
 | 
			
		||||
    public MdgaApp() {
 | 
			
		||||
        networkConnection = new NetworkSupport(this);
 | 
			
		||||
        this.clientGameLogic = new ClientGameLogic(networkConnection);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Main entry point for the application.
 | 
			
		||||
     * Configures settings and starts the application.
 | 
			
		||||
     *
 | 
			
		||||
     * @param args command-line arguments (not used)
 | 
			
		||||
     */
 | 
			
		||||
    public static void main(String[] args) {
 | 
			
		||||
        AppSettings settings = new AppSettings(true);
 | 
			
		||||
        settings.setSamples(128);
 | 
			
		||||
 | 
			
		||||
        if (prefs.getBoolean("fullscreen", false)) {
 | 
			
		||||
            Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize();
 | 
			
		||||
            int screenWidth = (int) screenSize.getWidth();
 | 
			
		||||
            int screenHeight = (int) screenSize.getHeight();
 | 
			
		||||
 | 
			
		||||
            settings.setResolution(screenWidth, screenHeight);
 | 
			
		||||
 | 
			
		||||
            settings.setFullscreen(true);
 | 
			
		||||
        } else {
 | 
			
		||||
            settings.setWidth(prefs.getInt("width", 1280));
 | 
			
		||||
            settings.setHeight(prefs.getInt("height", 720));
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        settings.setCenterWindow(true);
 | 
			
		||||
        settings.setVSync(false);
 | 
			
		||||
        settings.setTitle("MDGA");
 | 
			
		||||
        settings.setVSync(true);
 | 
			
		||||
        MdgaApp app = new MdgaApp();
 | 
			
		||||
        app.setSettings(settings);
 | 
			
		||||
        app.setShowSettings(false);
 | 
			
		||||
        app.setPauseOnLostFocus(false);
 | 
			
		||||
        app.setDisplayStatView(false);
 | 
			
		||||
 | 
			
		||||
        app.start();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes the application by setting up handlers, views, and entering the default state.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void simpleInitApp() {
 | 
			
		||||
        GuiGlobals.initialize(this);
 | 
			
		||||
 | 
			
		||||
        inputManager.deleteMapping("SIMPLEAPP_Exit");
 | 
			
		||||
 | 
			
		||||
        flyCam.setEnabled(false);
 | 
			
		||||
 | 
			
		||||
        acousticHandler = new AcousticHandler(this);
 | 
			
		||||
        notificationSynchronizer = new NotificationSynchronizer(this);
 | 
			
		||||
        inputSynchronizer = new InputSynchronizer(this);
 | 
			
		||||
        modelSynchronizer = new ModelSynchronizer(this);
 | 
			
		||||
 | 
			
		||||
        mainView = new MainView(this);
 | 
			
		||||
        lobbyView = new LobbyView(this);
 | 
			
		||||
        gameView = new GameView(this);
 | 
			
		||||
        ceremonyView = new CeremonyView(this);
 | 
			
		||||
 | 
			
		||||
        enter(MdgaState.MAIN);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the application on each frame. Updates the view, acoustic handler, and notifications.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf time per frame, used for smooth updating
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void simpleUpdate(float tpf) {
 | 
			
		||||
        view.update(tpf);
 | 
			
		||||
        acousticHandler.update();
 | 
			
		||||
        notificationSynchronizer.update();
 | 
			
		||||
        inputSynchronizer.update(tpf);
 | 
			
		||||
        timerManager.update(tpf);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Transitions the application to a new state.
 | 
			
		||||
     *
 | 
			
		||||
     * @param state the new state to enter
 | 
			
		||||
     * @throws RuntimeException if attempting to enter the {@link MdgaState#NONE} state
 | 
			
		||||
     */
 | 
			
		||||
    public void enter(MdgaState state) {
 | 
			
		||||
        if (null != view) {
 | 
			
		||||
            view.leave();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        this.state = state;
 | 
			
		||||
 | 
			
		||||
        switch (state) {
 | 
			
		||||
            case MAIN:
 | 
			
		||||
                view = mainView;
 | 
			
		||||
                break;
 | 
			
		||||
            case LOBBY:
 | 
			
		||||
                view = lobbyView;
 | 
			
		||||
                break;
 | 
			
		||||
            case GAME:
 | 
			
		||||
                view = gameView;
 | 
			
		||||
                break;
 | 
			
		||||
            case CEREMONY:
 | 
			
		||||
                view = ceremonyView;
 | 
			
		||||
                break;
 | 
			
		||||
            case NONE:
 | 
			
		||||
                throw new RuntimeException("Cannot enter state NONE");
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        acousticHandler.playState(state);
 | 
			
		||||
 | 
			
		||||
        view.enter();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the acoustic handler.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the {@link AcousticHandler} instance
 | 
			
		||||
     */
 | 
			
		||||
    public AcousticHandler getAcousticHandler() {
 | 
			
		||||
        return acousticHandler;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the current state of the application.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the current {@link MdgaState}
 | 
			
		||||
     */
 | 
			
		||||
    public MdgaState getState() {
 | 
			
		||||
        return state;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the image scaling factor.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the image scale as a float
 | 
			
		||||
     */
 | 
			
		||||
    public float getImageScale() {
 | 
			
		||||
        return imageScale;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the currently active view.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the active {@link MdgaView}
 | 
			
		||||
     */
 | 
			
		||||
    public MdgaView getView() {
 | 
			
		||||
        return view;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the model synchronizer.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the {@link ModelSynchronizer} instance
 | 
			
		||||
     */
 | 
			
		||||
    public ModelSynchronizer getModelSynchronize() {
 | 
			
		||||
        return modelSynchronizer;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the input synchronizer.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the {@link InputSynchronizer} instance
 | 
			
		||||
     */
 | 
			
		||||
    public InputSynchronizer getInputSynchronize() {
 | 
			
		||||
        return inputSynchronizer;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the notification synchronizer.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the {@link NotificationSynchronizer} instance
 | 
			
		||||
     */
 | 
			
		||||
    public NotificationSynchronizer getNotificationSynchronizer() {
 | 
			
		||||
        return notificationSynchronizer;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Prepares the app for a new game cycle.
 | 
			
		||||
     */
 | 
			
		||||
    public void setup() {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the client game logic.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the {@link ClientGameLogic} instance
 | 
			
		||||
     */
 | 
			
		||||
    public ClientGameLogic getGameLogic() {
 | 
			
		||||
        return clientGameLogic;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the executor service.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the {@link ExecutorService} instance
 | 
			
		||||
     */
 | 
			
		||||
    public ExecutorService getExecutor() {
 | 
			
		||||
        if (this.executor == null) {
 | 
			
		||||
            this.executor = Executors.newCachedThreadPool();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        return this.executor;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the network connection.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the {@link ServerConnection} instance
 | 
			
		||||
     */
 | 
			
		||||
    public ServerConnection getNetworkSupport() {
 | 
			
		||||
        return networkConnection;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the resolution settings.
 | 
			
		||||
     *
 | 
			
		||||
     * @param width the new width
 | 
			
		||||
     * @param height the new height
 | 
			
		||||
     * @param imageFactor the new image factor
 | 
			
		||||
     * @param isFullscreen whether the game is in fullscreen mode
 | 
			
		||||
     */
 | 
			
		||||
    public void updateResolution(int width, int height, float imageFactor, boolean isFullscreen) {
 | 
			
		||||
        if (isFullscreen) {
 | 
			
		||||
            int baseWidth = 1280;
 | 
			
		||||
            int baseHeight = 720;
 | 
			
		||||
            float baseAspectRatio = (float) baseWidth / baseHeight;
 | 
			
		||||
            float newAspectRatio = (float) width / height;
 | 
			
		||||
 | 
			
		||||
            float scaleFactor = Math.max((float) width / baseWidth, (float) height / baseHeight);
 | 
			
		||||
 | 
			
		||||
            Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize();
 | 
			
		||||
            int screenWidth = (int) screenSize.getWidth();
 | 
			
		||||
            int screenHeight = (int) screenSize.getHeight();
 | 
			
		||||
            settings.setResolution(screenWidth, screenHeight);
 | 
			
		||||
            settings.setFullscreen(true);
 | 
			
		||||
 | 
			
		||||
            prefs.putFloat("scale", scaleFactor);
 | 
			
		||||
            prefs.putBoolean("fullscreen", true);
 | 
			
		||||
        } else {
 | 
			
		||||
            prefs.putInt("width", width);
 | 
			
		||||
            prefs.putInt("height", height);
 | 
			
		||||
            prefs.putFloat("scale", imageFactor);
 | 
			
		||||
            prefs.putBoolean("fullscreen", false);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Restarts the application.
 | 
			
		||||
     */
 | 
			
		||||
    public static void restartApp() {
 | 
			
		||||
        try {
 | 
			
		||||
            String javaBin = System.getProperty("java.home") + "/bin/java";
 | 
			
		||||
            String classPath = System.getProperty("java.class.path");
 | 
			
		||||
            String className = System.getProperty("sun.java.command");
 | 
			
		||||
 | 
			
		||||
            ProcessBuilder builder = new ProcessBuilder(
 | 
			
		||||
                    javaBin, "-cp", classPath, className
 | 
			
		||||
            );
 | 
			
		||||
 | 
			
		||||
            builder.start();
 | 
			
		||||
 | 
			
		||||
            System.exit(0);
 | 
			
		||||
        } catch (Exception e) {
 | 
			
		||||
            throw new RuntimeException("restart failed");
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Cleans up the application after a game.
 | 
			
		||||
     */
 | 
			
		||||
    public void afterGameCleanup() {
 | 
			
		||||
        MainView main = (MainView) mainView;
 | 
			
		||||
 | 
			
		||||
        main.getJoinDialog().disconnect();
 | 
			
		||||
        if (clientGameLogic.isHost()) {
 | 
			
		||||
            main.getHostDialog().shutdownServer();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        ceremonyView.afterGameCleanup();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the game view.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the {@link GameView} instance
 | 
			
		||||
     */
 | 
			
		||||
    public GameView getGameView() {
 | 
			
		||||
        return gameView;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the timer manager.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the {@link TimerManager} instance
 | 
			
		||||
     */
 | 
			
		||||
    public TimerManager getTimerManager() {
 | 
			
		||||
        return timerManager;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the ceremony view.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the {@link CeremonyView} instance
 | 
			
		||||
     */
 | 
			
		||||
    public CeremonyView getCeremonyView() {
 | 
			
		||||
        return ceremonyView;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    public void destroy() {
 | 
			
		||||
        afterGameCleanup();
 | 
			
		||||
        if (executor != null) {
 | 
			
		||||
            executor.shutdown();
 | 
			
		||||
        }
 | 
			
		||||
        super.destroy();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@@ -0,0 +1,35 @@
 | 
			
		||||
package pp.mdga.client;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Enum representing the various states of the MdgaApp application.
 | 
			
		||||
 * Each state corresponds to a distinct phase or mode of the application.
 | 
			
		||||
 */
 | 
			
		||||
public enum MdgaState {
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Represents an undefined or uninitialized state.
 | 
			
		||||
     * This state should not be entered during normal application execution.
 | 
			
		||||
     */
 | 
			
		||||
    NONE,
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Represents the main menu state.
 | 
			
		||||
     * This is typically the first state entered when the application starts.
 | 
			
		||||
     */
 | 
			
		||||
    MAIN,
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Represents the lobby state where players can prepare or wait before starting a game.
 | 
			
		||||
     */
 | 
			
		||||
    LOBBY,
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Represents the main gameplay state where the core game mechanics take place.
 | 
			
		||||
     */
 | 
			
		||||
    GAME,
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Represents the ceremony state, typically used for post-game events or celebrations.
 | 
			
		||||
     */
 | 
			
		||||
    CEREMONY;
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,243 @@
 | 
			
		||||
package pp.mdga.client;
 | 
			
		||||
 | 
			
		||||
import pp.mdga.client.view.GameView;
 | 
			
		||||
import pp.mdga.game.BonusCard;
 | 
			
		||||
import pp.mdga.game.Color;
 | 
			
		||||
 | 
			
		||||
import java.util.UUID;
 | 
			
		||||
import java.util.logging.Level;
 | 
			
		||||
import java.util.logging.Logger;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * The ModelSynchronizer class is responsible for synchronizing the model state with the view and game logic.
 | 
			
		||||
 */
 | 
			
		||||
public class ModelSynchronizer {
 | 
			
		||||
    private static final Logger LOGGER = Logger.getLogger(ModelSynchronizer.class.getName());
 | 
			
		||||
    private MdgaApp app;
 | 
			
		||||
 | 
			
		||||
    private UUID a;
 | 
			
		||||
    private UUID b;
 | 
			
		||||
    private BonusCard card;
 | 
			
		||||
    private boolean swap;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructor for ModelSynchronizer.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app the MdgaApp instance
 | 
			
		||||
     */
 | 
			
		||||
    ModelSynchronizer(MdgaApp app) {
 | 
			
		||||
        this.app = app;
 | 
			
		||||
        swap = false;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the end of an animation.
 | 
			
		||||
     */
 | 
			
		||||
    public void animationEnd() {
 | 
			
		||||
        if (app.getNotificationSynchronizer().waitForAnimation) {
 | 
			
		||||
            app.getNotificationSynchronizer().waitForAnimation = false;
 | 
			
		||||
        } else {
 | 
			
		||||
            app.getGameLogic().selectAnimationEnd();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Selects a piece or swap based on the current state.
 | 
			
		||||
     *
 | 
			
		||||
     * @param a the first UUID
 | 
			
		||||
     * @param b the second UUID
 | 
			
		||||
     */
 | 
			
		||||
    public void select(UUID a, UUID b) {
 | 
			
		||||
        if (swap) selectSwap(a, b);
 | 
			
		||||
        else selectPiece(a);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Selects a swap between two pieces.
 | 
			
		||||
     *
 | 
			
		||||
     * @param a the first UUID
 | 
			
		||||
     * @param b the second UUID
 | 
			
		||||
     */
 | 
			
		||||
    public void selectSwap(UUID a, UUID b) {
 | 
			
		||||
        LOGGER.log(Level.INFO, "selectPiece");
 | 
			
		||||
        this.a = a;
 | 
			
		||||
        this.b = b;
 | 
			
		||||
 | 
			
		||||
        GameView gameView = (GameView) app.getView();
 | 
			
		||||
        if (a != null && b != null) {
 | 
			
		||||
            gameView.needConfirm();
 | 
			
		||||
        } else {
 | 
			
		||||
            gameView.noConfirm();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Selects a single piece.
 | 
			
		||||
     *
 | 
			
		||||
     * @param piece the UUID of the piece
 | 
			
		||||
     */
 | 
			
		||||
    public void selectPiece(UUID piece) {
 | 
			
		||||
        LOGGER.log(Level.INFO, "selectPiece");
 | 
			
		||||
 | 
			
		||||
        this.a = piece;
 | 
			
		||||
 | 
			
		||||
        GameView gameView = (GameView) app.getView();
 | 
			
		||||
        if (piece != null) {
 | 
			
		||||
            gameView.needConfirm();
 | 
			
		||||
        } else {
 | 
			
		||||
            gameView.noConfirm();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Selects a bonus card.
 | 
			
		||||
     *
 | 
			
		||||
     * @param card the BonusCard instance
 | 
			
		||||
     */
 | 
			
		||||
    public void selectCard(BonusCard card) {
 | 
			
		||||
        LOGGER.log(Level.INFO, "selectCard");
 | 
			
		||||
 | 
			
		||||
        this.card = card;
 | 
			
		||||
 | 
			
		||||
        GameView gameView = (GameView) app.getView();
 | 
			
		||||
 | 
			
		||||
        if (card != null) {
 | 
			
		||||
            gameView.needConfirm();
 | 
			
		||||
        } else {
 | 
			
		||||
            gameView.showNoPower();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Confirms the current selection.
 | 
			
		||||
     */
 | 
			
		||||
    public void confirm() {
 | 
			
		||||
        LOGGER.log(Level.INFO, "confirm");
 | 
			
		||||
 | 
			
		||||
        GameView gameView = (GameView) app.getView();
 | 
			
		||||
 | 
			
		||||
        gameView.getGuiHandler().hideText();
 | 
			
		||||
 | 
			
		||||
        if (a != null && b != null) {
 | 
			
		||||
            app.getGameLogic().selectPiece(a);
 | 
			
		||||
            app.getGameLogic().selectPiece(b);
 | 
			
		||||
            gameView.getBoardHandler().clearSelectable();
 | 
			
		||||
        } else if (a != null) {
 | 
			
		||||
            app.getGameLogic().selectPiece(a);
 | 
			
		||||
            gameView.getBoardHandler().clearSelectable();
 | 
			
		||||
        } else {
 | 
			
		||||
            app.getGameLogic().selectCard(card);
 | 
			
		||||
            gameView.getGuiHandler().clearSelectableCards();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        a = null;
 | 
			
		||||
        b = null;
 | 
			
		||||
        card = null;
 | 
			
		||||
 | 
			
		||||
        gameView.noConfirm();
 | 
			
		||||
        gameView.hideNoPower();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Selects a TSK color.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color the Color instance
 | 
			
		||||
     */
 | 
			
		||||
    public void selectTsk(Color color) {
 | 
			
		||||
        app.getGameLogic().selectTsk(color);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Unselects a TSK color.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color the Color instance
 | 
			
		||||
     */
 | 
			
		||||
    public void unselectTsk(Color color) {
 | 
			
		||||
        app.getGameLogic().deselectTSK(color);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the event of rolling dice.
 | 
			
		||||
     */
 | 
			
		||||
    public void rolledDice() {
 | 
			
		||||
        app.getGameLogic().selectDice();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the player's name.
 | 
			
		||||
     *
 | 
			
		||||
     * @param name the player's name
 | 
			
		||||
     */
 | 
			
		||||
    public void setName(String name) {
 | 
			
		||||
        LOGGER.log(Level.INFO, "setName: {0}", name);
 | 
			
		||||
        app.getGameLogic().selectName(name);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the player's ready status.
 | 
			
		||||
     *
 | 
			
		||||
     * @param ready the ready status
 | 
			
		||||
     */
 | 
			
		||||
    public void setReady(boolean ready) {
 | 
			
		||||
        app.getGameLogic().selectReady(ready);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the host port.
 | 
			
		||||
     *
 | 
			
		||||
     * @param port the host port
 | 
			
		||||
     */
 | 
			
		||||
    public void setHost(int port) {
 | 
			
		||||
        app.getGameLogic().selectJoin("");
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the join IP and port.
 | 
			
		||||
     *
 | 
			
		||||
     * @param ip the IP address
 | 
			
		||||
     * @param port the port number
 | 
			
		||||
     */
 | 
			
		||||
    public void setJoin(String ip, int port) {
 | 
			
		||||
        app.getGameLogic().selectJoin(ip);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the event of leaving the game.
 | 
			
		||||
     */
 | 
			
		||||
    public void leave() {
 | 
			
		||||
        app.getGameLogic().selectLeave();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Enters a specific game state.
 | 
			
		||||
     *
 | 
			
		||||
     * @param state the MdgaState instance
 | 
			
		||||
     */
 | 
			
		||||
    public void enter(MdgaState state) {
 | 
			
		||||
        LOGGER.log(Level.INFO, "enter: {0}", state);
 | 
			
		||||
        //app.enter(state);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Proceeds to the next game state.
 | 
			
		||||
     */
 | 
			
		||||
    public void next() {
 | 
			
		||||
        app.getGameLogic().selectNext();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the swap state.
 | 
			
		||||
     *
 | 
			
		||||
     * @param swap the swap state
 | 
			
		||||
     */
 | 
			
		||||
    public void setSwap(boolean swap) {
 | 
			
		||||
        this.swap = swap;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Forces an action.
 | 
			
		||||
     */
 | 
			
		||||
    public void force() {
 | 
			
		||||
        // Implementation needed
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,147 @@
 | 
			
		||||
package pp.mdga.client;
 | 
			
		||||
 | 
			
		||||
import com.jme3.network.*;
 | 
			
		||||
import pp.mdga.message.client.ClientMessage;
 | 
			
		||||
import pp.mdga.message.server.ServerMessage;
 | 
			
		||||
 | 
			
		||||
import java.io.IOException;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * The NetworkSupport class provides support for network communication between the client and server.
 | 
			
		||||
 * It implements the MessageListener and ClientStateListener interfaces to handle incoming messages
 | 
			
		||||
 * and client state changes, respectively.
 | 
			
		||||
 */
 | 
			
		||||
public class NetworkSupport implements MessageListener<Client>, ClientStateListener, ServerConnection {
 | 
			
		||||
 | 
			
		||||
    private static final System.Logger LOGGER = System.getLogger(NetworkSupport.class.getName());
 | 
			
		||||
    private final MdgaApp app;
 | 
			
		||||
    private Client client;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructor for NetworkSupport.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app the MdgaApp instance
 | 
			
		||||
     */
 | 
			
		||||
    public NetworkSupport(MdgaApp app) {
 | 
			
		||||
        this.app = app;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the MdgaApp instance.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the MdgaApp instance
 | 
			
		||||
     */
 | 
			
		||||
    public MdgaApp getApp() {
 | 
			
		||||
        return this.app;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns whether the client is connected to the server.
 | 
			
		||||
     *
 | 
			
		||||
     * @return true if the client is connected, false otherwise
 | 
			
		||||
     */
 | 
			
		||||
    public boolean isConnected() {
 | 
			
		||||
        return this.client != null && this.client.isConnected();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Connects the client to the server.
 | 
			
		||||
     */
 | 
			
		||||
    public void connect() {
 | 
			
		||||
        if (this.client != null) {
 | 
			
		||||
            throw new IllegalStateException("trying to join a game again");
 | 
			
		||||
        } else {
 | 
			
		||||
            try {
 | 
			
		||||
                this.initNetwork("localhost", 2345);
 | 
			
		||||
            } catch (IOException e) {
 | 
			
		||||
                LOGGER.log(System.Logger.Level.ERROR, "could not connect to server", e);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Disconnects the client from the server.
 | 
			
		||||
     */
 | 
			
		||||
    public void disconnect() {
 | 
			
		||||
        if (this.client != null) {
 | 
			
		||||
            this.client.close();
 | 
			
		||||
            this.client = null;
 | 
			
		||||
            LOGGER.log(System.Logger.Level.INFO, "client closed");
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes the network connection to the server.
 | 
			
		||||
     *
 | 
			
		||||
     * @param host the server host
 | 
			
		||||
     * @param port the server port
 | 
			
		||||
     * @throws IOException if an I/O error occurs
 | 
			
		||||
     */
 | 
			
		||||
    public void initNetwork(String host, int port) throws IOException {
 | 
			
		||||
        if (this.client != null) {
 | 
			
		||||
            throw new IllegalStateException("trying to join a game again");
 | 
			
		||||
        } else {
 | 
			
		||||
            this.client = Network.connectToServer(host, port);
 | 
			
		||||
            this.client.start();
 | 
			
		||||
            this.client.addMessageListener(this);
 | 
			
		||||
            this.client.addClientStateListener(this);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles incoming messages from the server.
 | 
			
		||||
     *
 | 
			
		||||
     * @param client the client
 | 
			
		||||
     * @param message the message
 | 
			
		||||
     */
 | 
			
		||||
    public void messageReceived(Client client, Message message) {
 | 
			
		||||
        LOGGER.log(System.Logger.Level.INFO, "message received from server: {0}", new Object[]{message});
 | 
			
		||||
        if (message instanceof ServerMessage serverMessage) {
 | 
			
		||||
            this.app.enqueue(() -> serverMessage.accept(this.app.getGameLogic()));
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles client connection to the server.
 | 
			
		||||
     *
 | 
			
		||||
     * @param client the client
 | 
			
		||||
     */
 | 
			
		||||
    public void clientConnected(Client client) {
 | 
			
		||||
        LOGGER.log(System.Logger.Level.INFO, "Client connected: {0}", new Object[]{client});
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles client disconnection from the server.
 | 
			
		||||
     *
 | 
			
		||||
     * @param client the client
 | 
			
		||||
     * @param disconnectInfo the disconnect information
 | 
			
		||||
     */
 | 
			
		||||
    public void clientDisconnected(Client client, ClientStateListener.DisconnectInfo disconnectInfo) {
 | 
			
		||||
        LOGGER.log(System.Logger.Level.INFO, "Client {0} disconnected: {1}", new Object[]{client, disconnectInfo});
 | 
			
		||||
        if (this.client != client) {
 | 
			
		||||
            throw new IllegalArgumentException("parameter value must be client");
 | 
			
		||||
        } else {
 | 
			
		||||
            LOGGER.log(System.Logger.Level.INFO, "client still connected: {0}", new Object[]{client.isConnected()});
 | 
			
		||||
            this.client = null;
 | 
			
		||||
            this.disconnect();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sends a message to the server.
 | 
			
		||||
     *
 | 
			
		||||
     * @param message the message
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void send(ClientMessage message) {
 | 
			
		||||
        LOGGER.log(System.Logger.Level.INFO, "sending {0}", new Object[]{message});
 | 
			
		||||
        if (this.client == null) {
 | 
			
		||||
            LOGGER.log(System.Logger.Level.WARNING, "client not connected");
 | 
			
		||||
        } else {
 | 
			
		||||
            this.client.send(message);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,300 @@
 | 
			
		||||
package pp.mdga.client;
 | 
			
		||||
 | 
			
		||||
import com.jme3.system.NanoTimer;
 | 
			
		||||
import pp.mdga.client.acoustic.MdgaSound;
 | 
			
		||||
import pp.mdga.client.board.BoardHandler;
 | 
			
		||||
import pp.mdga.client.gui.GuiHandler;
 | 
			
		||||
import pp.mdga.client.view.CeremonyView;
 | 
			
		||||
import pp.mdga.client.view.GameView;
 | 
			
		||||
import pp.mdga.client.view.LobbyView;
 | 
			
		||||
import pp.mdga.game.BonusCard;
 | 
			
		||||
import pp.mdga.game.Color;
 | 
			
		||||
import pp.mdga.notification.*;
 | 
			
		||||
 | 
			
		||||
import java.util.ArrayList;
 | 
			
		||||
import java.util.Timer;
 | 
			
		||||
import java.util.TimerTask;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * The NotificationSynchronizer class is responsible for handling and synchronizing notifications
 | 
			
		||||
 * received from the game logic and updating the application state accordingly.
 | 
			
		||||
 */
 | 
			
		||||
public class NotificationSynchronizer {
 | 
			
		||||
    private final MdgaApp app;
 | 
			
		||||
 | 
			
		||||
    private ArrayList<Notification> notifications = new ArrayList<>();
 | 
			
		||||
 | 
			
		||||
    private NanoTimer timer = new NanoTimer();
 | 
			
		||||
    private float delay = 0;
 | 
			
		||||
 | 
			
		||||
    private static final float STANDARD_DELAY = 2.5f;
 | 
			
		||||
 | 
			
		||||
    public boolean waitForAnimation = false;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a NotificationSynchronizer with the specified MdgaApp instance.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app the MdgaApp instance
 | 
			
		||||
     */
 | 
			
		||||
    NotificationSynchronizer(MdgaApp app) {
 | 
			
		||||
        this.app = app;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the notification synchronizer by processing notifications from the game logic.
 | 
			
		||||
     * Handles different types of notifications based on the current application state.
 | 
			
		||||
     */
 | 
			
		||||
    public void update() {
 | 
			
		||||
        while (timer.getTimeInSeconds() >= delay) {
 | 
			
		||||
            if (waitForAnimation) {
 | 
			
		||||
                return;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            Notification n = app.getGameLogic().getNotification();
 | 
			
		||||
 | 
			
		||||
            if (n == null) {
 | 
			
		||||
                return;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            System.out.println("receive notification:" + n.getClass().getName());
 | 
			
		||||
 | 
			
		||||
            timer.reset();
 | 
			
		||||
            delay = 0;
 | 
			
		||||
 | 
			
		||||
            if (n instanceof InfoNotification infoNotification) {
 | 
			
		||||
                app.getView().showInfo(infoNotification.getMessage(), infoNotification.isError());
 | 
			
		||||
                return;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (n != null) {
 | 
			
		||||
                switch (app.getState()) {
 | 
			
		||||
                    case MAIN:
 | 
			
		||||
                        handleMain(n);
 | 
			
		||||
                        break;
 | 
			
		||||
                    case LOBBY:
 | 
			
		||||
                        handleLobby(n);
 | 
			
		||||
                        break;
 | 
			
		||||
                    case GAME:
 | 
			
		||||
                        handleGame(n);
 | 
			
		||||
                        break;
 | 
			
		||||
                    case CEREMONY:
 | 
			
		||||
                        handleCeremony(n);
 | 
			
		||||
                        break;
 | 
			
		||||
                    case NONE:
 | 
			
		||||
                        throw new RuntimeException("no notification expected: " + n.getClass().getName());
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                if (0 == MdgaApp.DEBUG_MULTIPLIER) {
 | 
			
		||||
                    delay = 0;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles notifications when the application is in the MAIN state.
 | 
			
		||||
     *
 | 
			
		||||
     * @param notification the notification to handle
 | 
			
		||||
     */
 | 
			
		||||
    private void handleMain(Notification notification) {
 | 
			
		||||
        if (notification instanceof LobbyDialogNotification) {
 | 
			
		||||
            app.enter(MdgaState.LOBBY);
 | 
			
		||||
        } else if (notification instanceof StartDialogNotification) {
 | 
			
		||||
            //nothing
 | 
			
		||||
        } else {
 | 
			
		||||
            throw new RuntimeException("notification not expected in main: " + notification.getClass().getName());
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles notifications when the application is in the LOBBY state.
 | 
			
		||||
     *
 | 
			
		||||
     * @param notification the notification to handle
 | 
			
		||||
     */
 | 
			
		||||
    private void handleLobby(Notification notification) {
 | 
			
		||||
        LobbyView lobbyView = (LobbyView) app.getView();
 | 
			
		||||
 | 
			
		||||
        if (notification instanceof TskSelectNotification n) {
 | 
			
		||||
            lobbyView.setTaken(n.getColor(), true, n.isSelf(), n.getName());
 | 
			
		||||
        } else if (notification instanceof StartDialogNotification) {
 | 
			
		||||
            app.afterGameCleanup();
 | 
			
		||||
            app.enter(MdgaState.MAIN);
 | 
			
		||||
        } else if (notification instanceof TskUnselectNotification n) {
 | 
			
		||||
            lobbyView.setTaken(n.getColor(), false, false, null);
 | 
			
		||||
        } else if (notification instanceof LobbyReadyNotification lobbyReadyNotification) {
 | 
			
		||||
            lobbyView.setReady(lobbyReadyNotification.getColor(), lobbyReadyNotification.isReady());
 | 
			
		||||
        } else if (notification instanceof GameNotification n) {
 | 
			
		||||
            app.getGameView().setOwnColor(n.getOwnColor());
 | 
			
		||||
            app.enter(MdgaState.GAME);
 | 
			
		||||
        } else {
 | 
			
		||||
            throw new RuntimeException("notification not expected in lobby: " + notification.getClass().getName());
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles notifications when the application is in the GAME state.
 | 
			
		||||
     *
 | 
			
		||||
     * @param notification the notification to handle
 | 
			
		||||
     */
 | 
			
		||||
    private void handleGame(Notification notification) {
 | 
			
		||||
        GameView gameView = (GameView) app.getView();
 | 
			
		||||
        GuiHandler guiHandler = gameView.getGuiHandler();
 | 
			
		||||
        BoardHandler boardHandler = gameView.getBoardHandler();
 | 
			
		||||
        ModelSynchronizer modelSynchronizer = app.getModelSynchronize();
 | 
			
		||||
        Color ownColor = gameView.getOwnColor();
 | 
			
		||||
 | 
			
		||||
        if (notification instanceof AcquireCardNotification n) {
 | 
			
		||||
            guiHandler.addCardOwn(n.getBonusCard());
 | 
			
		||||
            app.getAcousticHandler().playSound(MdgaSound.BONUS);
 | 
			
		||||
            delay = STANDARD_DELAY;
 | 
			
		||||
        } else if (notification instanceof RankingResponceNotification n) {
 | 
			
		||||
            guiHandler.hideText();
 | 
			
		||||
            n.getRankingResults().forEach((c, i) -> {
 | 
			
		||||
                guiHandler.rollRankingResult(c, i);
 | 
			
		||||
            });
 | 
			
		||||
            delay = STANDARD_DELAY;
 | 
			
		||||
        } else if (notification instanceof ActivePlayerNotification n) {
 | 
			
		||||
            guiHandler.hideText();
 | 
			
		||||
            boardHandler.hideDice();
 | 
			
		||||
            gameView.getGuiHandler().setActivePlayer(n.getColor());
 | 
			
		||||
            if (n.getColor() != ownColor) boardHandler.showDice(n.getColor());
 | 
			
		||||
            app.getAcousticHandler().playSound(MdgaSound.UI90);
 | 
			
		||||
            delay = STANDARD_DELAY;
 | 
			
		||||
        } else if (notification instanceof CeremonyNotification ceremonyNotification) {
 | 
			
		||||
            CeremonyView ceremonyView = app.getCeremonyView();
 | 
			
		||||
            int size = ceremonyNotification.getNames().size();
 | 
			
		||||
 | 
			
		||||
            if (ceremonyNotification.getPiecesThrown().size() != size ||
 | 
			
		||||
                    ceremonyNotification.getPiecesLost().size() != size ||
 | 
			
		||||
                    ceremonyNotification.getBonusCardsPlayed().size() != size ||
 | 
			
		||||
                    ceremonyNotification.getSixes().size() != size ||
 | 
			
		||||
                    ceremonyNotification.getNodesMoved().size() != size ||
 | 
			
		||||
                    ceremonyNotification.getBonusNodes().size() != size) {
 | 
			
		||||
                throw new IllegalArgumentException("All data lists in CeremonyNotification must have the same size.");
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            for (int i = 0; i < size; i++) {
 | 
			
		||||
                Color color = ceremonyNotification.getColors().get(i);
 | 
			
		||||
                String name = ceremonyNotification.getNames().get(i);
 | 
			
		||||
                int v1 = ceremonyNotification.getPiecesThrown().get(i);
 | 
			
		||||
                int v2 = ceremonyNotification.getPiecesLost().get(i);
 | 
			
		||||
                int v3 = ceremonyNotification.getBonusCardsPlayed().get(i);
 | 
			
		||||
                int v4 = ceremonyNotification.getSixes().get(i);
 | 
			
		||||
                int v5 = ceremonyNotification.getNodesMoved().get(i);
 | 
			
		||||
                int v6 = ceremonyNotification.getBonusNodes().get(i);
 | 
			
		||||
 | 
			
		||||
                if(i < size - 1) {
 | 
			
		||||
                    ceremonyView.addCeremonyParticipant(color, i + 1, name);
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                ceremonyView.addStatisticsRow(name, v1, v2, v3, v4, v5, v6);
 | 
			
		||||
            }
 | 
			
		||||
            app.enter(MdgaState.CEREMONY);
 | 
			
		||||
        } else if (notification instanceof DiceNowNotification) {
 | 
			
		||||
            guiHandler.hideText();
 | 
			
		||||
            guiHandler.showDice();
 | 
			
		||||
        } else if (notification instanceof DrawCardNotification n) {
 | 
			
		||||
            app.getAcousticHandler().playSound(MdgaSound.BONUS);
 | 
			
		||||
            guiHandler.drawCard(n.getColor());
 | 
			
		||||
            delay = STANDARD_DELAY;
 | 
			
		||||
        } else if (notification instanceof HomeMoveNotification home) {
 | 
			
		||||
            boardHandler.movePieceHomeAnim(home.getPieceId(), home.getHomeIndex());
 | 
			
		||||
            guiHandler.hideText();
 | 
			
		||||
            waitForAnimation = true;
 | 
			
		||||
        } else if (notification instanceof InterruptNotification notification1) {
 | 
			
		||||
            gameView.enterInterrupt(notification1.getColor());
 | 
			
		||||
        } else if (notification instanceof MovePieceNotification n) {
 | 
			
		||||
            if (n.isMoveStart()) {
 | 
			
		||||
                //StartMove
 | 
			
		||||
                boardHandler.movePieceStartAnim(n.getPiece(), n.getMoveIndex());
 | 
			
		||||
                waitForAnimation = true;
 | 
			
		||||
            } else {
 | 
			
		||||
                //InfieldMove
 | 
			
		||||
                boardHandler.movePieceAnim(n.getPiece(), n.getStartIndex(), n.getMoveIndex());
 | 
			
		||||
                waitForAnimation = true;
 | 
			
		||||
            }
 | 
			
		||||
            guiHandler.hideText();
 | 
			
		||||
        } else if (notification instanceof ThrowPieceNotification n) {
 | 
			
		||||
            boardHandler.throwPiece(n.getPieceId(), n.getThrowColor());
 | 
			
		||||
            waitForAnimation = true;
 | 
			
		||||
        } else if (notification instanceof RemoveShieldNotification n) {
 | 
			
		||||
            boardHandler.unshieldPiece(n.getPieceUuid());
 | 
			
		||||
        } else if (notification instanceof PlayCardNotification n) {
 | 
			
		||||
            if (n.getCard() == BonusCard.TURBO) {
 | 
			
		||||
                app.getAcousticHandler().playSound(MdgaSound.TURBO);
 | 
			
		||||
                guiHandler.turbo();
 | 
			
		||||
            } else if (n.getCard() == BonusCard.SHIELD) {
 | 
			
		||||
                app.getAcousticHandler().playSound(MdgaSound.SHIELD);
 | 
			
		||||
            } else if (n.getCard() == BonusCard.SWAP) {
 | 
			
		||||
                app.getAcousticHandler().playSound(MdgaSound.SWAP);
 | 
			
		||||
            }
 | 
			
		||||
            if (n.getColor() == ownColor) guiHandler.playCardOwn(n.getCard());
 | 
			
		||||
            else guiHandler.playCardEnemy(n.getColor(), n.getCard());
 | 
			
		||||
 | 
			
		||||
            new Timer().schedule(new TimerTask() {
 | 
			
		||||
                @Override
 | 
			
		||||
                public void run() {
 | 
			
		||||
                    app.getModelSynchronize().animationEnd();
 | 
			
		||||
                }
 | 
			
		||||
            }, 2200 * MdgaApp.DEBUG_MULTIPLIER);
 | 
			
		||||
        } else if (notification instanceof PlayerInGameNotification n) {
 | 
			
		||||
            boardHandler.addPlayer(n.getColor(), n.getPiecesList());
 | 
			
		||||
            guiHandler.addPlayer(n.getColor(), n.getName());
 | 
			
		||||
        } else if (notification instanceof ResumeNotification) {
 | 
			
		||||
            gameView.leaveInterrupt();
 | 
			
		||||
        } else if (notification instanceof RollDiceNotification n) {
 | 
			
		||||
            gameView.getGuiHandler().hideText();
 | 
			
		||||
            if (n.getColor() == ownColor) {
 | 
			
		||||
                guiHandler.rollDice(n.getEyes(), n.isTurbo() ? n.getMultiplier() : -1);
 | 
			
		||||
                waitForAnimation = true;
 | 
			
		||||
            } else {
 | 
			
		||||
                if (n.isTurbo()) guiHandler.showRolledDiceMult(n.getEyes(), n.getMultiplier(), n.getColor());
 | 
			
		||||
                else guiHandler.showRolledDice(n.getEyes(), n.getColor());
 | 
			
		||||
            }
 | 
			
		||||
        } else if (notification instanceof SelectableCardsNotification n) {
 | 
			
		||||
            guiHandler.setSelectableCards(n.getCards());
 | 
			
		||||
            gameView.showNoPower();
 | 
			
		||||
        } else if (notification instanceof ShieldActiveNotification n) {
 | 
			
		||||
            boardHandler.shieldPiece(n.getPieceId());
 | 
			
		||||
        } else if (notification instanceof ShieldSuppressedNotification n) {
 | 
			
		||||
            boardHandler.suppressShield(n.getPieceId());
 | 
			
		||||
        } else if (notification instanceof StartDialogNotification) {
 | 
			
		||||
            app.afterGameCleanup();
 | 
			
		||||
            app.enter(MdgaState.MAIN);
 | 
			
		||||
        } else if (notification instanceof SwapPieceNotification n) {
 | 
			
		||||
            boardHandler.swapPieceAnim(n.getFirstPiece(), n.getSecondPiece());
 | 
			
		||||
            guiHandler.swap();
 | 
			
		||||
        } else if (notification instanceof WaitMoveNotification) {
 | 
			
		||||
            //nothing
 | 
			
		||||
        } else if (notification instanceof SelectableMoveNotification n) {
 | 
			
		||||
            boardHandler.outlineMove(n.getPieces(), n.getMoveIndices(), n.getHomeMoves());
 | 
			
		||||
            modelSynchronizer.setSwap(false);
 | 
			
		||||
        } else if (notification instanceof SelectableSwapNotification n) {
 | 
			
		||||
            boardHandler.outlineSwap(n.getOwnPieces(), n.getEnemyPieces());
 | 
			
		||||
            modelSynchronizer.setSwap(true);
 | 
			
		||||
        } else if (notification instanceof SelectableShieldNotification n) {
 | 
			
		||||
            boardHandler.outlineShield(n.getPieces());
 | 
			
		||||
            modelSynchronizer.setSwap(false);
 | 
			
		||||
        } else if (notification instanceof TurboActiveNotification) {
 | 
			
		||||
            //nothing
 | 
			
		||||
        } else if (notification instanceof FinishNotification n) {
 | 
			
		||||
            guiHandler.finish(n.getColorFinished());
 | 
			
		||||
        } else {
 | 
			
		||||
            throw new RuntimeException("notification not expected in game: " + notification.getClass().getName());
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles notifications when the application is in the CEREMONY state.
 | 
			
		||||
     *
 | 
			
		||||
     * @param notification the notification to handle
 | 
			
		||||
     */
 | 
			
		||||
    private void handleCeremony(Notification notification) {
 | 
			
		||||
        if (notification instanceof StartDialogNotification) {
 | 
			
		||||
            app.afterGameCleanup();
 | 
			
		||||
            app.enter(MdgaState.MAIN);
 | 
			
		||||
        } else {
 | 
			
		||||
            throw new RuntimeException("notification not expected in ceremony: " + notification.getClass().getName());
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										48
									
								
								Projekte/mdga/client/src/main/java/pp/mdga/client/Util.java
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,48 @@
 | 
			
		||||
package pp.mdga.client;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
 | 
			
		||||
public class Util {
 | 
			
		||||
    private Util() {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Performs linear interpolation between two values.
 | 
			
		||||
     *
 | 
			
		||||
     * @param start The starting value.
 | 
			
		||||
     * @param end   The ending value.
 | 
			
		||||
     * @param t     A parameter between 0 and 1 representing the interpolation progress.
 | 
			
		||||
     * @return The interpolated value.
 | 
			
		||||
     */
 | 
			
		||||
    public static float linInt(float start, float end, float t) {
 | 
			
		||||
        return start + t * (end - start);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Performs quadratic interpolation between three points.
 | 
			
		||||
     *
 | 
			
		||||
     * @param p1 The initial point.
 | 
			
		||||
     * @param p2 The middle point.
 | 
			
		||||
     * @param p3 The final point.
 | 
			
		||||
     * @param t  The interpolation parameter (0 <= t <= 1).
 | 
			
		||||
     * @return The interpolated point.
 | 
			
		||||
     */
 | 
			
		||||
    public static Vector3f quadInt(Vector3f p1, Vector3f p2, Vector3f p3, float t) {
 | 
			
		||||
        // Quadratic interpolation: (1-t)^2 * p1 + 2 * (1-t) * t * p2 + t^2 * p3
 | 
			
		||||
        float oneMinusT = 1 - t;
 | 
			
		||||
        return p1.mult(oneMinusT * oneMinusT)
 | 
			
		||||
                .add(p2.mult(2 * oneMinusT * t))
 | 
			
		||||
                .add(p3.mult(t * t));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * A smooth ease-in-out function for interpolation.
 | 
			
		||||
     * It accelerates and decelerates the interpolation for a smoother effect.
 | 
			
		||||
     *
 | 
			
		||||
     * @param x The interpolation parameter (0 <= x <= 1).
 | 
			
		||||
     * @return The adjusted interpolation value.
 | 
			
		||||
     */
 | 
			
		||||
    public static float easeInOut(float x) {
 | 
			
		||||
        return x < 0.5 ? 4 * x * x * x : (float) (1 - Math.pow(-2 * x + 2, 3) / 2);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,502 @@
 | 
			
		||||
package pp.mdga.client.acoustic;
 | 
			
		||||
 | 
			
		||||
import com.jme3.system.NanoTimer;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.client.MdgaState;
 | 
			
		||||
 | 
			
		||||
import java.util.ArrayList;
 | 
			
		||||
import java.util.Collections;
 | 
			
		||||
import java.util.Iterator;
 | 
			
		||||
import java.util.Random;
 | 
			
		||||
import java.util.prefs.Preferences;
 | 
			
		||||
 | 
			
		||||
public class AcousticHandler {
 | 
			
		||||
    private MdgaApp app;
 | 
			
		||||
 | 
			
		||||
    private MdgaState state = MdgaState.NONE;
 | 
			
		||||
 | 
			
		||||
    private boolean playGame = false;
 | 
			
		||||
    private ArrayList<MusicAsset> gameTracks = new ArrayList<>();
 | 
			
		||||
    private NanoTimer trackTimer = new NanoTimer();
 | 
			
		||||
 | 
			
		||||
    private boolean fading = false; // Indicates if a fade is in progress
 | 
			
		||||
    private NanoTimer fadeTimer = new NanoTimer(); // Timer to track fade progress
 | 
			
		||||
    private static final float FADE_DURATION = 2.0f; // Duration for outfade
 | 
			
		||||
    private static final float CROSSFADE_DURATION = 1.5f; // Duration for infade
 | 
			
		||||
    private GameMusic playing = null; // Currently playing track
 | 
			
		||||
    private GameMusic scheduled = null; // Scheduled track to play next
 | 
			
		||||
    private GameMusic old = null; // Old track being faded out
 | 
			
		||||
 | 
			
		||||
    private GameMusic birds;
 | 
			
		||||
 | 
			
		||||
    private float mainVolume = 0.0f;
 | 
			
		||||
    private float musicVolume = 1.0f;
 | 
			
		||||
    private float soundVolume = 1.0f;
 | 
			
		||||
 | 
			
		||||
    private ArrayList<GameSound> sounds = new ArrayList<>();
 | 
			
		||||
 | 
			
		||||
    private Preferences prefs = Preferences.userNodeForPackage(AcousticHandler.class);
 | 
			
		||||
 | 
			
		||||
    public AcousticHandler(MdgaApp app) {
 | 
			
		||||
        this.app = app;
 | 
			
		||||
 | 
			
		||||
        mainVolume = prefs.getFloat("mainVolume", 1.0f);
 | 
			
		||||
        musicVolume = prefs.getFloat("musicVolume", 1.0f);
 | 
			
		||||
        soundVolume = prefs.getFloat("soundVolume", 1.0f);
 | 
			
		||||
 | 
			
		||||
        birds = new GameMusic(app, MusicAsset.BIRDS, getSoundVolumeTotal(), MusicAsset.BIRDS.getSubVolume(), MusicAsset.BIRDS.getLoop(), 0.0f);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * This method updates the acousticHandler and should be called every frame
 | 
			
		||||
     */
 | 
			
		||||
    public void update() {
 | 
			
		||||
        updateVolumeAndTrack();
 | 
			
		||||
 | 
			
		||||
        if (playGame) {
 | 
			
		||||
            updateGameTracks();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        Iterator<GameSound> iterator = sounds.iterator();
 | 
			
		||||
        while (iterator.hasNext()) {
 | 
			
		||||
            GameSound s = iterator.next();
 | 
			
		||||
 | 
			
		||||
            s.update(getSoundVolumeTotal());
 | 
			
		||||
 | 
			
		||||
            if (!s.isPlaying()) {
 | 
			
		||||
                iterator.remove();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        birds.update(Math.min(getSoundVolumeTotal(), getMusicVolumeTotal() > 0 ? 0 : 1));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * This method instantly plays a sound
 | 
			
		||||
     *
 | 
			
		||||
     * @param sound the sound to be played
 | 
			
		||||
     */
 | 
			
		||||
    public void playSound(MdgaSound sound) {
 | 
			
		||||
        ArrayList<SoundAssetDelayVolume> assets = new ArrayList<SoundAssetDelayVolume>();
 | 
			
		||||
        switch (sound) {
 | 
			
		||||
            case LOST:
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.LOST, 1.0f, 0.0f));
 | 
			
		||||
                break;
 | 
			
		||||
            case VICTORY:
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.VICTORY, 1.0f, 0.0f));
 | 
			
		||||
                break;
 | 
			
		||||
            case BUTTON_PRESSED:
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.BUTTON_PRESS, 0.7f, 0.0f));
 | 
			
		||||
                break;
 | 
			
		||||
            case WRONG_INPUT:
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.ERROR, 1.0f, 0.0f));
 | 
			
		||||
                break;
 | 
			
		||||
            case UI_CLICK:
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.UI_CLICK, 0.8f, 0.0f));
 | 
			
		||||
                break;
 | 
			
		||||
            case START:
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.START, 0.8f, 0.5f));
 | 
			
		||||
                break;
 | 
			
		||||
            case THROW:
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.LAUGHT, 1.0f, 0.2f));
 | 
			
		||||
                break;
 | 
			
		||||
            case POWERUP:
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.POWERUP, 1.0f, 0.2f));
 | 
			
		||||
                break;
 | 
			
		||||
            case SELF_READY:
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.ROBOT_READY, 1.0f, 0.0f));
 | 
			
		||||
                break;
 | 
			
		||||
            case OTHER_READY:
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.UNIT_READY, 1.0f, 0.0f));
 | 
			
		||||
                break;
 | 
			
		||||
            case OTHER_CONNECTED:
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.CONNECTED, 1.0f, 0.0f));
 | 
			
		||||
                break;
 | 
			
		||||
            case NOT_READY:
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.UI_SOUND, 1.0f, 0.0f));
 | 
			
		||||
                break;
 | 
			
		||||
            case LEAVE:
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.UI_SOUND2, 0.6f, 0.0f));
 | 
			
		||||
                break;
 | 
			
		||||
            case JET:
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.JET, 1.0f, 0.0f));
 | 
			
		||||
                break;
 | 
			
		||||
            case EXPLOSION:
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.EXPLOSION_1, 1.0f, 0f));
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.EXPLOSION_2, 1.0f, 0f));
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.THUNDER, 1.0f, 0f));
 | 
			
		||||
                break;
 | 
			
		||||
            case LOSE:
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.LOSE, 1.0f, 0.0f));
 | 
			
		||||
                break;
 | 
			
		||||
            case BONUS:
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.BONUS, 1.0f, 0.0f));
 | 
			
		||||
                break;
 | 
			
		||||
            case UI90:
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.UI90, 1.0f, 0.0f));
 | 
			
		||||
                break;
 | 
			
		||||
            case MISSILE:
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.MISSILE, 1.0f, 0.0f));
 | 
			
		||||
                break;
 | 
			
		||||
            case MATRIX:
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.MATRIX, 1.0f, 0.0f));
 | 
			
		||||
                break;
 | 
			
		||||
            case TURRET_ROTATE:
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.TURRET_ROTATE, 0.7f, 0f));
 | 
			
		||||
                break;
 | 
			
		||||
            case TANK_SHOOT:
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.TANK_SHOOT, 0.7f, 0f));
 | 
			
		||||
                break;
 | 
			
		||||
            case TANK_EXPLOSION:
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.EXPLOSION_1, 1.0f, 0f));
 | 
			
		||||
                break;
 | 
			
		||||
            case SHIELD:
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.SHIELD, 1.0f, 0f));
 | 
			
		||||
                break;
 | 
			
		||||
            case TURBO:
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.SPEED, 1.0f, 0.1f));
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.SPEED, 1.0f, 1.3f));
 | 
			
		||||
                break;
 | 
			
		||||
            case SWAP:
 | 
			
		||||
                assets.add(new SoundAssetDelayVolume(SoundAsset.SWAP, 1.0f, 0f));
 | 
			
		||||
                break;
 | 
			
		||||
            default:
 | 
			
		||||
                break;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        for (SoundAssetDelayVolume sawd : assets) {
 | 
			
		||||
            GameSound gameSound = new GameSound(app, sawd.asset(), getSoundVolumeTotal(), sawd.subVolume(), sawd.delay());
 | 
			
		||||
            sounds.add(gameSound);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * This method fades the played music to fit the state.
 | 
			
		||||
     *
 | 
			
		||||
     * @param state the state of which the corresponding music should be played to be played
 | 
			
		||||
     */
 | 
			
		||||
    public void playState(MdgaState state) {
 | 
			
		||||
        if (this.state == state) {
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
        MusicAsset asset = null;
 | 
			
		||||
 | 
			
		||||
        birds.pause();
 | 
			
		||||
 | 
			
		||||
        float pause = 0.0f;
 | 
			
		||||
 | 
			
		||||
        switch (state) {
 | 
			
		||||
            case MAIN:
 | 
			
		||||
                playGame = false;
 | 
			
		||||
                asset = MusicAsset.MAIN_MENU;
 | 
			
		||||
                break;
 | 
			
		||||
            case LOBBY:
 | 
			
		||||
                playGame = false;
 | 
			
		||||
                asset = MusicAsset.LOBBY;
 | 
			
		||||
                break;
 | 
			
		||||
            case GAME:
 | 
			
		||||
                birds.play();
 | 
			
		||||
                addGameTracks();
 | 
			
		||||
                playGame = true;
 | 
			
		||||
                assert (!gameTracks.isEmpty()) : "no more game music available";
 | 
			
		||||
                asset = gameTracks.remove(0);
 | 
			
		||||
                pause = 2.0f;
 | 
			
		||||
                break;
 | 
			
		||||
            case CEREMONY:
 | 
			
		||||
                playGame = false;
 | 
			
		||||
                asset = MusicAsset.CEREMONY;
 | 
			
		||||
                break;
 | 
			
		||||
            case NONE:
 | 
			
		||||
                throw new RuntimeException("no music for state NONE");
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        assert (null != asset) : "music sceduling went wrong";
 | 
			
		||||
 | 
			
		||||
        scheduled = new GameMusic(app, asset, getMusicVolumeTotal(), asset.getSubVolume(), asset.getLoop(), pause);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Performs linear interpolation between two float values.
 | 
			
		||||
     *
 | 
			
		||||
     * @param start The starting value.
 | 
			
		||||
     * @param end   The ending value.
 | 
			
		||||
     * @param t     The interpolation factor, typically between 0 and 1.
 | 
			
		||||
     * @return The interpolated value between start and end.
 | 
			
		||||
     */
 | 
			
		||||
    private float lerp(float start, float end, float t) {
 | 
			
		||||
        return start + t * (end - start);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the state of audio playback, handling track transitions and volume adjustments.
 | 
			
		||||
     * <p>
 | 
			
		||||
     * This method ensures smooth transitions between tracks using fade-in and fade-out effects.
 | 
			
		||||
     * It also handles cases where no track is playing, starting a scheduled track immediately at full volume.
 | 
			
		||||
     * The method prioritizes the latest scheduled track if multiple scheduling occurs quickly.
 | 
			
		||||
     * <p>
 | 
			
		||||
     * Behavior:
 | 
			
		||||
     * 1. If nothing is scheduled and no track is playing, it exits early.
 | 
			
		||||
     * 2. If a scheduled track exists and no track is playing, the scheduled track starts immediately at full volume.
 | 
			
		||||
     * 3. If a scheduled track exists while a track is playing, it initiates a fade-out for the currently playing track
 | 
			
		||||
     * and prepares for the new track to fade in.
 | 
			
		||||
     * 4. If a track transition is in progress (fading), it processes the fade-out and fade-in states.
 | 
			
		||||
     * If a new track is scheduled during this process, it interrupts the current transition and prioritizes the new track.
 | 
			
		||||
     * 5. If no fading is needed and a track is playing, it ensures the track's volume is updated.
 | 
			
		||||
     * <p>
 | 
			
		||||
     * Special cases:
 | 
			
		||||
     * - If no track is playing and a new track is scheduled, it starts the track immediately without fading.
 | 
			
		||||
     * - If a new track is scheduled during fading, it resets the transition to prioritize the new track.
 | 
			
		||||
     */
 | 
			
		||||
    private void updateVolumeAndTrack() {
 | 
			
		||||
        if (scheduled == null && !fading && playing == null) {
 | 
			
		||||
            // Nothing to do, early exit
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (scheduled != null && playing == null && !fading) {
 | 
			
		||||
            // No current track, start scheduled track immediately at full volume
 | 
			
		||||
            playing = scheduled;
 | 
			
		||||
            scheduled = null;
 | 
			
		||||
            playing.play();
 | 
			
		||||
            playing.update(getMusicVolumeTotal()); // Set volume to full
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (scheduled != null && !fading) {
 | 
			
		||||
            // Initiate a fade process if a new track is scheduled
 | 
			
		||||
            fading = true;
 | 
			
		||||
            fadeTimer.reset();
 | 
			
		||||
            old = playing; // The currently playing track becomes the old track
 | 
			
		||||
            playing = null; // Clear the playing track during the fade process
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (fading) {
 | 
			
		||||
            handleFadeProcess();
 | 
			
		||||
 | 
			
		||||
            // Handle any interruptions due to newly scheduled tracks
 | 
			
		||||
            if (scheduled != null && playing != null && playing != scheduled) {
 | 
			
		||||
                // Interrupt the current infade and switch to the new scheduled track
 | 
			
		||||
                old = playing; // Treat the currently infading track as the old track
 | 
			
		||||
                playing = null; // Reset playing to allow switching
 | 
			
		||||
                fadeTimer.reset(); // Restart fade timer for the new track
 | 
			
		||||
            }
 | 
			
		||||
        } else if (playing != null) {
 | 
			
		||||
            // Update volume for the currently playing track
 | 
			
		||||
            playing.update(getMusicVolumeTotal());
 | 
			
		||||
        } else if (scheduled != null) {
 | 
			
		||||
            // If no track is playing and one is scheduled, start it immediately at full volume
 | 
			
		||||
            playing = scheduled;
 | 
			
		||||
            scheduled = null;
 | 
			
		||||
            playing.play();
 | 
			
		||||
            playing.update(getMusicVolumeTotal()); // Set volume to full
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Manages the fading process during audio track transitions.
 | 
			
		||||
     * <p>
 | 
			
		||||
     * This method handles the fade-out of the currently playing (old) track, manages any pause between the fade-out
 | 
			
		||||
     * and fade-in, and initiates the fade-in for the new track if applicable. It ensures smooth transitions between
 | 
			
		||||
     * tracks while maintaining the correct volume adjustments.
 | 
			
		||||
     * <p>
 | 
			
		||||
     * Behavior:
 | 
			
		||||
     * 1. **Outfade:** Gradually decreases the volume of the `old` track over the duration of `FADE_DURATION`.
 | 
			
		||||
     * Once the outfade completes, the `old` track is paused and cleared.
 | 
			
		||||
     * 2. **Pause Handling:** Waits for a defined pause (if applicable) before initiating the infade for the next track.
 | 
			
		||||
     * 3. **Infade:** If a `scheduled` track exists and the outfade and pause are complete, it begins playing
 | 
			
		||||
     * the new track (`playing`) and initiates the infade process.
 | 
			
		||||
     * <p>
 | 
			
		||||
     * Key Details:
 | 
			
		||||
     * - The outfade volume adjustment is interpolated linearly from full volume to zero using the `lerp` function.
 | 
			
		||||
     * - The pause duration is retrieved from the scheduled track if it is specified.
 | 
			
		||||
     * - If a new track is scheduled during the fade process, it is handled by external logic to prioritize transitions.
 | 
			
		||||
     * <p>
 | 
			
		||||
     * Preconditions:
 | 
			
		||||
     * - `fading` is expected to be `true` when this method is called.
 | 
			
		||||
     * - The method is invoked as part of the `updateVolumeAndTrack` process.
 | 
			
		||||
     */
 | 
			
		||||
    private void handleFadeProcess() {
 | 
			
		||||
        float time = fadeTimer.getTimeInSeconds();
 | 
			
		||||
 | 
			
		||||
        // Handle outfade for the old track
 | 
			
		||||
        if (old != null && time <= FADE_DURATION) {
 | 
			
		||||
            float t = Math.min(time / FADE_DURATION, 1.0f);
 | 
			
		||||
            float oldVolume = lerp(1.0f, 0.0f, t);
 | 
			
		||||
            old.update(getMusicVolumeTotal() * oldVolume);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (old != null && time > FADE_DURATION) {
 | 
			
		||||
            // Complete outfade
 | 
			
		||||
            old.pause();
 | 
			
		||||
            old = null;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Handle pause duration before infade
 | 
			
		||||
        float pause = (scheduled != null) ? scheduled.getPause() : 0.0f;
 | 
			
		||||
        if (time > FADE_DURATION + pause) {
 | 
			
		||||
            if (playing == null && scheduled != null) {
 | 
			
		||||
                // Begin infade for the new track
 | 
			
		||||
                playing = scheduled;
 | 
			
		||||
                scheduled = null;
 | 
			
		||||
                playing.play(); // Start playing the new track
 | 
			
		||||
            }
 | 
			
		||||
            handleInfade(time - FADE_DURATION - pause);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Manages the fade-in process for the currently playing track.
 | 
			
		||||
     * <p>
 | 
			
		||||
     * This method gradually increases the volume of the `playing` track from zero to full volume
 | 
			
		||||
     * over the duration of `CROSSFADE_DURATION`. It ensures a smooth transition into the new track.
 | 
			
		||||
     * <p>
 | 
			
		||||
     * Behavior:
 | 
			
		||||
     * 1. If no track is set as `playing`, the method exits early, as there is nothing to fade in.
 | 
			
		||||
     * 2. Linearly interpolates the volume of the `playing` track from 0.0 to 1.0 based on the elapsed
 | 
			
		||||
     * `infadeTime` and the specified `CROSSFADE_DURATION`.
 | 
			
		||||
     * 3. Once the fade-in is complete (when `infadeTime` exceeds `CROSSFADE_DURATION`), the method:
 | 
			
		||||
     * - Marks the fade process (`fading`) as complete.
 | 
			
		||||
     * - Ensures the `playing` track is updated to its full volume.
 | 
			
		||||
     * <p>
 | 
			
		||||
     * Key Details:
 | 
			
		||||
     * - Uses the `lerp` function to calculate the volume level for the `playing` track during the fade-in.
 | 
			
		||||
     * - Ensures the volume is always a value between 0.0 and 1.0.
 | 
			
		||||
     * - The `infadeTime` parameter should be relative to the start of the fade-in process.
 | 
			
		||||
     * <p>
 | 
			
		||||
     * Preconditions:
 | 
			
		||||
     * - The `playing` track must be initialized and actively fading in for this method to have an effect.
 | 
			
		||||
     * - The method is invoked as part of the `updateVolumeAndTrack` process.
 | 
			
		||||
     *
 | 
			
		||||
     * @param infadeTime The elapsed time (in seconds) since the fade-in process started.
 | 
			
		||||
     */
 | 
			
		||||
    private void handleInfade(float infadeTime) {
 | 
			
		||||
        if (playing == null) {
 | 
			
		||||
            // Nothing to infade
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Proceed with the infade for the current playing track
 | 
			
		||||
        float t = Math.min(infadeTime / CROSSFADE_DURATION, 1.0f);
 | 
			
		||||
        float newVolume = lerp(0.0f, 1.0f, t);
 | 
			
		||||
        playing.update(getMusicVolumeTotal() * newVolume);
 | 
			
		||||
 | 
			
		||||
        if (infadeTime > CROSSFADE_DURATION) {
 | 
			
		||||
            // Infade is complete, finalize state
 | 
			
		||||
            fading = false;
 | 
			
		||||
            playing.update(getMusicVolumeTotal()); // Ensure full volume
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Adds a list of game tracks to the gameTracks collection and shuffles them.
 | 
			
		||||
     * This method adds predefined game tracks to the track list and shuffles the order.
 | 
			
		||||
     */
 | 
			
		||||
    private void addGameTracks() {
 | 
			
		||||
        Random random = new Random();
 | 
			
		||||
 | 
			
		||||
        for (int i = 1; i <= 6; i++) {
 | 
			
		||||
            gameTracks.add(MusicAsset.valueOf("GAME_" + i));
 | 
			
		||||
        }
 | 
			
		||||
        Collections.shuffle(gameTracks, random);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the current game tracks. If the currently playing track is nearing its end,
 | 
			
		||||
     * a new track will be scheduled to play. If the list of game tracks is empty, it will be refreshed.
 | 
			
		||||
     */
 | 
			
		||||
    private void updateGameTracks() {
 | 
			
		||||
        if (null == playing) {
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (playing.nearEnd(10)) {
 | 
			
		||||
            if (gameTracks.isEmpty()) {
 | 
			
		||||
                addGameTracks();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (playing != null && playing.nearEnd(3) && trackTimer.getTimeInSeconds() > 20) {
 | 
			
		||||
            trackTimer.reset();
 | 
			
		||||
 | 
			
		||||
            MusicAsset nextTrack = gameTracks.remove(0);
 | 
			
		||||
 | 
			
		||||
            scheduled = new GameMusic(app, nextTrack, getMusicVolumeTotal(), nextTrack.getSubVolume(), nextTrack.getLoop(), 0.0f);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Retrieves the main volume level.
 | 
			
		||||
     *
 | 
			
		||||
     * @return The current main volume level.
 | 
			
		||||
     */
 | 
			
		||||
    public float getMainVolume() {
 | 
			
		||||
        return mainVolume;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Retrieves the music volume level.
 | 
			
		||||
     *
 | 
			
		||||
     * @return The current music volume level.
 | 
			
		||||
     */
 | 
			
		||||
    public float getMusicVolume() {
 | 
			
		||||
        return musicVolume;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Retrieves the sound volume level.
 | 
			
		||||
     *
 | 
			
		||||
     * @return The current sound volume level.
 | 
			
		||||
     */
 | 
			
		||||
    public float getSoundVolume() {
 | 
			
		||||
        return soundVolume;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the main volume level.
 | 
			
		||||
     *
 | 
			
		||||
     * @param mainVolume The desired main volume level.
 | 
			
		||||
     */
 | 
			
		||||
    public void setMainVolume(float mainVolume) {
 | 
			
		||||
        this.mainVolume = mainVolume;
 | 
			
		||||
        prefs.putFloat("mainVolume", mainVolume);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the music volume level.
 | 
			
		||||
     *
 | 
			
		||||
     * @param musicVolume The desired music volume level.
 | 
			
		||||
     */
 | 
			
		||||
    public void setMusicVolume(float musicVolume) {
 | 
			
		||||
        this.musicVolume = musicVolume;
 | 
			
		||||
        prefs.putFloat("musicVolume", musicVolume);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the sound volume level.
 | 
			
		||||
     *
 | 
			
		||||
     * @param soundVolume The desired sound volume level.
 | 
			
		||||
     */
 | 
			
		||||
    public void setSoundVolume(float soundVolume) {
 | 
			
		||||
        this.soundVolume = soundVolume;
 | 
			
		||||
        prefs.putFloat("soundVolume", soundVolume);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Calculates the total music volume by multiplying the music volume by the main volume.
 | 
			
		||||
     *
 | 
			
		||||
     * @return The total music volume.
 | 
			
		||||
     */
 | 
			
		||||
    float getMusicVolumeTotal() {
 | 
			
		||||
 | 
			
		||||
        return getMusicVolume() * getMainVolume() / 2;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Calculates the total sound volume by multiplying the sound volume by the main volume.
 | 
			
		||||
     *
 | 
			
		||||
     * @return The total sound volume.
 | 
			
		||||
     */
 | 
			
		||||
    float getSoundVolumeTotal() {
 | 
			
		||||
        return getSoundVolume() * getMainVolume();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,116 @@
 | 
			
		||||
package pp.mdga.client.acoustic;
 | 
			
		||||
 | 
			
		||||
import com.jme3.audio.AudioData;
 | 
			
		||||
import com.jme3.audio.AudioNode;
 | 
			
		||||
import com.jme3.audio.AudioSource;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents a game music track, including its playback controls and volume settings.
 | 
			
		||||
 * This class manages the playback of a music track, allowing for playing, pausing,
 | 
			
		||||
 * volume adjustment, and tracking the current status of the music.
 | 
			
		||||
 */
 | 
			
		||||
class GameMusic {
 | 
			
		||||
    private float volume;
 | 
			
		||||
    private final float subVolume;
 | 
			
		||||
    private final AudioNode music;
 | 
			
		||||
    private float pause;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new GameMusic object.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app       The instance of the application, used to access the asset manager.
 | 
			
		||||
     * @param asset     The music asset to be played.
 | 
			
		||||
     * @param volume    The total volume of the music, adjusted by the main volume.
 | 
			
		||||
     * @param subVolume A relative volume that modifies the base music volume, typically a percentage.
 | 
			
		||||
     * @param loop      A flag indicating whether the music should loop once it finishes.
 | 
			
		||||
     */
 | 
			
		||||
    GameMusic(MdgaApp app, MusicAsset asset, float volume, float subVolume, boolean loop, float pause) {
 | 
			
		||||
        this.volume = volume;
 | 
			
		||||
        this.subVolume = subVolume;
 | 
			
		||||
        this.pause = pause;
 | 
			
		||||
 | 
			
		||||
        music = new AudioNode(app.getAssetManager(), asset.getPath(), AudioData.DataType.Stream);
 | 
			
		||||
        music.setPositional(false);
 | 
			
		||||
        music.setDirectional(false);
 | 
			
		||||
        music.setVolume(volume * subVolume);
 | 
			
		||||
 | 
			
		||||
        music.setLooping(loop);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Plays the current music track.
 | 
			
		||||
     * If the music is already initialized, it starts playback.
 | 
			
		||||
     * If the music is not available, no action is performed.
 | 
			
		||||
     */
 | 
			
		||||
    void play() {
 | 
			
		||||
        if (null == music) {
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        music.play();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Pauses the current music track.
 | 
			
		||||
     * If the music is not available or is not playing, no action is performed.
 | 
			
		||||
     */
 | 
			
		||||
    void pause() {
 | 
			
		||||
        if (null == music) {
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        music.stop();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if the current music track is playing.
 | 
			
		||||
     *
 | 
			
		||||
     * @return true if the music is playing, false otherwise.
 | 
			
		||||
     */
 | 
			
		||||
    boolean isPlaying() {
 | 
			
		||||
 | 
			
		||||
        return music.getStatus() == AudioSource.Status.Playing;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if the current music track is near the end.
 | 
			
		||||
     *
 | 
			
		||||
     * @param thresholdSeconds The threshold in seconds. If the remaining time is less than or equal to this value,
 | 
			
		||||
     *                         the track is considered near the end.
 | 
			
		||||
     * @return true if the track is near its end (within the threshold), false otherwise.
 | 
			
		||||
     */
 | 
			
		||||
    boolean nearEnd(float thresholdSeconds) {
 | 
			
		||||
        if (music == null || !isPlaying()) {
 | 
			
		||||
            return false;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        float currentTime = music.getPlaybackTime(); // Current playback time in seconds
 | 
			
		||||
        float duration = music.getAudioData().getDuration(); // Total duration in seconds
 | 
			
		||||
 | 
			
		||||
        if (duration <= 0) {
 | 
			
		||||
            return false;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        float remainingTime = duration - currentTime;
 | 
			
		||||
 | 
			
		||||
        return remainingTime <= thresholdSeconds;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the volume of the music.
 | 
			
		||||
     * If the volume has changed, it will adjust the music's volume accordingly.
 | 
			
		||||
     *
 | 
			
		||||
     * @param newVolume The new total volume for the music.
 | 
			
		||||
     */
 | 
			
		||||
    void update(float newVolume) {
 | 
			
		||||
        if (volume != newVolume) {
 | 
			
		||||
            volume = newVolume;
 | 
			
		||||
            music.setVolume(volume * subVolume);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    float getPause() {
 | 
			
		||||
        return pause;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,83 @@
 | 
			
		||||
package pp.mdga.client.acoustic;
 | 
			
		||||
 | 
			
		||||
import com.jme3.audio.AudioData;
 | 
			
		||||
import com.jme3.audio.AudioNode;
 | 
			
		||||
import com.jme3.audio.AudioSource;
 | 
			
		||||
import com.jme3.system.NanoTimer;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents a game sound effect, with control over playback, volume, and timing.
 | 
			
		||||
 * This class manages the playback of a sound effect, including starting playback after a delay,
 | 
			
		||||
 * adjusting volume, and tracking whether the sound has finished playing.
 | 
			
		||||
 */
 | 
			
		||||
class GameSound {
 | 
			
		||||
    private float volume;
 | 
			
		||||
    final private float subVolume;
 | 
			
		||||
 | 
			
		||||
    private final AudioNode sound;
 | 
			
		||||
 | 
			
		||||
    private boolean playing = false;
 | 
			
		||||
    private boolean finished = false;
 | 
			
		||||
 | 
			
		||||
    private float delay = 0.0f;
 | 
			
		||||
    private NanoTimer timer = null;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new GameSound object.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app       The instance of the application, used to access the asset manager.
 | 
			
		||||
     * @param asset     The sound asset to be played.
 | 
			
		||||
     * @param volume    The total volume of the sound, adjusted by the main volume.
 | 
			
		||||
     * @param subVolume A relative volume that modifies the base sound volume, typically a percentage.
 | 
			
		||||
     * @param delay     The delay before the sound starts playing, in seconds.
 | 
			
		||||
     */
 | 
			
		||||
    GameSound(MdgaApp app, SoundAsset asset, float volume, float subVolume, float delay) {
 | 
			
		||||
        this.volume = volume;
 | 
			
		||||
        this.subVolume = subVolume;
 | 
			
		||||
        this.delay = delay;
 | 
			
		||||
 | 
			
		||||
        sound = new AudioNode(app.getAssetManager(), asset.getPath(), AudioData.DataType.Buffer);
 | 
			
		||||
        sound.setPositional(false);
 | 
			
		||||
        sound.setDirectional(false);
 | 
			
		||||
        sound.setLooping(false);
 | 
			
		||||
        sound.setVolume(volume * subVolume);
 | 
			
		||||
 | 
			
		||||
        timer = new NanoTimer();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if the sound is currently playing.
 | 
			
		||||
     *
 | 
			
		||||
     * @return true if the sound is playing, false otherwise.
 | 
			
		||||
     */
 | 
			
		||||
    boolean isPlaying() {
 | 
			
		||||
        return !finished;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the sound playback, adjusting the volume if necessary, and starting
 | 
			
		||||
     * the sound after the specified delay.
 | 
			
		||||
     *
 | 
			
		||||
     * @param newVolume The new total volume for the sound.
 | 
			
		||||
     */
 | 
			
		||||
    void update(float newVolume) {
 | 
			
		||||
        if (!playing && timer.getTimeInSeconds() > delay) {
 | 
			
		||||
            sound.play();
 | 
			
		||||
            playing = true;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (!playing) {
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (volume != newVolume) {
 | 
			
		||||
            volume = newVolume;
 | 
			
		||||
            sound.setVolume(volume * subVolume);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (sound != null && sound.getStatus() == AudioSource.Status.Playing) {
 | 
			
		||||
            finished = true;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,47 @@
 | 
			
		||||
package pp.mdga.client.acoustic;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Enum representing the various sound effects used in the game.
 | 
			
		||||
 * Each sound corresponds to an event or action in the game and may consist of one or more
 | 
			
		||||
 * audio files, potentially with time delays between them.
 | 
			
		||||
 * <p>
 | 
			
		||||
 * These sounds are used to play specific audio cues, such as when a dice is rolled,
 | 
			
		||||
 * a turn starts or ends, a piece is moved or lost, and various other events in the game.
 | 
			
		||||
 */
 | 
			
		||||
public enum MdgaSound {
 | 
			
		||||
    DICE_ROLL,
 | 
			
		||||
    TURN_START,
 | 
			
		||||
    TURN_END,
 | 
			
		||||
    PIECE_END,
 | 
			
		||||
    PIECE_MOVE,
 | 
			
		||||
    PIECE_LOST,
 | 
			
		||||
    SELECT,
 | 
			
		||||
    DESELECT,
 | 
			
		||||
    HURRY,
 | 
			
		||||
    VICTORY,
 | 
			
		||||
    LOST,
 | 
			
		||||
    BUTTON_PRESSED,
 | 
			
		||||
    WRONG_INPUT,
 | 
			
		||||
    UI_CLICK,
 | 
			
		||||
    START,
 | 
			
		||||
    THROW,
 | 
			
		||||
    POWERUP,
 | 
			
		||||
    SELF_READY,
 | 
			
		||||
    OTHER_READY,
 | 
			
		||||
    OTHER_CONNECTED,
 | 
			
		||||
    NOT_READY,
 | 
			
		||||
    LEAVE,
 | 
			
		||||
    JET,
 | 
			
		||||
    EXPLOSION,
 | 
			
		||||
    LOSE,
 | 
			
		||||
    BONUS,
 | 
			
		||||
    UI90,
 | 
			
		||||
    MISSILE,
 | 
			
		||||
    MATRIX,
 | 
			
		||||
    TURRET_ROTATE,
 | 
			
		||||
    TANK_SHOOT,
 | 
			
		||||
    TANK_EXPLOSION,
 | 
			
		||||
    SHIELD,
 | 
			
		||||
    TURBO,
 | 
			
		||||
    SWAP,
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,78 @@
 | 
			
		||||
package pp.mdga.client.acoustic;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Enum representing various music assets used in the game.
 | 
			
		||||
 * Each constant corresponds to a specific music track, along with its properties such as file path,
 | 
			
		||||
 * looping behavior, and relative volume (subVolume).
 | 
			
		||||
 * These music assets are used to control the music that plays in different parts of the game, such as menus and in-game music.
 | 
			
		||||
 */
 | 
			
		||||
enum MusicAsset {
 | 
			
		||||
    MAIN_MENU("Spaceship.wav", true, 1.0f),
 | 
			
		||||
    LOBBY("DeadPlanet.wav", true, 1.0f),
 | 
			
		||||
    CEREMONY("80s,Disco,Life.wav", true, 1.0f),
 | 
			
		||||
    GAME_1("NeonRoadTrip.wav", 0.5f),
 | 
			
		||||
    GAME_2("NoPressureTrance.wav", 0.5f),
 | 
			
		||||
    GAME_3("TheSynthRave.wav", 0.5f),
 | 
			
		||||
    GAME_4("LaserParty.wav", 0.5f),
 | 
			
		||||
    GAME_5("RetroNoir.wav", 0.5f),
 | 
			
		||||
    GAME_6("SpaceInvaders.wav", 0.5f),
 | 
			
		||||
    BIRDS("nature-ambience.ogg", true, 1.0f);
 | 
			
		||||
 | 
			
		||||
    private final String path;
 | 
			
		||||
    private final boolean loop;
 | 
			
		||||
    private final float subVolume;
 | 
			
		||||
    private static final String ROOT = "Music/";
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new MusicAsset object with the specified name and sub-volume.
 | 
			
		||||
     * The track will not loop by default.
 | 
			
		||||
     *
 | 
			
		||||
     * @param name      The name of the music file.
 | 
			
		||||
     * @param subVolume A relative volume that modifies the base volume of the track (typically a percentage).
 | 
			
		||||
     */
 | 
			
		||||
    MusicAsset(String name, float subVolume) {
 | 
			
		||||
        this.path = ROOT + name;
 | 
			
		||||
        this.loop = false;
 | 
			
		||||
        this.subVolume = subVolume;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new MusicAsset object with the specified name, loop flag, and sub-volume.
 | 
			
		||||
     *
 | 
			
		||||
     * @param name      The name of the music file.
 | 
			
		||||
     * @param loop      If true, the track will loop; otherwise, it will play once.
 | 
			
		||||
     * @param subVolume A relative volume that modifies the base volume of the track (typically a percentage).
 | 
			
		||||
     */
 | 
			
		||||
    MusicAsset(String name, boolean loop, float subVolume) {
 | 
			
		||||
        this.path = ROOT + name;
 | 
			
		||||
        this.loop = loop;
 | 
			
		||||
        this.subVolume = subVolume;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the file path of the music track.
 | 
			
		||||
     *
 | 
			
		||||
     * @return The path to the music file (relative to the music folder).
 | 
			
		||||
     */
 | 
			
		||||
    public String getPath() {
 | 
			
		||||
        return path;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets whether the music track should loop.
 | 
			
		||||
     *
 | 
			
		||||
     * @return true if the track should loop, false otherwise.
 | 
			
		||||
     */
 | 
			
		||||
    public boolean getLoop() {
 | 
			
		||||
        return loop;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the relative volume (subVolume) for the music track.
 | 
			
		||||
     *
 | 
			
		||||
     * @return The relative volume for the track, typically a value between 0.0 and 1.0.
 | 
			
		||||
     */
 | 
			
		||||
    public float getSubVolume() {
 | 
			
		||||
        return subVolume;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,68 @@
 | 
			
		||||
package pp.mdga.client.acoustic;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Enum representing various sound assets used in the game.
 | 
			
		||||
 * Each constant corresponds to a specific sound effect used throughout the game.
 | 
			
		||||
 * These sounds are associated with various events and actions, such as dice rolls,
 | 
			
		||||
 * turn changes, piece movements, and game outcomes.
 | 
			
		||||
 */
 | 
			
		||||
enum SoundAsset {
 | 
			
		||||
    DICE_ROLL(""),
 | 
			
		||||
    TURN_START(""),
 | 
			
		||||
    TURN_END(""),
 | 
			
		||||
    PIECE_END(""),
 | 
			
		||||
    PIECE_MOVE(""),
 | 
			
		||||
    PIECE_LOST(""),
 | 
			
		||||
    SELECT(""),
 | 
			
		||||
    DESELECT(""),
 | 
			
		||||
    HURRY(""),
 | 
			
		||||
    VICTORY("LevelUp2.wav"),
 | 
			
		||||
    LOST("GameOver.wav"),
 | 
			
		||||
    BUTTON_PRESS("menu_button.ogg"),
 | 
			
		||||
    ERROR("buzzer.wav"),
 | 
			
		||||
    UI_SOUND("ui_sound.ogg"),
 | 
			
		||||
    UI_SOUND2("ui_swoosch.wav"),
 | 
			
		||||
    UI_CLICK("uiclick.ogg"),
 | 
			
		||||
    START("gamestart.ogg"),
 | 
			
		||||
    LAUGHT("laughter.wav"),
 | 
			
		||||
    POWERUP("powerup.wav"),
 | 
			
		||||
    ROBOT_READY("robotReady.wav"),
 | 
			
		||||
    UNIT_READY("unitReady.wav"),
 | 
			
		||||
    JET("jet-overhead.wav"),
 | 
			
		||||
    EXPLOSION_1("exp.ogg"),
 | 
			
		||||
    EXPLOSION_2("exp2.ogg"),
 | 
			
		||||
    THUNDER("thunder.ogg"),
 | 
			
		||||
    UI90("ui90.ogg"),
 | 
			
		||||
    BONUS("bonus.ogg"),
 | 
			
		||||
    LOSE("lose.ogg"),
 | 
			
		||||
    MISSILE("missile.ogg"),
 | 
			
		||||
    MATRIX("matrix.wav"),
 | 
			
		||||
    CONNECTED("connected.wav"),
 | 
			
		||||
    TURRET_ROTATE("turret_rotate.ogg"),
 | 
			
		||||
    TANK_SHOOT("tank_shoot.ogg"),
 | 
			
		||||
    SHIELD("shield.ogg"),
 | 
			
		||||
    SPEED("speed.ogg"),
 | 
			
		||||
    SWAP("swap.ogg"),
 | 
			
		||||
    ;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    private final String path;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new SoundAsset object with the specified name.
 | 
			
		||||
     *
 | 
			
		||||
     * @param name The name of the sound file.
 | 
			
		||||
     */
 | 
			
		||||
    SoundAsset(String name) {
 | 
			
		||||
        this.path = "Sounds/" + name;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the file path of the sound effect.
 | 
			
		||||
     *
 | 
			
		||||
     * @return The path to the sound file (relative to the sound folder).
 | 
			
		||||
     */
 | 
			
		||||
    public String getPath() {
 | 
			
		||||
        return path;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,8 @@
 | 
			
		||||
package pp.mdga.client.acoustic;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * A record that encapsulates a sound asset along with its playback settings:
 | 
			
		||||
 * the relative volume (subVolume) and a delay before it starts playing.
 | 
			
		||||
 */
 | 
			
		||||
record SoundAssetDelayVolume(SoundAsset asset, float subVolume, float delay) {
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,25 @@
 | 
			
		||||
package pp.mdga.client.animation;
 | 
			
		||||
 | 
			
		||||
import pp.mdga.client.InitControl;
 | 
			
		||||
 | 
			
		||||
public class ActionControl extends InitControl {
 | 
			
		||||
    private final Runnable runnable;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new ActionControl object with the specified action.
 | 
			
		||||
     *
 | 
			
		||||
     * @param runnable The action to be performed.
 | 
			
		||||
     */
 | 
			
		||||
    public ActionControl(Runnable runnable) {
 | 
			
		||||
        this.runnable = runnable;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Performs the action associated with this control.
 | 
			
		||||
     */
 | 
			
		||||
    protected void action() {
 | 
			
		||||
        if (null != runnable) {
 | 
			
		||||
            runnable.run();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,136 @@
 | 
			
		||||
package pp.mdga.client.animation;
 | 
			
		||||
 | 
			
		||||
import com.jme3.effect.ParticleEmitter;
 | 
			
		||||
import com.jme3.effect.ParticleMesh.Type;
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.scene.control.AbstractControl;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.client.acoustic.MdgaSound;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * The {@code Explosion} class represents an explosion effect in a 3D environment.
 | 
			
		||||
 * It manages the creation, configuration, and triggering of particle emitters for fire and smoke effects.
 | 
			
		||||
 */
 | 
			
		||||
public class Explosion {
 | 
			
		||||
 | 
			
		||||
    private final Node rootNode;
 | 
			
		||||
    private final MdgaApp app;
 | 
			
		||||
    private final Vector3f location;
 | 
			
		||||
    private ParticleEmitter fire;
 | 
			
		||||
    private ParticleEmitter smoke;
 | 
			
		||||
 | 
			
		||||
    private boolean triggered = false;
 | 
			
		||||
 | 
			
		||||
    private final Material mat;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructor for the {@code Explosion} class.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app      The main application managing the explosion.
 | 
			
		||||
     * @param rootNode The root node to which the explosion effects will be attached.
 | 
			
		||||
     * @param location The location of the explosion in world coordinates.
 | 
			
		||||
     */
 | 
			
		||||
    public Explosion(MdgaApp app, Node rootNode, Vector3f location) {
 | 
			
		||||
        this.app = app;
 | 
			
		||||
        this.rootNode = rootNode;
 | 
			
		||||
        this.location = location;
 | 
			
		||||
 | 
			
		||||
        this.mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
 | 
			
		||||
        mat.setTexture("Texture", app.getAssetManager().loadTexture("Images/particle/flame.png"));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes the particle emitters for the explosion effect.
 | 
			
		||||
     * Configures the fire and smoke emitters with appearance, behavior, and lifespan.
 | 
			
		||||
     */
 | 
			
		||||
    private void initializeEmitter() {
 | 
			
		||||
        fire = new ParticleEmitter("Effect", Type.Triangle, 50);
 | 
			
		||||
        fire.setMaterial(mat);
 | 
			
		||||
        fire.setImagesX(2);
 | 
			
		||||
        fire.setImagesY(2);
 | 
			
		||||
        fire.setStartColor(ColorRGBA.Yellow);
 | 
			
		||||
        fire.setEndColor(ColorRGBA.Red);
 | 
			
		||||
        fire.getParticleInfluencer().setInitialVelocity(new Vector3f(0.2f, 0.2f, 4f));
 | 
			
		||||
        fire.getParticleInfluencer().setVelocityVariation(0.4f);
 | 
			
		||||
        fire.setStartSize(0.7f);
 | 
			
		||||
        fire.setEndSize(1.8f);
 | 
			
		||||
        fire.setGravity(0, 0, -0.1f);
 | 
			
		||||
        fire.setLowLife(0.5f);
 | 
			
		||||
        fire.setHighLife(2.2f);
 | 
			
		||||
        fire.setParticlesPerSec(0);
 | 
			
		||||
 | 
			
		||||
        fire.setLocalTranslation(location);
 | 
			
		||||
 | 
			
		||||
        smoke = new ParticleEmitter("Effect2", Type.Triangle, 40);
 | 
			
		||||
        smoke.setMaterial(mat);
 | 
			
		||||
        smoke.setImagesX(3);
 | 
			
		||||
        smoke.setImagesY(3);
 | 
			
		||||
        smoke.setStartColor(ColorRGBA.DarkGray);
 | 
			
		||||
        smoke.setEndColor(new ColorRGBA(0.05f, 0.05f, 0.05f, 1));
 | 
			
		||||
        smoke.getParticleInfluencer().setInitialVelocity(new Vector3f(0.0f, 0.0f, 0.7f));
 | 
			
		||||
        smoke.getParticleInfluencer().setVelocityVariation(0.5f);
 | 
			
		||||
        smoke.setStartSize(0.8f);
 | 
			
		||||
        smoke.setEndSize(1.5f);
 | 
			
		||||
        smoke.setGravity(0, 0, -0.3f);
 | 
			
		||||
        smoke.setLowLife(1.2f);
 | 
			
		||||
        smoke.setHighLife(5.5f);
 | 
			
		||||
        smoke.setParticlesPerSec(0);
 | 
			
		||||
 | 
			
		||||
        smoke.setLocalTranslation(location);
 | 
			
		||||
 | 
			
		||||
        app.getAcousticHandler().playSound(MdgaSound.EXPLOSION);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Triggers the explosion effect by attaching and activating the particle emitters for fire and smoke.
 | 
			
		||||
     * Both emitters are automatically detached after a predefined duration.
 | 
			
		||||
     */
 | 
			
		||||
    public void trigger() {
 | 
			
		||||
        if (!triggered) {
 | 
			
		||||
            triggered = true;
 | 
			
		||||
            initializeEmitter();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        rootNode.attachChild(fire);
 | 
			
		||||
        fire.emitAllParticles();
 | 
			
		||||
        fire.addControl(new AbstractControl() {
 | 
			
		||||
            private float elapsedTime = 0;
 | 
			
		||||
 | 
			
		||||
            @Override
 | 
			
		||||
            protected void controlUpdate(float tpf) {
 | 
			
		||||
                elapsedTime += tpf;
 | 
			
		||||
                if (elapsedTime > 10f) {
 | 
			
		||||
                    rootNode.detachChild(fire);
 | 
			
		||||
                    fire.removeControl(this);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            @Override
 | 
			
		||||
            protected void controlRender(com.jme3.renderer.RenderManager rm, com.jme3.renderer.ViewPort vp) {
 | 
			
		||||
            }
 | 
			
		||||
        });
 | 
			
		||||
 | 
			
		||||
        rootNode.attachChild(smoke);
 | 
			
		||||
        smoke.emitAllParticles();
 | 
			
		||||
        smoke.addControl(new AbstractControl() {
 | 
			
		||||
            private float elapsedTime = 0;
 | 
			
		||||
 | 
			
		||||
            @Override
 | 
			
		||||
            protected void controlUpdate(float tpf) {
 | 
			
		||||
                elapsedTime += tpf;
 | 
			
		||||
                if (elapsedTime > 10f) {
 | 
			
		||||
                    rootNode.detachChild(smoke);
 | 
			
		||||
                    smoke.removeControl(this);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            @Override
 | 
			
		||||
            protected void controlRender(com.jme3.renderer.RenderManager rm, com.jme3.renderer.ViewPort vp) {
 | 
			
		||||
            }
 | 
			
		||||
        });
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@@ -0,0 +1,69 @@
 | 
			
		||||
package pp.mdga.client.animation;
 | 
			
		||||
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.renderer.queue.RenderQueue;
 | 
			
		||||
import com.jme3.scene.Geometry;
 | 
			
		||||
 | 
			
		||||
import static pp.mdga.client.Util.linInt;
 | 
			
		||||
 | 
			
		||||
public class FadeControl extends ActionControl {
 | 
			
		||||
    private float duration; // Duration of the fade effect
 | 
			
		||||
    private float timeElapsed = 0;
 | 
			
		||||
    private boolean init = false;
 | 
			
		||||
    private float startAlpha;
 | 
			
		||||
    private float endAlpha;
 | 
			
		||||
 | 
			
		||||
    public FadeControl(float duration, float startAlpha, float endAlpha, Runnable actionAfter) {
 | 
			
		||||
        super(actionAfter);
 | 
			
		||||
        this.duration = duration;
 | 
			
		||||
        this.startAlpha = startAlpha;
 | 
			
		||||
        this.endAlpha = endAlpha;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public FadeControl(float duration, float startAlpha, float endAlpha) {
 | 
			
		||||
        this(duration, startAlpha, endAlpha, null);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void initSpatial() {
 | 
			
		||||
        init = true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlUpdate(float tpf) {
 | 
			
		||||
        if (!init) return;
 | 
			
		||||
 | 
			
		||||
        timeElapsed += tpf;
 | 
			
		||||
        float t = timeElapsed / duration; // Calculate progress (0 to 1)
 | 
			
		||||
 | 
			
		||||
        if (t >= 1) {
 | 
			
		||||
            // Fade complete
 | 
			
		||||
            t = 1;
 | 
			
		||||
            init = false;
 | 
			
		||||
            spatial.removeControl(this);
 | 
			
		||||
            action();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        float alpha = linInt(startAlpha, endAlpha, t); // Interpolate alpha
 | 
			
		||||
 | 
			
		||||
        // Update the material's alpha
 | 
			
		||||
        if (spatial instanceof Geometry geometry) {
 | 
			
		||||
            Material mat = geometry.getMaterial();
 | 
			
		||||
            if (mat != null) {
 | 
			
		||||
                ColorRGBA diffuse = (ColorRGBA) mat.getParam("Diffuse").getValue();
 | 
			
		||||
                mat.setColor("Diffuse", new ColorRGBA(diffuse.r, diffuse.g, diffuse.b, alpha));
 | 
			
		||||
 | 
			
		||||
                ColorRGBA ambient = (ColorRGBA) mat.getParam("Ambient").getValue();
 | 
			
		||||
                mat.setColor("Ambient", new ColorRGBA(ambient.r, ambient.g, ambient.b, alpha));
 | 
			
		||||
 | 
			
		||||
                // Disable shadows when the object is nearly invisible
 | 
			
		||||
                if (alpha <= 0.1f) {
 | 
			
		||||
                    geometry.setShadowMode(RenderQueue.ShadowMode.Off);
 | 
			
		||||
                } else {
 | 
			
		||||
                    geometry.setShadowMode(RenderQueue.ShadowMode.CastAndReceive);
 | 
			
		||||
                }
 | 
			
		||||
            } else throw new RuntimeException("Material is null");
 | 
			
		||||
        } else throw new RuntimeException("Spatial is not instance of Geometry");
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,195 @@
 | 
			
		||||
package pp.mdga.client.animation;
 | 
			
		||||
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.math.FastMath;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.renderer.RenderManager;
 | 
			
		||||
import com.jme3.renderer.ViewPort;
 | 
			
		||||
import com.jme3.renderer.queue.RenderQueue;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.scene.Spatial;
 | 
			
		||||
import com.jme3.scene.control.AbstractControl;
 | 
			
		||||
import pp.mdga.client.Asset;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.client.acoustic.MdgaSound;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * The {@code JetAnimation} class handles the animation of a jet model in a 3D environment.
 | 
			
		||||
 * It creates a jet model, animates its movement along a curved path, triggers an explosion at a target point,
 | 
			
		||||
 * and performs additional actions upon animation completion.
 | 
			
		||||
 */
 | 
			
		||||
public class JetAnimation {
 | 
			
		||||
 | 
			
		||||
    private final MdgaApp app;
 | 
			
		||||
    private final Node rootNode;
 | 
			
		||||
    private Spatial jetModel;
 | 
			
		||||
    private final Vector3f spawnPoint;
 | 
			
		||||
    private final Vector3f nodePoint;
 | 
			
		||||
    private final Vector3f despawnPoint;
 | 
			
		||||
    private final float curveHeight;
 | 
			
		||||
    private final float animationDuration;
 | 
			
		||||
    private Explosion explosion;
 | 
			
		||||
    private Runnable actionAfter;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructor for the {@code JetAnimation} class.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app               The main application managing the jet animation.
 | 
			
		||||
     * @param rootNode          The root node to which the jet model will be attached.
 | 
			
		||||
     * @param targetPoint       The target point where the explosion will occur.
 | 
			
		||||
     * @param curveHeight       The height of the curve for the jet's flight path.
 | 
			
		||||
     * @param animationDuration The total duration of the jet animation.
 | 
			
		||||
     */
 | 
			
		||||
    public JetAnimation(MdgaApp app, Node rootNode, Vector3f targetPoint, float curveHeight, float animationDuration, Runnable actionAfter) {
 | 
			
		||||
        Vector3f spawnPoint = targetPoint.add(170, 50, 50);
 | 
			
		||||
 | 
			
		||||
        Vector3f controlPoint = targetPoint.add(new Vector3f(0, 0, -45));
 | 
			
		||||
 | 
			
		||||
        Vector3f despawnPoint = targetPoint.add(-100, -100, 40);
 | 
			
		||||
 | 
			
		||||
        this.app = app;
 | 
			
		||||
        this.rootNode = rootNode;
 | 
			
		||||
        this.spawnPoint = spawnPoint;
 | 
			
		||||
        this.nodePoint = controlPoint;
 | 
			
		||||
        this.despawnPoint = despawnPoint;
 | 
			
		||||
        this.curveHeight = curveHeight;
 | 
			
		||||
        this.animationDuration = animationDuration;
 | 
			
		||||
 | 
			
		||||
        explosion = new Explosion(app, rootNode, targetPoint);
 | 
			
		||||
        this.actionAfter = actionAfter;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Starts the jet animation by spawning the jet model and initiating its movement along the predefined path.
 | 
			
		||||
     */
 | 
			
		||||
    public void start() {
 | 
			
		||||
        app.getAcousticHandler().playSound(MdgaSound.JET);
 | 
			
		||||
        spawnJet();
 | 
			
		||||
        animateJet();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Spawns the jet model at the designated spawn point, applying material, scaling, and rotation.
 | 
			
		||||
     */
 | 
			
		||||
    private void spawnJet() {
 | 
			
		||||
        jetModel = app.getAssetManager().loadModel(Asset.jet_noGear.getModelPath());
 | 
			
		||||
        jetModel.setLocalTranslation(spawnPoint);
 | 
			
		||||
        jetModel.scale(Asset.jet_noGear.getSize());
 | 
			
		||||
        jetModel.rotate(FastMath.HALF_PI, 0, 0);
 | 
			
		||||
        jetModel.setShadowMode(RenderQueue.ShadowMode.CastAndReceive);
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Light/Lighting.j3md");
 | 
			
		||||
        mat.setTexture("DiffuseMap", app.getAssetManager().loadTexture(Asset.jet_noGear.getDiffPath()));
 | 
			
		||||
        jetModel.setMaterial(mat);
 | 
			
		||||
 | 
			
		||||
        rootNode.attachChild(jetModel);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * actionAfter
 | 
			
		||||
     * Animates the jet along a Bezier curve path, triggers the explosion effect at the appropriate time,
 | 
			
		||||
     * and performs cleanup operations after the animation completes.
 | 
			
		||||
     */
 | 
			
		||||
    private void animateJet() {
 | 
			
		||||
        Vector3f controlPoint1 = spawnPoint.add(0, curveHeight, 0);
 | 
			
		||||
        Vector3f controlPoint2 = nodePoint.add(0, curveHeight, 0);
 | 
			
		||||
 | 
			
		||||
        BezierCurve3f curve = new BezierCurve3f(spawnPoint, controlPoint1, controlPoint2, despawnPoint);
 | 
			
		||||
 | 
			
		||||
        app.getRootNode().addControl(new AbstractControl() {
 | 
			
		||||
            private float elapsedTime = 0;
 | 
			
		||||
 | 
			
		||||
            @Override
 | 
			
		||||
            protected void controlUpdate(float tpf) {
 | 
			
		||||
                elapsedTime += tpf;
 | 
			
		||||
                float progress = elapsedTime / animationDuration;
 | 
			
		||||
 | 
			
		||||
                if (elapsedTime > 4.2f) {
 | 
			
		||||
                    explosion.trigger();
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                if (progress > 1) {
 | 
			
		||||
                    rootNode.detachChild(jetModel);
 | 
			
		||||
                    this.spatial.removeControl(this);
 | 
			
		||||
                } else {
 | 
			
		||||
                    Vector3f currentPos = curve.interpolate(progress);
 | 
			
		||||
                    Vector3f direction = curve.interpolateDerivative(progress).normalizeLocal();
 | 
			
		||||
                    jetModel.setLocalTranslation(currentPos);
 | 
			
		||||
                    jetModel.lookAt(currentPos.add(direction), Vector3f.UNIT_Z);
 | 
			
		||||
                    jetModel.rotate(-FastMath.HALF_PI, 0, (float) Math.toRadians(-25));
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                if (elapsedTime > 6.0f) {
 | 
			
		||||
                    endAnim();
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            @Override
 | 
			
		||||
            protected void controlRender(RenderManager rm, ViewPort vp) {
 | 
			
		||||
            }
 | 
			
		||||
        });
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void endAnim() {
 | 
			
		||||
        actionAfter.run();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The {@code BezierCurve3f} class represents a 3D cubic Bezier curve.
 | 
			
		||||
     * It provides methods to interpolate positions and derivatives along the curve.
 | 
			
		||||
     */
 | 
			
		||||
    private static class BezierCurve3f {
 | 
			
		||||
        private final Vector3f p0, p1, p2, p3;
 | 
			
		||||
 | 
			
		||||
        /**
 | 
			
		||||
         * Constructor for the {@code BezierCurve3f} class.
 | 
			
		||||
         *
 | 
			
		||||
         * @param p0 The starting point of the curve.
 | 
			
		||||
         * @param p1 The first control point influencing the curve's shape.
 | 
			
		||||
         * @param p2 The second control point influencing the curve's shape.
 | 
			
		||||
         * @param p3 The endpoint of the curve.
 | 
			
		||||
         */
 | 
			
		||||
        public BezierCurve3f(Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3) {
 | 
			
		||||
            this.p0 = p0;
 | 
			
		||||
            this.p1 = p1;
 | 
			
		||||
            this.p2 = p2;
 | 
			
		||||
            this.p3 = p3;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /**
 | 
			
		||||
         * Interpolates a position along the curve at a given progress value {@code t}.
 | 
			
		||||
         *
 | 
			
		||||
         * @param t The progress value (0.0 to 1.0) along the curve.
 | 
			
		||||
         * @return The interpolated position on the curve.
 | 
			
		||||
         */
 | 
			
		||||
        public Vector3f interpolate(float t) {
 | 
			
		||||
            float u = 1 - t;
 | 
			
		||||
            float tt = t * t;
 | 
			
		||||
            float uu = u * u;
 | 
			
		||||
            float uuu = uu * u;
 | 
			
		||||
            float ttt = tt * t;
 | 
			
		||||
 | 
			
		||||
            Vector3f point = p0.mult(uuu);
 | 
			
		||||
            point = point.add(p1.mult(3 * uu * t));
 | 
			
		||||
            point = point.add(p2.mult(3 * u * tt));
 | 
			
		||||
            point = point.add(p3.mult(ttt));
 | 
			
		||||
            return point;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /**
 | 
			
		||||
         * Computes the derivative at a given progress value {@code t}, representing the direction along the curve.
 | 
			
		||||
         *
 | 
			
		||||
         * @param t The progress value (0.0 to 1.0) along the curve.
 | 
			
		||||
         * @return The derivative (direction vector) at the specified progress.
 | 
			
		||||
         */
 | 
			
		||||
        public Vector3f interpolateDerivative(float t) {
 | 
			
		||||
            float u = 1 - t;
 | 
			
		||||
            float tt = t * t;
 | 
			
		||||
 | 
			
		||||
            Vector3f derivative = p0.mult(-3 * u * u);
 | 
			
		||||
            derivative = derivative.add(p1.mult(3 * u * u - 6 * u * t));
 | 
			
		||||
            derivative = derivative.add(p2.mult(6 * u * t - 3 * tt));
 | 
			
		||||
            derivative = derivative.add(p3.mult(3 * tt));
 | 
			
		||||
            return derivative;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,253 @@
 | 
			
		||||
package pp.mdga.client.animation;
 | 
			
		||||
 | 
			
		||||
import com.jme3.effect.ParticleEmitter;
 | 
			
		||||
import com.jme3.effect.ParticleMesh.Type;
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.material.RenderState;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
 | 
			
		||||
import java.util.ArrayList;
 | 
			
		||||
import java.util.List;
 | 
			
		||||
import java.util.Random;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * MatrixAnimation class handles the animation of radar and matrix particle effects.
 | 
			
		||||
 */
 | 
			
		||||
public class MatrixAnimation extends ActionControl {
 | 
			
		||||
    private MdgaApp app;
 | 
			
		||||
    private static final Random RANDOM = new Random();
 | 
			
		||||
    private Vector3f radarPos;
 | 
			
		||||
    private Runnable runnable;
 | 
			
		||||
    private boolean init = false;
 | 
			
		||||
    private List<ParticleEmitter> activeEmitter = new ArrayList<>();
 | 
			
		||||
    private ParticleEmitter radarEmitter = null;
 | 
			
		||||
    private float timeElapsed = 0f;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Enum representing the states of the matrix animation.
 | 
			
		||||
     */
 | 
			
		||||
    private enum MatrixState {
 | 
			
		||||
        RADAR_ON,
 | 
			
		||||
        RADAR_OFF,
 | 
			
		||||
        MATRIX_ON,
 | 
			
		||||
        MATRIX_OFF
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private MatrixState state;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructor for MatrixAnimation.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app       the application instance
 | 
			
		||||
     * @param radarPos  the position of the radar
 | 
			
		||||
     * @param runnable  the runnable action to be executed
 | 
			
		||||
     */
 | 
			
		||||
    public MatrixAnimation(MdgaApp app, Vector3f radarPos, Runnable runnable) {
 | 
			
		||||
        super(runnable);
 | 
			
		||||
        this.app = app;
 | 
			
		||||
        this.radarPos = radarPos;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes the spatial and sets the initial state to RADAR_ON.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void initSpatial() {
 | 
			
		||||
        state = MatrixState.RADAR_ON;
 | 
			
		||||
        timeElapsed = 0;
 | 
			
		||||
        init = true;
 | 
			
		||||
        radar();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the control based on the time per frame (tpf).
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf the time per frame
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlUpdate(float tpf) {
 | 
			
		||||
        if (!init) return;
 | 
			
		||||
 | 
			
		||||
        timeElapsed += tpf;
 | 
			
		||||
 | 
			
		||||
        switch (state) {
 | 
			
		||||
            case RADAR_ON -> {
 | 
			
		||||
                if (timeElapsed >= 2f) {
 | 
			
		||||
                    state = MatrixState.RADAR_OFF;
 | 
			
		||||
                    timeElapsed = 0;
 | 
			
		||||
                    radarEmitter.setParticlesPerSec(0);
 | 
			
		||||
                    app.getTimerManager().addTask(3f, () -> app.enqueue(() -> {
 | 
			
		||||
                        app.getRootNode().detachChild(radarEmitter);
 | 
			
		||||
                        System.out.println("delete radar");
 | 
			
		||||
                        return null;
 | 
			
		||||
                    }));
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
            case RADAR_OFF -> {
 | 
			
		||||
                if (timeElapsed >= 0.1f) {
 | 
			
		||||
                    state = MatrixState.MATRIX_ON;
 | 
			
		||||
                    timeElapsed = 0;
 | 
			
		||||
                    matrix();
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
            case MATRIX_ON -> {
 | 
			
		||||
                if (timeElapsed >= 3f) {
 | 
			
		||||
                    state = MatrixState.MATRIX_OFF;
 | 
			
		||||
                    timeElapsed = 0;
 | 
			
		||||
                    turnOff();
 | 
			
		||||
                    app.getTimerManager().addTask(3f, () -> app.enqueue(() -> {
 | 
			
		||||
                        for (ParticleEmitter particleEmitter : activeEmitter) {
 | 
			
		||||
                            app.getRootNode().detachChild(particleEmitter);
 | 
			
		||||
                        }
 | 
			
		||||
                        System.out.println("delete particle");
 | 
			
		||||
                        return null;
 | 
			
		||||
                    }));
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
            case MATRIX_OFF -> {
 | 
			
		||||
                if (timeElapsed >= 0.5f) {
 | 
			
		||||
                    init = false;
 | 
			
		||||
                    spatial.removeControl(this);
 | 
			
		||||
                    action();
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Turns off all active particle emitters.
 | 
			
		||||
     */
 | 
			
		||||
    private void turnOff() {
 | 
			
		||||
        for (ParticleEmitter particleEmitter : activeEmitter) {
 | 
			
		||||
            particleEmitter.setParticlesPerSec(0f);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes the radar particle emitter.
 | 
			
		||||
     */
 | 
			
		||||
    private void radar() {
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
 | 
			
		||||
        mat.setTexture("Texture", app.getAssetManager().loadTexture("Images/particle/radar_beam.png"));
 | 
			
		||||
        ParticleEmitter emitter = new ParticleEmitter("Effect", Type.Triangle, 50);
 | 
			
		||||
        emitter.setMaterial(mat);
 | 
			
		||||
        emitter.setImagesX(1); // columns
 | 
			
		||||
        emitter.setImagesY(1); // rows
 | 
			
		||||
        emitter.setSelectRandomImage(true);
 | 
			
		||||
        emitter.setStartColor(ColorRGBA.White);
 | 
			
		||||
        emitter.setEndColor(ColorRGBA.Black);
 | 
			
		||||
        emitter.getParticleInfluencer().setInitialVelocity(new Vector3f(0f, 0f, 2));
 | 
			
		||||
        emitter.getParticleInfluencer().setVelocityVariation(0f);
 | 
			
		||||
        emitter.setStartSize(0.1f);
 | 
			
		||||
        emitter.setEndSize(10);
 | 
			
		||||
        emitter.setGravity(0, 0, 0);
 | 
			
		||||
        float life = 2.6f;
 | 
			
		||||
        emitter.setLowLife(life);
 | 
			
		||||
        emitter.setHighLife(life);
 | 
			
		||||
        emitter.setLocalTranslation(radarPos.add(new Vector3f(0, 0, 5)));
 | 
			
		||||
        emitter.setParticlesPerSec(1.8f);
 | 
			
		||||
        app.getRootNode().attachChild(emitter);
 | 
			
		||||
        radarEmitter = emitter;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes multiple matrix particle streams.
 | 
			
		||||
     */
 | 
			
		||||
    private void matrix() {
 | 
			
		||||
        for (int i = 0; i < 5; i++) {
 | 
			
		||||
            particleStream(
 | 
			
		||||
                    generateMatrixColor(),
 | 
			
		||||
                    generateMatrixColor(),
 | 
			
		||||
                    getRandomFloat(0, 1f),
 | 
			
		||||
                    getRandomPosition(),
 | 
			
		||||
                    getRandomFloat(1, 2)
 | 
			
		||||
            );
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a particle stream with the specified parameters.
 | 
			
		||||
     *
 | 
			
		||||
     * @param start     the start color of the particles
 | 
			
		||||
     * @param end       the end color of the particles
 | 
			
		||||
     * @param speedVar  the speed variation of the particles
 | 
			
		||||
     * @param pos       the position of the particles
 | 
			
		||||
     * @param spawnVar  the spawn rate variation of the particles
 | 
			
		||||
     */
 | 
			
		||||
    private void particleStream(ColorRGBA start, ColorRGBA end, float speedVar, Vector3f pos, float spawnVar) {
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
 | 
			
		||||
        mat.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Alpha);
 | 
			
		||||
        mat.setTexture("Texture", app.getAssetManager().loadTexture("Images/particle/particle_cir.png"));
 | 
			
		||||
        ParticleEmitter matrix = new ParticleEmitter("Effect", Type.Triangle, 50);
 | 
			
		||||
        matrix.setMaterial(mat);
 | 
			
		||||
        matrix.setImagesX(2); // columns
 | 
			
		||||
        matrix.setImagesY(1); // rows
 | 
			
		||||
        matrix.setSelectRandomImage(true);
 | 
			
		||||
        matrix.setStartColor(start);
 | 
			
		||||
        matrix.setEndColor(end);
 | 
			
		||||
        matrix.getParticleInfluencer().setInitialVelocity(new Vector3f(0f, 0f, -6f - speedVar));
 | 
			
		||||
        matrix.getParticleInfluencer().setVelocityVariation(0f);
 | 
			
		||||
        matrix.setStartSize(0.4f);
 | 
			
		||||
        matrix.setEndSize(0.6f);
 | 
			
		||||
        matrix.setGravity(0, 0, 2f);
 | 
			
		||||
        matrix.setLowLife(3f);
 | 
			
		||||
        matrix.setHighLife(3f);
 | 
			
		||||
        matrix.setLocalTranslation(spatial.getLocalTranslation().add(pos).add(new Vector3f(0, 0, 15)));
 | 
			
		||||
        matrix.setParticlesPerSec(spawnVar);
 | 
			
		||||
        app.getRootNode().attachChild(matrix);
 | 
			
		||||
        activeEmitter.add(matrix);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Generates a random position vector.
 | 
			
		||||
     *
 | 
			
		||||
     * @return a random position vector
 | 
			
		||||
     */
 | 
			
		||||
    public static Vector3f getRandomPosition() {
 | 
			
		||||
        // Generate a random angle in radians (0 to 2π)
 | 
			
		||||
        float angle = (float) (2 * Math.PI * RANDOM.nextDouble());
 | 
			
		||||
 | 
			
		||||
        // Generate a random radius with uniform distribution
 | 
			
		||||
        float radius = (float) Math.sqrt(RANDOM.nextDouble());
 | 
			
		||||
        radius *= 1f;
 | 
			
		||||
 | 
			
		||||
        // Convert polar coordinates to Cartesian
 | 
			
		||||
        float x = radius * (float) Math.cos(angle);
 | 
			
		||||
        float y = radius * (float) Math.sin(angle);
 | 
			
		||||
 | 
			
		||||
        return new Vector3f(x, y, 0);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Generates a random float between the specified start and end values.
 | 
			
		||||
     *
 | 
			
		||||
     * @param start the start value
 | 
			
		||||
     * @param end   the end value
 | 
			
		||||
     * @return a random float between start and end
 | 
			
		||||
     */
 | 
			
		||||
    public static float getRandomFloat(float start, float end) {
 | 
			
		||||
        if (start > end) {
 | 
			
		||||
            throw new IllegalArgumentException("Start must be less than or equal to end.");
 | 
			
		||||
        }
 | 
			
		||||
        return start + RANDOM.nextFloat() * (end - start);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Generates a random color for the matrix particles.
 | 
			
		||||
     *
 | 
			
		||||
     * @return a random ColorRGBA object
 | 
			
		||||
     */
 | 
			
		||||
    public static ColorRGBA generateMatrixColor() {
 | 
			
		||||
        // Red is dominant
 | 
			
		||||
        float red = 0.8f + RANDOM.nextFloat() * 0.2f;  // Red channel: 0.8 to 1.0
 | 
			
		||||
        // Green is moderately high
 | 
			
		||||
        float green = 0.4f + RANDOM.nextFloat() * 0.3f;  // Green channel: 0.4 to 0.7
 | 
			
		||||
        // Blue is minimal
 | 
			
		||||
        float blue = RANDOM.nextFloat() * 0.2f;  // Blue channel: 0.0 to 0.2
 | 
			
		||||
        float alpha = 1.0f;  // Fully opaque
 | 
			
		||||
 | 
			
		||||
        return new ColorRGBA(red, green, blue, alpha);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,183 @@
 | 
			
		||||
package pp.mdga.client.animation;
 | 
			
		||||
 | 
			
		||||
import com.jme3.effect.ParticleEmitter;
 | 
			
		||||
import com.jme3.effect.ParticleMesh;
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.math.FastMath;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.renderer.RenderManager;
 | 
			
		||||
import com.jme3.renderer.ViewPort;
 | 
			
		||||
import com.jme3.renderer.queue.RenderQueue;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.scene.Spatial;
 | 
			
		||||
import com.jme3.scene.control.AbstractControl;
 | 
			
		||||
import pp.mdga.client.Asset;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.client.acoustic.MdgaSound;
 | 
			
		||||
import pp.mdga.client.board.BoardHandler;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * The {@code MissileAnimation} class handles the animation of a missile moving along a parabolic path
 | 
			
		||||
 * towards a target point in a 3D environment. It also triggers an explosion at the target upon impact.
 | 
			
		||||
 */
 | 
			
		||||
public class MissileAnimation {
 | 
			
		||||
 | 
			
		||||
    private final Node rootNode;
 | 
			
		||||
    private final MdgaApp app;
 | 
			
		||||
    private final Vector3f start;
 | 
			
		||||
    private final Vector3f target;
 | 
			
		||||
    private final float flightTime;
 | 
			
		||||
    private Explosion explosion;
 | 
			
		||||
    private Spatial missileModel;
 | 
			
		||||
    private Runnable actionAfter;
 | 
			
		||||
    private ParticleEmitter smoke;
 | 
			
		||||
 | 
			
		||||
    private Node missileNode = new Node();
 | 
			
		||||
 | 
			
		||||
    private final Material mat;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructor for the {@code MissileAnimation} class.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app        The main application managing the missile animation.
 | 
			
		||||
     * @param rootNode   The root node to which the missile model will be attached.
 | 
			
		||||
     * @param target     The target point where the missile will explode.
 | 
			
		||||
     * @param flightTime The total flight time of the missile.
 | 
			
		||||
     */
 | 
			
		||||
    public MissileAnimation(MdgaApp app, Node rootNode, Vector3f target, float flightTime, Runnable actionAfter) {
 | 
			
		||||
        this.app = app;
 | 
			
		||||
        this.rootNode = rootNode;
 | 
			
		||||
        this.flightTime = flightTime;
 | 
			
		||||
        this.actionAfter = actionAfter;
 | 
			
		||||
 | 
			
		||||
        explosion = new Explosion(app, rootNode, target);
 | 
			
		||||
 | 
			
		||||
        this.target = target.add(new Vector3f(1.5f, -1, 0));
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        start = BoardHandler.gridToWorld(12, 0);
 | 
			
		||||
        start.add(new Vector3f(0, 0, 0));
 | 
			
		||||
 | 
			
		||||
        this.mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
 | 
			
		||||
        mat.setTexture("Texture", app.getAssetManager().loadTexture("Images/particle/vapor_cloud.png"));
 | 
			
		||||
 | 
			
		||||
        smoke = new ParticleEmitter("Effect2", ParticleMesh.Type.Triangle, 400);
 | 
			
		||||
        smoke.setMaterial(mat);
 | 
			
		||||
        smoke.setImagesX(3);
 | 
			
		||||
        smoke.setImagesY(3);
 | 
			
		||||
        smoke.setStartColor(ColorRGBA.DarkGray);
 | 
			
		||||
        smoke.setEndColor(new ColorRGBA(0.05f, 0.05f, 0.05f, 1));
 | 
			
		||||
        smoke.getParticleInfluencer().setInitialVelocity(new Vector3f(0.0f, 0.0f, 0.0f));
 | 
			
		||||
        smoke.getParticleInfluencer().setVelocityVariation(0.1f);
 | 
			
		||||
        smoke.setStartSize(0.8f);
 | 
			
		||||
        smoke.setEndSize(1.5f);
 | 
			
		||||
        smoke.setGravity(0, 0, -0.3f);
 | 
			
		||||
        smoke.setLowLife(1.2f);
 | 
			
		||||
        smoke.setHighLife(3.5f);
 | 
			
		||||
        smoke.setParticlesPerSec(100);
 | 
			
		||||
        missileNode.attachChild(smoke);
 | 
			
		||||
        smoke.move(1, 0.85f, 1.0f);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Starts the missile animation by loading the missile model and initiating its parabolic movement.
 | 
			
		||||
     */
 | 
			
		||||
    public void start() {
 | 
			
		||||
        Smoke s = new Smoke(app, rootNode, start);
 | 
			
		||||
        s.trigger();
 | 
			
		||||
        loadMissile();
 | 
			
		||||
        app.getAcousticHandler().playSound(MdgaSound.MISSILE);
 | 
			
		||||
        animateMissile();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Loads the missile model into the scene, applies scaling, material, and sets its initial position.
 | 
			
		||||
     */
 | 
			
		||||
    private void loadMissile() {
 | 
			
		||||
        missileModel = app.getAssetManager().loadModel(Asset.missile.getModelPath());
 | 
			
		||||
        missileModel.scale(Asset.missile.getSize());
 | 
			
		||||
        missileModel.setShadowMode(RenderQueue.ShadowMode.CastAndReceive);
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Light/Lighting.j3md");
 | 
			
		||||
        mat.setTexture("DiffuseMap", app.getAssetManager().loadTexture(Asset.missile.getDiffPath()));
 | 
			
		||||
        missileModel.setMaterial(mat);
 | 
			
		||||
 | 
			
		||||
        missileNode.setLocalTranslation(start);
 | 
			
		||||
        missileNode.attachChild(missileModel);
 | 
			
		||||
 | 
			
		||||
        rootNode.attachChild(missileNode);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Animates the missile along a parabolic path, triggers the explosion near the target,
 | 
			
		||||
     * and removes the missile model after the animation completes.
 | 
			
		||||
     */
 | 
			
		||||
    private void animateMissile() {
 | 
			
		||||
        missileNode.addControl(new AbstractControl() {
 | 
			
		||||
            private float elapsedTime = 0;
 | 
			
		||||
 | 
			
		||||
            @Override
 | 
			
		||||
            protected void controlUpdate(float tpf) {
 | 
			
		||||
                if (elapsedTime > 6) {
 | 
			
		||||
                    endAnim();
 | 
			
		||||
                    rootNode.detachChild(missileNode);
 | 
			
		||||
                    this.spatial.removeControl(this);
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                elapsedTime += tpf;
 | 
			
		||||
                float progress = elapsedTime / flightTime;
 | 
			
		||||
 | 
			
		||||
                if (progress >= 0.55) {
 | 
			
		||||
                    smoke.setParticlesPerSec(30);
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                if (progress >= 0.7) {
 | 
			
		||||
                    smoke.setParticlesPerSec(0);
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                if (progress >= 0.95f) {
 | 
			
		||||
                    explosion.trigger();
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                if (progress >= 1) {
 | 
			
		||||
                    explosion.trigger();
 | 
			
		||||
                    missileNode.detachChild(missileModel);
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                Vector3f currentPosition = computeParabolicPath(start, target, progress);
 | 
			
		||||
                missileNode.setLocalTranslation(currentPosition);
 | 
			
		||||
 | 
			
		||||
                Vector3f direction = computeParabolicPath(start, target, progress + 0.01f)
 | 
			
		||||
                        .subtract(currentPosition)
 | 
			
		||||
                        .normalizeLocal();
 | 
			
		||||
                missileModel.lookAt(currentPosition.add(direction), Vector3f.UNIT_Y);
 | 
			
		||||
                missileModel.rotate(0, FastMath.HALF_PI, 0);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            @Override
 | 
			
		||||
            protected void controlRender(RenderManager rm, ViewPort vp) {
 | 
			
		||||
            }
 | 
			
		||||
        });
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void endAnim() {
 | 
			
		||||
        actionAfter.run();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Computes a position along a parabolic path at a given progress value {@code t}.
 | 
			
		||||
     *
 | 
			
		||||
     * @param start  The starting point of the missile's flight.
 | 
			
		||||
     * @param target The target point of the missile's flight.
 | 
			
		||||
     * @param t      The progress value (0.0 to 1.0) along the flight path.
 | 
			
		||||
     * @return The interpolated position along the parabolic path.
 | 
			
		||||
     */
 | 
			
		||||
    private Vector3f computeParabolicPath(Vector3f start, Vector3f target, float t) {
 | 
			
		||||
        Vector3f midPoint = start.add(target).multLocal(0.5f);
 | 
			
		||||
        midPoint.addLocal(0, 0, 20);
 | 
			
		||||
 | 
			
		||||
        Vector3f startToMid = FastMath.interpolateLinear(t, start, midPoint);
 | 
			
		||||
        Vector3f midToTarget = FastMath.interpolateLinear(t, midPoint, target);
 | 
			
		||||
        return FastMath.interpolateLinear(t, startToMid, midToTarget);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,98 @@
 | 
			
		||||
package pp.mdga.client.animation;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
 | 
			
		||||
import static pp.mdga.client.Util.easeInOut;
 | 
			
		||||
import static pp.mdga.client.Util.quadInt;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * A control that smoothly moves a spatial from an initial position to an end position
 | 
			
		||||
 * using a quadratic interpolation, with the option to perform an action after the movement is complete.
 | 
			
		||||
 * The movement path includes an intermediate "middle" position at a specified height.
 | 
			
		||||
 *
 | 
			
		||||
 * <p>Movement speed can be adjusted by modifying the MOVE_SPEED constant. The movement easing follows
 | 
			
		||||
 * an ease-in-out curve to create a smooth start and stop effect.
 | 
			
		||||
 * </p>
 | 
			
		||||
 */
 | 
			
		||||
public class MoveControl extends ActionControl {
 | 
			
		||||
 | 
			
		||||
    private boolean moving;
 | 
			
		||||
    private final Vector3f initPos;
 | 
			
		||||
    private final Vector3f endPos;
 | 
			
		||||
    private final Vector3f middlePos;
 | 
			
		||||
    private final float height;
 | 
			
		||||
    private final float duration;
 | 
			
		||||
    private float timer = 0;
 | 
			
		||||
    private boolean easing;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a new MoveControl with specified initial and end positions, and an action to run after the movement.
 | 
			
		||||
     * The movement follows a path with a midpoint at a fixed height.
 | 
			
		||||
     *
 | 
			
		||||
     * @param initPos     The starting position of the spatial.
 | 
			
		||||
     * @param endPos      The target position of the spatial.
 | 
			
		||||
     * @param actionAfter A Runnable that will be executed after the movement finishes.
 | 
			
		||||
     */
 | 
			
		||||
    public MoveControl(Vector3f initPos, Vector3f endPos, Runnable actionAfter) {
 | 
			
		||||
        this(initPos, endPos, actionAfter, 2, 1, true);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public MoveControl(Vector3f initPos, Vector3f endPos, Runnable actionAfter, float height, float duration, boolean easing) {
 | 
			
		||||
        super(actionAfter);
 | 
			
		||||
        moving = false;
 | 
			
		||||
        this.initPos = initPos;
 | 
			
		||||
        this.endPos = endPos;
 | 
			
		||||
        this.height = height;
 | 
			
		||||
        this.duration = duration;
 | 
			
		||||
        this.easing = easing;
 | 
			
		||||
        middlePos = new Vector3f(
 | 
			
		||||
                (initPos.x + endPos.x) / 2,
 | 
			
		||||
                (initPos.y + endPos.y) / 2,
 | 
			
		||||
                height
 | 
			
		||||
        );
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes the movement by resetting the progress and setting the moving flag to true.
 | 
			
		||||
     * This is called automatically when the spatial is set.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void initSpatial() {
 | 
			
		||||
        moving = true;
 | 
			
		||||
        timer = 0;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the movement of the spatial by interpolating its position along the defined path.
 | 
			
		||||
     * The movement is smoothed using an easing function.
 | 
			
		||||
     * Once the movement reaches the target, the {@link #end()} method is called to finish the movement.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf Time per frame, the time elapsed since the last frame.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlUpdate(float tpf) {
 | 
			
		||||
        if (!moving) return;
 | 
			
		||||
        timer += tpf;
 | 
			
		||||
 | 
			
		||||
        float t = timer / duration;
 | 
			
		||||
        if (t >= 1) t = 1;
 | 
			
		||||
 | 
			
		||||
        float interpolated = easing ? easeInOut(t) : t;
 | 
			
		||||
 | 
			
		||||
        spatial.setLocalTranslation(quadInt(initPos, middlePos, endPos, interpolated));
 | 
			
		||||
 | 
			
		||||
        if (t >= 1) end();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Ends the movement by stopping the interpolation, running the action after the movement,
 | 
			
		||||
     * and removing this control from the spatial.
 | 
			
		||||
     */
 | 
			
		||||
    private void end() {
 | 
			
		||||
        moving = false;
 | 
			
		||||
        spatial.removeControl(this);
 | 
			
		||||
        action();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,199 @@
 | 
			
		||||
package pp.mdga.client.animation;
 | 
			
		||||
 | 
			
		||||
import com.jme3.effect.ParticleEmitter;
 | 
			
		||||
import com.jme3.effect.ParticleMesh;
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.math.FastMath;
 | 
			
		||||
import com.jme3.math.Quaternion;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.scene.Spatial;
 | 
			
		||||
import pp.mdga.client.Asset;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.client.acoustic.MdgaSound;
 | 
			
		||||
import pp.mdga.client.board.TankTopControl;
 | 
			
		||||
 | 
			
		||||
import java.util.Timer;
 | 
			
		||||
import java.util.TimerTask;
 | 
			
		||||
 | 
			
		||||
import static com.jme3.material.Materials.LIGHTING;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * ShellAnimation class handles the animation of a shell being fired from a tank.
 | 
			
		||||
 */
 | 
			
		||||
public class ShellAnimation extends ActionControl {
 | 
			
		||||
    private static final float FLYING_DURATION = 1.25f;
 | 
			
		||||
    private static final float FLYING_HEIGHT = 12f;
 | 
			
		||||
    private TankTopControl tankTopControl;
 | 
			
		||||
    private MdgaApp app;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructor for ShellAnimation.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tankTopControl the control for the tank top
 | 
			
		||||
     * @param app the application instance
 | 
			
		||||
     * @param actionAfter the action to perform after the animation
 | 
			
		||||
     */
 | 
			
		||||
    public ShellAnimation(TankTopControl tankTopControl, MdgaApp app, Runnable actionAfter) {
 | 
			
		||||
        super(actionAfter);
 | 
			
		||||
        this.tankTopControl = tankTopControl;
 | 
			
		||||
        this.app = app;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes the spatial for the animation.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void initSpatial() {
 | 
			
		||||
        tankTopControl.rotate(spatial.getLocalTranslation(), this::shoot);
 | 
			
		||||
        app.getAcousticHandler().playSound(MdgaSound.TURRET_ROTATE);
 | 
			
		||||
        //app.getRootNode().attachChild(createShell());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Calculates the shooting position based on the tank's turret rotation.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the shooting position as a Vector3f
 | 
			
		||||
     */
 | 
			
		||||
    private Vector3f getShootPos() {
 | 
			
		||||
        Vector3f localOffset = new Vector3f(0, -5.4f, 2.9f);
 | 
			
		||||
        Quaternion turretRotation = tankTopControl.getSpatial().getLocalRotation();
 | 
			
		||||
        Vector3f transformedOffset = turretRotation.mult(localOffset);
 | 
			
		||||
        return tankTopControl.getSpatial().getLocalTranslation().add(transformedOffset);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the shooting action, including sound and visual effects.
 | 
			
		||||
     */
 | 
			
		||||
    private void shoot() {
 | 
			
		||||
        app.getAcousticHandler().playSound(MdgaSound.TANK_SHOOT);
 | 
			
		||||
        Vector3f shootPos = getShootPos();
 | 
			
		||||
        createEffect(
 | 
			
		||||
                shootPos,
 | 
			
		||||
                "Images/particle/flame.png",
 | 
			
		||||
                2, 2,
 | 
			
		||||
                1, 3,
 | 
			
		||||
                1f,
 | 
			
		||||
                0.3f, 0.7f,
 | 
			
		||||
                new ColorRGBA(1f, 0.8f, 0.4f, 0.5f),
 | 
			
		||||
                new ColorRGBA(1f, 0f, 0f, 0f)
 | 
			
		||||
        );
 | 
			
		||||
        createEffect(
 | 
			
		||||
                shootPos,
 | 
			
		||||
                "Images/particle/vapor_cloud.png",
 | 
			
		||||
                3, 3,
 | 
			
		||||
                0.3f, 0.8f,
 | 
			
		||||
                10,
 | 
			
		||||
                0.1f, 0.35f,
 | 
			
		||||
                new ColorRGBA(0.5f, 0.5f, 0.5f, 0.5f),
 | 
			
		||||
                ColorRGBA.Black
 | 
			
		||||
        );
 | 
			
		||||
 | 
			
		||||
        Spatial shell = createShell();
 | 
			
		||||
        app.getRootNode().attachChild(shell);
 | 
			
		||||
        shell.addControl(new ShellControl(this::hitExplosion, shootPos, spatial.getLocalTranslation(), FLYING_HEIGHT, FLYING_DURATION, app.getAssetManager()));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates the shell model and sets its initial properties.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the created shell as a Spatial
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial createShell() {
 | 
			
		||||
        Spatial model = app.getAssetManager().loadModel(Asset.shell.getModelPath());
 | 
			
		||||
        model.scale(.16f);
 | 
			
		||||
        model.setLocalTranslation(tankTopControl.getSpatial().getLocalTranslation());
 | 
			
		||||
 | 
			
		||||
        Vector3f shootPos = tankTopControl.getSpatial().getLocalTranslation();
 | 
			
		||||
        Vector3f targetPos = spatial.getLocalTranslation();
 | 
			
		||||
        Vector3f direction = targetPos.subtract(shootPos).normalize();
 | 
			
		||||
 | 
			
		||||
        Quaternion rotation = new Quaternion();
 | 
			
		||||
        rotation.lookAt(direction, new Vector3f(1, 0, 0)); // Assuming UNIT_Y is the up vector
 | 
			
		||||
 | 
			
		||||
        model.setLocalRotation(rotation);
 | 
			
		||||
        model.rotate(FastMath.HALF_PI, 0, 0);
 | 
			
		||||
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), LIGHTING);
 | 
			
		||||
        mat.setBoolean("UseMaterialColors", true);
 | 
			
		||||
        ColorRGBA color = ColorRGBA.fromRGBA255(143, 117, 0, 255);
 | 
			
		||||
        mat.setColor("Diffuse", color);
 | 
			
		||||
        mat.setColor("Ambient", color);
 | 
			
		||||
        model.setMaterial(mat);
 | 
			
		||||
        return model;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the explosion effect when the shell hits a target.
 | 
			
		||||
     */
 | 
			
		||||
    private void hitExplosion() {
 | 
			
		||||
        app.getAcousticHandler().playSound(MdgaSound.TANK_EXPLOSION);
 | 
			
		||||
        createEffect(
 | 
			
		||||
                spatial.getLocalTranslation().setZ(1),
 | 
			
		||||
                "Images/particle/flame.png",
 | 
			
		||||
                2, 2,
 | 
			
		||||
                1, 5,
 | 
			
		||||
                2f,
 | 
			
		||||
                0.3f, 0.7f,
 | 
			
		||||
                new ColorRGBA(1f, 0.8f, 0.4f, 0.5f),
 | 
			
		||||
                new ColorRGBA(1f, 0f, 0f, 0f)
 | 
			
		||||
        );
 | 
			
		||||
        app.getTimerManager().addTask(0.8f, super::action);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a particle effect at the specified position.
 | 
			
		||||
     *
 | 
			
		||||
     * @param shootPos the position to create the effect
 | 
			
		||||
     * @param image the image to use for the particles
 | 
			
		||||
     * @param x the number of columns in the texture
 | 
			
		||||
     * @param y the number of rows in the texture
 | 
			
		||||
     * @param startSize the initial size of the particles
 | 
			
		||||
     * @param endSize the final size of the particles
 | 
			
		||||
     * @param velocity the initial velocity of the particles
 | 
			
		||||
     * @param lowLife the minimum lifetime of the particles
 | 
			
		||||
     * @param highLife the maximum lifetime of the particles
 | 
			
		||||
     * @param start the starting color of the particles
 | 
			
		||||
     * @param end the ending color of the particles
 | 
			
		||||
     */
 | 
			
		||||
    private void createEffect(Vector3f shootPos,
 | 
			
		||||
                              String image,
 | 
			
		||||
                              int x, int y,
 | 
			
		||||
                              float startSize, float endSize,
 | 
			
		||||
                              float velocity,
 | 
			
		||||
                              float lowLife, float highLife,
 | 
			
		||||
                              ColorRGBA start, ColorRGBA end) {
 | 
			
		||||
        // Create a particle emitter for the explosion
 | 
			
		||||
        ParticleEmitter explosionEmitter = new ParticleEmitter("Explosion", ParticleMesh.Type.Triangle, 100);
 | 
			
		||||
        Material explosionMat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
 | 
			
		||||
        explosionMat.setTexture("Texture", app.getAssetManager().loadTexture(image));
 | 
			
		||||
        explosionEmitter.setMaterial(explosionMat);
 | 
			
		||||
 | 
			
		||||
        // Particle properties
 | 
			
		||||
        explosionEmitter.setImagesX(x); // Columns in the texture
 | 
			
		||||
        explosionEmitter.setImagesY(y); // Rows in the texture
 | 
			
		||||
        explosionEmitter.setSelectRandomImage(true); // Randomize images for variety
 | 
			
		||||
 | 
			
		||||
        explosionEmitter.setStartColor(start); // Bright yellowish orange
 | 
			
		||||
        explosionEmitter.setEndColor(end); // Fade to transparent red
 | 
			
		||||
 | 
			
		||||
        explosionEmitter.setStartSize(startSize); // Initial size
 | 
			
		||||
        explosionEmitter.setEndSize(endSize); // Final size
 | 
			
		||||
        explosionEmitter.setLowLife(lowLife); // Minimum lifetime of particles
 | 
			
		||||
        explosionEmitter.setHighLife(highLife); // Maximum lifetime of particles
 | 
			
		||||
        explosionEmitter.setGravity(0, 0, 1); // Gravity to pull particles down
 | 
			
		||||
        explosionEmitter.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 0, velocity));
 | 
			
		||||
        explosionEmitter.getParticleInfluencer().setVelocityVariation(1f); // Adds randomness to the initial velocity
 | 
			
		||||
        explosionEmitter.setFacingVelocity(true); // Particles face their velocity direction
 | 
			
		||||
        explosionEmitter.setLocalTranslation(shootPos);
 | 
			
		||||
        explosionEmitter.setParticlesPerSec(0);
 | 
			
		||||
        explosionEmitter.emitAllParticles();
 | 
			
		||||
        app.getRootNode().attachChild(explosionEmitter);
 | 
			
		||||
        new Timer().schedule(new TimerTask() {
 | 
			
		||||
            @Override
 | 
			
		||||
            public void run() {
 | 
			
		||||
                app.getRootNode().detachChild(explosionEmitter);
 | 
			
		||||
            }
 | 
			
		||||
        }, 1000);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,112 @@
 | 
			
		||||
package pp.mdga.client.animation;
 | 
			
		||||
 | 
			
		||||
import com.jme3.asset.AssetManager;
 | 
			
		||||
import com.jme3.effect.ParticleEmitter;
 | 
			
		||||
import com.jme3.effect.ParticleMesh;
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.math.FastMath;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * ShellControl is responsible for controlling the movement and visual effects of a shell.
 | 
			
		||||
 */
 | 
			
		||||
public class ShellControl extends ActionControl {
 | 
			
		||||
    private final Vector3f shootPos;
 | 
			
		||||
    private final Vector3f endPos;
 | 
			
		||||
    private final float height;
 | 
			
		||||
    private final float duration;
 | 
			
		||||
    private Vector3f oldPos;
 | 
			
		||||
    private ParticleEmitter emitter;
 | 
			
		||||
    private AssetManager assetManager;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new ShellControl.
 | 
			
		||||
     *
 | 
			
		||||
     * @param runnable the action to perform when the shell reaches its destination
 | 
			
		||||
     * @param shootPos the starting position of the shell
 | 
			
		||||
     * @param endPos the ending position of the shell
 | 
			
		||||
     * @param height the height of the shell's trajectory
 | 
			
		||||
     * @param duration the duration of the shell's flight
 | 
			
		||||
     * @param assetManager the asset manager to load resources
 | 
			
		||||
     */
 | 
			
		||||
    public ShellControl(Runnable runnable, Vector3f shootPos, Vector3f endPos, float height, float duration, AssetManager assetManager) {
 | 
			
		||||
        super(runnable);
 | 
			
		||||
        this.shootPos = shootPos;
 | 
			
		||||
        this.endPos = endPos;
 | 
			
		||||
        this.height = height;
 | 
			
		||||
        this.duration = duration;
 | 
			
		||||
        this.assetManager = assetManager;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes the spatial with the necessary controls and particle emitter.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void initSpatial() {
 | 
			
		||||
        spatial.addControl(new MoveControl(
 | 
			
		||||
                shootPos,
 | 
			
		||||
                endPos,
 | 
			
		||||
                () -> {
 | 
			
		||||
                    emitter.killAllParticles();
 | 
			
		||||
                    emitter.setParticlesPerSec(0);
 | 
			
		||||
                    emitter.removeFromParent();
 | 
			
		||||
                    spatial.removeControl(this);
 | 
			
		||||
                    spatial.removeFromParent();
 | 
			
		||||
                    action();
 | 
			
		||||
                },
 | 
			
		||||
                height,
 | 
			
		||||
                duration,
 | 
			
		||||
                false
 | 
			
		||||
        ));
 | 
			
		||||
        oldPos = spatial.getLocalTranslation().clone();
 | 
			
		||||
        createEmitter();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates and configures the particle emitter for the shell trail.
 | 
			
		||||
     */
 | 
			
		||||
    private void createEmitter() {
 | 
			
		||||
        emitter = new ParticleEmitter("ShellTrail", ParticleMesh.Type.Triangle, 200);
 | 
			
		||||
        Material mat = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
 | 
			
		||||
        mat.setTexture("Texture", assetManager.loadTexture("Images/particle/line.png")); // Nutze eine schmale, linienartige Textur
 | 
			
		||||
        emitter.setMaterial(mat);
 | 
			
		||||
 | 
			
		||||
        // Comic-Style Farben
 | 
			
		||||
        emitter.setStartColor(new ColorRGBA(1f, 1f, 1f, 1f)); // Reinweiß
 | 
			
		||||
        emitter.setEndColor(new ColorRGBA(1f, 1f, 1f, 0f)); // Transparent
 | 
			
		||||
 | 
			
		||||
        // Partikelgröße und Lebensdauer
 | 
			
		||||
        emitter.setStartSize(0.15f); // Startgröße
 | 
			
		||||
        emitter.setEndSize(0.1f); // Endgröße
 | 
			
		||||
        emitter.setLowLife(0.14f); // Sehr kurze Lebensdauer
 | 
			
		||||
        emitter.setHighLife(0.14f);
 | 
			
		||||
 | 
			
		||||
        emitter.setGravity(0, 0, 0); // Keine Gravitation
 | 
			
		||||
        emitter.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 0, 0));
 | 
			
		||||
        emitter.getParticleInfluencer().setVelocityVariation(0f); // Kein Variationsspielraum
 | 
			
		||||
 | 
			
		||||
        // Hohe Dichte für eine glatte Spur
 | 
			
		||||
        emitter.setParticlesPerSec(500);
 | 
			
		||||
 | 
			
		||||
        // Zur Shell hinzufügen
 | 
			
		||||
        spatial.getParent().attachChild(emitter);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the control, adjusting the shell's rotation and emitter position.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf time per frame
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlUpdate(float tpf) {
 | 
			
		||||
        Vector3f direction = spatial.getLocalTranslation().subtract(oldPos).normalize();
 | 
			
		||||
        if (direction.lengthSquared() > 0) {
 | 
			
		||||
            spatial.getLocalRotation().lookAt(direction, Vector3f.UNIT_X);
 | 
			
		||||
            spatial.rotate(FastMath.HALF_PI, 0, 0);
 | 
			
		||||
        }
 | 
			
		||||
        oldPos = spatial.getLocalTranslation().clone();
 | 
			
		||||
 | 
			
		||||
        emitter.setLocalTranslation(spatial.getLocalTranslation().clone());
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,129 @@
 | 
			
		||||
package pp.mdga.client.animation;
 | 
			
		||||
 | 
			
		||||
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 pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.client.acoustic.MdgaSound;
 | 
			
		||||
 | 
			
		||||
public class Smoke {
 | 
			
		||||
 | 
			
		||||
    private final Node rootNode;
 | 
			
		||||
    private final MdgaApp app;
 | 
			
		||||
    private final Vector3f location;
 | 
			
		||||
    private ParticleEmitter fire;
 | 
			
		||||
    private ParticleEmitter smoke;
 | 
			
		||||
 | 
			
		||||
    private boolean triggered = false;
 | 
			
		||||
 | 
			
		||||
    private final Material mat;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructor for the {@code Explosion} class.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app      The main application managing the explosion.
 | 
			
		||||
     * @param rootNode The root node to which the explosion effects will be attached.
 | 
			
		||||
     * @param location The location of the explosion in world coordinates.
 | 
			
		||||
     */
 | 
			
		||||
    public Smoke(MdgaApp app, Node rootNode, Vector3f location) {
 | 
			
		||||
        this.app = app;
 | 
			
		||||
        this.rootNode = rootNode;
 | 
			
		||||
        this.location = location;
 | 
			
		||||
 | 
			
		||||
        this.mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
 | 
			
		||||
        mat.setTexture("Texture", app.getAssetManager().loadTexture("Images/particle/vapor_cloud.png"));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes the particle emitters for the explosion effect.
 | 
			
		||||
     * Configures the fire and smoke emitters with appearance, behavior, and lifespan.
 | 
			
		||||
     */
 | 
			
		||||
    private void initializeEmitter() {
 | 
			
		||||
        fire = new ParticleEmitter("Effect", ParticleMesh.Type.Triangle, 50);
 | 
			
		||||
        fire.setMaterial(mat);
 | 
			
		||||
        fire.setStartColor(ColorRGBA.DarkGray);
 | 
			
		||||
        fire.setEndColor(ColorRGBA.DarkGray);
 | 
			
		||||
        fire.getParticleInfluencer().setInitialVelocity(new Vector3f(0.2f, 0.2f, 4f));
 | 
			
		||||
        fire.getParticleInfluencer().setVelocityVariation(0.4f);
 | 
			
		||||
        fire.setStartSize(0.7f);
 | 
			
		||||
        fire.setEndSize(3.8f);
 | 
			
		||||
        fire.setGravity(0, 0, -0.1f);
 | 
			
		||||
        fire.setLowLife(0.5f);
 | 
			
		||||
        fire.setHighLife(1.2f);
 | 
			
		||||
        fire.setParticlesPerSec(0);
 | 
			
		||||
 | 
			
		||||
        fire.setLocalTranslation(location);
 | 
			
		||||
 | 
			
		||||
        smoke = new ParticleEmitter("Effect2", ParticleMesh.Type.Triangle, 40);
 | 
			
		||||
        smoke.setMaterial(mat);
 | 
			
		||||
        smoke.setImagesX(2);
 | 
			
		||||
        smoke.setImagesY(2);
 | 
			
		||||
        smoke.setStartColor(ColorRGBA.DarkGray);
 | 
			
		||||
        smoke.setEndColor(new ColorRGBA(0.05f, 0.05f, 0.05f, 1));
 | 
			
		||||
        smoke.getParticleInfluencer().setInitialVelocity(new Vector3f(0.0f, 0.0f, 2f));
 | 
			
		||||
        smoke.getParticleInfluencer().setVelocityVariation(0.5f);
 | 
			
		||||
        smoke.setStartSize(0.5f);
 | 
			
		||||
        smoke.setEndSize(1.5f);
 | 
			
		||||
        smoke.setGravity(0, 0, -0.3f);
 | 
			
		||||
        smoke.setLowLife(1.2f);
 | 
			
		||||
        smoke.setHighLife(2.5f);
 | 
			
		||||
        smoke.setParticlesPerSec(0);
 | 
			
		||||
 | 
			
		||||
        smoke.setLocalTranslation(location);
 | 
			
		||||
 | 
			
		||||
        app.getAcousticHandler().playSound(MdgaSound.EXPLOSION);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Triggers the explosion effect by attaching and activating the particle emitters for fire and smoke.
 | 
			
		||||
     * Both emitters are automatically detached after a predefined duration.
 | 
			
		||||
     */
 | 
			
		||||
    public void trigger() {
 | 
			
		||||
        if (!triggered) {
 | 
			
		||||
            triggered = true;
 | 
			
		||||
            initializeEmitter();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        rootNode.attachChild(fire);
 | 
			
		||||
        fire.emitAllParticles();
 | 
			
		||||
        fire.addControl(new AbstractControl() {
 | 
			
		||||
            private float elapsedTime = 0;
 | 
			
		||||
 | 
			
		||||
            @Override
 | 
			
		||||
            protected void controlUpdate(float tpf) {
 | 
			
		||||
                elapsedTime += tpf;
 | 
			
		||||
                if (elapsedTime > 10f) {
 | 
			
		||||
                    rootNode.detachChild(fire);
 | 
			
		||||
                    fire.removeControl(this);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            @Override
 | 
			
		||||
            protected void controlRender(com.jme3.renderer.RenderManager rm, com.jme3.renderer.ViewPort vp) {
 | 
			
		||||
            }
 | 
			
		||||
        });
 | 
			
		||||
 | 
			
		||||
        rootNode.attachChild(smoke);
 | 
			
		||||
        smoke.emitAllParticles();
 | 
			
		||||
        smoke.addControl(new AbstractControl() {
 | 
			
		||||
            private float elapsedTime = 0;
 | 
			
		||||
 | 
			
		||||
            @Override
 | 
			
		||||
            protected void controlUpdate(float tpf) {
 | 
			
		||||
                elapsedTime += tpf;
 | 
			
		||||
                if (elapsedTime > 10f) {
 | 
			
		||||
                    rootNode.detachChild(smoke);
 | 
			
		||||
                    smoke.removeControl(this);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            @Override
 | 
			
		||||
            protected void controlRender(com.jme3.renderer.RenderManager rm, com.jme3.renderer.ViewPort vp) {
 | 
			
		||||
            }
 | 
			
		||||
        });
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,213 @@
 | 
			
		||||
package pp.mdga.client.animation;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Quaternion;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import pp.mdga.client.InitControl;
 | 
			
		||||
import pp.mdga.game.BonusCard;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * A control that manages the animation of symbols representing different bonus card states.
 | 
			
		||||
 * The symbol can animate with zoom, rotation, and translation effects based on the state of the bonus card.
 | 
			
		||||
 *
 | 
			
		||||
 * <p>The control supports three main states: SHIELD, SWAP, and TURBO. Each state has its own specific animation logic:
 | 
			
		||||
 * <ul>
 | 
			
		||||
 *   <li>SHIELD: Zooms in and out, with a scaling effect.</li>
 | 
			
		||||
 *   <li>SWAP: Rotates the symbol 360 degrees.</li>
 | 
			
		||||
 *   <li>TURBO: Moves the symbol along the Y-axis with a zoom effect.</li>
 | 
			
		||||
 * </ul>
 | 
			
		||||
 * </p>
 | 
			
		||||
 */
 | 
			
		||||
public class SymbolControl extends InitControl {
 | 
			
		||||
    private boolean zoomingIn = false;
 | 
			
		||||
    private boolean zoomingOut = false;
 | 
			
		||||
    private float zoomSpeed = 1f;
 | 
			
		||||
    private float zoomFactor = 3f;
 | 
			
		||||
    private float progress = 0;
 | 
			
		||||
    private BonusCard state;
 | 
			
		||||
    private float rotationSpeed = 0.8f;
 | 
			
		||||
    private Quaternion initialRotation = null;
 | 
			
		||||
    private float y = 5;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the symbol animation based on the current bonus card state.
 | 
			
		||||
     * The method calls the corresponding update method for each state (SHIELD, SWAP, TURBO).
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf Time per frame, the time elapsed since the last frame.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlUpdate(float tpf) {
 | 
			
		||||
        if (state == null) return;
 | 
			
		||||
        switch (state) {
 | 
			
		||||
            case SHIELD -> shieldUpdate(tpf);
 | 
			
		||||
            case SWAP -> swapUpdate(tpf);
 | 
			
		||||
            case TURBO -> turboUpdate(tpf);
 | 
			
		||||
            case HIDDEN -> throw new RuntimeException("forbidden state");
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the symbol when the state is SHIELD. The symbol zooms in and then zooms out.
 | 
			
		||||
     * When the zooming out finishes, the symbol is removed from the parent spatial.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf Time per frame, the time elapsed since the last frame.
 | 
			
		||||
     */
 | 
			
		||||
    private void shieldUpdate(float tpf) {
 | 
			
		||||
        if (zoomingIn) {
 | 
			
		||||
            progress += tpf * zoomSpeed;
 | 
			
		||||
            if (progress > 1) progress = 1;
 | 
			
		||||
            spatial.setLocalScale(lerp(0, zoomFactor, easeOut(progress)));
 | 
			
		||||
            if (progress >= 1) {
 | 
			
		||||
                zoomingIn = false;
 | 
			
		||||
                zoomingOut = true;
 | 
			
		||||
                progress = 0;
 | 
			
		||||
            }
 | 
			
		||||
        } else if (zoomingOut) {
 | 
			
		||||
            progress += tpf * zoomSpeed;
 | 
			
		||||
            spatial.setLocalScale(lerp(zoomFactor, 0, easeIn(progress)));
 | 
			
		||||
            if (progress > 1) {
 | 
			
		||||
                zoomingIn = false;
 | 
			
		||||
                spatial.removeFromParent();
 | 
			
		||||
                state = null;
 | 
			
		||||
                progress = 0;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the symbol when the state is SWAP. The symbol rotates 360 degrees.
 | 
			
		||||
     * After the rotation finishes, the symbol is removed from the parent spatial.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf Time per frame, the time elapsed since the last frame.
 | 
			
		||||
     */
 | 
			
		||||
    private void swapUpdate(float tpf) {
 | 
			
		||||
        if (initialRotation == null) {
 | 
			
		||||
            initialRotation = spatial.getLocalRotation().clone();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        progress += tpf * rotationSpeed;
 | 
			
		||||
        if (progress < 0) return;
 | 
			
		||||
 | 
			
		||||
        float angle = lerp(0, 360, easeInOut(progress));
 | 
			
		||||
 | 
			
		||||
        Quaternion newRotation = new Quaternion();
 | 
			
		||||
        newRotation.fromAngleAxis((float) Math.toRadians(angle), new Vector3f(0, 1, 0));
 | 
			
		||||
 | 
			
		||||
        spatial.setLocalRotation(initialRotation.mult(newRotation));
 | 
			
		||||
 | 
			
		||||
        if (progress >= 1.2f) {
 | 
			
		||||
            state = null;
 | 
			
		||||
            initialRotation = null;
 | 
			
		||||
            progress = 0;
 | 
			
		||||
            spatial.removeFromParent();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the symbol when the state is TURBO. The symbol moves along the Y-axis with a zoom effect.
 | 
			
		||||
     * After the movement finishes, the symbol is removed from the parent spatial.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf Time per frame, the time elapsed since the last frame.
 | 
			
		||||
     */
 | 
			
		||||
    private void turboUpdate(float tpf) {
 | 
			
		||||
        if (zoomingIn) {
 | 
			
		||||
            progress += tpf * zoomSpeed;
 | 
			
		||||
            if (progress > 1) progress = 1;
 | 
			
		||||
            float y = lerp(-this.y, 0, easeOut(progress));
 | 
			
		||||
            spatial.setLocalTranslation(0, y, 0);
 | 
			
		||||
            if (progress >= 1) {
 | 
			
		||||
                zoomingIn = false;
 | 
			
		||||
                zoomingOut = true;
 | 
			
		||||
                progress = 0;
 | 
			
		||||
            }
 | 
			
		||||
        } else if (zoomingOut) {
 | 
			
		||||
            progress += tpf * zoomSpeed;
 | 
			
		||||
            float y = lerp(0, this.y, easeIn(progress));
 | 
			
		||||
            spatial.setLocalTranslation(0, y, 0);
 | 
			
		||||
            if (progress > 1) {
 | 
			
		||||
                zoomingIn = false;
 | 
			
		||||
                spatial.removeFromParent();
 | 
			
		||||
                state = null;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Starts the SHIELD animation by zooming the symbol in and out.
 | 
			
		||||
     * The symbol will first zoom in and then zoom out, and will be removed from the parent spatial once done.
 | 
			
		||||
     */
 | 
			
		||||
    public void shield() {
 | 
			
		||||
        if (state != null) throw new RuntimeException("another state is avtive");
 | 
			
		||||
        state = BonusCard.SHIELD;
 | 
			
		||||
        zoomingIn = true;
 | 
			
		||||
        zoomingOut = false;
 | 
			
		||||
        progress = 0;
 | 
			
		||||
        spatial.setLocalScale(1f);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Starts the SWAP animation by rotating the symbol 360 degrees.
 | 
			
		||||
     * The symbol will rotate once and then be removed from the parent spatial.
 | 
			
		||||
     */
 | 
			
		||||
    public void swap() {
 | 
			
		||||
        if (state != null) throw new RuntimeException("another state is avtive");
 | 
			
		||||
        spatial.setLocalScale(3);
 | 
			
		||||
        state = BonusCard.SWAP;
 | 
			
		||||
        progress = -0.2f;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Starts the TURBO animation by moving the symbol along the Y-axis.
 | 
			
		||||
     * The symbol will move upwards and then return to its initial position.
 | 
			
		||||
     */
 | 
			
		||||
    public void turbo() {
 | 
			
		||||
        if (state != null) throw new RuntimeException("another state is avtive");
 | 
			
		||||
        spatial.setLocalScale(2);
 | 
			
		||||
        state = BonusCard.TURBO;
 | 
			
		||||
        zoomingIn = true;
 | 
			
		||||
        zoomingOut = false;
 | 
			
		||||
        progress = 0;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Performs linear interpolation between two values.
 | 
			
		||||
     *
 | 
			
		||||
     * @param start The starting value.
 | 
			
		||||
     * @param end   The target value.
 | 
			
		||||
     * @param t     The interpolation parameter (0 <= t <= 1).
 | 
			
		||||
     * @return The interpolated value.
 | 
			
		||||
     */
 | 
			
		||||
    private static float lerp(float start, float end, float t) {
 | 
			
		||||
        return (1 - t) * start + t * end;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Ease-out function for smoothing the interpolation.
 | 
			
		||||
     *
 | 
			
		||||
     * @param t The interpolation parameter (0 <= t <= 1).
 | 
			
		||||
     * @return The eased value.
 | 
			
		||||
     */
 | 
			
		||||
    private static float easeOut(float t) {
 | 
			
		||||
        return (float) Math.sqrt(1 - Math.pow(t - 1, 2));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Ease-in-out function for smoothing the interpolation.
 | 
			
		||||
     *
 | 
			
		||||
     * @param t The interpolation parameter (0 <= t <= 1).
 | 
			
		||||
     * @return The eased value.
 | 
			
		||||
     */
 | 
			
		||||
    private float easeInOut(float t) {
 | 
			
		||||
        if (t > 1) t = 1;
 | 
			
		||||
        return (float) -(Math.cos(Math.PI * t) - 1) / 2;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Ease-in function for smoothing the interpolation.
 | 
			
		||||
     *
 | 
			
		||||
     * @param t The interpolation parameter (0 <= t <= 1).
 | 
			
		||||
     * @return The eased value.
 | 
			
		||||
     */
 | 
			
		||||
    private float easeIn(float t) {
 | 
			
		||||
        return t * t * t * t;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,79 @@
 | 
			
		||||
package pp.mdga.client.animation;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
import java.util.ArrayList;
 | 
			
		||||
import java.util.Iterator;
 | 
			
		||||
import java.util.List;
 | 
			
		||||
 | 
			
		||||
public class TimerManager {
 | 
			
		||||
    private final List<TimedTask> tasks = new ArrayList<>();
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Add a timed task that will execute after the specified delay.
 | 
			
		||||
     *
 | 
			
		||||
     * @param delaySeconds The delay in seconds.
 | 
			
		||||
     * @param task         The Runnable task to execute after the delay.
 | 
			
		||||
     */
 | 
			
		||||
    public void addTask(float delaySeconds, Runnable task) {
 | 
			
		||||
        tasks.add(new TimedTask(delaySeconds, task));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Update the timer manager to process and execute tasks when their delay has elapsed.
 | 
			
		||||
     * This should be called in the `controlUpdate` method or a similar update loop.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf Time per frame (delta time) provided by the update loop.
 | 
			
		||||
     */
 | 
			
		||||
    public void update(float tpf) {
 | 
			
		||||
        Iterator<TimedTask> iterator = tasks.iterator();
 | 
			
		||||
        while (iterator.hasNext()) {
 | 
			
		||||
            TimedTask task = iterator.next();
 | 
			
		||||
            task.update(tpf);
 | 
			
		||||
            if (task.isReady()) {
 | 
			
		||||
                task.run();
 | 
			
		||||
                iterator.remove();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Clears all pending tasks from the manager.
 | 
			
		||||
     */
 | 
			
		||||
    public void clearTasks() {
 | 
			
		||||
        tasks.clear();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if the manager has any pending tasks.
 | 
			
		||||
     *
 | 
			
		||||
     * @return True if there are pending tasks, otherwise false.
 | 
			
		||||
     */
 | 
			
		||||
    public boolean hasPendingTasks() {
 | 
			
		||||
        return !tasks.isEmpty();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Internal class representing a single timed task.
 | 
			
		||||
     */
 | 
			
		||||
    private static class TimedTask {
 | 
			
		||||
        private float remainingTime;
 | 
			
		||||
        private final Runnable task;
 | 
			
		||||
 | 
			
		||||
        public TimedTask(float delaySeconds, Runnable task) {
 | 
			
		||||
            this.remainingTime = delaySeconds;
 | 
			
		||||
            this.task = task;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public void update(float tpf) {
 | 
			
		||||
            remainingTime -= tpf;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public boolean isReady() {
 | 
			
		||||
            return remainingTime <= 0;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public void run() {
 | 
			
		||||
            task.run();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,110 @@
 | 
			
		||||
package pp.mdga.client.animation;
 | 
			
		||||
 | 
			
		||||
import pp.mdga.client.InitControl;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * A control that applies a zoom effect to a spatial, smoothly scaling it in and out.
 | 
			
		||||
 * The zoom effect can be customized with speed and scaling factor.
 | 
			
		||||
 *
 | 
			
		||||
 * <p>The control supports zooming in and out with ease-in and ease-out transitions.
 | 
			
		||||
 * It starts by zooming in, and once complete, it zooms out, eventually removing the spatial from its parent when the animation ends.</p>
 | 
			
		||||
 */
 | 
			
		||||
public class ZoomControl extends InitControl {
 | 
			
		||||
    private boolean zoomingIn = false;
 | 
			
		||||
    private boolean zoomingOut = false;
 | 
			
		||||
    private float progress = 0;
 | 
			
		||||
    private float zoomSpeed = 1f;
 | 
			
		||||
    private float zoomFactor = 1f;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new ZoomControl with the default zoom speed.
 | 
			
		||||
     */
 | 
			
		||||
    public ZoomControl() {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new ZoomControl with a specified zoom speed.
 | 
			
		||||
     *
 | 
			
		||||
     * @param speed The speed at which the zoom effect occurs.
 | 
			
		||||
     */
 | 
			
		||||
    public ZoomControl(float speed) {
 | 
			
		||||
        zoomSpeed = speed;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes the spatial for the zoom effect. This method is called when the control is added to the spatial.
 | 
			
		||||
     * It sets the zooming state to zooming in.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void initSpatial() {
 | 
			
		||||
        zoomingIn = true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the zoom effect over time, either zooming in or zooming out.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf Time per frame, the time elapsed since the last frame.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlUpdate(float tpf) {
 | 
			
		||||
        if (zoomingIn) {
 | 
			
		||||
            progress += tpf * zoomSpeed;
 | 
			
		||||
            if (progress > 1) progress = 1;
 | 
			
		||||
            spatial.setLocalScale(lerp(0, zoomFactor, easeOut(progress)));
 | 
			
		||||
            if (progress >= 1) {
 | 
			
		||||
                zoomingIn = false;
 | 
			
		||||
                zoomingOut = true;
 | 
			
		||||
                progress = 0;
 | 
			
		||||
            }
 | 
			
		||||
        } else if (zoomingOut) {
 | 
			
		||||
            progress += tpf * zoomSpeed;
 | 
			
		||||
            spatial.setLocalScale(lerp(zoomFactor, 0, easeIn(progress)));
 | 
			
		||||
            if (progress > 1) {
 | 
			
		||||
                zoomingOut = false;
 | 
			
		||||
                end();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Ends the zoom animation by removing the spatial from its parent and the control from the spatial.
 | 
			
		||||
     */
 | 
			
		||||
    private void end() {
 | 
			
		||||
        spatial.removeFromParent();
 | 
			
		||||
        spatial.removeControl(this);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Performs linear interpolation between two values.
 | 
			
		||||
     *
 | 
			
		||||
     * @param start The starting value.
 | 
			
		||||
     * @param end   The target value.
 | 
			
		||||
     * @param t     The interpolation parameter (0 <= t <= 1).
 | 
			
		||||
     * @return The interpolated value.
 | 
			
		||||
     */
 | 
			
		||||
    private static float lerp(float start, float end, float t) {
 | 
			
		||||
        return (1 - t) * start + t * end;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Ease-out function for smoothing the zoom-in transition.
 | 
			
		||||
     *
 | 
			
		||||
     * @param x The interpolation parameter (0 <= x <= 1).
 | 
			
		||||
     * @return The eased value.
 | 
			
		||||
     */
 | 
			
		||||
    private float easeOut(float x) {
 | 
			
		||||
        return x == 1 ? 1 : (float) (1 - Math.pow(2, -10 * x));
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Ease-in function for smoothing the zoom-out transition.
 | 
			
		||||
     *
 | 
			
		||||
     * @param x The interpolation parameter (0 <= x <= 1).
 | 
			
		||||
     * @return The eased value.
 | 
			
		||||
     */
 | 
			
		||||
    private float easeIn(float x) {
 | 
			
		||||
        return x == 0 ? 0 : (float) Math.pow(2, 10 * x - 10);
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,9 @@
 | 
			
		||||
package pp.mdga.client.board;
 | 
			
		||||
 | 
			
		||||
import pp.mdga.client.Asset;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Record for holding Asset information
 | 
			
		||||
 */
 | 
			
		||||
record AssetOnMap(Asset asset, int x, int y, float rot) {
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,920 @@
 | 
			
		||||
package pp.mdga.client.board;
 | 
			
		||||
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.material.RenderState;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.post.FilterPostProcessor;
 | 
			
		||||
import com.jme3.renderer.queue.RenderQueue;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.scene.Spatial;
 | 
			
		||||
import com.jme3.scene.control.AbstractControl;
 | 
			
		||||
import pp.mdga.client.Asset;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.client.acoustic.MdgaSound;
 | 
			
		||||
import pp.mdga.client.animation.*;
 | 
			
		||||
import pp.mdga.client.gui.DiceControl;
 | 
			
		||||
import pp.mdga.game.Color;
 | 
			
		||||
import pp.mdga.game.Piece;
 | 
			
		||||
 | 
			
		||||
import java.util.*;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * BoardHandler is responsible for managing the game board in the MDGA client, including handling
 | 
			
		||||
 * the initialization, movement, and management of game pieces and assets.
 | 
			
		||||
 * It works closely with the MdgaApp to create and manipulate 3D models of assets, track player pieces,
 | 
			
		||||
 * and manage movement across the game board.
 | 
			
		||||
 */
 | 
			
		||||
public class BoardHandler {
 | 
			
		||||
    // Constants defining the grid size and elevation of the board
 | 
			
		||||
    private static final float GRID_SIZE = 1.72f;
 | 
			
		||||
    private static final float GRID_ELEVATION = 0.0f;
 | 
			
		||||
    private static final String MAP_NAME = "Maps/map.mdga";
 | 
			
		||||
 | 
			
		||||
    // The main application instance for accessing game assets and logic
 | 
			
		||||
    private final MdgaApp app;
 | 
			
		||||
 | 
			
		||||
    // Collection of in-game assets and board elements
 | 
			
		||||
    private ArrayList<NodeControl> infield;
 | 
			
		||||
    private Map<UUID, PieceControl> pieces;
 | 
			
		||||
    private Map<Color, List<AssetOnMap>> colorAssetsMap;
 | 
			
		||||
    private Map<Color, List<NodeControl>> homeNodesMap;
 | 
			
		||||
    private Map<Color, List<NodeControl>> waitingNodesMap;
 | 
			
		||||
    private Map<Color, List<PieceControl>> waitingPiecesMap;
 | 
			
		||||
    private Map<Color, Map<UUID, NodeControl>> waitingNodes;
 | 
			
		||||
    private Map<UUID, Color> pieceColor;
 | 
			
		||||
 | 
			
		||||
    private final Node rootNodeBoard;
 | 
			
		||||
    private final Node rootNode;
 | 
			
		||||
    private final FilterPostProcessor fpp;
 | 
			
		||||
 | 
			
		||||
    private boolean isInitialised;
 | 
			
		||||
 | 
			
		||||
    // Flags and lists for handling piece selection and movement
 | 
			
		||||
    private List<PieceControl> selectableOwnPieces;
 | 
			
		||||
    private List<PieceControl> selectableEnemyPieces;
 | 
			
		||||
    private Map<PieceControl, NodeControl> selectedPieceNodeMap;
 | 
			
		||||
    private List<NodeControl> outlineNodes;
 | 
			
		||||
    private PieceControl selectedOwnPiece;
 | 
			
		||||
    private PieceControl selectedEnemyPiece;
 | 
			
		||||
    private DiceControl diceControl;
 | 
			
		||||
    //Radar Position for Matrix animation
 | 
			
		||||
    private Vector3f radarPos;
 | 
			
		||||
    //TankTop for shellAnimation
 | 
			
		||||
    private TankTopControl tankTop;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a new BoardHandler.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app      The main application instance
 | 
			
		||||
     * @param rootNode The root node where the board will be attached
 | 
			
		||||
     * @param fpp      The post-processor for effects like shadows or filters
 | 
			
		||||
     * @throws RuntimeException if the app is null
 | 
			
		||||
     */
 | 
			
		||||
    public BoardHandler(MdgaApp app, Node rootNode, FilterPostProcessor fpp) {
 | 
			
		||||
        if (app == null) throw new RuntimeException("app is null");
 | 
			
		||||
 | 
			
		||||
        this.app = app;
 | 
			
		||||
        this.fpp = fpp;
 | 
			
		||||
        rootNodeBoard = new Node("Board Root Node");
 | 
			
		||||
        this.rootNode = rootNode;
 | 
			
		||||
        isInitialised = false;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes the game board by setting up the pieces and nodes.
 | 
			
		||||
     */
 | 
			
		||||
    public void init() {
 | 
			
		||||
        isInitialised = true;
 | 
			
		||||
        selectableOwnPieces = new ArrayList<>();
 | 
			
		||||
        selectableEnemyPieces = new ArrayList<>();
 | 
			
		||||
        selectedPieceNodeMap = new HashMap<>();
 | 
			
		||||
        outlineNodes = new ArrayList<>();
 | 
			
		||||
        selectedOwnPiece = null;
 | 
			
		||||
        selectedEnemyPiece = null;
 | 
			
		||||
        initMap();
 | 
			
		||||
        rootNode.attachChild(rootNodeBoard);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Shuts down the board handler by detaching all board-related nodes and clearing selected pieces.
 | 
			
		||||
     */
 | 
			
		||||
    public void shutdown() {
 | 
			
		||||
        clearSelectable();
 | 
			
		||||
        isInitialised = false;
 | 
			
		||||
        rootNode.detachChild(rootNodeBoard);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Adds an asset to the map of player assets, ensuring that the player does not have too many assets.
 | 
			
		||||
     *
 | 
			
		||||
     * @param col        The color of the player
 | 
			
		||||
     * @param assetOnMap The asset to be added
 | 
			
		||||
     * @throws RuntimeException if there are too many assets for the player
 | 
			
		||||
     */
 | 
			
		||||
    private void addFigureToPlayerMap(Color col, AssetOnMap assetOnMap) {
 | 
			
		||||
        List<AssetOnMap> inMap = addItemToMapList(colorAssetsMap, col, assetOnMap);
 | 
			
		||||
        if (inMap.size() > 4) throw new RuntimeException("to many assets for " + col);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes the map with the assets loaded from the map file and corresponding nodes.
 | 
			
		||||
     */
 | 
			
		||||
    private void initMap() {
 | 
			
		||||
        pieces = new HashMap<>();
 | 
			
		||||
        colorAssetsMap = new HashMap<>();
 | 
			
		||||
        infield = new ArrayList<>(40);
 | 
			
		||||
        homeNodesMap = new HashMap<>();
 | 
			
		||||
        waitingNodesMap = new HashMap<>();
 | 
			
		||||
        waitingPiecesMap = new HashMap<>();
 | 
			
		||||
        pieceColor = new HashMap<>();
 | 
			
		||||
        diceControl = new DiceControl(app.getAssetManager());
 | 
			
		||||
        diceControl.create(new Vector3f(0, 0, 0), 0.7f, true);
 | 
			
		||||
        waitingNodes = new HashMap<>();
 | 
			
		||||
        waitingNodes.put(Color.AIRFORCE, new HashMap<>());
 | 
			
		||||
        waitingNodes.put(Color.ARMY, new HashMap<>());
 | 
			
		||||
        waitingNodes.put(Color.NAVY, new HashMap<>());
 | 
			
		||||
        waitingNodes.put(Color.CYBER, new HashMap<>());
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        List<AssetOnMap> assetOnMaps = MapLoader.loadMap(MAP_NAME);
 | 
			
		||||
 | 
			
		||||
        for (AssetOnMap assetOnMap : assetOnMaps) {
 | 
			
		||||
            switch (assetOnMap.asset()) {
 | 
			
		||||
                case lw -> addFigureToPlayerMap(assetToColor(Asset.lw), assetOnMap);
 | 
			
		||||
                case heer -> addFigureToPlayerMap(assetToColor(Asset.heer), assetOnMap);
 | 
			
		||||
                case cir -> addFigureToPlayerMap(assetToColor(Asset.cir), assetOnMap);
 | 
			
		||||
                case marine -> addFigureToPlayerMap(assetToColor(Asset.marine), assetOnMap);
 | 
			
		||||
                case node_normal, node_bonus, node_start ->
 | 
			
		||||
                        infield.add(displayAndControl(assetOnMap, new NodeControl(app, fpp)));
 | 
			
		||||
                case node_home_black -> addHomeNode(homeNodesMap, Color.AIRFORCE, assetOnMap);
 | 
			
		||||
                case node_home_blue -> addHomeNode(homeNodesMap, Color.NAVY, assetOnMap);
 | 
			
		||||
                case node_home_green -> addHomeNode(homeNodesMap, Color.ARMY, assetOnMap);
 | 
			
		||||
                case node_home_yellow -> addHomeNode(homeNodesMap, Color.CYBER, assetOnMap);
 | 
			
		||||
                case node_wait_black -> addHomeNode(waitingNodesMap, Color.AIRFORCE, assetOnMap);
 | 
			
		||||
                case node_wait_blue -> addHomeNode(waitingNodesMap, Color.NAVY, assetOnMap);
 | 
			
		||||
                case node_wait_green -> addHomeNode(waitingNodesMap, Color.ARMY, assetOnMap);
 | 
			
		||||
                case node_wait_yellow -> addHomeNode(waitingNodesMap, Color.CYBER, assetOnMap);
 | 
			
		||||
                case radar -> addRadar(assetOnMap);
 | 
			
		||||
                case tankShoot -> addTankShoot(assetOnMap);
 | 
			
		||||
 | 
			
		||||
                default -> displayAsset(assetOnMap);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void addTankShoot(AssetOnMap assetOnMap) {
 | 
			
		||||
        displayAsset(assetOnMap);
 | 
			
		||||
        tankTop = displayAndControl(new AssetOnMap(Asset.tankShootTop, assetOnMap.x(), assetOnMap.y(), assetOnMap.rot()), new TankTopControl());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void addRadar(AssetOnMap assetOnMap) {
 | 
			
		||||
        radarPos = gridToWorld(assetOnMap.x(), assetOnMap.y());
 | 
			
		||||
        displayAsset(assetOnMap);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Converts an asset to its corresponding color.
 | 
			
		||||
     *
 | 
			
		||||
     * @param asset The asset to be converted
 | 
			
		||||
     * @return The color associated with the asset
 | 
			
		||||
     * @throws RuntimeException if the asset is invalid
 | 
			
		||||
     */
 | 
			
		||||
    private Color assetToColor(Asset asset) {
 | 
			
		||||
        return switch (asset) {
 | 
			
		||||
            case lw -> Color.AIRFORCE;
 | 
			
		||||
            case heer -> Color.ARMY;
 | 
			
		||||
            case marine -> Color.NAVY;
 | 
			
		||||
            case cir -> Color.CYBER;
 | 
			
		||||
            default -> throw new RuntimeException("invalid asset");
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a 3D model of an asset and adds it to the board.
 | 
			
		||||
     *
 | 
			
		||||
     * @param asset The asset to be displayed
 | 
			
		||||
     * @param pos   The position of the asset on the board
 | 
			
		||||
     * @param rot   The rotation of the asset
 | 
			
		||||
     * @return The Spatial representation of the asset
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial createModel(Asset asset, Vector3f pos, float rot) {
 | 
			
		||||
        String modelName = asset.getModelPath();
 | 
			
		||||
        String texName = asset.getDiffPath();
 | 
			
		||||
        Spatial model = app.getAssetManager().loadModel(modelName);
 | 
			
		||||
        model.scale(asset.getSize());
 | 
			
		||||
        model.rotate((float) Math.toRadians(0), 0, (float) Math.toRadians(rot));
 | 
			
		||||
        model.setLocalTranslation(pos);
 | 
			
		||||
        model.setShadowMode(RenderQueue.ShadowMode.CastAndReceive);
 | 
			
		||||
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Light/Lighting.j3md");
 | 
			
		||||
        mat.setTexture("DiffuseMap", app.getAssetManager().loadTexture(texName));
 | 
			
		||||
        mat.setBoolean("UseMaterialColors", true); // Required for Material Colors
 | 
			
		||||
        mat.setColor("Diffuse", new ColorRGBA(1, 1, 1, 1)); // White color with full alpha
 | 
			
		||||
        mat.setColor("Ambient", new ColorRGBA(1, 1, 1, 1)); // Ambient color with full alpha
 | 
			
		||||
        mat.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Alpha);
 | 
			
		||||
        model.setMaterial(mat);
 | 
			
		||||
 | 
			
		||||
        rootNodeBoard.attachChild(model);
 | 
			
		||||
        return model;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Converts grid coordinates to world space.
 | 
			
		||||
     *
 | 
			
		||||
     * @param x The x-coordinate on the grid
 | 
			
		||||
     * @param y The y-coordinate on the grid
 | 
			
		||||
     * @return The corresponding world position
 | 
			
		||||
     */
 | 
			
		||||
    public static Vector3f gridToWorld(int x, int y) {
 | 
			
		||||
        return new Vector3f(GRID_SIZE * x, GRID_SIZE * y, GRID_ELEVATION);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Displays an asset on the map at the given position with the specified rotation.
 | 
			
		||||
     *
 | 
			
		||||
     * @param assetOnMap The asset to be displayed.
 | 
			
		||||
     * @return A spatial representation of the asset at the specified location and rotation.
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial displayAsset(AssetOnMap assetOnMap) {
 | 
			
		||||
        int x = assetOnMap.x();
 | 
			
		||||
        int y = assetOnMap.y();
 | 
			
		||||
        return createModel(assetOnMap.asset(), gridToWorld(x, y), assetOnMap.rot());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Adds a visual representation of an asset to the scene, attaches a control to it, and returns the control.
 | 
			
		||||
     *
 | 
			
		||||
     * @param assetOnMap The asset to be displayed in the 3D environment.
 | 
			
		||||
     * @param control    The control to be added to the spatial representing the asset.
 | 
			
		||||
     * @param <T>        The type of control, extending {@code AbstractControl}.
 | 
			
		||||
     * @return The control that was added to the spatial.
 | 
			
		||||
     */
 | 
			
		||||
    private <T extends AbstractControl> T displayAndControl(AssetOnMap assetOnMap, T control) {
 | 
			
		||||
        Spatial spatial = displayAsset(assetOnMap);
 | 
			
		||||
        spatial.addControl(control);
 | 
			
		||||
        return control;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Moves a piece in the 3D environment to the location of a specified node.
 | 
			
		||||
     *
 | 
			
		||||
     * @param pieceControl The control managing the piece to be moved.
 | 
			
		||||
     * @param nodeControl  The control managing the target node to which the piece will move.
 | 
			
		||||
     */
 | 
			
		||||
    private void movePieceToNode(PieceControl pieceControl, NodeControl nodeControl) {
 | 
			
		||||
        pieceControl.setLocation(nodeControl.getLocation());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Adds a home node for a specific player color, attaching it to the map of home nodes.
 | 
			
		||||
     *
 | 
			
		||||
     * @param map        The map storing lists of home nodes by player color.
 | 
			
		||||
     * @param color      The color associated with the home nodes to be added.
 | 
			
		||||
     * @param assetOnMap The asset representing the home node in the 3D environment.
 | 
			
		||||
     * @throws RuntimeException if more than 4 home nodes are added for a single color.
 | 
			
		||||
     */
 | 
			
		||||
    private void addHomeNode(Map<Color, List<NodeControl>> map, Color color, AssetOnMap assetOnMap) {
 | 
			
		||||
        List<NodeControl> homeNodes = addItemToMapList(map, color, displayAndControl(assetOnMap, new NodeControl(app, fpp)));
 | 
			
		||||
        if (homeNodes.size() > 4) throw new RuntimeException("too many homeNodes for " + color);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Calculates the rotation angle required to move a piece from one position to another.
 | 
			
		||||
     *
 | 
			
		||||
     * @param prev The previous position.
 | 
			
		||||
     * @param next The target position.
 | 
			
		||||
     * @return The rotation angle in degrees.
 | 
			
		||||
     */
 | 
			
		||||
    private float getRotationMove(Vector3f prev, Vector3f next) {
 | 
			
		||||
        Vector3f direction = next.subtract(prev).normalizeLocal();
 | 
			
		||||
        //I had to reverse dir.y, because then it worked.
 | 
			
		||||
        float newRot = (float) Math.toDegrees(Math.atan2(direction.x, -direction.y));
 | 
			
		||||
        if (newRot < 0) newRot += 360;
 | 
			
		||||
        return newRot;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Recursively moves a piece from its current index to the destination index,
 | 
			
		||||
     * to keep track of the piece rotation.
 | 
			
		||||
     *
 | 
			
		||||
     * @param uuid      The UUID of the piece to move.
 | 
			
		||||
     * @param curIndex  The current index of the piece.
 | 
			
		||||
     * @param moveIndex The target index to move the piece to.
 | 
			
		||||
     */
 | 
			
		||||
    private void movePieceRek(UUID uuid, int curIndex, int moveIndex) {
 | 
			
		||||
        if (curIndex == moveIndex) return;
 | 
			
		||||
 | 
			
		||||
        int nextIndex = (curIndex + 1) % infield.size();
 | 
			
		||||
 | 
			
		||||
        PieceControl pieceControl = pieces.get(uuid);
 | 
			
		||||
        NodeControl nodeCur = infield.get(curIndex);
 | 
			
		||||
        NodeControl nodeMove = infield.get(nextIndex);
 | 
			
		||||
 | 
			
		||||
        pieceControl.setRotation(getRotationMove(nodeCur.getLocation(), nodeMove.getLocation()));
 | 
			
		||||
 | 
			
		||||
        movePieceToNode(pieceControl, nodeMove);
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        movePieceRek(uuid, nextIndex, moveIndex);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Adds an item to a list in a map. If the key does not exist in the map, a new list is created.
 | 
			
		||||
     *
 | 
			
		||||
     * @param map  The map containing lists of items.
 | 
			
		||||
     * @param key  The key associated with the list in the map.
 | 
			
		||||
     * @param item The item to be added to the list.
 | 
			
		||||
     * @param <T>  The type of items in the list.
 | 
			
		||||
     * @param <E>  The type of the key in the map.
 | 
			
		||||
     * @return The updated list associated with the specified key.
 | 
			
		||||
     */
 | 
			
		||||
    private <T, E> List<T> addItemToMapList(Map<E, List<T>> map, E key, T item) {
 | 
			
		||||
        List<T> list = map.getOrDefault(key, new ArrayList<>());
 | 
			
		||||
        list.add(item);
 | 
			
		||||
        map.put(key, list);
 | 
			
		||||
        return list;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Removes an item from a list in a map. If the key does not exist in the map, a new list is created.
 | 
			
		||||
     *
 | 
			
		||||
     * @param map  The map containing lists of items.
 | 
			
		||||
     * @param key  The key associated with the list in the map.
 | 
			
		||||
     * @param item The item to be removed from the list.
 | 
			
		||||
     * @param <T>  The type of items in the list.
 | 
			
		||||
     * @param <E>  The type of the key in the map.
 | 
			
		||||
     */
 | 
			
		||||
    private <T, E> void removeItemFromMapList(Map<E, List<T>> map, E key, T item) {
 | 
			
		||||
        List<T> list = map.getOrDefault(key, new ArrayList<>());
 | 
			
		||||
        list.remove(item);
 | 
			
		||||
        map.put(key, list);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Calculates the mean position of the waiting nodes for a specific color.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color The color associated with the waiting nodes.
 | 
			
		||||
     * @return The mean position of the waiting nodes as a {@code Vector3f}.
 | 
			
		||||
     */
 | 
			
		||||
    private Vector3f getWaitingPos(Color color) {
 | 
			
		||||
        return getMeanPosition(waitingNodesMap.get(color).stream().map(NodeControl::getLocation).toList());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the mean position of a list of vectors.
 | 
			
		||||
     *
 | 
			
		||||
     * @param vectors The list of vectors.
 | 
			
		||||
     * @return The mean position as a Vector3f.
 | 
			
		||||
     */
 | 
			
		||||
    public static Vector3f getMeanPosition(List<Vector3f> vectors) {
 | 
			
		||||
        if (vectors.isEmpty()) return new Vector3f(0, 0, 0);
 | 
			
		||||
 | 
			
		||||
        Vector3f sum = new Vector3f(0, 0, 0);
 | 
			
		||||
        for (Vector3f v : vectors) {
 | 
			
		||||
            sum.addLocal(v);
 | 
			
		||||
        }
 | 
			
		||||
        return sum.divide(vectors.size());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Adds a player to the game by associating a color and a list of UUIDs to corresponding assets and waiting nodes.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color the color of the player
 | 
			
		||||
     * @param uuid  the list of UUIDs representing the player's assets
 | 
			
		||||
     * @throws RuntimeException if the number of assets or waiting nodes does not match the provided UUIDs
 | 
			
		||||
     */
 | 
			
		||||
    public void addPlayer(Color color, List<UUID> uuid) {
 | 
			
		||||
 | 
			
		||||
        List<AssetOnMap> playerAssets = colorAssetsMap.get(color);
 | 
			
		||||
        if (playerAssets == null) throw new RuntimeException("Assets for Player color are not defined");
 | 
			
		||||
        if (uuid.size() != playerAssets.size())
 | 
			
		||||
            throw new RuntimeException("UUID array and playerAssets are not the same size");
 | 
			
		||||
 | 
			
		||||
        List<NodeControl> waitNodes = waitingNodesMap.get(color);
 | 
			
		||||
        if (waitNodes.size() != playerAssets.size())
 | 
			
		||||
            throw new RuntimeException("waitNodes size does not match playerAssets size");
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        for (int i = 0; i < playerAssets.size(); i++) {
 | 
			
		||||
            AssetOnMap assetOnMap = playerAssets.get(i);
 | 
			
		||||
            UUID pieceUuid = uuid.get(i);
 | 
			
		||||
 | 
			
		||||
            // Initialize PieceControl
 | 
			
		||||
            PieceControl pieceControl = displayAndControl(assetOnMap, new PieceControl(assetOnMap.rot(), app.getAssetManager(), app, fpp));
 | 
			
		||||
            pieceControl.setRotation(assetOnMap.rot());
 | 
			
		||||
 | 
			
		||||
            // Assign piece to waiting node
 | 
			
		||||
            NodeControl waitNode = getNextWaitingNode(color);
 | 
			
		||||
            waitingNodes.get(color).put(pieceUuid, waitNode);
 | 
			
		||||
 | 
			
		||||
            // Move piece to node
 | 
			
		||||
            movePieceToNode(pieceControl, waitNode);
 | 
			
		||||
 | 
			
		||||
            // Update mappings
 | 
			
		||||
            pieces.put(pieceUuid, pieceControl);
 | 
			
		||||
            pieceColor.put(pieceUuid, color);
 | 
			
		||||
            addItemToMapList(waitingPiecesMap, color, pieceControl);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Moves a piece to its corresponding home node based on the given index.
 | 
			
		||||
     *
 | 
			
		||||
     * @param uuid  the UUID of the piece to move
 | 
			
		||||
     * @param index the index of the home node to move the piece to
 | 
			
		||||
     * @throws RuntimeException if the UUID is not mapped to a color or if the home nodes are not properly defined
 | 
			
		||||
     */
 | 
			
		||||
    private void moveHomePiece(UUID uuid, int index) {
 | 
			
		||||
 | 
			
		||||
        Color color = pieceColor.get(uuid);
 | 
			
		||||
        if (color == null) throw new RuntimeException("uuid is not mapped to a color");
 | 
			
		||||
 | 
			
		||||
        List<NodeControl> homeNodes = homeNodesMap.get(color);
 | 
			
		||||
 | 
			
		||||
        if (homeNodesMap.size() != 4) throw new RuntimeException("HomeNodes for" + color + " are not properly defined");
 | 
			
		||||
 | 
			
		||||
        PieceControl pieceControl = pieces.get(uuid);
 | 
			
		||||
        NodeControl nodeControl = homeNodes.get(index);
 | 
			
		||||
        movePieceToNode(pieceControl, nodeControl);
 | 
			
		||||
 | 
			
		||||
        //rotate piece in direction of homeNodes
 | 
			
		||||
        NodeControl firstHomeNode = homeNodes.get(0);
 | 
			
		||||
        NodeControl lastHomeNode = homeNodes.get(homeNodes.size() - 1);
 | 
			
		||||
 | 
			
		||||
        pieceControl.setRotation(getRotationMove(firstHomeNode.getLocation(), lastHomeNode.getLocation()));
 | 
			
		||||
        app.getModelSynchronize().animationEnd();
 | 
			
		||||
        app.getModelSynchronize().animationEnd();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Starts the movement of a piece to a target node based on the given index.
 | 
			
		||||
     *
 | 
			
		||||
     * @param uuid      the UUID of the piece to move
 | 
			
		||||
     * @param nodeIndex the index of the target node to move the piece to
 | 
			
		||||
     * @throws RuntimeException         if the UUID is not mapped to a color or the piece control is not found
 | 
			
		||||
     * @throws IllegalArgumentException if the node index is invalid
 | 
			
		||||
     */
 | 
			
		||||
    private void movePieceStart(UUID uuid, int nodeIndex) {
 | 
			
		||||
 | 
			
		||||
        // Farbe des Pieces abrufen
 | 
			
		||||
        Color color = pieceColor.get(uuid);
 | 
			
		||||
        if (color == null) throw new RuntimeException("UUID is not mapped to a color");
 | 
			
		||||
 | 
			
		||||
        // PieceControl abrufen
 | 
			
		||||
        PieceControl pieceControl = pieces.get(uuid);
 | 
			
		||||
        if (pieceControl == null) throw new RuntimeException("PieceControl not found for UUID: " + uuid);
 | 
			
		||||
 | 
			
		||||
        // Zielknoten abrufen und prüfen
 | 
			
		||||
        if (nodeIndex < 0 || nodeIndex >= infield.size()) {
 | 
			
		||||
            throw new IllegalArgumentException("Invalid nodeIndex: " + nodeIndex);
 | 
			
		||||
        }
 | 
			
		||||
        NodeControl targetNode = infield.get(nodeIndex);
 | 
			
		||||
 | 
			
		||||
        movePieceToNode(pieceControl, targetNode);
 | 
			
		||||
 | 
			
		||||
        removeItemFromMapList(waitingPiecesMap, color, pieceControl);
 | 
			
		||||
        waitingNodes.get(color).remove(uuid);
 | 
			
		||||
        app.getModelSynchronize().animationEnd();
 | 
			
		||||
        app.getModelSynchronize().animationEnd();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Moves a piece from its current position to the target position based on the given indexes.
 | 
			
		||||
     *
 | 
			
		||||
     * @param uuid      the UUID of the piece to move
 | 
			
		||||
     * @param curIndex  the current index of the piece
 | 
			
		||||
     * @param moveIndex the target index of the move
 | 
			
		||||
     */
 | 
			
		||||
    private void movePiece(UUID uuid, int curIndex, int moveIndex) {
 | 
			
		||||
 | 
			
		||||
        movePieceRek(uuid, curIndex, moveIndex);
 | 
			
		||||
        app.getModelSynchronize().animationEnd();
 | 
			
		||||
        app.getModelSynchronize().animationEnd();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Throws a piece to the next available waiting node and updates the waiting node mapping.
 | 
			
		||||
     *
 | 
			
		||||
     * @param uuid the UUID of the piece to throw
 | 
			
		||||
     * @throws RuntimeException if the UUID is not mapped to a color or if no available waiting nodes are found
 | 
			
		||||
     */
 | 
			
		||||
    private void throwPiece(UUID uuid) {
 | 
			
		||||
 | 
			
		||||
        // Farbe des Pieces abrufen
 | 
			
		||||
        Color color = pieceColor.get(uuid);
 | 
			
		||||
        if (color == null) throw new RuntimeException("UUID is not mapped to a color");
 | 
			
		||||
 | 
			
		||||
        // PieceControl abrufen
 | 
			
		||||
        PieceControl pieceControl = pieces.get(uuid);
 | 
			
		||||
        if (pieceControl == null) throw new RuntimeException("PieceControl not found for UUID: " + uuid);
 | 
			
		||||
 | 
			
		||||
        // Nächste freie Waiting Node abrufen
 | 
			
		||||
        NodeControl nextWaitNode = getNextWaitingNode(color);
 | 
			
		||||
        if (nextWaitNode == null) {
 | 
			
		||||
            throw new IllegalStateException("No available waiting nodes for color: " + color);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Bewegung durchführen
 | 
			
		||||
        movePieceToNode(pieceControl, nextWaitNode);
 | 
			
		||||
 | 
			
		||||
        // Waiting Nodes aktualisieren
 | 
			
		||||
        waitingNodes.get(color).put(uuid, nextWaitNode);
 | 
			
		||||
 | 
			
		||||
        // Synchronisation oder Animation
 | 
			
		||||
        pieceControl.rotateInit();
 | 
			
		||||
        app.getAcousticHandler().playSound(MdgaSound.LOSE);
 | 
			
		||||
        app.getModelSynchronize().animationEnd();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Activates the shield for the specified piece.
 | 
			
		||||
     *
 | 
			
		||||
     * @param uuid the UUID of the piece to shield
 | 
			
		||||
     */
 | 
			
		||||
    public void shieldPiece(UUID uuid) {
 | 
			
		||||
        pieces.get(uuid).activateShield();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Deactivates the shield for the specified piece.
 | 
			
		||||
     *
 | 
			
		||||
     * @param uuid the UUID of the piece to unshield
 | 
			
		||||
     */
 | 
			
		||||
    public void unshieldPiece(UUID uuid) {
 | 
			
		||||
        pieces.get(uuid).deactivateShield();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Suppresses the shield for the specified piece.
 | 
			
		||||
     *
 | 
			
		||||
     * @param uuid the UUID of the piece to suppress the shield
 | 
			
		||||
     */
 | 
			
		||||
    public void suppressShield(UUID uuid) {
 | 
			
		||||
 | 
			
		||||
        pieces.get(uuid).suppressShield();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Swaps the positions and rotations of two pieces.
 | 
			
		||||
     *
 | 
			
		||||
     * @param p1   the first piece to swap
 | 
			
		||||
     * @param p2   the second piece to swap
 | 
			
		||||
     * @param loc1 the original location of the first piece
 | 
			
		||||
     * @param rot1 the original rotation of the first piece
 | 
			
		||||
     * @param loc2 the original location of the second piece
 | 
			
		||||
     * @param rot2 the original rotation of the second piece
 | 
			
		||||
     */
 | 
			
		||||
    private void swapPieces(PieceControl p1, PieceControl p2, Vector3f loc1, float rot1, Vector3f loc2, float rot2) {
 | 
			
		||||
        p1.setLocation(loc2);
 | 
			
		||||
        p2.setLocation(loc1);
 | 
			
		||||
 | 
			
		||||
        p1.setRotation(rot2);
 | 
			
		||||
        p2.setRotation(rot1);
 | 
			
		||||
 | 
			
		||||
        app.getModelSynchronize().animationEnd();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Outlines the possible move nodes for a list of pieces based on the move indices and whether it's a home move.
 | 
			
		||||
     *
 | 
			
		||||
     * @param pieces     the list of UUIDs representing the pieces to outline
 | 
			
		||||
     * @param moveIndexe the list of indices for the target move nodes
 | 
			
		||||
     * @param homeMoves  the list indicating whether the move is a home move
 | 
			
		||||
     * @throws RuntimeException if the sizes of the input lists do not match
 | 
			
		||||
     */
 | 
			
		||||
    public void outlineMove(List<UUID> pieces, List<Integer> moveIndexe, List<Boolean> homeMoves) {
 | 
			
		||||
        if (pieces.size() != moveIndexe.size() || pieces.size() != homeMoves.size())
 | 
			
		||||
            throw new RuntimeException("arrays are not the same size");
 | 
			
		||||
 | 
			
		||||
        selectableEnemyPieces.clear();
 | 
			
		||||
        selectableOwnPieces.clear();
 | 
			
		||||
        selectedOwnPiece = null;
 | 
			
		||||
        selectedEnemyPiece = null;
 | 
			
		||||
 | 
			
		||||
        for (int i = 0; i < pieces.size(); i++) {
 | 
			
		||||
            UUID uuid = pieces.get(i);
 | 
			
		||||
            PieceControl pieceControl = this.pieces.get(uuid);
 | 
			
		||||
            NodeControl nodeControl;
 | 
			
		||||
 | 
			
		||||
            if (homeMoves.get(i)) {
 | 
			
		||||
                Color color = pieceColor.get(uuid);
 | 
			
		||||
                nodeControl = homeNodesMap.get(color).get(moveIndexe.get(i));
 | 
			
		||||
            } else {
 | 
			
		||||
                nodeControl = infield.get(moveIndexe.get(i));
 | 
			
		||||
            }
 | 
			
		||||
            pieceControl.selectableOwn();
 | 
			
		||||
            nodeControl.selectableOwn();
 | 
			
		||||
            outlineNodes.add(nodeControl);
 | 
			
		||||
            selectableOwnPieces.add(pieceControl);
 | 
			
		||||
            selectedPieceNodeMap.put(pieceControl, nodeControl);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Outlines the pieces that can be swapped based on the provided own and enemy pieces.
 | 
			
		||||
     *
 | 
			
		||||
     * @param ownPieces   the list of UUIDs representing the player's pieces
 | 
			
		||||
     * @param enemyPieces the list of UUIDs representing the enemy's pieces
 | 
			
		||||
     */
 | 
			
		||||
    public void outlineSwap(List<UUID> ownPieces, List<UUID> enemyPieces) {
 | 
			
		||||
 | 
			
		||||
        selectableEnemyPieces.clear();
 | 
			
		||||
        selectableOwnPieces.clear();
 | 
			
		||||
        selectedOwnPiece = null;
 | 
			
		||||
        selectedEnemyPiece = null;
 | 
			
		||||
 | 
			
		||||
        for (UUID uuid : ownPieces) {
 | 
			
		||||
            PieceControl p = pieces.get(uuid);
 | 
			
		||||
            p.selectableOwn();
 | 
			
		||||
            selectableOwnPieces.add(p);
 | 
			
		||||
        }
 | 
			
		||||
        for (UUID uuid : enemyPieces) {
 | 
			
		||||
            PieceControl p = pieces.get(uuid);
 | 
			
		||||
            p.selectableEnemy();
 | 
			
		||||
            selectableEnemyPieces.add(p);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Outlines the pieces that can be shielded based on the provided list of pieces.
 | 
			
		||||
     *
 | 
			
		||||
     * @param pieces the list of UUIDs representing the pieces to be shielded
 | 
			
		||||
     */
 | 
			
		||||
    public void outlineShield(List<UUID> pieces) {
 | 
			
		||||
        selectableOwnPieces.clear();
 | 
			
		||||
        selectableEnemyPieces.clear();
 | 
			
		||||
        selectedOwnPiece = null;
 | 
			
		||||
        selectedEnemyPiece = null;
 | 
			
		||||
 | 
			
		||||
        for (UUID uuid : pieces) {
 | 
			
		||||
            PieceControl p = this.pieces.get(uuid);
 | 
			
		||||
            p.selectableOwn();
 | 
			
		||||
            selectableOwnPieces.add(p);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Selects a piece from either the own or enemy pieces based on the input and deselects others if needed.
 | 
			
		||||
     *
 | 
			
		||||
     * @param pieceSelected the PieceControl instance representing the piece selected by the user
 | 
			
		||||
     */
 | 
			
		||||
    public void pieceSelect(OutlineOEControl selected) {
 | 
			
		||||
        PieceControl piece = getPieceByOE(selected);
 | 
			
		||||
        NodeControl node = selectedPieceNodeMap.get(piece);
 | 
			
		||||
 | 
			
		||||
        boolean isSelected = piece.isSelected();
 | 
			
		||||
        if (selectableOwnPieces.contains(piece)) {
 | 
			
		||||
            for (PieceControl p : selectableOwnPieces) {
 | 
			
		||||
                p.selectOff();
 | 
			
		||||
                NodeControl n = selectedPieceNodeMap.get(p);
 | 
			
		||||
                if (n != null) n.selectOff();
 | 
			
		||||
            }
 | 
			
		||||
            if (!isSelected) {
 | 
			
		||||
                piece.selectOn();
 | 
			
		||||
                if (node != null) node.selectOn();
 | 
			
		||||
                selectedOwnPiece = piece;
 | 
			
		||||
            } else {
 | 
			
		||||
                piece.selectOff();
 | 
			
		||||
                if (node != null) node.selectOff();;
 | 
			
		||||
                selectedOwnPiece = null;
 | 
			
		||||
            }
 | 
			
		||||
        } else if (selectableEnemyPieces.contains(piece)) {
 | 
			
		||||
            for (PieceControl p : selectableEnemyPieces) {
 | 
			
		||||
                p.selectOff();
 | 
			
		||||
            }
 | 
			
		||||
            if (!isSelected) {
 | 
			
		||||
                piece.selectOn();
 | 
			
		||||
                selectedEnemyPiece = piece;
 | 
			
		||||
            } else {
 | 
			
		||||
                piece.selectOff();
 | 
			
		||||
                selectedEnemyPiece = null;
 | 
			
		||||
            }
 | 
			
		||||
        } else throw new RuntimeException("pieceSelected is not in own/enemySelectablePieces");
 | 
			
		||||
 | 
			
		||||
        app.getModelSynchronize().select(getKeyByValue(pieces, selectedOwnPiece), getKeyByValue(pieces, selectedEnemyPiece));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void hoverOn(OutlineOEControl hover) {
 | 
			
		||||
        PieceControl piece = getPieceByOE(hover);
 | 
			
		||||
        NodeControl node = selectedPieceNodeMap.get(piece);
 | 
			
		||||
 | 
			
		||||
        piece.hoverOn();
 | 
			
		||||
        if(node != null) node.hoverOn();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void hoverOff(OutlineOEControl hover) {
 | 
			
		||||
        PieceControl piece = getPieceByOE(hover);
 | 
			
		||||
        NodeControl node = selectedPieceNodeMap.get(piece);
 | 
			
		||||
 | 
			
		||||
        piece.hoverOff();
 | 
			
		||||
        if(node != null) node.hoverOff();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private PieceControl getPieceByOE(OutlineOEControl control){
 | 
			
		||||
        PieceControl piece;
 | 
			
		||||
        if (control instanceof PieceControl p){
 | 
			
		||||
            piece = p;
 | 
			
		||||
        }
 | 
			
		||||
        else if (control instanceof NodeControl n){
 | 
			
		||||
            piece = getKeyByValue(selectedPieceNodeMap, n);
 | 
			
		||||
        }
 | 
			
		||||
        else throw new RuntimeException("selected is not instanceof piece or node");
 | 
			
		||||
        return piece;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Clears all highlighted, selectable, and selected pieces and nodes.
 | 
			
		||||
     */
 | 
			
		||||
    public void clearSelectable() {
 | 
			
		||||
        for (PieceControl p : selectableOwnPieces) {
 | 
			
		||||
            p.selectableOff();
 | 
			
		||||
            NodeControl n = selectedPieceNodeMap.get(p);
 | 
			
		||||
            if(n != null) n.selectableOff();
 | 
			
		||||
        }
 | 
			
		||||
        for (PieceControl p : selectableEnemyPieces) {
 | 
			
		||||
            p.selectableOff();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        outlineNodes.clear();
 | 
			
		||||
        selectableEnemyPieces.clear();
 | 
			
		||||
        selectableOwnPieces.clear();
 | 
			
		||||
        selectedPieceNodeMap.clear();
 | 
			
		||||
        selectedEnemyPiece = null;
 | 
			
		||||
        selectedOwnPiece = null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Displays the dice for the specified color at the appropriate position.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color the color of the player whose dice should be displayed
 | 
			
		||||
     */
 | 
			
		||||
    public void showDice(Color color) {
 | 
			
		||||
        rootNodeBoard.attachChild(diceControl.getSpatial());
 | 
			
		||||
        diceControl.setPos(getWaitingPos(color).add(new Vector3f(0, 0, 4)));
 | 
			
		||||
        diceControl.spin();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Hides the dice from the view.
 | 
			
		||||
     */
 | 
			
		||||
    public void hideDice() {
 | 
			
		||||
        diceControl.hide();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private <K, V> K getKeyByValue(Map<K, V> map, V value) {
 | 
			
		||||
        for (Map.Entry<K, V> entry : map.entrySet()) {
 | 
			
		||||
            if (entry.getValue().equals(value)) {
 | 
			
		||||
                return entry.getKey();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        return null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Animates the movement of a piece from its current index to a target index.
 | 
			
		||||
     *
 | 
			
		||||
     * @param uuid      the UUID of the piece to animate
 | 
			
		||||
     * @param curIndex  the current index of the piece
 | 
			
		||||
     * @param moveIndex the target index to animate the piece to
 | 
			
		||||
     */
 | 
			
		||||
    public void movePieceAnim(UUID uuid, int curIndex, int moveIndex) {
 | 
			
		||||
 | 
			
		||||
        pieces.get(uuid).getSpatial().addControl(new MoveControl(
 | 
			
		||||
                infield.get(curIndex).getLocation(),
 | 
			
		||||
                infield.get(moveIndex).getLocation(),
 | 
			
		||||
                () -> movePiece(uuid, curIndex, moveIndex)));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Animates the movement of a piece to its home position based on the given home index.
 | 
			
		||||
     *
 | 
			
		||||
     * @param uuid      the UUID of the piece to animate
 | 
			
		||||
     * @param homeIndex the index of the home node to move the piece to
 | 
			
		||||
     */
 | 
			
		||||
    public void movePieceHomeAnim(UUID uuid, int homeIndex) {
 | 
			
		||||
        pieces.get(uuid).getSpatial().addControl(new MoveControl(
 | 
			
		||||
                pieces.get(uuid).getLocation(),
 | 
			
		||||
                homeNodesMap.get(pieceColor.get(uuid)).get(homeIndex).getLocation(),
 | 
			
		||||
                () -> moveHomePiece(uuid, homeIndex)));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Animates the start of the movement of a piece to a target index.
 | 
			
		||||
     *
 | 
			
		||||
     * @param uuid      the UUID of the piece to animate
 | 
			
		||||
     * @param moveIndex the target index to animate the piece to
 | 
			
		||||
     */
 | 
			
		||||
    public void movePieceStartAnim(UUID uuid, int moveIndex) {
 | 
			
		||||
        pieces.get(uuid).getSpatial().addControl(new MoveControl(
 | 
			
		||||
                pieces.get(uuid).getLocation(),
 | 
			
		||||
                infield.get(moveIndex).getLocation(),
 | 
			
		||||
                () -> movePieceStart(uuid, moveIndex)
 | 
			
		||||
        ));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Animates the throwing of a piece to the next available waiting node.
 | 
			
		||||
     *
 | 
			
		||||
     * @param uuid the UUID of the piece to animate
 | 
			
		||||
     */
 | 
			
		||||
    public void throwPieceAnim(UUID uuid) {
 | 
			
		||||
        pieces.get(uuid).getSpatial().addControl(new MoveControl(
 | 
			
		||||
                pieces.get(uuid).getLocation(), getNextWaitingNode(pieceColor.get(uuid)).getLocation(),
 | 
			
		||||
                () -> throwPiece(uuid))
 | 
			
		||||
        );
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void throwPiece(UUID uuid, Color throwColor) {
 | 
			
		||||
        switch (throwColor) {
 | 
			
		||||
            case ARMY -> throwShell(uuid);
 | 
			
		||||
            case NAVY -> throwMissile(uuid);
 | 
			
		||||
            case CYBER -> throwMatrix(uuid);
 | 
			
		||||
            case AIRFORCE -> throwBomb(uuid);
 | 
			
		||||
            default -> throw new RuntimeException("invalid color");
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Animates the throwing of a piece to the next available waiting node.
 | 
			
		||||
     *
 | 
			
		||||
     * @param uuid the UUID of the piece to animate
 | 
			
		||||
     */
 | 
			
		||||
    private void throwBomb(UUID uuid) {
 | 
			
		||||
        Vector3f targetPoint = pieces.get(uuid).getLocation();
 | 
			
		||||
 | 
			
		||||
        JetAnimation anim = new JetAnimation(app, rootNode, targetPoint, 40, 6, () -> throwPieceAnim(uuid));
 | 
			
		||||
        anim.start();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void throwMatrix(UUID uuid) {
 | 
			
		||||
        app.getAcousticHandler().playSound(MdgaSound.MATRIX);
 | 
			
		||||
        Spatial piece = pieces.get(uuid).getSpatial();
 | 
			
		||||
        piece.addControl(new MatrixAnimation(app, radarPos, () -> {
 | 
			
		||||
            throwPieceAnim(uuid);
 | 
			
		||||
        }));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void throwMissile(UUID uuid) {
 | 
			
		||||
        Vector3f targetPoint = pieces.get(uuid).getLocation();
 | 
			
		||||
 | 
			
		||||
        MissileAnimation anim = new MissileAnimation(app, rootNode, targetPoint, 2f, () -> throwPieceAnim(uuid));
 | 
			
		||||
        anim.start();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void throwShell(UUID uuid) {
 | 
			
		||||
        pieces.get(uuid).getSpatial().addControl(new ShellAnimation(tankTop, app, () -> throwPieceAnim(uuid)));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Animates the swapping of two pieces by swapping their positions and rotations.
 | 
			
		||||
     *
 | 
			
		||||
     * @param piece1 the UUID of the first piece
 | 
			
		||||
     * @param piece2 the UUID of the second piece
 | 
			
		||||
     */
 | 
			
		||||
    public void swapPieceAnim(UUID piece1, UUID piece2) {
 | 
			
		||||
        PieceControl piece1Control = pieces.get(piece1);
 | 
			
		||||
        PieceControl piece2Control = pieces.get(piece2);
 | 
			
		||||
 | 
			
		||||
        Vector3f loc1 = piece1Control.getLocation().clone();
 | 
			
		||||
        Vector3f loc2 = piece2Control.getLocation().clone();
 | 
			
		||||
        float rot1 = piece1Control.getRotation();
 | 
			
		||||
        float rot2 = piece2Control.getRotation();
 | 
			
		||||
 | 
			
		||||
        piece1Control.getSpatial().addControl(new MoveControl(
 | 
			
		||||
                piece1Control.getLocation().clone(),
 | 
			
		||||
                piece2Control.getLocation().clone(),
 | 
			
		||||
                () -> {
 | 
			
		||||
                }
 | 
			
		||||
        ));
 | 
			
		||||
        piece2Control.getSpatial().addControl(new MoveControl(
 | 
			
		||||
                piece2Control.getLocation().clone(),
 | 
			
		||||
                piece1Control.getLocation().clone(),
 | 
			
		||||
                () -> swapPieces(piece1Control, piece2Control, loc1, rot1, loc2, rot2)
 | 
			
		||||
        ));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Retrieves the next available waiting node for the specified color.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color the color of the player to get the next waiting node for
 | 
			
		||||
     * @return the next available NodeControl for the specified color
 | 
			
		||||
     * @throws IllegalStateException if no available waiting nodes are found for the color
 | 
			
		||||
     */
 | 
			
		||||
    private NodeControl getNextWaitingNode(Color color) {
 | 
			
		||||
        List<NodeControl> nodes = waitingNodesMap.get(color);
 | 
			
		||||
 | 
			
		||||
        if (nodes == null || nodes.isEmpty()) {
 | 
			
		||||
            throw new IllegalStateException("Keine verfügbaren Warteschleifen-Knoten für die Farbe " + color);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        for (NodeControl node : nodes) {
 | 
			
		||||
            if (!waitingNodes.getOrDefault(color, new HashMap<>()).containsValue(node)) {
 | 
			
		||||
                return node;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        throw new IllegalStateException("Keine freien Nodes im Wartebereich für die Farbe " + color);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,185 @@
 | 
			
		||||
package pp.mdga.client.board;
 | 
			
		||||
 | 
			
		||||
import com.jme3.light.AmbientLight;
 | 
			
		||||
import com.jme3.light.DirectionalLight;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.math.FastMath;
 | 
			
		||||
import com.jme3.math.Quaternion;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.post.FilterPostProcessor;
 | 
			
		||||
import com.jme3.post.filters.FXAAFilter;
 | 
			
		||||
import com.jme3.post.ssao.SSAOFilter;
 | 
			
		||||
import com.jme3.scene.Spatial;
 | 
			
		||||
import com.jme3.shadow.DirectionalLightShadowFilter;
 | 
			
		||||
import com.jme3.shadow.EdgeFilteringMode;
 | 
			
		||||
import com.jme3.util.SkyFactory;
 | 
			
		||||
import com.jme3.util.SkyFactory.EnvMapType;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.game.Color;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Handles the camera position, rotation, and lighting effects for the game.
 | 
			
		||||
 * Provides methods for camera initialization, updates based on user input, and shutdown operations.
 | 
			
		||||
 */
 | 
			
		||||
public class CameraHandler {
 | 
			
		||||
    MdgaApp app;
 | 
			
		||||
 | 
			
		||||
    private DirectionalLight sun;
 | 
			
		||||
    private AmbientLight ambient;
 | 
			
		||||
 | 
			
		||||
    private static final int SHADOWMAP_SIZE = 1024 * 8;
 | 
			
		||||
 | 
			
		||||
    private Vector3f defaultCameraPosition;
 | 
			
		||||
    private Quaternion defaultCameraRotation;
 | 
			
		||||
 | 
			
		||||
    FilterPostProcessor fpp;
 | 
			
		||||
    DirectionalLightShadowFilter dlsf;
 | 
			
		||||
 | 
			
		||||
    Spatial sky;
 | 
			
		||||
    private Color ownColor;
 | 
			
		||||
    private boolean init;
 | 
			
		||||
    private boolean initRot;
 | 
			
		||||
    private SSAOFilter ssaoFilter;
 | 
			
		||||
    private FXAAFilter fxaaFilter;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructor for the CameraHandler. Initializes the camera settings and lighting.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app The main application instance that provides the camera and root node.
 | 
			
		||||
     * @param fpp The FilterPostProcessor used for post-processing effects.
 | 
			
		||||
     */
 | 
			
		||||
    public CameraHandler(MdgaApp app, FilterPostProcessor fpp) {
 | 
			
		||||
        init = false;
 | 
			
		||||
        initRot = false;
 | 
			
		||||
        this.app = app;
 | 
			
		||||
        this.fpp = fpp;
 | 
			
		||||
        // Save the default camera state
 | 
			
		||||
        this.defaultCameraPosition = app.getCamera().getLocation().clone();
 | 
			
		||||
        this.defaultCameraRotation = app.getCamera().getRotation().clone();
 | 
			
		||||
 | 
			
		||||
        sun = new DirectionalLight();
 | 
			
		||||
        sun.setColor(ColorRGBA.White);
 | 
			
		||||
        sun.setDirection(new Vector3f(0.3f, 0, -1));
 | 
			
		||||
 | 
			
		||||
        ambient = new AmbientLight();
 | 
			
		||||
        ambient.setColor(new ColorRGBA(0.3f, 0.3f, 0.3f, 1));
 | 
			
		||||
 | 
			
		||||
        dlsf = new DirectionalLightShadowFilter(app.getAssetManager(), SHADOWMAP_SIZE, 1);
 | 
			
		||||
        dlsf.setLight(sun);
 | 
			
		||||
        dlsf.setEnabled(true);
 | 
			
		||||
        dlsf.setEdgeFilteringMode(EdgeFilteringMode.PCFPOISSON);
 | 
			
		||||
        dlsf.setShadowIntensity(0.7f);
 | 
			
		||||
        ssaoFilter = new SSAOFilter(6, 10f, 0.33f, 0.61f);
 | 
			
		||||
//        ssaoFilter = new SSAOFilter();
 | 
			
		||||
        fxaaFilter = new FXAAFilter();
 | 
			
		||||
 | 
			
		||||
        sky = SkyFactory.createSky(app.getAssetManager(), "Images/sky/sky.dds", EnvMapType.EquirectMap).rotate(FastMath.HALF_PI * 1, 0, FastMath.HALF_PI * 0.2f);
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes the camera with a specific color orientation.
 | 
			
		||||
     * Adds lights, sky, and shadow filters to the scene.
 | 
			
		||||
     *
 | 
			
		||||
     * @param ownColor The color that defines the initial camera view angle.
 | 
			
		||||
     */
 | 
			
		||||
    public void init(Color ownColor) {
 | 
			
		||||
        app.getRootNode().addLight(sun);
 | 
			
		||||
        app.getRootNode().addLight(ambient);
 | 
			
		||||
        app.getRootNode().attachChild(sky);
 | 
			
		||||
        fpp.addFilter(dlsf);
 | 
			
		||||
        fpp.addFilter(ssaoFilter);
 | 
			
		||||
        fpp.addFilter(fxaaFilter);
 | 
			
		||||
        init = true;
 | 
			
		||||
        initRot = true;
 | 
			
		||||
        this.ownColor = ownColor;
 | 
			
		||||
        app.getInputSynchronize().setRotation(getInitAngleByColor(ownColor) * 2);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Shuts down the camera handler by removing all lights, sky, and filters,
 | 
			
		||||
     * and resets the camera position and rotation to its default state.
 | 
			
		||||
     */
 | 
			
		||||
    public void shutdown() {
 | 
			
		||||
        init = false;
 | 
			
		||||
        fpp.removeFilter(fxaaFilter);
 | 
			
		||||
        fpp.removeFilter(ssaoFilter);
 | 
			
		||||
        fpp.removeFilter(dlsf);
 | 
			
		||||
        app.getRootNode().detachChild(sky);
 | 
			
		||||
        app.getRootNode().removeLight(ambient);
 | 
			
		||||
        app.getRootNode().removeLight(sun);
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        // Reset the camera to its default state
 | 
			
		||||
        app.getCamera().setLocation(defaultCameraPosition);
 | 
			
		||||
        app.getCamera().setRotation(defaultCameraRotation);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the camera position and rotation based on user input (scroll and rotation).
 | 
			
		||||
     * Adjusts the vertical angle and radius based on zoom and rotation values.
 | 
			
		||||
     *
 | 
			
		||||
     * @param scroll   The scroll input, determining zoom level.
 | 
			
		||||
     * @param rotation The rotation input, determining camera orientation.
 | 
			
		||||
     */
 | 
			
		||||
    public void update(float scroll, float rotation) {
 | 
			
		||||
        if (!init) return;
 | 
			
		||||
        float scrollValue = Math.max(0, Math.min(scroll, 100));
 | 
			
		||||
 | 
			
		||||
        float rotationValue = rotation % 360;
 | 
			
		||||
        if (rotationValue < 0) {
 | 
			
		||||
            rotationValue += 360;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        float radius;
 | 
			
		||||
 | 
			
		||||
        float verticalAngle;
 | 
			
		||||
        if (scroll < 100f) {
 | 
			
		||||
            verticalAngle = 20f + (scrollValue / 100f) * 45f;
 | 
			
		||||
            radius = 30f;
 | 
			
		||||
        } else {
 | 
			
		||||
            verticalAngle = 90f;
 | 
			
		||||
            rotationValue = getAngleByColor(ownColor);
 | 
			
		||||
            radius = 50f;
 | 
			
		||||
        }
 | 
			
		||||
        float verticalAngleRadians = FastMath.DEG_TO_RAD * verticalAngle;
 | 
			
		||||
 | 
			
		||||
        float z = radius * FastMath.sin(verticalAngleRadians);
 | 
			
		||||
        float x = radius * FastMath.cos(verticalAngleRadians) * FastMath.sin(FastMath.DEG_TO_RAD * rotationValue);
 | 
			
		||||
        float y = radius * FastMath.cos(verticalAngleRadians) * FastMath.cos(FastMath.DEG_TO_RAD * rotationValue);
 | 
			
		||||
 | 
			
		||||
        Vector3f cameraPosition = new Vector3f(x, y, z);
 | 
			
		||||
        app.getCamera().setLocation(cameraPosition);
 | 
			
		||||
 | 
			
		||||
        app.getCamera().lookAt(Vector3f.ZERO, Vector3f.UNIT_Z);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the camera angle based on the specified color.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color The color used to determine the camera angle.
 | 
			
		||||
     * @return The camera angle in degrees.
 | 
			
		||||
     */
 | 
			
		||||
    private float getAngleByColor(Color color) {
 | 
			
		||||
        return switch (color) {
 | 
			
		||||
            case ARMY -> 0;
 | 
			
		||||
            case AIRFORCE -> 90;
 | 
			
		||||
            case NAVY -> 270;
 | 
			
		||||
            case CYBER -> 180;
 | 
			
		||||
            default -> throw new RuntimeException("None is not allowed");
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the initial camera angle based on the specified color.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color The color used to determine the camera angle.
 | 
			
		||||
     * @return The initial camera angle in degrees.
 | 
			
		||||
     */
 | 
			
		||||
    private float getInitAngleByColor(Color color) {
 | 
			
		||||
        return (getAngleByColor(color) + 180) % 360;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,116 @@
 | 
			
		||||
package pp.mdga.client.board;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
import pp.mdga.client.Asset;
 | 
			
		||||
 | 
			
		||||
import java.io.BufferedReader;
 | 
			
		||||
import java.io.IOException;
 | 
			
		||||
import java.io.InputStream;
 | 
			
		||||
import java.io.InputStreamReader;
 | 
			
		||||
import java.util.ArrayList;
 | 
			
		||||
import java.util.List;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * A utility class for loading and parsing map data from a file.
 | 
			
		||||
 * The map contains asset names and coordinates for objects placed on the map.
 | 
			
		||||
 */
 | 
			
		||||
class MapLoader {
 | 
			
		||||
    /**
 | 
			
		||||
     * Private constructor to prevent instantiation.
 | 
			
		||||
     */
 | 
			
		||||
    private MapLoader() {
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Loads a map file and parses its contents into a list of assets and their positions.
 | 
			
		||||
     * Each line in the map file defines an asset, its coordinates, and its rotation.
 | 
			
		||||
     *
 | 
			
		||||
     * @param mapName The name of the map file to load. The file is expected to be located in the resources directory.
 | 
			
		||||
     * @return A list of {@link AssetOnMap} objects representing the assets placed on the map.
 | 
			
		||||
     * @throws IOException              If an error occurs while reading the map file.
 | 
			
		||||
     * @throws IllegalArgumentException If the map file contains invalid data.
 | 
			
		||||
     */
 | 
			
		||||
    public static List<AssetOnMap> loadMap(String mapName) {
 | 
			
		||||
        List<AssetOnMap> assetsOnMap = new ArrayList<>();
 | 
			
		||||
 | 
			
		||||
        try (
 | 
			
		||||
                InputStream inputStream = MapLoader.class.getClassLoader().getResourceAsStream(mapName);
 | 
			
		||||
                BufferedReader reader = new BufferedReader(new InputStreamReader(inputStream))
 | 
			
		||||
        ) {
 | 
			
		||||
 | 
			
		||||
            while (true) {
 | 
			
		||||
                String entry = reader.readLine();
 | 
			
		||||
                if (entry == null) break;
 | 
			
		||||
 | 
			
		||||
                entry = entry.trim();
 | 
			
		||||
 | 
			
		||||
                if (entry.isEmpty()) continue;
 | 
			
		||||
                if (entry.charAt(0) == '#') continue;
 | 
			
		||||
 | 
			
		||||
                String[] parts = entry.trim().split(" ");
 | 
			
		||||
 | 
			
		||||
                assert (parts.length == 3) : "MapLoader: line has not 3 parts";
 | 
			
		||||
 | 
			
		||||
                String assetName = parts[0];
 | 
			
		||||
                String[] coordinates = parts[1].split(",");
 | 
			
		||||
 | 
			
		||||
                assert (coordinates.length == 2) : "MapLoade: coordinates are wrong";
 | 
			
		||||
 | 
			
		||||
                int x = Integer.parseInt(coordinates[0]);
 | 
			
		||||
                int y = Integer.parseInt(coordinates[1]);
 | 
			
		||||
 | 
			
		||||
                float rot = Float.parseFloat(parts[2]);
 | 
			
		||||
 | 
			
		||||
                Asset asset = getLoadedAsset(assetName);
 | 
			
		||||
                assetsOnMap.add(new AssetOnMap(asset, x, y, rot));
 | 
			
		||||
            }
 | 
			
		||||
        } catch (IOException e) {
 | 
			
		||||
            e.printStackTrace();
 | 
			
		||||
        } catch (IllegalArgumentException e) {
 | 
			
		||||
            e.printStackTrace();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        return assetsOnMap;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the corresponding {@link Asset} for a given asset name.
 | 
			
		||||
     *
 | 
			
		||||
     * @param assetName The name of the asset to load.
 | 
			
		||||
     * @return The {@link Asset} associated with the given name.
 | 
			
		||||
     * @throws IllegalStateException If the asset name is unrecognized.
 | 
			
		||||
     */
 | 
			
		||||
    private static Asset getLoadedAsset(String assetName) {
 | 
			
		||||
        return switch (assetName) {
 | 
			
		||||
            case "lw" -> Asset.lw;
 | 
			
		||||
            case "cir" -> Asset.cir;
 | 
			
		||||
            case "marine" -> Asset.marine;
 | 
			
		||||
            case "heer" -> Asset.heer;
 | 
			
		||||
            case "node" -> Asset.node_normal;
 | 
			
		||||
            case "node_start" -> Asset.node_start;
 | 
			
		||||
            case "node_bonus" -> Asset.node_bonus;
 | 
			
		||||
            case "node_home_blue" -> Asset.node_home_blue;
 | 
			
		||||
            case "node_home_yellow" -> Asset.node_home_yellow;
 | 
			
		||||
            case "node_home_black" -> Asset.node_home_black;
 | 
			
		||||
            case "node_home_green" -> Asset.node_home_green;
 | 
			
		||||
            case "node_wait_blue" -> Asset.node_wait_blue;
 | 
			
		||||
            case "node_wait_yellow" -> Asset.node_wait_yellow;
 | 
			
		||||
            case "node_wait_black" -> Asset.node_wait_black;
 | 
			
		||||
            case "node_wait_green" -> Asset.node_wait_green;
 | 
			
		||||
            case "world" -> Asset.world;
 | 
			
		||||
            case "jet" -> Asset.jet;
 | 
			
		||||
            case "big_tent" -> Asset.bigTent;
 | 
			
		||||
            case "small_tent" -> Asset.smallTent;
 | 
			
		||||
            case "radar" -> Asset.radar;
 | 
			
		||||
            case "ship" -> Asset.ship;
 | 
			
		||||
            case "tank" -> Asset.tank;
 | 
			
		||||
            case "treeSmall" -> Asset.treeSmall;
 | 
			
		||||
            case "treeBig" -> Asset.treeBig;
 | 
			
		||||
            case "tank_shoot" -> Asset.tankShoot;
 | 
			
		||||
            case "treesBigBackground" -> Asset.treesBigBackground;
 | 
			
		||||
            case "treesSmallBackground" -> Asset.treesSmallBackground;
 | 
			
		||||
            default -> throw new IllegalStateException("Unexpected value: " + assetName);
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,34 @@
 | 
			
		||||
package pp.mdga.client.board;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.post.FilterPostProcessor;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * A control that adds highlighting functionality to a node in the game.
 | 
			
		||||
 * This class extends {@link OutlineControl} to add an outline effect when the node is highlighted.
 | 
			
		||||
 */
 | 
			
		||||
public class NodeControl extends OutlineOEControl {
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a {@link NodeControl} with the specified application and post processor.
 | 
			
		||||
     * This constructor sets up the necessary elements for highlighting functionality.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app The {@link MdgaApp} instance to use for the application context.
 | 
			
		||||
     * @param fpp The {@link FilterPostProcessor} to apply post-processing effects.
 | 
			
		||||
     */
 | 
			
		||||
    public NodeControl(MdgaApp app, FilterPostProcessor fpp) {
 | 
			
		||||
        super(app, fpp, app.getCamera());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the location of the node in 3D space.
 | 
			
		||||
     * This is the node's local translation in the scene.
 | 
			
		||||
     *
 | 
			
		||||
     * @return The {@link Vector3f} representing the node's location.
 | 
			
		||||
     */
 | 
			
		||||
    public Vector3f getLocation() {
 | 
			
		||||
        return this.getSpatial().getLocalTranslation();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,182 @@
 | 
			
		||||
package pp.mdga.client.board;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.post.FilterPostProcessor;
 | 
			
		||||
import com.jme3.renderer.Camera;
 | 
			
		||||
import pp.mdga.client.InitControl;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.client.outline.SelectObjectOutliner;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * A control that provides outline functionality to a spatial object.
 | 
			
		||||
 * This class is responsible for adding an outline effect to a spatial
 | 
			
		||||
 * object, allowing it to be highlighted or deselected.
 | 
			
		||||
 */
 | 
			
		||||
public class OutlineControl extends InitControl {
 | 
			
		||||
    /**
 | 
			
		||||
     * The {@link SelectObjectOutliner} responsible for managing the outline effect.
 | 
			
		||||
     */
 | 
			
		||||
    private final SelectObjectOutliner selectObjectOutliner;
 | 
			
		||||
    private final MdgaApp app;
 | 
			
		||||
    private boolean hoverable = false;
 | 
			
		||||
    private boolean highlight = false;
 | 
			
		||||
    private boolean selectable = false;
 | 
			
		||||
    private boolean select = false;
 | 
			
		||||
    private ColorRGBA highlightColor;
 | 
			
		||||
    private int highlightWidth;
 | 
			
		||||
    private ColorRGBA hoverColor;
 | 
			
		||||
    private int hoverWidth;
 | 
			
		||||
    private ColorRGBA selectColor;
 | 
			
		||||
    private int selectWidth;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs an {@code OutlineControl} with default thickness for the object outline.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app The main application managing the outline control.
 | 
			
		||||
     * @param fpp The {@code FilterPostProcessor} used for post-processing effects.
 | 
			
		||||
     */
 | 
			
		||||
    public OutlineControl(MdgaApp app, FilterPostProcessor fpp, Camera cam,
 | 
			
		||||
                          ColorRGBA highlightColor, int highlightWidth,
 | 
			
		||||
                          ColorRGBA hoverColor, int hoverWidth,
 | 
			
		||||
                          ColorRGBA selectColor, int selectWidth
 | 
			
		||||
    ) {
 | 
			
		||||
        this.app = app;
 | 
			
		||||
        this.highlightColor = highlightColor;
 | 
			
		||||
        this.highlightWidth = highlightWidth;
 | 
			
		||||
        this.hoverColor = hoverColor;
 | 
			
		||||
        this.hoverWidth = hoverWidth;
 | 
			
		||||
        this.selectColor = selectColor;
 | 
			
		||||
        this.selectWidth = selectWidth;
 | 
			
		||||
        selectObjectOutliner = new SelectObjectOutliner(fpp, app.getRenderManager(), app.getAssetManager(), cam, app);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Applies an outline to the spatial object with the given color.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color The {@link ColorRGBA} representing the color of the outline.
 | 
			
		||||
     */
 | 
			
		||||
//    public void outline(ColorRGBA color) {
 | 
			
		||||
//        selectObjectOutliner.select(spatial, color);
 | 
			
		||||
//    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Applies an outline to the spatial object with the given color and width.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color The {@link ColorRGBA} representing the color of the outline.
 | 
			
		||||
     * @param width The width of the outline.
 | 
			
		||||
     */
 | 
			
		||||
    public void outline(ColorRGBA color, int width) {
 | 
			
		||||
        outlineOff();
 | 
			
		||||
        selectObjectOutliner.select(spatial, color, width);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Removes the outline effect from the spatial object.
 | 
			
		||||
     */
 | 
			
		||||
    public void outlineOff() {
 | 
			
		||||
        selectObjectOutliner.deselect(spatial);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Retrieves the instance of the {@code MdgaApp} associated with this control.
 | 
			
		||||
     *
 | 
			
		||||
     * @return The {@code MdgaApp} instance.
 | 
			
		||||
     */
 | 
			
		||||
    public MdgaApp getApp() {
 | 
			
		||||
        return app;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void highlightOn() {
 | 
			
		||||
        highlight = true;
 | 
			
		||||
        outline(highlightColor, highlightWidth);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void highlightOff() {
 | 
			
		||||
        highlight = false;
 | 
			
		||||
        outlineOff();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void hoverOn() {
 | 
			
		||||
        if (!hoverable) return;
 | 
			
		||||
        outline(hoverColor, hoverWidth);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void hoverOff() {
 | 
			
		||||
        if (!hoverable) return;
 | 
			
		||||
 | 
			
		||||
        if (select) selectOn();
 | 
			
		||||
        else if (highlight) highlightOn();
 | 
			
		||||
        else outlineOff();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void selectOn() {
 | 
			
		||||
        if (!selectable) return;
 | 
			
		||||
        select = true;
 | 
			
		||||
        outline(selectColor, selectWidth);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void selectOff() {
 | 
			
		||||
        select = false;
 | 
			
		||||
        if (highlight) highlightOn();
 | 
			
		||||
        else outlineOff();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void selectableOn(){
 | 
			
		||||
        setSelectable(true);
 | 
			
		||||
        setHoverable(true);
 | 
			
		||||
        highlightOn();
 | 
			
		||||
        select = false;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void selectableOff(){
 | 
			
		||||
        setSelectable(false);
 | 
			
		||||
        setHoverable(false);
 | 
			
		||||
        highlightOff();
 | 
			
		||||
        select = false;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void setSelectable(boolean selectable) {
 | 
			
		||||
        this.selectable = selectable;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public boolean isSelected() {
 | 
			
		||||
        return select;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public boolean isSelectable() {
 | 
			
		||||
        return selectable;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public boolean isHoverable() {
 | 
			
		||||
        return hoverable;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void setHoverable(boolean hoverable) {
 | 
			
		||||
        this.hoverable = hoverable;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void setHighlightColor(ColorRGBA color){
 | 
			
		||||
        highlightColor = color;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void setHighlightWidth(int width){
 | 
			
		||||
        highlightWidth = width;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void setHoverColor(ColorRGBA color){
 | 
			
		||||
        hoverColor = color;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void setHoverWidth(int width){
 | 
			
		||||
        hoverWidth = width;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void setSelectColor(ColorRGBA color){
 | 
			
		||||
        selectColor = color;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void setSelectWidth(int width){
 | 
			
		||||
        selectWidth = width;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,57 @@
 | 
			
		||||
package pp.mdga.client.board;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.post.FilterPostProcessor;
 | 
			
		||||
import com.jme3.renderer.Camera;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * OutlineOEControl class extends OutlineControl to manage outline colors and widths
 | 
			
		||||
 * for own and enemy objects, including hover and select states.
 | 
			
		||||
 */
 | 
			
		||||
public class OutlineOEControl extends OutlineControl{
 | 
			
		||||
    private static final ColorRGBA OUTLINE_OWN_COLOR = ColorRGBA.White;
 | 
			
		||||
    private static final ColorRGBA OUTLINE_ENEMY_COLOR = ColorRGBA.Red;
 | 
			
		||||
    private static final ColorRGBA OUTLINE_OWN_HOVER_COLOR = ColorRGBA.Yellow;
 | 
			
		||||
    private static final ColorRGBA OUTLINE_ENEMY_HOVER_COLOR = ColorRGBA.Green;
 | 
			
		||||
    private static final ColorRGBA OUTLINE_OWN_SELECT_COLOR = ColorRGBA.Cyan;
 | 
			
		||||
    private static final ColorRGBA OUTLINE_ENEMY_SELECT_COLOR = ColorRGBA.Orange;
 | 
			
		||||
    private static final int OUTLINE_HIGHLIGHT_WIDTH = 8;
 | 
			
		||||
    private static final int OUTLINE_HOVER_WIDTH = 8;
 | 
			
		||||
    private static final int OUTLINE_SELECT_WIDTH = 10;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructor for OutlineOEControl.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app the MdgaApp instance
 | 
			
		||||
     * @param fpp the FilterPostProcessor instance
 | 
			
		||||
     * @param cam the Camera instance
 | 
			
		||||
     */
 | 
			
		||||
    public OutlineOEControl(MdgaApp app, FilterPostProcessor fpp, Camera cam){
 | 
			
		||||
        super(app, fpp, cam,
 | 
			
		||||
          OUTLINE_OWN_COLOR, OUTLINE_HIGHLIGHT_WIDTH,
 | 
			
		||||
          OUTLINE_OWN_HOVER_COLOR, OUTLINE_HOVER_WIDTH,
 | 
			
		||||
          OUTLINE_OWN_SELECT_COLOR, OUTLINE_SELECT_WIDTH
 | 
			
		||||
        );
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the outline colors and enables selection for own objects.
 | 
			
		||||
     */
 | 
			
		||||
    public void selectableOwn(){
 | 
			
		||||
        setHighlightColor(OUTLINE_OWN_COLOR);
 | 
			
		||||
        setHoverColor(OUTLINE_OWN_HOVER_COLOR);
 | 
			
		||||
        setSelectColor(OUTLINE_OWN_SELECT_COLOR);
 | 
			
		||||
        selectableOn();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the outline colors and enables selection for enemy objects.
 | 
			
		||||
     */
 | 
			
		||||
    public void selectableEnemy(){
 | 
			
		||||
        setHighlightColor(OUTLINE_ENEMY_COLOR);
 | 
			
		||||
        setHoverColor(OUTLINE_ENEMY_HOVER_COLOR);
 | 
			
		||||
        setSelectColor(OUTLINE_ENEMY_SELECT_COLOR);
 | 
			
		||||
        selectableOn();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,178 @@
 | 
			
		||||
package pp.mdga.client.board;
 | 
			
		||||
 | 
			
		||||
import com.jme3.asset.AssetManager;
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.material.RenderState;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.math.Quaternion;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.post.FilterPostProcessor;
 | 
			
		||||
import com.jme3.renderer.queue.RenderQueue;
 | 
			
		||||
import com.jme3.scene.Geometry;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.scene.Spatial;
 | 
			
		||||
import pp.mdga.client.Asset;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * A control that manages the behavior and properties of a game piece, such as its rotation,
 | 
			
		||||
 * position, shield activation, and highlighting. This class extends {@link OutlineControl}
 | 
			
		||||
 * to provide outline functionality and includes additional features like shield effects,
 | 
			
		||||
 * hover states, and selection states.
 | 
			
		||||
 */
 | 
			
		||||
public class PieceControl extends OutlineOEControl {
 | 
			
		||||
    private final float initRotation;
 | 
			
		||||
    private final AssetManager assetManager;
 | 
			
		||||
    private Spatial shieldRing;
 | 
			
		||||
    private final Material shieldMat;
 | 
			
		||||
 | 
			
		||||
    private static final float SHIELD_SPEED = 1f;
 | 
			
		||||
    private static final float SHIELD_TRANSPARENCY = 0.6f;
 | 
			
		||||
    private static final ColorRGBA SHIELD_COLOR = new ColorRGBA(0, 0.9f, 1, SHIELD_TRANSPARENCY);
 | 
			
		||||
    private static final ColorRGBA SHIELD_SUPPRESSED_COLOR = new ColorRGBA(1f, 0.5f, 0, SHIELD_TRANSPARENCY);
 | 
			
		||||
    private static final float SHIELD_Z = 0f;
 | 
			
		||||
 | 
			
		||||
    private final Node parentNode;
 | 
			
		||||
    private boolean enemy;
 | 
			
		||||
    private boolean hoverable;
 | 
			
		||||
    private boolean highlight;
 | 
			
		||||
    private boolean selectable;
 | 
			
		||||
    private boolean select;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a {@link PieceControl} with the specified initial rotation, asset manager,
 | 
			
		||||
     * application, and post-processor.
 | 
			
		||||
     *
 | 
			
		||||
     * @param initRotation The initial rotation of the piece in degrees.
 | 
			
		||||
     * @param assetManager The {@link AssetManager} used for loading models and materials.
 | 
			
		||||
     * @param app          The {@link MdgaApp} instance to use for the application context.
 | 
			
		||||
     * @param fpp          The {@link FilterPostProcessor} to apply post-processing effects.
 | 
			
		||||
     */
 | 
			
		||||
    public PieceControl(float initRotation, AssetManager assetManager, MdgaApp app, FilterPostProcessor fpp) {
 | 
			
		||||
        super(app, fpp, app.getCamera());
 | 
			
		||||
        this.parentNode = new Node();
 | 
			
		||||
        this.initRotation = initRotation;
 | 
			
		||||
        this.assetManager = assetManager;
 | 
			
		||||
        this.shieldRing = null;
 | 
			
		||||
        this.shieldMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
 | 
			
		||||
        this.shieldMat.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Alpha);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the current rotation of the piece in degrees.
 | 
			
		||||
     *
 | 
			
		||||
     * @return The rotation of the piece in degrees.
 | 
			
		||||
     */
 | 
			
		||||
    public float getRotation() {
 | 
			
		||||
        return (float) Math.toDegrees(spatial.getLocalRotation().toAngleAxis(new Vector3f(0, 0, 1)));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the rotation of the piece to the specified value in degrees.
 | 
			
		||||
     *
 | 
			
		||||
     * @param rot The rotation in degrees to set.
 | 
			
		||||
     */
 | 
			
		||||
    public void setRotation(float rot) {
 | 
			
		||||
        if (rot < 0) rot = -360;
 | 
			
		||||
 | 
			
		||||
        Quaternion quaternion = new Quaternion();
 | 
			
		||||
        quaternion.fromAngleAxis((float) Math.toRadians(rot), new Vector3f(0, 0, 1));
 | 
			
		||||
        spatial.setLocalRotation(quaternion);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the current location (position) of the piece.
 | 
			
		||||
     *
 | 
			
		||||
     * @return The location of the piece as a {@link Vector3f}.
 | 
			
		||||
     */
 | 
			
		||||
    public Vector3f getLocation() {
 | 
			
		||||
        return spatial.getLocalTranslation();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the piece control every frame. If the shield is active, it will rotate.
 | 
			
		||||
     *
 | 
			
		||||
     * @param delta The time difference between frames (time per frame).
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlUpdate(float delta) {
 | 
			
		||||
        if (shieldRing != null) {
 | 
			
		||||
            shieldRing.rotate(0, 0, delta * SHIELD_SPEED);
 | 
			
		||||
            shieldRing.setLocalTranslation(spatial.getLocalTranslation().add(new Vector3f(0, 0, SHIELD_Z)));
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the location (position) of the piece.
 | 
			
		||||
     *
 | 
			
		||||
     * @param loc The location to set as a {@link Vector3f}.
 | 
			
		||||
     */
 | 
			
		||||
    public void setLocation(Vector3f loc) {
 | 
			
		||||
        this.spatial.setLocalTranslation(loc);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes the spatial object and sets its rotation.
 | 
			
		||||
     * This also moves the spatial to a new parent node for organizational purposes.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void initSpatial() {
 | 
			
		||||
        setRotation(this.initRotation);
 | 
			
		||||
 | 
			
		||||
        Node oldParent = spatial.getParent();
 | 
			
		||||
        this.parentNode.setName(spatial.getName() + " Parent");
 | 
			
		||||
        oldParent.detachChild(this.getSpatial());
 | 
			
		||||
        this.parentNode.attachChild(this.getSpatial());
 | 
			
		||||
        oldParent.attachChild(this.parentNode);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void rotateInit() {
 | 
			
		||||
        setRotation(initRotation);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Activates the shield around the piece.
 | 
			
		||||
     * This adds a visual shield effect in the form of a rotating ring.
 | 
			
		||||
     */
 | 
			
		||||
    public void activateShield() {
 | 
			
		||||
        if (shieldRing != null) {
 | 
			
		||||
            deactivateShield();
 | 
			
		||||
        }
 | 
			
		||||
        shieldRing = assetManager.loadModel(Asset.shieldRing.getModelPath());
 | 
			
		||||
        shieldRing.scale(1f);
 | 
			
		||||
        shieldRing.rotate((float) Math.toRadians(0), 0, (float) Math.toRadians(0));
 | 
			
		||||
        shieldRing.setLocalTranslation(spatial.getLocalTranslation().add(new Vector3f(0, 0, SHIELD_Z)));
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        shieldRing.setQueueBucket(RenderQueue.Bucket.Transparent); // Render in the transparent bucket
 | 
			
		||||
        shieldMat.setColor("Color", SHIELD_COLOR);
 | 
			
		||||
        shieldRing.setMaterial(shieldMat);
 | 
			
		||||
 | 
			
		||||
        parentNode.attachChild(shieldRing);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Deactivates the shield by removing the shield ring from the scene.
 | 
			
		||||
     */
 | 
			
		||||
 | 
			
		||||
    public void deactivateShield() {
 | 
			
		||||
        parentNode.detachChild(shieldRing);
 | 
			
		||||
        shieldRing = null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Suppresses the shield, changing its color to a suppressed state.
 | 
			
		||||
     */
 | 
			
		||||
    public void suppressShield() {
 | 
			
		||||
        assert (shieldRing != null) : "PieceControl: shieldRing is not set";
 | 
			
		||||
        shieldMat.setColor("Color", SHIELD_SUPPRESSED_COLOR);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void setMaterial(Material mat) {
 | 
			
		||||
        spatial.setMaterial(mat);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public Material getMaterial() {
 | 
			
		||||
        return ((Geometry) getSpatial()).getMaterial();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,130 @@
 | 
			
		||||
package pp.mdga.client.board;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.FastMath;
 | 
			
		||||
import com.jme3.math.Quaternion;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import pp.mdga.client.InitControl;
 | 
			
		||||
 | 
			
		||||
import static pp.mdga.client.Util.linInt;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Controls the rotation of the tank's top part to face an enemy position.
 | 
			
		||||
 */
 | 
			
		||||
public class TankTopControl extends InitControl {
 | 
			
		||||
 | 
			
		||||
    private float timer = 0; // Time elapsed
 | 
			
		||||
    private final static float DURATION = 1.5f; // Total rotation duration in seconds
 | 
			
		||||
    private boolean rotating = false; // Flag to track if rotation is active
 | 
			
		||||
    private float startAngle = 0;
 | 
			
		||||
    private float endAngle = 0;
 | 
			
		||||
    private Runnable actionAfter = null;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the control each frame.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf Time per frame
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlUpdate(float tpf) {
 | 
			
		||||
        if (!rotating) return;
 | 
			
		||||
 | 
			
		||||
        // Update the timer
 | 
			
		||||
        timer += tpf;
 | 
			
		||||
 | 
			
		||||
        // Calculate interpolation factor (0 to 1)
 | 
			
		||||
        float t = timer / DURATION;
 | 
			
		||||
 | 
			
		||||
        if (t >= 1) t = 1;
 | 
			
		||||
 | 
			
		||||
        float curAngle = linInt(startAngle, endAngle, t);
 | 
			
		||||
 | 
			
		||||
        // Interpolate the rotation
 | 
			
		||||
        Quaternion interpolatedRotation = new Quaternion();
 | 
			
		||||
        interpolatedRotation.fromAngleAxis((float) Math.toRadians(curAngle), Vector3f.UNIT_Z);
 | 
			
		||||
 | 
			
		||||
        // Apply the interpolated rotation to the spatial
 | 
			
		||||
        spatial.setLocalRotation(interpolatedRotation);
 | 
			
		||||
 | 
			
		||||
        if (t >= 1) {
 | 
			
		||||
            rotating = false;
 | 
			
		||||
            if (actionAfter != null) actionAfter.run();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initiates the rotation of the tank's top part to face the enemy position.
 | 
			
		||||
     *
 | 
			
		||||
     * @param enemyPos The position of the enemy
 | 
			
		||||
     * @param actionAfter The action to execute after the rotation is complete
 | 
			
		||||
     */
 | 
			
		||||
    public void rotate(Vector3f enemyPos, Runnable actionAfter) {
 | 
			
		||||
        if (spatial == null) throw new RuntimeException("spatial is null");
 | 
			
		||||
 | 
			
		||||
        startAngle = getOwnAngle();
 | 
			
		||||
        endAngle = getEnemyAngle(enemyPos);
 | 
			
		||||
 | 
			
		||||
        // Adjust endAngle to ensure the shortest path
 | 
			
		||||
        float deltaAngle = endAngle - startAngle;
 | 
			
		||||
        if (deltaAngle > 180) {
 | 
			
		||||
            endAngle -= 360; // Rotate counterclockwise
 | 
			
		||||
        } else if (deltaAngle < -180) {
 | 
			
		||||
            endAngle += 360; // Rotate clockwise
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        timer = 0;
 | 
			
		||||
        rotating = true;
 | 
			
		||||
        this.actionAfter = actionAfter; // Store the action to execute after rotation
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Calculates the angle to the enemy position.
 | 
			
		||||
     *
 | 
			
		||||
     * @param enemyPos The position of the enemy
 | 
			
		||||
     * @return The angle to the enemy in degrees
 | 
			
		||||
     */
 | 
			
		||||
    private float getEnemyAngle(Vector3f enemyPos) {
 | 
			
		||||
        // Direction to the enemy in the XY plane
 | 
			
		||||
        Vector3f direction = enemyPos.subtract(spatial.getLocalTranslation());
 | 
			
		||||
        direction.z = 0; // Project to XY plane
 | 
			
		||||
        direction.normalizeLocal();
 | 
			
		||||
 | 
			
		||||
        Vector3f reference = Vector3f.UNIT_Y.mult(-1);
 | 
			
		||||
 | 
			
		||||
        // Calculate the angle between the direction vector and the reference vector
 | 
			
		||||
        float angle = FastMath.acos(reference.dot(direction));
 | 
			
		||||
 | 
			
		||||
        // Determine rotation direction using the cross product
 | 
			
		||||
        Vector3f cross = reference.cross(direction);
 | 
			
		||||
        if (cross.z < 0) {
 | 
			
		||||
            angle = -angle;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        return (float) Math.toDegrees(angle); // Return the absolute angle in degrees
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Calculates the tank's current angle.
 | 
			
		||||
     *
 | 
			
		||||
     * @return The tank's current angle in degrees
 | 
			
		||||
     */
 | 
			
		||||
    private float getOwnAngle() {
 | 
			
		||||
        // Tank's forward direction in the XY plane
 | 
			
		||||
        Vector3f forward = spatial.getLocalRotation().mult(Vector3f.UNIT_Y);
 | 
			
		||||
        forward.z = 0; // Project to XY plane
 | 
			
		||||
        forward.normalizeLocal();
 | 
			
		||||
 | 
			
		||||
        // Reference vector: Positive X-axis
 | 
			
		||||
        Vector3f reference = Vector3f.UNIT_Y;
 | 
			
		||||
 | 
			
		||||
        // Calculate the angle between the forward vector and the reference vector
 | 
			
		||||
        float angle = FastMath.acos(reference.dot(forward));
 | 
			
		||||
 | 
			
		||||
        // Determine rotation direction using the cross product
 | 
			
		||||
        Vector3f cross = reference.cross(forward);
 | 
			
		||||
        if (cross.z < 0) { // For Z-up, check the Z component of the cross product
 | 
			
		||||
            angle = -angle;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        return (float) Math.toDegrees(angle); // Return the absolute angle in radians
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,165 @@
 | 
			
		||||
package pp.mdga.client.button;
 | 
			
		||||
 | 
			
		||||
import com.jme3.font.BitmapFont;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.math.Vector2f;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.ui.Picture;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents an abstract base class for creating customizable button components in a graphical user interface.
 | 
			
		||||
 * This class provides the framework for rendering buttons with different visual states, such as normal and pressed,
 | 
			
		||||
 * and supports position adjustments and font customization.
 | 
			
		||||
 *
 | 
			
		||||
 * <p>Subclasses must implement the {@link #show()} and {@link #hide()} methods to define how the button
 | 
			
		||||
 * is displayed and hidden in the application.</p>
 | 
			
		||||
 */
 | 
			
		||||
public abstract class AbstractButton {
 | 
			
		||||
    /**
 | 
			
		||||
     * Color representing the normal state of the button.
 | 
			
		||||
     */
 | 
			
		||||
    public static final ColorRGBA BUTTON_NORMAL = ColorRGBA.fromRGBA255(233, 236, 239, 255);
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Color representing the pressed state of the button.
 | 
			
		||||
     */
 | 
			
		||||
    public static final ColorRGBA BUTTON_PRESSED = ColorRGBA.fromRGBA255(105, 117, 89, 255);
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Color representing the normal state of the button text.
 | 
			
		||||
     */
 | 
			
		||||
    public static final ColorRGBA TEXT_NORMAL = ColorRGBA.Black;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Color representing the pressed state of the button text.
 | 
			
		||||
     */
 | 
			
		||||
    public static final ColorRGBA TEXT_PRESSED = ColorRGBA.fromRGBA255(180, 195, 191, 255);
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The image representing the normal state of the button.
 | 
			
		||||
     */
 | 
			
		||||
    protected Picture pictureNormal = new Picture("normalButton");
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The image representing the hover state of the button.
 | 
			
		||||
     */
 | 
			
		||||
    protected Picture pictureHover = new Picture("normalButton");
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The number of horizontal divisions for calculating relative sizes.
 | 
			
		||||
     */
 | 
			
		||||
    public static final float HORIZONTAL = 16;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The number of vertical divisions for calculating relative sizes.
 | 
			
		||||
     */
 | 
			
		||||
    public static final float VERTICAL = 9;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The font used for rendering text on the button.
 | 
			
		||||
     */
 | 
			
		||||
    protected BitmapFont font;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Reference to the application instance for accessing assets and settings.
 | 
			
		||||
     */
 | 
			
		||||
    protected final MdgaApp app;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Node in the scene graph to which the button belongs.
 | 
			
		||||
     */
 | 
			
		||||
    protected final Node node;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The position of the button in 2D space.
 | 
			
		||||
     */
 | 
			
		||||
    protected Vector2f pos;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Factor for scaling the font size.
 | 
			
		||||
     */
 | 
			
		||||
    protected float fontSizeFactor = 1.0f;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Computed font size based on scaling factor and screen dimensions.
 | 
			
		||||
     */
 | 
			
		||||
    protected float fontSize;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Computed horizontal step size based on screen dimensions.
 | 
			
		||||
     */
 | 
			
		||||
    protected float horizontalStep;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Computed vertical step size based on screen dimensions.
 | 
			
		||||
     */
 | 
			
		||||
    protected float verticalStep;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Computed height step size based on vertical steps.
 | 
			
		||||
     */
 | 
			
		||||
    protected float heightStep;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Computed width step size based on horizontal steps.
 | 
			
		||||
     */
 | 
			
		||||
    protected float widthStep;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Flag indicating whether adjustments are applied to the button.
 | 
			
		||||
     */
 | 
			
		||||
    protected boolean adjust = false;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs an AbstractButton instance with the specified application context and scene node.
 | 
			
		||||
     * Initializes the button's visual elements and font.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app  the application instance for accessing resources
 | 
			
		||||
     * @param node the node in the scene graph to which the button is attached
 | 
			
		||||
     */
 | 
			
		||||
    public AbstractButton(MdgaApp app, Node node) {
 | 
			
		||||
        this.app = app;
 | 
			
		||||
        this.node = node;
 | 
			
		||||
 | 
			
		||||
        pictureNormal.setImage(app.getAssetManager(), "Images/General_Button_normal.png", true);
 | 
			
		||||
        pictureHover.setImage(app.getAssetManager(), "Images/General_Button_hover.png", true);
 | 
			
		||||
 | 
			
		||||
        font = app.getAssetManager().loadFont("Fonts/Gunplay.fnt");
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Displays the button. Implementation must define how the button is rendered on the screen.
 | 
			
		||||
     */
 | 
			
		||||
    public abstract void show();
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Hides the button. Implementation must define how the button is removed from the screen.
 | 
			
		||||
     */
 | 
			
		||||
    public abstract void hide();
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the position of the button in 2D space.
 | 
			
		||||
     *
 | 
			
		||||
     * @param pos the position to set
 | 
			
		||||
     */
 | 
			
		||||
    public void setPos(Vector2f pos) {
 | 
			
		||||
        this.pos = pos;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Calculates relative sizes and dimensions for the button based on the screen resolution.
 | 
			
		||||
     */
 | 
			
		||||
    protected void calculateRelative() {
 | 
			
		||||
        fontSize = fontSizeFactor * 15 * (float) app.getCamera().getWidth() / 720;
 | 
			
		||||
 | 
			
		||||
        horizontalStep = (float) app.getCamera().getWidth() / HORIZONTAL;
 | 
			
		||||
        verticalStep = (float) app.getCamera().getHeight() / VERTICAL;
 | 
			
		||||
        heightStep = verticalStep / 2;
 | 
			
		||||
        widthStep = horizontalStep / 2;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public Vector2f getPos() {
 | 
			
		||||
        return pos;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,45 @@
 | 
			
		||||
package pp.mdga.client.button;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Vector2f;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents a specific implementation of a clickable button positioned on the left side.
 | 
			
		||||
 * This class extends {@link ClickButton} and provides a predefined position and size for the button.
 | 
			
		||||
 * It also includes placeholder methods for handling hover events, which can be customized as needed.
 | 
			
		||||
 */
 | 
			
		||||
public class ButtonLeft extends ClickButton {
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a ButtonLeft instance with the specified properties.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app          the application instance for accessing resources and settings
 | 
			
		||||
     * @param node         the node in the scene graph to which the button belongs
 | 
			
		||||
     * @param action       the action to execute when the button is clicked
 | 
			
		||||
     * @param label        the text label to display on the button
 | 
			
		||||
     * @param narrowFactor a factor to adjust position of the button
 | 
			
		||||
     */
 | 
			
		||||
    public ButtonLeft(MdgaApp app, Node node, Runnable action, String label, int narrowFactor) {
 | 
			
		||||
        super(app, node, action, label, new Vector2f(5, 2), new Vector2f(0.5f * narrowFactor, 1.8f));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when the button is hovered over by the pointer.
 | 
			
		||||
     * Subclasses can override this method to define specific hover behavior.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void onHover() {
 | 
			
		||||
        // Placeholder for hover behavior
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when the pointer stops hovering over the button.
 | 
			
		||||
     * Subclasses can override this method to define specific unhover behavior.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void onUnHover() {
 | 
			
		||||
        // Placeholder for unhover behavior
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@@ -0,0 +1,48 @@
 | 
			
		||||
package pp.mdga.client.button;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Vector2f;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents a specific implementation of a clickable button positioned on the right side.
 | 
			
		||||
 * This class extends {@link ClickButton} and provides a predefined position and size for the button.
 | 
			
		||||
 * It includes placeholder methods for handling hover events, which can be customized as needed.
 | 
			
		||||
 */
 | 
			
		||||
public class ButtonRight extends ClickButton {
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a ButtonRight instance with the specified properties.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app          the application instance for accessing resources and settings
 | 
			
		||||
     * @param node         the node in the scene graph to which the button belongs
 | 
			
		||||
     * @param action       the action to execute when the button is clicked
 | 
			
		||||
     * @param label        the text label to display on the button
 | 
			
		||||
     * @param narrowFactor a factor to adjust the position of the button
 | 
			
		||||
     */
 | 
			
		||||
    public ButtonRight(MdgaApp app, Node node, Runnable action, String label, int narrowFactor) {
 | 
			
		||||
        super(app, node, action, label, new Vector2f(5, 2), new Vector2f(HORIZONTAL - 0.5f * narrowFactor, 1.8f));
 | 
			
		||||
 | 
			
		||||
        // Enable adjustments specific to this button
 | 
			
		||||
        adjust = true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when the button is hovered over by the pointer.
 | 
			
		||||
     * Subclasses can override this method to define specific hover behavior.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void onHover() {
 | 
			
		||||
        // Placeholder for hover behavior
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when the pointer stops hovering over the button.
 | 
			
		||||
     * Subclasses can override this method to define specific unhover behavior.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void onUnHover() {
 | 
			
		||||
        // Placeholder for unhover behavior
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@@ -0,0 +1,252 @@
 | 
			
		||||
package pp.mdga.client.button;
 | 
			
		||||
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.math.Quaternion;
 | 
			
		||||
import com.jme3.math.Vector2f;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.renderer.queue.RenderQueue;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.scene.Spatial;
 | 
			
		||||
import com.simsilica.lemur.component.QuadBackgroundComponent;
 | 
			
		||||
import pp.mdga.client.Asset;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.game.Color;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents a button used in a ceremony screen, with 3D model integration, customizable
 | 
			
		||||
 * appearance based on type, and interactive behavior. The button can rotate and display
 | 
			
		||||
 * different positions such as FIRST, SECOND, THIRD, and LOST.
 | 
			
		||||
 */
 | 
			
		||||
public class CeremonyButton extends ClickButton {
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Enum representing the possible positions of the button in the ceremony screen.
 | 
			
		||||
     */
 | 
			
		||||
    public enum Pos {
 | 
			
		||||
        FIRST,
 | 
			
		||||
        SECOND,
 | 
			
		||||
        THIRD,
 | 
			
		||||
        LOST,
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Fixed width of the button in the UI layout.
 | 
			
		||||
     */
 | 
			
		||||
    static final float WIDTH = 4.0f;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Node to which the 3D model associated with this button is attached.
 | 
			
		||||
     */
 | 
			
		||||
    private final Node node3d;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Flag to determine if the button's 3D model should rotate.
 | 
			
		||||
     */
 | 
			
		||||
    private boolean rotate = false;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The 3D model associated with the button.
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial model;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Current rotation angle of the button's 3D model.
 | 
			
		||||
     */
 | 
			
		||||
    private float rot = 180;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The taken state of the button (default is NOT taken).
 | 
			
		||||
     */
 | 
			
		||||
    private LobbyButton.Taken taken = LobbyButton.Taken.NOT;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * A label associated with the button for displaying additional information.
 | 
			
		||||
     */
 | 
			
		||||
    private LabelButton label;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a CeremonyButton with specified attributes such as type, position, and label.
 | 
			
		||||
     * The button supports both 2D and 3D components for UI and visual effects.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app    the application instance for accessing resources and settings
 | 
			
		||||
     * @param node   the node in the scene graph to which the button belongs
 | 
			
		||||
     * @param node3d the node for 3D scene components associated with this button
 | 
			
		||||
     * @param tsk    the type/color associated with the button
 | 
			
		||||
     * @param pos    the position of the button in the ceremony layout
 | 
			
		||||
     * @param name   the label or name displayed on the button
 | 
			
		||||
     */
 | 
			
		||||
    public CeremonyButton(MdgaApp app, Node node, Node node3d, Color tsk, Pos pos, String name) {
 | 
			
		||||
        super(app, node, () -> {
 | 
			
		||||
        }, "", new Vector2f(WIDTH, 7), new Vector2f(0, 0));
 | 
			
		||||
 | 
			
		||||
        this.node3d = node3d;
 | 
			
		||||
 | 
			
		||||
        label = new LabelButton(app, node, name, new Vector2f(WIDTH, 1), new Vector2f(0, 0), true);
 | 
			
		||||
 | 
			
		||||
        final float mid = HORIZONTAL / 2;
 | 
			
		||||
        final float uiSpacing = 1.4f;
 | 
			
		||||
        final float figSpacingX = 0.9f;
 | 
			
		||||
        final float figSpacingY = 0.25f;
 | 
			
		||||
 | 
			
		||||
        float uiX = mid;
 | 
			
		||||
        float uiY = 6;
 | 
			
		||||
        float figX = 0;
 | 
			
		||||
        float figY = -0.32f;
 | 
			
		||||
 | 
			
		||||
        Asset asset = switch (tsk) {
 | 
			
		||||
            case CYBER -> {
 | 
			
		||||
                instance.setText("CIR");
 | 
			
		||||
                yield Asset.cir;
 | 
			
		||||
            }
 | 
			
		||||
            case AIRFORCE -> {
 | 
			
		||||
                instance.setText("Luftwaffe");
 | 
			
		||||
                yield Asset.lw;
 | 
			
		||||
            }
 | 
			
		||||
            case ARMY -> {
 | 
			
		||||
                instance.setText("Heer");
 | 
			
		||||
                yield Asset.heer;
 | 
			
		||||
            }
 | 
			
		||||
            case NAVY -> {
 | 
			
		||||
                instance.setText("Marine");
 | 
			
		||||
                yield Asset.marine;
 | 
			
		||||
            }
 | 
			
		||||
            default -> throw new RuntimeException("None is not valid");
 | 
			
		||||
        };
 | 
			
		||||
 | 
			
		||||
        switch (pos) {
 | 
			
		||||
            case FIRST:
 | 
			
		||||
                rotate = true;
 | 
			
		||||
                uiX = 0;
 | 
			
		||||
                figY -= 1 * figSpacingY;
 | 
			
		||||
                break;
 | 
			
		||||
            case SECOND:
 | 
			
		||||
                adjust = true;
 | 
			
		||||
                label.adjust = true;
 | 
			
		||||
                uiX -= uiSpacing;
 | 
			
		||||
                uiY -= 1;
 | 
			
		||||
                figX -= figSpacingX;
 | 
			
		||||
                figY -= 2 * figSpacingY;
 | 
			
		||||
                figY -= 0.1f;
 | 
			
		||||
                break;
 | 
			
		||||
            case THIRD:
 | 
			
		||||
                uiX += uiSpacing;
 | 
			
		||||
                uiY -= 1.5f;
 | 
			
		||||
                figX += figSpacingX;
 | 
			
		||||
                figY -= 3 * figSpacingY;
 | 
			
		||||
                figY -= 0.07f;
 | 
			
		||||
                break;
 | 
			
		||||
            case LOST:
 | 
			
		||||
                adjust = true;
 | 
			
		||||
                label.adjust = true;
 | 
			
		||||
                uiX -= 2 * uiSpacing + 0.4f;
 | 
			
		||||
                uiX -= WIDTH / 2;
 | 
			
		||||
                uiY -= 2.0f;
 | 
			
		||||
                figX -= 2.5f * figSpacingX + 0.05f;
 | 
			
		||||
                figY -= 4.5f * figSpacingY;
 | 
			
		||||
                break;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        setPos(new Vector2f(uiX, uiY));
 | 
			
		||||
        label.setPos(new Vector2f(uiX, uiY + 1));
 | 
			
		||||
 | 
			
		||||
        createModel(asset, new Vector3f(figX, figY, 6));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles hover behavior by changing the button's background appearance.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void onHover() {
 | 
			
		||||
        ColorRGBA buttonNormal = BUTTON_NORMAL.clone();
 | 
			
		||||
        buttonNormal.a = 0.1f;
 | 
			
		||||
 | 
			
		||||
        QuadBackgroundComponent background = new QuadBackgroundComponent(buttonNormal);
 | 
			
		||||
        instance.setBackground(background);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles unhover behavior by resetting the button's background appearance.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void onUnHover() {
 | 
			
		||||
        ColorRGBA buttonNormal = BUTTON_NORMAL.clone();
 | 
			
		||||
        buttonNormal.a = 0.1f;
 | 
			
		||||
 | 
			
		||||
        QuadBackgroundComponent background = new QuadBackgroundComponent(buttonNormal);
 | 
			
		||||
        instance.setBackground(background);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Displays the button along with its 3D model and associated label.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void show() {
 | 
			
		||||
        release();
 | 
			
		||||
 | 
			
		||||
        calculateRelative();
 | 
			
		||||
        setRelative();
 | 
			
		||||
 | 
			
		||||
        node.attachChild(instance);
 | 
			
		||||
        node3d.attachChild(model);
 | 
			
		||||
 | 
			
		||||
        label.show();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Hides the button along with its 3D model and associated label.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void hide() {
 | 
			
		||||
        node.detachChild(instance);
 | 
			
		||||
        node3d.detachChild(model);
 | 
			
		||||
 | 
			
		||||
        label.hide();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the rotation of the button's 3D model over time.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf time per frame, used for smooth rotation calculations
 | 
			
		||||
     */
 | 
			
		||||
    public void update(float tpf) {
 | 
			
		||||
        if (rotate) {
 | 
			
		||||
            rot += 140.0f * tpf;
 | 
			
		||||
            rot %= 360;
 | 
			
		||||
        } else {
 | 
			
		||||
            rot = 180;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        model.setLocalRotation(new Quaternion().fromAngles(
 | 
			
		||||
                (float) Math.toRadians(90),
 | 
			
		||||
                (float) Math.toRadians(rot),
 | 
			
		||||
                (float) Math.toRadians(180)
 | 
			
		||||
        ));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a 3D model associated with the button and applies its materials and position.
 | 
			
		||||
     *
 | 
			
		||||
     * @param asset the asset representing the 3D model and texture
 | 
			
		||||
     * @param pos   the initial position of the model in 3D space
 | 
			
		||||
     */
 | 
			
		||||
    private void createModel(Asset asset, Vector3f pos) {
 | 
			
		||||
        String modelName = asset.getModelPath();
 | 
			
		||||
        String texName = asset.getDiffPath();
 | 
			
		||||
 | 
			
		||||
        model = app.getAssetManager().loadModel(modelName);
 | 
			
		||||
        model.scale(asset.getSize() / 2);
 | 
			
		||||
        model.rotate(
 | 
			
		||||
                (float) Math.toRadians(90),
 | 
			
		||||
                (float) Math.toRadians(rot),
 | 
			
		||||
                (float) Math.toRadians(180)
 | 
			
		||||
        );
 | 
			
		||||
        model.setShadowMode(RenderQueue.ShadowMode.CastAndReceive);
 | 
			
		||||
 | 
			
		||||
        model.setLocalTranslation(pos);
 | 
			
		||||
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Light/Lighting.j3md");
 | 
			
		||||
        mat.setTexture("DiffuseMap", app.getAssetManager().loadTexture(texName));
 | 
			
		||||
        model.setMaterial(mat);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,212 @@
 | 
			
		||||
package pp.mdga.client.button;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Vector2f;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.ui.Picture;
 | 
			
		||||
import com.simsilica.lemur.Button;
 | 
			
		||||
import com.simsilica.lemur.HAlignment;
 | 
			
		||||
import com.simsilica.lemur.VAlignment;
 | 
			
		||||
import com.simsilica.lemur.component.QuadBackgroundComponent;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.client.acoustic.MdgaSound;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Abstract base class for creating interactive buttons with click functionality.
 | 
			
		||||
 * This class extends {@link AbstractButton} and provides additional behavior such as
 | 
			
		||||
 * click handling, hover effects, and alignment management.
 | 
			
		||||
 */
 | 
			
		||||
public abstract class ClickButton extends AbstractButton {
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The action to be executed when the button is clicked.
 | 
			
		||||
     */
 | 
			
		||||
    protected final Runnable action;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The label or text displayed on the button.
 | 
			
		||||
     */
 | 
			
		||||
    protected String label;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The size of the button in relative units.
 | 
			
		||||
     */
 | 
			
		||||
    protected Vector2f size;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The instance of the button being managed.
 | 
			
		||||
     */
 | 
			
		||||
    protected Button instance;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a ClickButton with the specified properties.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app    the application instance for accessing resources
 | 
			
		||||
     * @param node   the node in the scene graph to which the button belongs
 | 
			
		||||
     * @param action the action to execute on button click
 | 
			
		||||
     * @param label  the text label displayed on the button
 | 
			
		||||
     * @param size   the size of the button
 | 
			
		||||
     * @param pos    the position of the button in relative units
 | 
			
		||||
     */
 | 
			
		||||
    ClickButton(MdgaApp app, Node node, Runnable action, String label, Vector2f size, Vector2f pos) {
 | 
			
		||||
        super(app, node);
 | 
			
		||||
 | 
			
		||||
        this.action = action;
 | 
			
		||||
        this.label = label;
 | 
			
		||||
        this.pos = pos;
 | 
			
		||||
        this.size = size;
 | 
			
		||||
 | 
			
		||||
        instance = new Button(label);
 | 
			
		||||
 | 
			
		||||
        // Add click behavior
 | 
			
		||||
        instance.addClickCommands((button) -> {
 | 
			
		||||
            app.getAcousticHandler().playSound(MdgaSound.BUTTON_PRESSED);
 | 
			
		||||
            action.run();
 | 
			
		||||
        });
 | 
			
		||||
 | 
			
		||||
        // Set text alignment
 | 
			
		||||
        instance.setTextHAlignment(HAlignment.Center);
 | 
			
		||||
        instance.setTextVAlignment(VAlignment.Center);
 | 
			
		||||
 | 
			
		||||
        // Add hover commands
 | 
			
		||||
        instance.addCommands(Button.ButtonAction.HighlightOn, (button) -> click());
 | 
			
		||||
        instance.addCommands(Button.ButtonAction.HighlightOff, (button) -> release());
 | 
			
		||||
 | 
			
		||||
        // Set font and colors
 | 
			
		||||
        instance.setFont(font);
 | 
			
		||||
        instance.setFocusColor(TEXT_NORMAL);
 | 
			
		||||
 | 
			
		||||
        calculateRelative();
 | 
			
		||||
        setRelative();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Displays the button by attaching it and its background image to the node.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void show() {
 | 
			
		||||
        node.attachChild(pictureNormal);
 | 
			
		||||
        release();
 | 
			
		||||
 | 
			
		||||
        calculateRelative();
 | 
			
		||||
        setRelative();
 | 
			
		||||
        setImageRelative(pictureNormal);
 | 
			
		||||
 | 
			
		||||
        node.attachChild(instance);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Hides the button by detaching it and its background images from the node.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void hide() {
 | 
			
		||||
        node.detachChild(instance);
 | 
			
		||||
 | 
			
		||||
        if (node.hasChild(pictureNormal)) {
 | 
			
		||||
            node.detachChild(pictureNormal);
 | 
			
		||||
        }
 | 
			
		||||
        if (node.hasChild(pictureHover)) {
 | 
			
		||||
            node.detachChild(pictureHover);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Abstract method to define hover behavior. Must be implemented by subclasses.
 | 
			
		||||
     */
 | 
			
		||||
    protected abstract void onHover();
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Abstract method to define unhover behavior. Must be implemented by subclasses.
 | 
			
		||||
     */
 | 
			
		||||
    protected abstract void onUnHover();
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the button click behavior, including visual feedback and sound effects.
 | 
			
		||||
     */
 | 
			
		||||
    protected void click() {
 | 
			
		||||
        instance.setColor(TEXT_PRESSED);
 | 
			
		||||
        instance.setHighlightColor(TEXT_PRESSED);
 | 
			
		||||
 | 
			
		||||
        QuadBackgroundComponent background = new QuadBackgroundComponent(BUTTON_PRESSED);
 | 
			
		||||
        instance.setBackground(background);
 | 
			
		||||
 | 
			
		||||
        app.getAcousticHandler().playSound(MdgaSound.UI_CLICK);
 | 
			
		||||
 | 
			
		||||
        if (node.hasChild(pictureNormal)) {
 | 
			
		||||
            node.detachChild(pictureNormal);
 | 
			
		||||
            setImageRelative(pictureHover);
 | 
			
		||||
            node.attachChild(pictureHover);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        onHover();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Resets the button to its normal state after a click or hover event.
 | 
			
		||||
     */
 | 
			
		||||
    protected void release() {
 | 
			
		||||
        instance.setColor(TEXT_NORMAL);
 | 
			
		||||
        instance.setHighlightColor(TEXT_NORMAL);
 | 
			
		||||
 | 
			
		||||
        QuadBackgroundComponent background = new QuadBackgroundComponent(BUTTON_NORMAL);
 | 
			
		||||
        instance.setBackground(background);
 | 
			
		||||
 | 
			
		||||
        if (node.hasChild(pictureHover)) {
 | 
			
		||||
            node.detachChild(pictureHover);
 | 
			
		||||
            setImageRelative(pictureNormal);
 | 
			
		||||
            node.attachChild(pictureNormal);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        onUnHover();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the relative size and position of the button based on screen dimensions.
 | 
			
		||||
     */
 | 
			
		||||
    protected void setRelative() {
 | 
			
		||||
        instance.setFontSize(fontSize);
 | 
			
		||||
 | 
			
		||||
        instance.setPreferredSize(new Vector3f(size.x * widthStep, size.y * heightStep, 0));
 | 
			
		||||
 | 
			
		||||
        float xAdjust = 0.0f;
 | 
			
		||||
        if (adjust) {
 | 
			
		||||
            xAdjust = instance.getPreferredSize().x;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        instance.setLocalTranslation(pos.x * horizontalStep - xAdjust, pos.y * verticalStep, -1);
 | 
			
		||||
 | 
			
		||||
        final float horizontalMid = ((float) app.getCamera().getWidth() / 2) - (instance.getPreferredSize().x / 2);
 | 
			
		||||
        final float verticalMid = ((float) app.getCamera().getHeight() / 2) - instance.getPreferredSize().y / 2;
 | 
			
		||||
 | 
			
		||||
        if (0 == pos.x) {
 | 
			
		||||
            instance.setLocalTranslation(horizontalMid, instance.getLocalTranslation().y, instance.getLocalTranslation().z);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (0 == pos.y) {
 | 
			
		||||
            instance.setLocalTranslation(instance.getLocalTranslation().x, verticalMid, instance.getLocalTranslation().z);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the relative size and position of the button's background image.
 | 
			
		||||
     *
 | 
			
		||||
     * @param picture the background image to set
 | 
			
		||||
     */
 | 
			
		||||
    protected void setImageRelative(Picture picture) {
 | 
			
		||||
        if (null == picture) {
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        final float larger = 10;
 | 
			
		||||
 | 
			
		||||
        picture.setWidth(instance.getPreferredSize().x + larger);
 | 
			
		||||
        picture.setHeight(instance.getPreferredSize().y + larger);
 | 
			
		||||
 | 
			
		||||
        picture.setLocalTranslation(
 | 
			
		||||
                instance.getLocalTranslation().x - larger / 2,
 | 
			
		||||
                (instance.getLocalTranslation().y - picture.getHeight()) + larger / 2,
 | 
			
		||||
                instance.getLocalTranslation().z + 0.01f
 | 
			
		||||
        );
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@@ -0,0 +1,166 @@
 | 
			
		||||
package pp.mdga.client.button;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Vector2f;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.simsilica.lemur.*;
 | 
			
		||||
import com.simsilica.lemur.component.QuadBackgroundComponent;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents an input button with a label and a text field, allowing users to input text.
 | 
			
		||||
 * The button is designed for graphical user interfaces and supports configurable
 | 
			
		||||
 * size, position, and character limit.
 | 
			
		||||
 */
 | 
			
		||||
public class InputButton extends AbstractButton {
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The label associated with the input field, displayed above or beside the text field.
 | 
			
		||||
     */
 | 
			
		||||
    private Label label;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The text field where users input their text.
 | 
			
		||||
     */
 | 
			
		||||
    private TextField field;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * A container to hold the label and the text field for layout management.
 | 
			
		||||
     */
 | 
			
		||||
    private Container container = new Container();
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The maximum allowed length of the input text.
 | 
			
		||||
     */
 | 
			
		||||
    private final int maxLenght;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The size of the input button in relative units.
 | 
			
		||||
     */
 | 
			
		||||
    protected Vector2f size;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs an InputButton with the specified label, character limit, and other properties.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app       the application instance for accessing resources
 | 
			
		||||
     * @param node      the node in the scene graph to which the input button belongs
 | 
			
		||||
     * @param label     the label displayed with the input field
 | 
			
		||||
     * @param maxLenght the maximum number of characters allowed in the input field
 | 
			
		||||
     */
 | 
			
		||||
    public InputButton(MdgaApp app, Node node, String label, int maxLenght) {
 | 
			
		||||
        super(app, node);
 | 
			
		||||
 | 
			
		||||
        this.label = new Label(label);
 | 
			
		||||
        this.maxLenght = maxLenght;
 | 
			
		||||
 | 
			
		||||
        // Configure label properties
 | 
			
		||||
        this.label.setColor(TEXT_NORMAL);
 | 
			
		||||
 | 
			
		||||
        // Configure text field properties
 | 
			
		||||
        field = new TextField("");
 | 
			
		||||
        field.setColor(TEXT_NORMAL);
 | 
			
		||||
        field.setTextHAlignment(HAlignment.Left);
 | 
			
		||||
        field.setTextVAlignment(VAlignment.Center);
 | 
			
		||||
 | 
			
		||||
        // Set background for the text field
 | 
			
		||||
        QuadBackgroundComponent grayBackground = new QuadBackgroundComponent(BUTTON_NORMAL);
 | 
			
		||||
        field.setBackground(grayBackground);
 | 
			
		||||
 | 
			
		||||
        // Set fonts for label and text field
 | 
			
		||||
        this.label.setFont(font);
 | 
			
		||||
        field.setFont(font);
 | 
			
		||||
 | 
			
		||||
        // Default position and size
 | 
			
		||||
        pos = new Vector2f(0, 0);
 | 
			
		||||
        size = new Vector2f(5.5f, 1);
 | 
			
		||||
 | 
			
		||||
        // Add components to the container
 | 
			
		||||
        container.addChild(this.label);
 | 
			
		||||
        container.addChild(field);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Displays the input button by attaching it to the scene graph node.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void show() {
 | 
			
		||||
        calculateRelative();
 | 
			
		||||
        setRelative();
 | 
			
		||||
 | 
			
		||||
        node.attachChild(container);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Hides the input button by detaching it from the scene graph node.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void hide() {
 | 
			
		||||
        node.detachChild(container);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the input field, enforcing the character limit.
 | 
			
		||||
     * Trims the text if it exceeds the maximum allowed length.
 | 
			
		||||
     */
 | 
			
		||||
    public void update() {
 | 
			
		||||
        String text = field.getText();
 | 
			
		||||
        int length = text.length();
 | 
			
		||||
 | 
			
		||||
        if (length > maxLenght) {
 | 
			
		||||
            field.setText(text.substring(0, maxLenght));
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Adjusts the relative size and position of the input button based on the screen resolution.
 | 
			
		||||
     */
 | 
			
		||||
    protected void setRelative() {
 | 
			
		||||
        this.label.setFontSize(fontSize);
 | 
			
		||||
        field.setFontSize(fontSize);
 | 
			
		||||
 | 
			
		||||
        field.setPreferredSize(new Vector3f(size.x * widthStep, size.y * heightStep, 0));
 | 
			
		||||
 | 
			
		||||
        float xAdjust = 0.0f;
 | 
			
		||||
        if (adjust) {
 | 
			
		||||
            xAdjust = container.getPreferredSize().x;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        container.setLocalTranslation(pos.x * horizontalStep - xAdjust, pos.y * verticalStep, -1);
 | 
			
		||||
 | 
			
		||||
        final float horizontalMid = ((float) app.getCamera().getWidth() / 2) - (container.getPreferredSize().x / 2);
 | 
			
		||||
        final float verticalMid = ((float) app.getCamera().getHeight() / 2) - container.getPreferredSize().y / 2;
 | 
			
		||||
 | 
			
		||||
        if (0 == pos.x) {
 | 
			
		||||
            container.setLocalTranslation(horizontalMid, container.getLocalTranslation().y, -1);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (0 == pos.y) {
 | 
			
		||||
            container.setLocalTranslation(container.getLocalTranslation().x, verticalMid, -1);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Retrieves the text currently entered in the input field.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the current text in the input field
 | 
			
		||||
     */
 | 
			
		||||
    public String getString() {
 | 
			
		||||
        return field.getText();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the text of the input field to the specified string.
 | 
			
		||||
     *
 | 
			
		||||
     * @param string the text to set in the input field
 | 
			
		||||
     */
 | 
			
		||||
    public void setString(String string) {
 | 
			
		||||
        field.setText(string);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Resets the input field by clearing its text.
 | 
			
		||||
     */
 | 
			
		||||
    public void reset() {
 | 
			
		||||
        field.setText("");
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,132 @@
 | 
			
		||||
package pp.mdga.client.button;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.math.Vector2f;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.simsilica.lemur.component.QuadBackgroundComponent;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * A specialized button that can function as a label or a clickable button.
 | 
			
		||||
 * It inherits from {@link ClickButton} and allows for flexible usage with or without button-like behavior.
 | 
			
		||||
 */
 | 
			
		||||
public class LabelButton extends ClickButton {
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The color of the text displayed on the label or button.
 | 
			
		||||
     */
 | 
			
		||||
    private ColorRGBA text = TEXT_NORMAL;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The color of the button's background.
 | 
			
		||||
     */
 | 
			
		||||
    private ColorRGBA button = BUTTON_NORMAL;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Flag indicating whether this component functions as a button.
 | 
			
		||||
     */
 | 
			
		||||
    private boolean isButton;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a LabelButton with specified properties.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app      the application instance for accessing resources
 | 
			
		||||
     * @param node     the node in the scene graph to which the button belongs
 | 
			
		||||
     * @param label    the text displayed on the label or button
 | 
			
		||||
     * @param size     the size of the label or button
 | 
			
		||||
     * @param pos      the position of the label or button in relative units
 | 
			
		||||
     * @param isButton whether this component acts as a button or a simple label
 | 
			
		||||
     */
 | 
			
		||||
    public LabelButton(MdgaApp app, Node node, String label, Vector2f size, Vector2f pos, boolean isButton) {
 | 
			
		||||
        super(app, node, () -> {
 | 
			
		||||
        }, label, size, pos);
 | 
			
		||||
 | 
			
		||||
        this.isButton = isButton;
 | 
			
		||||
 | 
			
		||||
        // Use the same image for hover and normal states
 | 
			
		||||
        pictureHover = pictureNormal;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Displays the label or button, attaching it to the scene graph.
 | 
			
		||||
     * If the component is a button, it also attaches the background image.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void show() {
 | 
			
		||||
        if (isButton) {
 | 
			
		||||
            node.attachChild(pictureNormal);
 | 
			
		||||
        }
 | 
			
		||||
        release();
 | 
			
		||||
 | 
			
		||||
        calculateRelative();
 | 
			
		||||
        setRelative();
 | 
			
		||||
        setImageRelative(pictureNormal);
 | 
			
		||||
 | 
			
		||||
        instance.setFontSize(fontSize / 2);
 | 
			
		||||
 | 
			
		||||
        node.attachChild(instance);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Hides the label or button, detaching it from the scene graph.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void hide() {
 | 
			
		||||
        node.detachChild(instance);
 | 
			
		||||
 | 
			
		||||
        if (node.hasChild(pictureNormal)) {
 | 
			
		||||
            node.detachChild(pictureNormal);
 | 
			
		||||
        }
 | 
			
		||||
        if (node.hasChild(pictureHover)) {
 | 
			
		||||
            node.detachChild(pictureHover);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles hover behavior, updating the colors of the text and background.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void onHover() {
 | 
			
		||||
        instance.setColor(text);
 | 
			
		||||
        instance.setHighlightColor(text);
 | 
			
		||||
 | 
			
		||||
        QuadBackgroundComponent background = new QuadBackgroundComponent(button);
 | 
			
		||||
        instance.setBackground(background);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles unhover behavior, restoring the colors of the text and background.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void onUnHover() {
 | 
			
		||||
        instance.setColor(text);
 | 
			
		||||
        instance.setHighlightColor(text);
 | 
			
		||||
 | 
			
		||||
        QuadBackgroundComponent background = new QuadBackgroundComponent(button);
 | 
			
		||||
        instance.setBackground(background);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the text displayed on the label or button.
 | 
			
		||||
     *
 | 
			
		||||
     * @param text the text to display
 | 
			
		||||
     */
 | 
			
		||||
    public void setText(String text) {
 | 
			
		||||
        instance.setText(text);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the colors of the text and background, and refreshes the label or button.
 | 
			
		||||
     *
 | 
			
		||||
     * @param text   the color of the text
 | 
			
		||||
     * @param button the color of the button's background
 | 
			
		||||
     */
 | 
			
		||||
    public void setColor(ColorRGBA text, ColorRGBA button) {
 | 
			
		||||
        this.text = text;
 | 
			
		||||
        this.button = button;
 | 
			
		||||
 | 
			
		||||
        hide();
 | 
			
		||||
        show();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@@ -0,0 +1,329 @@
 | 
			
		||||
package pp.mdga.client.button;
 | 
			
		||||
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.math.Quaternion;
 | 
			
		||||
import com.jme3.math.Vector2f;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.renderer.queue.RenderQueue;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.scene.Spatial;
 | 
			
		||||
import com.simsilica.lemur.component.QuadBackgroundComponent;
 | 
			
		||||
import pp.mdga.client.Asset;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.game.Color;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents a button in a multiplayer lobby screen. The button supports multiple states
 | 
			
		||||
 * (not taken, self, other) and displays a 3D model alongside its label. It can also indicate readiness
 | 
			
		||||
 * and interactively respond to hover and click events.
 | 
			
		||||
 */
 | 
			
		||||
public class LobbyButton extends ClickButton {
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Enum representing the possible ownership states of the lobby button.
 | 
			
		||||
     */
 | 
			
		||||
    public enum Taken {
 | 
			
		||||
        NOT,   // The button is not taken
 | 
			
		||||
        SELF,  // The button is taken by the user
 | 
			
		||||
        OTHER  // The button is taken by another user
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Color for a lobby button that is taken by another user.
 | 
			
		||||
     */
 | 
			
		||||
    static final ColorRGBA LOBBY_TAKEN = ColorRGBA.fromRGBA255(193, 58, 59, 100);
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Color for a lobby button that is ready but not hovered.
 | 
			
		||||
     */
 | 
			
		||||
    static final ColorRGBA LOBBY_READY = ColorRGBA.fromRGBA255(55, 172, 190, 100);
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Color for a lobby button that is ready and hovered.
 | 
			
		||||
     */
 | 
			
		||||
    static final ColorRGBA LOBBY_READY_HOVER = ColorRGBA.fromRGBA255(17, 211, 218, 100);
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Color for a lobby button owned by the user in normal state.
 | 
			
		||||
     */
 | 
			
		||||
    static final ColorRGBA LOBBY_SELF_NORMAL = ColorRGBA.fromRGBA255(0, 151, 19, 100);
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Color for a lobby button owned by the user when hovered.
 | 
			
		||||
     */
 | 
			
		||||
    static final ColorRGBA LOBBY_SELF_HOVER = ColorRGBA.fromRGBA255(0, 230, 19, 100);
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Fixed width for the lobby button.
 | 
			
		||||
     */
 | 
			
		||||
    static final float WIDTH = 4.0f;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Node to which the 3D model associated with this button is attached.
 | 
			
		||||
     */
 | 
			
		||||
    private final Node node3d;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Indicates whether the 3D model should rotate.
 | 
			
		||||
     */
 | 
			
		||||
    private boolean rotate = false;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The 3D model displayed alongside the button.
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial model;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The rotation angle of the 3D model.
 | 
			
		||||
     */
 | 
			
		||||
    private float rot = 180;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The current ownership state of the lobby button.
 | 
			
		||||
     */
 | 
			
		||||
    private Taken taken = Taken.NOT;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Label displayed on the lobby button.
 | 
			
		||||
     */
 | 
			
		||||
    private LabelButton label;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Indicates whether the button represents a ready state.
 | 
			
		||||
     */
 | 
			
		||||
    private boolean isReady = false;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a LobbyButton with specified properties, including a 3D model and label.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app    the application instance for accessing resources
 | 
			
		||||
     * @param node   the node in the scene graph to which the button belongs
 | 
			
		||||
     * @param node3d the node for 3D scene components associated with this button
 | 
			
		||||
     * @param action the action to execute when the button is clicked
 | 
			
		||||
     * @param tsk    the type or category of the button (e.g., CYBER, AIRFORCE)
 | 
			
		||||
     */
 | 
			
		||||
    public LobbyButton(MdgaApp app, Node node, Node node3d, Runnable action, Color tsk) {
 | 
			
		||||
        super(app, node, action, "", new Vector2f(WIDTH, 7), new Vector2f(0, 0));
 | 
			
		||||
 | 
			
		||||
        this.node3d = node3d;
 | 
			
		||||
 | 
			
		||||
        label = new LabelButton(app, node, "- leer -", new Vector2f(WIDTH, 1), new Vector2f(0, 0), true);
 | 
			
		||||
 | 
			
		||||
        final float mid = HORIZONTAL / 2;
 | 
			
		||||
        final float uiSpacing = 0.4f;
 | 
			
		||||
        final float figSpacing = 0.51f;
 | 
			
		||||
 | 
			
		||||
        float uiX = mid;
 | 
			
		||||
        float figX = 0;
 | 
			
		||||
        Asset asset = null;
 | 
			
		||||
 | 
			
		||||
        // Configure the button based on its type
 | 
			
		||||
        switch (tsk) {
 | 
			
		||||
            case CYBER:
 | 
			
		||||
                adjust = true;
 | 
			
		||||
                label.adjust = true;
 | 
			
		||||
                uiX -= 3 * uiSpacing;
 | 
			
		||||
                uiX -= WIDTH / 2;
 | 
			
		||||
                asset = Asset.cir;
 | 
			
		||||
                figX -= 3 * figSpacing;
 | 
			
		||||
                instance.setText("CIR");
 | 
			
		||||
                break;
 | 
			
		||||
            case AIRFORCE:
 | 
			
		||||
                adjust = true;
 | 
			
		||||
                label.adjust = true;
 | 
			
		||||
                uiX -= uiSpacing;
 | 
			
		||||
                asset = Asset.lw;
 | 
			
		||||
                figX -= figSpacing;
 | 
			
		||||
                instance.setText("Luftwaffe");
 | 
			
		||||
                break;
 | 
			
		||||
            case ARMY:
 | 
			
		||||
                uiX += uiSpacing;
 | 
			
		||||
                asset = Asset.heer;
 | 
			
		||||
                figX += figSpacing;
 | 
			
		||||
                instance.setText("Heer");
 | 
			
		||||
                break;
 | 
			
		||||
            case NAVY:
 | 
			
		||||
                uiX += 3 * uiSpacing;
 | 
			
		||||
                uiX += WIDTH / 2;
 | 
			
		||||
                asset = Asset.marine;
 | 
			
		||||
                figX += 3 * figSpacing;
 | 
			
		||||
                instance.setText("Marine");
 | 
			
		||||
                break;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        setPos(new Vector2f(uiX, 6));
 | 
			
		||||
        label.setPos(new Vector2f(uiX, 7));
 | 
			
		||||
 | 
			
		||||
        createModel(asset, new Vector3f(figX, -0.55f, 6));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles hover behavior, updating the button's color and enabling rotation.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void onHover() {
 | 
			
		||||
        ColorRGBA buttonPressed = BUTTON_PRESSED.clone();
 | 
			
		||||
 | 
			
		||||
        switch (taken) {
 | 
			
		||||
            case NOT:
 | 
			
		||||
                buttonPressed.a = 0.3f;
 | 
			
		||||
                break;
 | 
			
		||||
            case SELF:
 | 
			
		||||
                buttonPressed = LOBBY_SELF_HOVER;
 | 
			
		||||
                break;
 | 
			
		||||
            case OTHER:
 | 
			
		||||
                buttonPressed = LOBBY_TAKEN;
 | 
			
		||||
                break;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (isReady) {
 | 
			
		||||
            buttonPressed = LOBBY_READY_HOVER;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        QuadBackgroundComponent background = new QuadBackgroundComponent(buttonPressed);
 | 
			
		||||
        instance.setBackground(background);
 | 
			
		||||
 | 
			
		||||
        rotate = true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles unhover behavior, restoring the button's color and disabling rotation.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void onUnHover() {
 | 
			
		||||
        ColorRGBA buttonNormal = BUTTON_NORMAL.clone();
 | 
			
		||||
 | 
			
		||||
        switch (taken) {
 | 
			
		||||
            case NOT:
 | 
			
		||||
                buttonNormal.a = 0.3f;
 | 
			
		||||
                break;
 | 
			
		||||
            case SELF:
 | 
			
		||||
                buttonNormal = LOBBY_SELF_NORMAL;
 | 
			
		||||
                break;
 | 
			
		||||
            case OTHER:
 | 
			
		||||
                buttonNormal = LOBBY_TAKEN;
 | 
			
		||||
                break;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (isReady) {
 | 
			
		||||
            buttonNormal = LOBBY_READY;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        QuadBackgroundComponent background = new QuadBackgroundComponent(buttonNormal);
 | 
			
		||||
        instance.setBackground(background);
 | 
			
		||||
 | 
			
		||||
        rotate = false;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Displays the lobby button and its associated components.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void show() {
 | 
			
		||||
        release();
 | 
			
		||||
 | 
			
		||||
        calculateRelative();
 | 
			
		||||
        setRelative();
 | 
			
		||||
 | 
			
		||||
        node.attachChild(instance);
 | 
			
		||||
        node3d.attachChild(model);
 | 
			
		||||
 | 
			
		||||
        label.show();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Hides the lobby button and its associated components.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void hide() {
 | 
			
		||||
        node.detachChild(instance);
 | 
			
		||||
        node3d.detachChild(model);
 | 
			
		||||
 | 
			
		||||
        label.hide();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the 3D model's rotation if the button is being hovered.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf time per frame, used for smooth rotation calculations
 | 
			
		||||
     */
 | 
			
		||||
    public void update(float tpf) {
 | 
			
		||||
        if (rotate) {
 | 
			
		||||
            rot += 140.0f * tpf;
 | 
			
		||||
            rot %= 360;
 | 
			
		||||
        } else {
 | 
			
		||||
            rot = 180;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        model.setLocalRotation(new Quaternion().fromAngles(
 | 
			
		||||
                (float) Math.toRadians(90),
 | 
			
		||||
                (float) Math.toRadians(rot),
 | 
			
		||||
                (float) Math.toRadians(180)
 | 
			
		||||
        ));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates the 3D model associated with the lobby button and applies textures and positioning.
 | 
			
		||||
     *
 | 
			
		||||
     * @param asset the asset representing the 3D model
 | 
			
		||||
     * @param pos   the initial position of the 3D model
 | 
			
		||||
     */
 | 
			
		||||
    private void createModel(Asset asset, Vector3f pos) {
 | 
			
		||||
        String modelName = asset.getModelPath();
 | 
			
		||||
        String texName = asset.getDiffPath();
 | 
			
		||||
 | 
			
		||||
        model = app.getAssetManager().loadModel(modelName);
 | 
			
		||||
        model.scale(asset.getSize() / 2);
 | 
			
		||||
        model.rotate(
 | 
			
		||||
                (float) Math.toRadians(90),
 | 
			
		||||
                (float) Math.toRadians(rot),
 | 
			
		||||
                (float) Math.toRadians(180)
 | 
			
		||||
        );
 | 
			
		||||
        model.setShadowMode(RenderQueue.ShadowMode.CastAndReceive);
 | 
			
		||||
 | 
			
		||||
        model.setLocalTranslation(pos);
 | 
			
		||||
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Light/Lighting.j3md");
 | 
			
		||||
        mat.setTexture("DiffuseMap", app.getAssetManager().loadTexture(texName));
 | 
			
		||||
        model.setMaterial(mat);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the current ownership state of the lobby button.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the current state of the button
 | 
			
		||||
     */
 | 
			
		||||
    public Taken getTaken() {
 | 
			
		||||
        return taken;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the ownership state of the lobby button and updates its label accordingly.
 | 
			
		||||
     *
 | 
			
		||||
     * @param taken the new ownership state
 | 
			
		||||
     * @param name  the name to display on the button
 | 
			
		||||
     */
 | 
			
		||||
    public void setTaken(Taken taken, String name) {
 | 
			
		||||
        this.taken = taken;
 | 
			
		||||
 | 
			
		||||
        if (taken == Taken.NOT) {
 | 
			
		||||
            label.setText("- leer -");
 | 
			
		||||
            isReady = false;
 | 
			
		||||
        } else {
 | 
			
		||||
            label.setText(name);
 | 
			
		||||
        }
 | 
			
		||||
        onUnHover();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the ready state of the lobby button and updates its appearance.
 | 
			
		||||
     *
 | 
			
		||||
     * @param isReady whether the button represents a ready state
 | 
			
		||||
     */
 | 
			
		||||
    public void setReady(boolean isReady) {
 | 
			
		||||
        this.isReady = isReady;
 | 
			
		||||
        onUnHover();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@@ -0,0 +1,43 @@
 | 
			
		||||
package pp.mdga.client.button;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Vector2f;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents a button used in menu screens for navigation or executing actions.
 | 
			
		||||
 * Inherits from {@link ClickButton} and provides customizable text and actions.
 | 
			
		||||
 */
 | 
			
		||||
public class MenuButton extends ClickButton {
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a MenuButton with specified properties.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app    the application instance for accessing resources
 | 
			
		||||
     * @param node   the node in the scene graph to which the button belongs
 | 
			
		||||
     * @param action the action to execute when the button is clicked
 | 
			
		||||
     * @param label  the text label displayed on the button
 | 
			
		||||
     */
 | 
			
		||||
    public MenuButton(MdgaApp app, Node node, Runnable action, String label) {
 | 
			
		||||
        super(app, node, action, label, new Vector2f(5.5f, 2), new Vector2f(0, 0));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when the button is hovered over. Can be overridden to define hover-specific behavior.
 | 
			
		||||
     * Currently, no additional behavior is implemented.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void onHover() {
 | 
			
		||||
        // Placeholder for hover behavior
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when the pointer stops hovering over the button. Can be overridden to define unhover-specific behavior.
 | 
			
		||||
     * Currently, no additional behavior is implemented.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void onUnHover() {
 | 
			
		||||
        // Placeholder for unhover behavior
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@@ -0,0 +1,50 @@
 | 
			
		||||
package pp.mdga.client.button;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Vector2f;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.simsilica.lemur.component.IconComponent;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents a button in the settings menu, designed to display an icon and handle hover effects.
 | 
			
		||||
 * Inherits from {@link ClickButton} and customizes its behavior for settings functionality.
 | 
			
		||||
 */
 | 
			
		||||
public class SettingsButton extends ClickButton {
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The icon displayed on the button, which changes based on hover state.
 | 
			
		||||
     */
 | 
			
		||||
    private IconComponent icon;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a SettingsButton with a predefined size and position.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app    the application instance for accessing resources
 | 
			
		||||
     * @param node   the node in the scene graph to which the button belongs
 | 
			
		||||
     * @param action the action to execute when the button is clicked
 | 
			
		||||
     */
 | 
			
		||||
    public SettingsButton(MdgaApp app, Node node, Runnable action) {
 | 
			
		||||
        super(app, node, action, "", new Vector2f(2, 2), new Vector2f(HORIZONTAL - 0.5f, VERTICAL - 0.5f));
 | 
			
		||||
 | 
			
		||||
        // Enable adjustment for positioning
 | 
			
		||||
        adjust = true;
 | 
			
		||||
 | 
			
		||||
        pictureNormal.setImage(app.getAssetManager(), "Images/Settings_Button_normal.png", true);
 | 
			
		||||
        pictureHover.setImage(app.getAssetManager(), "Images/Settings_Button_hover.png", true);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles hover behavior by changing the icon to the hover state.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void onHover() {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles unhover behavior by restoring the icon to the normal state.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void onUnHover() {
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@@ -0,0 +1,168 @@
 | 
			
		||||
package pp.mdga.client.button;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Vector2f;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.simsilica.lemur.*;
 | 
			
		||||
import com.simsilica.lemur.component.QuadBackgroundComponent;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents a slider button component with a label, providing functionality for
 | 
			
		||||
 * adjusting values in a graphical user interface. It includes increment, decrement,
 | 
			
		||||
 * and thumb buttons, allowing for interactive adjustments.
 | 
			
		||||
 */
 | 
			
		||||
public class SliderButton extends AbstractButton {
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The label displayed next to the slider.
 | 
			
		||||
     */
 | 
			
		||||
    private Label label;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The slider component for adjusting values.
 | 
			
		||||
     */
 | 
			
		||||
    private Slider slider;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * A container to hold the label and slider for layout management.
 | 
			
		||||
     */
 | 
			
		||||
    private Container container = new Container();
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The size of the slider button in relative units.
 | 
			
		||||
     */
 | 
			
		||||
    protected Vector2f size;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a SliderButton with the specified label.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app   the application instance for accessing resources
 | 
			
		||||
     * @param node  the node in the scene graph to which the slider button belongs
 | 
			
		||||
     * @param label the text label displayed alongside the slider
 | 
			
		||||
     */
 | 
			
		||||
    public SliderButton(MdgaApp app, Node node, String label) {
 | 
			
		||||
        super(app, node);
 | 
			
		||||
 | 
			
		||||
        this.label = new Label(label);
 | 
			
		||||
        this.label.setColor(TEXT_NORMAL);
 | 
			
		||||
 | 
			
		||||
        // Configure the slider
 | 
			
		||||
        slider = new Slider("slider");
 | 
			
		||||
 | 
			
		||||
        // Configure decrement button
 | 
			
		||||
        slider.getDecrementButton().setText(" - ");
 | 
			
		||||
        slider.getDecrementButton().setFont(font);
 | 
			
		||||
        slider.getDecrementButton().setFocusColor(TEXT_NORMAL);
 | 
			
		||||
        slider.getDecrementButton().setTextVAlignment(VAlignment.Bottom);
 | 
			
		||||
        slider.getDecrementButton().setColor(TEXT_NORMAL);
 | 
			
		||||
        slider.getDecrementButton().setHighlightColor(TEXT_NORMAL);
 | 
			
		||||
 | 
			
		||||
        // Configure increment button
 | 
			
		||||
        slider.getIncrementButton().setText(" + ");
 | 
			
		||||
        slider.getIncrementButton().setFont(font);
 | 
			
		||||
        slider.getIncrementButton().setFocusColor(TEXT_NORMAL);
 | 
			
		||||
        slider.getIncrementButton().setTextVAlignment(VAlignment.Bottom);
 | 
			
		||||
        slider.getIncrementButton().setColor(TEXT_NORMAL);
 | 
			
		||||
        slider.getIncrementButton().setHighlightColor(TEXT_NORMAL);
 | 
			
		||||
 | 
			
		||||
        // Configure thumb button
 | 
			
		||||
        slider.getThumbButton().setText("X");
 | 
			
		||||
        slider.getThumbButton().setFont(font);
 | 
			
		||||
        slider.getThumbButton().setFocusColor(TEXT_NORMAL);
 | 
			
		||||
        slider.getThumbButton().setColor(TEXT_NORMAL);
 | 
			
		||||
        slider.getThumbButton().setHighlightColor(TEXT_NORMAL);
 | 
			
		||||
 | 
			
		||||
        // Set slider background
 | 
			
		||||
        QuadBackgroundComponent background = new QuadBackgroundComponent(BUTTON_NORMAL);
 | 
			
		||||
        slider.setBackground(background);
 | 
			
		||||
 | 
			
		||||
        // Set label background
 | 
			
		||||
        QuadBackgroundComponent labelBackground = new QuadBackgroundComponent(BUTTON_NORMAL);
 | 
			
		||||
        this.label.setBackground(labelBackground);
 | 
			
		||||
 | 
			
		||||
        // Configure the label font
 | 
			
		||||
        this.label.setFont(font);
 | 
			
		||||
        this.label.setTextHAlignment(HAlignment.Center);
 | 
			
		||||
 | 
			
		||||
        // Default position and size
 | 
			
		||||
        pos = new Vector2f(0, 0);
 | 
			
		||||
        size = new Vector2f(6f, 1);
 | 
			
		||||
 | 
			
		||||
        // Add label and slider to container
 | 
			
		||||
        container.addChild(this.label);
 | 
			
		||||
        container.addChild(slider);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Displays the slider button by attaching its container to the scene graph.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void show() {
 | 
			
		||||
        calculateRelative();
 | 
			
		||||
        setRelative();
 | 
			
		||||
 | 
			
		||||
        node.attachChild(container);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Hides the slider button by detaching its container from the scene graph.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void hide() {
 | 
			
		||||
        node.detachChild(container);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the relative size and position of the slider button based on screen resolution.
 | 
			
		||||
     */
 | 
			
		||||
    protected void setRelative() {
 | 
			
		||||
        this.label.setFontSize(fontSize);
 | 
			
		||||
 | 
			
		||||
        // Set font sizes for slider components
 | 
			
		||||
        slider.getDecrementButton().setFontSize(fontSize);
 | 
			
		||||
        slider.getIncrementButton().setFontSize(fontSize);
 | 
			
		||||
        slider.getThumbButton().setFontSize(fontSize);
 | 
			
		||||
 | 
			
		||||
        // Set slider size
 | 
			
		||||
        slider.setPreferredSize(new Vector3f(size.x * widthStep, size.y * heightStep, 0));
 | 
			
		||||
 | 
			
		||||
        float xAdjust = 0.0f;
 | 
			
		||||
        if (adjust) {
 | 
			
		||||
            xAdjust = container.getPreferredSize().x;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Set container position
 | 
			
		||||
        container.setLocalTranslation(pos.x * horizontalStep - xAdjust, pos.y * verticalStep, -1);
 | 
			
		||||
 | 
			
		||||
        final float horizontalMid = ((float) app.getCamera().getWidth() / 2) - (container.getPreferredSize().x / 2);
 | 
			
		||||
        final float verticalMid = ((float) app.getCamera().getHeight() / 2) - container.getPreferredSize().y / 2;
 | 
			
		||||
 | 
			
		||||
        if (0 == pos.x) {
 | 
			
		||||
            container.setLocalTranslation(horizontalMid, container.getLocalTranslation().y, -1);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (0 == pos.y) {
 | 
			
		||||
            container.setLocalTranslation(container.getLocalTranslation().x, verticalMid, -1);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Retrieves the current percentage value of the slider.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the current percentage value as a float
 | 
			
		||||
     */
 | 
			
		||||
    public float getPercent() {
 | 
			
		||||
        return (float) slider.getModel().getPercent();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the slider to the specified percentage value.
 | 
			
		||||
     *
 | 
			
		||||
     * @param percent the percentage value to set
 | 
			
		||||
     */
 | 
			
		||||
    public void setPercent(float percent) {
 | 
			
		||||
        slider.getModel().setPercent(percent);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@@ -0,0 +1,102 @@
 | 
			
		||||
package pp.mdga.client.dialog;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Vector2f;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.client.button.MenuButton;
 | 
			
		||||
import pp.mdga.client.button.SliderButton;
 | 
			
		||||
import pp.mdga.client.view.MdgaView;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * The {@code AudioSettingsDialog} class represents a dialog for adjusting audio settings in the application.
 | 
			
		||||
 * It provides controls for managing main volume, music volume, and sound effect volume, and includes
 | 
			
		||||
 * a button to return to the previous menu.
 | 
			
		||||
 */
 | 
			
		||||
public class AudioSettingsDialog extends Dialog {
 | 
			
		||||
    private final MdgaView view;
 | 
			
		||||
 | 
			
		||||
    private SliderButton mainVolume;
 | 
			
		||||
    private SliderButton musicVolume;
 | 
			
		||||
    private SliderButton soundVolume;
 | 
			
		||||
 | 
			
		||||
    private MenuButton backButton;
 | 
			
		||||
 | 
			
		||||
    private boolean active = false;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs an {@code AudioSettingsDialog}.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app  The main application managing the dialog.
 | 
			
		||||
     * @param node The root node for attaching UI elements.
 | 
			
		||||
     * @param view The current view, used for navigation and interaction with the dialog.
 | 
			
		||||
     */
 | 
			
		||||
    public AudioSettingsDialog(MdgaApp app, Node node, MdgaView view) {
 | 
			
		||||
        super(app, node);
 | 
			
		||||
 | 
			
		||||
        this.view = view;
 | 
			
		||||
 | 
			
		||||
        mainVolume = new SliderButton(app, node, "Gesamt Lautstärke");
 | 
			
		||||
        musicVolume = new SliderButton(app, node, "Musik Lautstärke");
 | 
			
		||||
        soundVolume = new SliderButton(app, node, "Effekt Lautstärke");
 | 
			
		||||
 | 
			
		||||
        backButton = new MenuButton(app, node, view::leaveAudioSettings, "Zurück");
 | 
			
		||||
 | 
			
		||||
        float offset = 2.8f;
 | 
			
		||||
 | 
			
		||||
        mainVolume.setPos(new Vector2f(0, MenuButton.VERTICAL - offset));
 | 
			
		||||
        offset += 1.0f;
 | 
			
		||||
 | 
			
		||||
        musicVolume.setPos(new Vector2f(0, MenuButton.VERTICAL - offset));
 | 
			
		||||
        offset += 1.0f;
 | 
			
		||||
 | 
			
		||||
        soundVolume.setPos(new Vector2f(0, MenuButton.VERTICAL - offset));
 | 
			
		||||
 | 
			
		||||
        backButton.setPos(new Vector2f(0, 1.8f));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when the dialog is shown. Initializes and displays the volume controls and back button.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void onShow() {
 | 
			
		||||
        active = true;
 | 
			
		||||
 | 
			
		||||
        mainVolume.setPercent(app.getAcousticHandler().getMainVolume());
 | 
			
		||||
        musicVolume.setPercent(app.getAcousticHandler().getMusicVolume());
 | 
			
		||||
        soundVolume.setPercent(app.getAcousticHandler().getSoundVolume());
 | 
			
		||||
 | 
			
		||||
        backButton.show();
 | 
			
		||||
 | 
			
		||||
        mainVolume.show();
 | 
			
		||||
        musicVolume.show();
 | 
			
		||||
        soundVolume.show();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when the dialog is hidden. Hides all volume controls and the back button.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void onHide() {
 | 
			
		||||
        active = false;
 | 
			
		||||
 | 
			
		||||
        backButton.hide();
 | 
			
		||||
 | 
			
		||||
        mainVolume.hide();
 | 
			
		||||
        musicVolume.hide();
 | 
			
		||||
        soundVolume.hide();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the application audio settings based on the current values of the sliders.
 | 
			
		||||
     * This method is called continuously while the dialog is active.
 | 
			
		||||
     */
 | 
			
		||||
    public void update() {
 | 
			
		||||
        if (!active) {
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        app.getAcousticHandler().setMainVolume(mainVolume.getPercent());
 | 
			
		||||
        app.getAcousticHandler().setMusicVolume(musicVolume.getPercent());
 | 
			
		||||
        app.getAcousticHandler().setSoundVolume(soundVolume.getPercent());
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,135 @@
 | 
			
		||||
package pp.mdga.client.dialog;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.math.Vector2f;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.client.button.AbstractButton;
 | 
			
		||||
import pp.mdga.client.button.LabelButton;
 | 
			
		||||
import pp.mdga.client.button.MenuButton;
 | 
			
		||||
 | 
			
		||||
import java.util.ArrayList;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * The {@code CeremonyDialog} class displays a dialog containing statistical data in a tabular format.
 | 
			
		||||
 * It allows adding rows of statistics and manages their visibility when shown or hidden.
 | 
			
		||||
 */
 | 
			
		||||
public class CeremonyDialog extends Dialog {
 | 
			
		||||
    private ArrayList<ArrayList<LabelButton>> labels;
 | 
			
		||||
 | 
			
		||||
    float offsetX;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a {@code CeremonyDialog}.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app  The main application managing the dialog.
 | 
			
		||||
     * @param node The root node for attaching UI elements.
 | 
			
		||||
     */
 | 
			
		||||
    public CeremonyDialog(MdgaApp app, Node node) {
 | 
			
		||||
        super(app, node);
 | 
			
		||||
 | 
			
		||||
        prepare();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when the dialog is shown. Makes all label buttons in the table visible.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void onShow() {
 | 
			
		||||
        for (ArrayList<LabelButton> row : labels) {
 | 
			
		||||
            for (LabelButton b : row) {
 | 
			
		||||
                b.show();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when the dialog is hidden. Hides all label buttons in the table.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void onHide() {
 | 
			
		||||
        for (ArrayList<LabelButton> row : labels) {
 | 
			
		||||
            for (LabelButton b : row) {
 | 
			
		||||
                b.hide();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Adds a row of statistical data to the dialog.
 | 
			
		||||
     *
 | 
			
		||||
     * @param name The name of the player or category for the row.
 | 
			
		||||
     * @param v1   The value for the first column.
 | 
			
		||||
     * @param v2   The value for the second column.
 | 
			
		||||
     * @param v3   The value for the third column.
 | 
			
		||||
     * @param v4   The value for the fourth column.
 | 
			
		||||
     * @param v5   The value for the fifth column.
 | 
			
		||||
     * @param v6   The value for the sixth column.
 | 
			
		||||
     */
 | 
			
		||||
    public void addStatisticsRow(String name, int v1, int v2, int v3, int v4, int v5, int v6) {
 | 
			
		||||
        float offsetYSmall = 0.5f;
 | 
			
		||||
 | 
			
		||||
        ArrayList<LabelButton> row = new ArrayList<>();
 | 
			
		||||
 | 
			
		||||
        Vector2f sizeSmall = new Vector2f(4, 1.2f);
 | 
			
		||||
        row.add(new LabelButton(app, node, name, sizeSmall, new Vector2f(), true));
 | 
			
		||||
        row.add(new LabelButton(app, node, "" + v1, sizeSmall, new Vector2f(), false));
 | 
			
		||||
        row.add(new LabelButton(app, node, "" + v2, sizeSmall, new Vector2f(), false));
 | 
			
		||||
        row.add(new LabelButton(app, node, "" + v3, sizeSmall, new Vector2f(), false));
 | 
			
		||||
        row.add(new LabelButton(app, node, "" + v4, sizeSmall, new Vector2f(), false));
 | 
			
		||||
        row.add(new LabelButton(app, node, "" + v5, sizeSmall, new Vector2f(), false));
 | 
			
		||||
        row.add(new LabelButton(app, node, "" + v6, sizeSmall, new Vector2f(), false));
 | 
			
		||||
 | 
			
		||||
        ColorRGBA colorText = AbstractButton.TEXT_NORMAL.clone();
 | 
			
		||||
        colorText.a = 0.2f;
 | 
			
		||||
 | 
			
		||||
        ColorRGBA colorButton = AbstractButton.BUTTON_NORMAL.clone();
 | 
			
		||||
        colorButton.a = 0.2f;
 | 
			
		||||
 | 
			
		||||
        int j = 0;
 | 
			
		||||
        for (LabelButton b : row) {
 | 
			
		||||
            if (j > 0) {
 | 
			
		||||
                b.setColor(colorText, colorButton);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            b.setPos(new Vector2f(offsetX, MenuButton.VERTICAL - offsetYSmall));
 | 
			
		||||
            offsetYSmall += 0.8f;
 | 
			
		||||
 | 
			
		||||
            j++;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        offsetX += 2.3f;
 | 
			
		||||
 | 
			
		||||
        labels.add(row);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Prepares the initial layout of the dialog, including header labels.
 | 
			
		||||
     */
 | 
			
		||||
    public void prepare() {
 | 
			
		||||
        offsetX = 0.5f;
 | 
			
		||||
 | 
			
		||||
        labels = new ArrayList<>();
 | 
			
		||||
 | 
			
		||||
        ArrayList<LabelButton> first = new ArrayList<>();
 | 
			
		||||
        Vector2f size = new Vector2f(4, 1.2f);
 | 
			
		||||
        first.add(new LabelButton(app, node, "", size, new Vector2f(), true));
 | 
			
		||||
        first.add(new LabelButton(app, node, "Figuren geworfen", size, new Vector2f(), true));
 | 
			
		||||
        first.add(new LabelButton(app, node, "Figuren verloren", size, new Vector2f(), true));
 | 
			
		||||
        first.add(new LabelButton(app, node, "Gespielte Bonuskarten", size, new Vector2f(), true));
 | 
			
		||||
        first.add(new LabelButton(app, node, "Gewürfelte 6en", size, new Vector2f(), true));
 | 
			
		||||
        first.add(new LabelButton(app, node, "Gelaufene Felder", size, new Vector2f(), true));
 | 
			
		||||
        first.add(new LabelButton(app, node, "Bonusfeldern erreicht", size, new Vector2f(), true));
 | 
			
		||||
 | 
			
		||||
        float offsetY = 0.5f;
 | 
			
		||||
 | 
			
		||||
        for (LabelButton b : first) {
 | 
			
		||||
            b.setPos(new Vector2f(offsetX, MenuButton.VERTICAL - offsetY));
 | 
			
		||||
            offsetY += 0.8f;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        offsetX += 2.3f;
 | 
			
		||||
 | 
			
		||||
        labels.add(first);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,55 @@
 | 
			
		||||
package pp.mdga.client.dialog;
 | 
			
		||||
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * The {@code Dialog} class serves as an abstract base class for dialogs in the application.
 | 
			
		||||
 * It provides functionality for showing and hiding the dialog and defines abstract methods
 | 
			
		||||
 * for custom behavior when the dialog is shown or hidden.
 | 
			
		||||
 */
 | 
			
		||||
public abstract class Dialog {
 | 
			
		||||
    protected final MdgaApp app;
 | 
			
		||||
    protected final Node node = new Node();
 | 
			
		||||
 | 
			
		||||
    private final Node root;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a {@code Dialog}.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app  The main application managing the dialog.
 | 
			
		||||
     * @param node The root node to which the dialog's node will be attached.
 | 
			
		||||
     */
 | 
			
		||||
    Dialog(MdgaApp app, Node node) {
 | 
			
		||||
        this.app = app;
 | 
			
		||||
        this.root = node;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Shows the dialog by attaching its node to the root node and invoking the {@code onShow} method.
 | 
			
		||||
     */
 | 
			
		||||
    public void show() {
 | 
			
		||||
        root.attachChild(node);
 | 
			
		||||
 | 
			
		||||
        onShow();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Hides the dialog by detaching its node from the root node and invoking the {@code onHide} method.
 | 
			
		||||
     */
 | 
			
		||||
    public void hide() {
 | 
			
		||||
        root.detachChild(node);
 | 
			
		||||
 | 
			
		||||
        onHide();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when the dialog is shown. Subclasses must implement this method to define custom behavior.
 | 
			
		||||
     */
 | 
			
		||||
    protected abstract void onShow();
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when the dialog is hidden. Subclasses must implement this method to define custom behavior.
 | 
			
		||||
     */
 | 
			
		||||
    protected abstract void onHide();
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,113 @@
 | 
			
		||||
package pp.mdga.client.dialog;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Vector2f;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.client.NetworkSupport;
 | 
			
		||||
import pp.mdga.client.button.ButtonLeft;
 | 
			
		||||
import pp.mdga.client.button.ButtonRight;
 | 
			
		||||
import pp.mdga.client.button.InputButton;
 | 
			
		||||
import pp.mdga.client.button.MenuButton;
 | 
			
		||||
import pp.mdga.client.view.MainView;
 | 
			
		||||
 | 
			
		||||
import java.util.prefs.Preferences;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * The {@code HostDialog} class represents a dialog for hosting a network game session.
 | 
			
		||||
 * It allows users to input a port number, start hosting a server, and navigate back to the previous view.
 | 
			
		||||
 */
 | 
			
		||||
public class HostDialog extends NetworkDialog {
 | 
			
		||||
    private InputButton portInput;
 | 
			
		||||
 | 
			
		||||
    private ButtonRight hostButton;
 | 
			
		||||
    private ButtonLeft backButton;
 | 
			
		||||
 | 
			
		||||
    private final MainView view;
 | 
			
		||||
 | 
			
		||||
    private Preferences prefs = Preferences.userNodeForPackage(JoinDialog.class);
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a {@code HostDialog}.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app  The main application managing the dialog.
 | 
			
		||||
     * @param node The root node for attaching UI elements.
 | 
			
		||||
     * @param view The main view used for navigation and interaction with the dialog.
 | 
			
		||||
     */
 | 
			
		||||
    public HostDialog(MdgaApp app, Node node, MainView view) {
 | 
			
		||||
        super(app, node, (NetworkSupport) app.getNetworkSupport());
 | 
			
		||||
 | 
			
		||||
        this.view = view;
 | 
			
		||||
 | 
			
		||||
        portInput = new InputButton(app, node, "Port: ", 5);
 | 
			
		||||
        portInput.setString(prefs.get("hostPort", "11111"));
 | 
			
		||||
 | 
			
		||||
        hostButton = new ButtonRight(app, node, view::forward, "Spiel hosten", 10);
 | 
			
		||||
        backButton = new ButtonLeft(app, node, view::back, "Zurück", 10);
 | 
			
		||||
 | 
			
		||||
        float offset = 2.8f;
 | 
			
		||||
 | 
			
		||||
        portInput.setPos(new Vector2f(0, MenuButton.VERTICAL - offset));
 | 
			
		||||
        offset += 1.5f;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when the dialog is shown. Displays all input fields and buttons.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void onShow() {
 | 
			
		||||
        portInput.show();
 | 
			
		||||
        hostButton.show();
 | 
			
		||||
        backButton.show();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when the dialog is hidden. Hides all input fields and buttons.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void onHide() {
 | 
			
		||||
        portInput.hide();
 | 
			
		||||
        hostButton.hide();
 | 
			
		||||
        backButton.hide();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the state of the port input field.
 | 
			
		||||
     * This method is called periodically to synchronize the dialog state.
 | 
			
		||||
     */
 | 
			
		||||
    public void update() {
 | 
			
		||||
        portInput.update();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Retrieves the currently entered port number, saves it to preferences, and sets it as the active port.
 | 
			
		||||
     *
 | 
			
		||||
     * @return The port number as a string.
 | 
			
		||||
     */
 | 
			
		||||
    public String getPort() {
 | 
			
		||||
        prefs.put("hostPort", portInput.getString());
 | 
			
		||||
        setPortNumber(Integer.parseInt(portInput.getString()));
 | 
			
		||||
        return portInput.getString();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Resets the port input field to its default value and updates preferences accordingly.
 | 
			
		||||
     */
 | 
			
		||||
    public void resetPort() {
 | 
			
		||||
        portInput.reset();
 | 
			
		||||
        prefs.put("hostPort", "11111");
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Starts the server to host a network game.
 | 
			
		||||
     */
 | 
			
		||||
    public void hostServer() {
 | 
			
		||||
        startServer();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Connects to the server as a client.
 | 
			
		||||
     */
 | 
			
		||||
    public void connectServerAsClient() {
 | 
			
		||||
        connectServer();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,82 @@
 | 
			
		||||
package pp.mdga.client.dialog;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Vector2f;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.client.button.ButtonRight;
 | 
			
		||||
import pp.mdga.client.button.LabelButton;
 | 
			
		||||
import pp.mdga.client.button.MenuButton;
 | 
			
		||||
import pp.mdga.game.Color;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * The {@code InterruptDialog} class represents a dialog that interrupts the game flow,
 | 
			
		||||
 * providing a message and the option to force an action if the user is a host.
 | 
			
		||||
 */
 | 
			
		||||
public class InterruptDialog extends Dialog {
 | 
			
		||||
    private ButtonRight forceButton;
 | 
			
		||||
 | 
			
		||||
    private LabelButton label;
 | 
			
		||||
 | 
			
		||||
    private String text = "";
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs an {@code InterruptDialog}.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app  The main application managing the dialog.
 | 
			
		||||
     * @param node The root node for attaching UI elements.
 | 
			
		||||
     */
 | 
			
		||||
    public InterruptDialog(MdgaApp app, Node node) {
 | 
			
		||||
        super(app, node);
 | 
			
		||||
 | 
			
		||||
        forceButton = new ButtonRight(app, node, () -> app.getModelSynchronize().force(), "Erzwingen", 1);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when the dialog is shown. Displays the label and optionally the force button if the user is the host.
 | 
			
		||||
     */
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void onShow() {
 | 
			
		||||
        if (app.getGameLogic().isHost()) {
 | 
			
		||||
            forceButton.show();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        label = new LabelButton(app, node, "Warte auf " + text + "...", new Vector2f(5.5f * 1.5f, 2), new Vector2f(0.5f, 0f), false);
 | 
			
		||||
 | 
			
		||||
        float offset = 2.8f;
 | 
			
		||||
        label.setPos(new Vector2f(0, MenuButton.VERTICAL - offset));
 | 
			
		||||
 | 
			
		||||
        label.show();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when the dialog is hidden. Hides the label and the force button.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void onHide() {
 | 
			
		||||
        forceButton.hide();
 | 
			
		||||
        label.hide();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the displayed text based on the specified color.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color The color used to determine the text (e.g., "Luftwaffe" for AIRFORCE).
 | 
			
		||||
     */
 | 
			
		||||
    public void setColor(Color color) {
 | 
			
		||||
        switch (color) {
 | 
			
		||||
            case AIRFORCE:
 | 
			
		||||
                text = "Luftwaffe";
 | 
			
		||||
                break;
 | 
			
		||||
            case ARMY:
 | 
			
		||||
                text = "Heer";
 | 
			
		||||
                break;
 | 
			
		||||
            case NAVY:
 | 
			
		||||
                text = "Marine";
 | 
			
		||||
                break;
 | 
			
		||||
            case CYBER:
 | 
			
		||||
                text = "CIR";
 | 
			
		||||
                break;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,147 @@
 | 
			
		||||
package pp.mdga.client.dialog;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Vector2f;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.client.NetworkSupport;
 | 
			
		||||
import pp.mdga.client.button.ButtonLeft;
 | 
			
		||||
import pp.mdga.client.button.ButtonRight;
 | 
			
		||||
import pp.mdga.client.button.InputButton;
 | 
			
		||||
import pp.mdga.client.button.MenuButton;
 | 
			
		||||
import pp.mdga.client.view.MainView;
 | 
			
		||||
 | 
			
		||||
import java.util.prefs.Preferences;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * The {@code JoinDialog} class represents a dialog for joining a network game.
 | 
			
		||||
 * It allows users to input an IP address and port number, connect to a server, or navigate back to the previous view.
 | 
			
		||||
 */
 | 
			
		||||
public class JoinDialog extends NetworkDialog {
 | 
			
		||||
    private InputButton ipInput;
 | 
			
		||||
    private InputButton portInput;
 | 
			
		||||
 | 
			
		||||
    private ButtonRight joinButton;
 | 
			
		||||
    private ButtonLeft backButton;
 | 
			
		||||
 | 
			
		||||
    private final MainView view;
 | 
			
		||||
 | 
			
		||||
    private Preferences prefs = Preferences.userNodeForPackage(JoinDialog.class);
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a {@code JoinDialog}.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app  The main application managing the dialog.
 | 
			
		||||
     * @param node The root node for attaching UI elements.
 | 
			
		||||
     * @param view The main view used for navigation and interaction with the dialog.
 | 
			
		||||
     */
 | 
			
		||||
    public JoinDialog(MdgaApp app, Node node, MainView view) {
 | 
			
		||||
        super(app, node, (NetworkSupport) app.getNetworkSupport());
 | 
			
		||||
 | 
			
		||||
        this.view = view;
 | 
			
		||||
 | 
			
		||||
        ipInput = new InputButton(app, node, "Ip: ", 15);
 | 
			
		||||
        portInput = new InputButton(app, node, "Port: ", 5);
 | 
			
		||||
        portInput.setString(prefs.get("joinPort", "11111"));
 | 
			
		||||
        ipInput.setString(prefs.get("joinIp", ""));
 | 
			
		||||
 | 
			
		||||
        joinButton = new ButtonRight(app, node, view::forward, "Spiel beitreten", 10);
 | 
			
		||||
        backButton = new ButtonLeft(app, node, view::back, "Zurück", 10);
 | 
			
		||||
 | 
			
		||||
        float offset = 2.8f;
 | 
			
		||||
 | 
			
		||||
        ipInput.setPos(new Vector2f(0, MenuButton.VERTICAL - offset));
 | 
			
		||||
        offset += 1.5f;
 | 
			
		||||
 | 
			
		||||
        portInput.setPos(new Vector2f(0, MenuButton.VERTICAL - offset));
 | 
			
		||||
        offset += 1.5f;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when the dialog is shown. Displays all input fields and buttons.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void onShow() {
 | 
			
		||||
        ipInput.show();
 | 
			
		||||
        portInput.show();
 | 
			
		||||
        joinButton.show();
 | 
			
		||||
        backButton.show();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when the dialog is hidden. Hides all input fields and buttons.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void onHide() {
 | 
			
		||||
        ipInput.hide();
 | 
			
		||||
        portInput.hide();
 | 
			
		||||
        joinButton.hide();
 | 
			
		||||
        backButton.hide();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the state of the input fields. This method is called periodically to synchronize the dialog state.
 | 
			
		||||
     */
 | 
			
		||||
    public void update() {
 | 
			
		||||
        ipInput.update();
 | 
			
		||||
        portInput.update();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Retrieves the currently entered IP address, saves it to preferences, and sets it as the hostname.
 | 
			
		||||
     *
 | 
			
		||||
     * @return The IP address as a string.
 | 
			
		||||
     */
 | 
			
		||||
    public String getIpt() {
 | 
			
		||||
        prefs.put("joinIp", ipInput.getString());
 | 
			
		||||
        setHostname(ipInput.getString());
 | 
			
		||||
        return ipInput.getString();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Resets the IP input field to its default value and updates preferences accordingly.
 | 
			
		||||
     */
 | 
			
		||||
    public void resetIp() {
 | 
			
		||||
        ipInput.reset();
 | 
			
		||||
        prefs.put("joinIp", "");
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Retrieves the currently entered port number, saves it to preferences, and sets it as the active port.
 | 
			
		||||
     *
 | 
			
		||||
     * @return The port number as a string.
 | 
			
		||||
     */
 | 
			
		||||
    public String getPort() {
 | 
			
		||||
        prefs.put("joinPort", portInput.getString());
 | 
			
		||||
        setPortNumber(Integer.parseInt(portInput.getString()));
 | 
			
		||||
        return portInput.getString();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Resets the port input field to its default value and updates preferences accordingly.
 | 
			
		||||
     */
 | 
			
		||||
    public void resetPort() {
 | 
			
		||||
        portInput.reset();
 | 
			
		||||
        prefs.put("joinPort", "11111");
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Connects to the server using the current IP address and port number.
 | 
			
		||||
     */
 | 
			
		||||
    public void connectToServer() {
 | 
			
		||||
        connectServer();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Disconnects from the server if a network connection exists.
 | 
			
		||||
     */
 | 
			
		||||
    public void disconnect() {
 | 
			
		||||
        NetworkSupport network = getNetwork();
 | 
			
		||||
        if (network != null) {
 | 
			
		||||
            try {
 | 
			
		||||
                network.disconnect();
 | 
			
		||||
            } catch (Exception e) {
 | 
			
		||||
                System.err.println("Error while disconnecting: " + e.getMessage());
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,138 @@
 | 
			
		||||
package pp.mdga.client.dialog;
 | 
			
		||||
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.client.NetworkSupport;
 | 
			
		||||
import pp.mdga.client.server.MdgaServer;
 | 
			
		||||
 | 
			
		||||
import java.util.concurrent.ExecutionException;
 | 
			
		||||
import java.util.concurrent.Future;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * The {@code NetworkDialog} class serves as an abstract base class for dialogs
 | 
			
		||||
 * that involve network-related functionalities, such as connecting to a server or hosting a game.
 | 
			
		||||
 * It provides methods for initializing, connecting to, and managing a network server.
 | 
			
		||||
 */
 | 
			
		||||
public abstract class NetworkDialog extends Dialog {
 | 
			
		||||
 | 
			
		||||
    private NetworkSupport network;
 | 
			
		||||
    private String hostname;
 | 
			
		||||
    private int portNumber;
 | 
			
		||||
    private Future<Object> connectionFuture;
 | 
			
		||||
    private MdgaServer serverInstance;
 | 
			
		||||
    private Thread serverThread;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a {@code NetworkDialog}.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app     The main application managing the dialog.
 | 
			
		||||
     * @param node    The root node for attaching UI elements.
 | 
			
		||||
     * @param network The network support instance for managing network interactions.
 | 
			
		||||
     */
 | 
			
		||||
    public NetworkDialog(MdgaApp app, Node node, NetworkSupport network) {
 | 
			
		||||
        super(app, node);
 | 
			
		||||
        this.network = network;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the hostname for the network connection.
 | 
			
		||||
     *
 | 
			
		||||
     * @param hostname The hostname or IP address of the server.
 | 
			
		||||
     */
 | 
			
		||||
    public void setHostname(String hostname) {
 | 
			
		||||
        this.hostname = hostname;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the port number for the network connection.
 | 
			
		||||
     *
 | 
			
		||||
     * @param portNumber The port number to use for the connection.
 | 
			
		||||
     */
 | 
			
		||||
    public void setPortNumber(int portNumber) {
 | 
			
		||||
        this.portNumber = portNumber;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes the network connection using the current hostname and port number.
 | 
			
		||||
     *
 | 
			
		||||
     * @return {@code null} if successful, otherwise throws an exception.
 | 
			
		||||
     */
 | 
			
		||||
    protected Object initNetwork() {
 | 
			
		||||
        try {
 | 
			
		||||
            this.network.initNetwork(this.hostname, this.portNumber);
 | 
			
		||||
            return null;
 | 
			
		||||
        } catch (Exception e) {
 | 
			
		||||
            throw new RuntimeException(e);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Starts the process of connecting to a server asynchronously.
 | 
			
		||||
     */
 | 
			
		||||
    protected void connectServer() {
 | 
			
		||||
        try {
 | 
			
		||||
            connectionFuture = this.network.getApp().getExecutor().submit(this::initNetwork);
 | 
			
		||||
        } catch (NumberFormatException var2) {
 | 
			
		||||
            throw new NumberFormatException("Port must be a number");
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Starts hosting a server in a separate thread.
 | 
			
		||||
     */
 | 
			
		||||
    protected void startServer() {
 | 
			
		||||
        serverThread = new Thread(() -> {
 | 
			
		||||
            try {
 | 
			
		||||
                serverInstance = new MdgaServer(portNumber);
 | 
			
		||||
                serverInstance.run();
 | 
			
		||||
            } catch (Exception e) {
 | 
			
		||||
                throw new RuntimeException(e);
 | 
			
		||||
            }
 | 
			
		||||
        });
 | 
			
		||||
 | 
			
		||||
        serverThread.start();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Shuts down the hosted server and cleans up resources.
 | 
			
		||||
     */
 | 
			
		||||
    public void shutdownServer() {
 | 
			
		||||
 | 
			
		||||
        serverInstance.shutdown();
 | 
			
		||||
 | 
			
		||||
        // Wait for the server to shut down
 | 
			
		||||
        try {
 | 
			
		||||
            serverThread.join(); // Wait for the server thread to finish
 | 
			
		||||
        } catch (InterruptedException e) {
 | 
			
		||||
            Thread.currentThread().interrupt();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        System.out.println("Server shutdown successfully.");
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the state of the connection process.
 | 
			
		||||
     *
 | 
			
		||||
     * @param delta The time elapsed since the last update call.
 | 
			
		||||
     */
 | 
			
		||||
    public void update(float delta) {
 | 
			
		||||
        if (this.connectionFuture != null && this.connectionFuture.isDone()) {
 | 
			
		||||
            try {
 | 
			
		||||
                this.connectionFuture.get();
 | 
			
		||||
            } catch (ExecutionException ignored) {
 | 
			
		||||
                // TODO: implement
 | 
			
		||||
            } catch (InterruptedException e) {
 | 
			
		||||
                Thread.currentThread().interrupt();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Retrieves the {@code NetworkSupport} instance associated with this dialog.
 | 
			
		||||
     *
 | 
			
		||||
     * @return The {@code NetworkSupport} instance.
 | 
			
		||||
     */
 | 
			
		||||
    public NetworkSupport getNetwork() {
 | 
			
		||||
        return network;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,65 @@
 | 
			
		||||
package pp.mdga.client.dialog;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Vector2f;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.client.button.MenuButton;
 | 
			
		||||
import pp.mdga.client.view.MdgaView;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * The {@code SettingsDialog} class represents a dialog for navigating to various settings sections,
 | 
			
		||||
 * such as video and audio settings, or returning to the previous view.
 | 
			
		||||
 */
 | 
			
		||||
public class SettingsDialog extends Dialog {
 | 
			
		||||
    private MenuButton videoButton;
 | 
			
		||||
    private MenuButton audioButton;
 | 
			
		||||
    private MenuButton backButton;
 | 
			
		||||
 | 
			
		||||
    private final MdgaView view;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a {@code SettingsDialog}.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app  The main application managing the dialog.
 | 
			
		||||
     * @param node The root node for attaching UI elements.
 | 
			
		||||
     * @param view The view managing navigation and interaction with the settings dialog.
 | 
			
		||||
     */
 | 
			
		||||
    public SettingsDialog(MdgaApp app, Node node, MdgaView view) {
 | 
			
		||||
        super(app, node);
 | 
			
		||||
 | 
			
		||||
        this.view = view;
 | 
			
		||||
 | 
			
		||||
        videoButton = new MenuButton(app, node, view::enterVideoSettings, "Video");
 | 
			
		||||
        audioButton = new MenuButton(app, node, view::enterAudioSettings, "Audio");
 | 
			
		||||
        backButton = new MenuButton(app, node, view::leaveSettings, "Zurück");
 | 
			
		||||
 | 
			
		||||
        float offset = 2.8f;
 | 
			
		||||
 | 
			
		||||
        videoButton.setPos(new Vector2f(0, MenuButton.VERTICAL - offset));
 | 
			
		||||
        offset += 1.25f;
 | 
			
		||||
 | 
			
		||||
        audioButton.setPos(new Vector2f(0, MenuButton.VERTICAL - offset));
 | 
			
		||||
 | 
			
		||||
        backButton.setPos(new Vector2f(0, 1.8f));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when the dialog is shown. Displays all buttons for video settings, audio settings, and back navigation.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void onShow() {
 | 
			
		||||
        videoButton.show();
 | 
			
		||||
        audioButton.show();
 | 
			
		||||
        backButton.show();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when the dialog is hidden. Hides all buttons for video settings, audio settings, and back navigation.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void onHide() {
 | 
			
		||||
        videoButton.hide();
 | 
			
		||||
        audioButton.hide();
 | 
			
		||||
        backButton.hide();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,310 @@
 | 
			
		||||
package pp.mdga.client.dialog;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Vector2f;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.client.button.InputButton;
 | 
			
		||||
import pp.mdga.client.button.MenuButton;
 | 
			
		||||
import pp.mdga.client.view.MainView;
 | 
			
		||||
 | 
			
		||||
import java.util.Random;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * The {@code StartDialog} class represents the initial dialog in the application,
 | 
			
		||||
 * allowing the user to input their name, host or join a game, or exit the application.
 | 
			
		||||
 */
 | 
			
		||||
public class StartDialog extends Dialog {
 | 
			
		||||
    private InputButton nameInput;
 | 
			
		||||
 | 
			
		||||
    private MenuButton hostButton;
 | 
			
		||||
    private MenuButton joinButton;
 | 
			
		||||
    private MenuButton endButton;
 | 
			
		||||
 | 
			
		||||
    private final MainView view;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a {@code StartDialog}.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app  The main application managing the dialog.
 | 
			
		||||
     * @param node The root node for attaching UI elements.
 | 
			
		||||
     * @param view The main view used for navigation and interaction with the dialog.
 | 
			
		||||
     */
 | 
			
		||||
    public StartDialog(MdgaApp app, Node node, MainView view) {
 | 
			
		||||
        super(app, node);
 | 
			
		||||
 | 
			
		||||
        this.view = view;
 | 
			
		||||
 | 
			
		||||
        nameInput = new InputButton(app, node, "Name: ", 16);
 | 
			
		||||
 | 
			
		||||
        hostButton = new MenuButton(app, node, () -> view.forward(true), "Spiel hosten");
 | 
			
		||||
        joinButton = new MenuButton(app, node, () -> view.forward(false), "Spiel beitreten");
 | 
			
		||||
        endButton = new MenuButton(app, node, app::stop, "Spiel beenden");
 | 
			
		||||
 | 
			
		||||
        float offset = 2.8f;
 | 
			
		||||
 | 
			
		||||
        nameInput.setPos(new Vector2f(0, MenuButton.VERTICAL - offset));
 | 
			
		||||
        offset += 1.15f;
 | 
			
		||||
 | 
			
		||||
        hostButton.setPos(new Vector2f(0, MenuButton.VERTICAL - offset));
 | 
			
		||||
        offset += 1.25f;
 | 
			
		||||
 | 
			
		||||
        joinButton.setPos(new Vector2f(0, MenuButton.VERTICAL - offset));
 | 
			
		||||
        offset += 1.25f;
 | 
			
		||||
 | 
			
		||||
        endButton.setPos(new Vector2f(0, 1.8f));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when the dialog is shown. Displays the name input field and all buttons.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void onShow() {
 | 
			
		||||
        nameInput.show();
 | 
			
		||||
 | 
			
		||||
        hostButton.show();
 | 
			
		||||
        joinButton.show();
 | 
			
		||||
        endButton.show();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when the dialog is hidden. Hides the name input field and all buttons.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void onHide() {
 | 
			
		||||
        nameInput.hide();
 | 
			
		||||
 | 
			
		||||
        hostButton.hide();
 | 
			
		||||
        joinButton.hide();
 | 
			
		||||
        endButton.hide();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the state of the name input field. This method is called periodically to synchronize the dialog state.
 | 
			
		||||
     */
 | 
			
		||||
    public void update() {
 | 
			
		||||
        nameInput.update();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Retrieves the name entered by the user. If no name is provided, a random name is generated.
 | 
			
		||||
     *
 | 
			
		||||
     * @return The user's name or a randomly generated name.
 | 
			
		||||
     */
 | 
			
		||||
    public String getName() {
 | 
			
		||||
        String name = nameInput.getString();
 | 
			
		||||
 | 
			
		||||
        if (name == null || name.trim().isEmpty()) {
 | 
			
		||||
            String[] names = {
 | 
			
		||||
                    "PixelPirat",
 | 
			
		||||
                    "NoobJäger",
 | 
			
		||||
                    "LagMeister",
 | 
			
		||||
                    "KnopfDrücker",
 | 
			
		||||
                    "SpawnCamper",
 | 
			
		||||
                    "AFKHeld",
 | 
			
		||||
                    "RageQuitter",
 | 
			
		||||
                    "GameOverPro",
 | 
			
		||||
                    "Checkpoint",
 | 
			
		||||
                    "RespawnHeld",
 | 
			
		||||
                    "Teebeutel",
 | 
			
		||||
                    "GlitchHexer",
 | 
			
		||||
                    "QuickScope",
 | 
			
		||||
                    "LootSammler",
 | 
			
		||||
                    "EpicLauch",
 | 
			
		||||
                    "KartoffelPro",
 | 
			
		||||
                    "StilleKlinge",
 | 
			
		||||
                    "TastenHeld",
 | 
			
		||||
                    "PixelKrieger",
 | 
			
		||||
                    "HacknSlash",
 | 
			
		||||
                    "JoystickJoe",
 | 
			
		||||
                    "SpawnFalle",
 | 
			
		||||
                    "OneHitWanda",
 | 
			
		||||
                    "CamperKing",
 | 
			
		||||
                    "GameGenie",
 | 
			
		||||
                    "HighPing",
 | 
			
		||||
                    "CheesePro",
 | 
			
		||||
                    "Speedy",
 | 
			
		||||
                    "GigaGamer",
 | 
			
		||||
                    "LevelNoob",
 | 
			
		||||
                    "SkillTobi",
 | 
			
		||||
                    "HeadshotMax",
 | 
			
		||||
                    "PentaPaul",
 | 
			
		||||
                    "CritKarl",
 | 
			
		||||
                    "ManaLeerer",
 | 
			
		||||
                    "Nachlader",
 | 
			
		||||
                    "ClutchKönig",
 | 
			
		||||
                    "FriendlyFe",
 | 
			
		||||
                    "ZonenHeld",
 | 
			
		||||
                    "SchleichKatze",
 | 
			
		||||
                    "ShotgunPro",
 | 
			
		||||
                    "SniperUdo",
 | 
			
		||||
                    "BossHunter",
 | 
			
		||||
                    "HeldenNoob",
 | 
			
		||||
                    "KillFranz",
 | 
			
		||||
                    "FragKarl",
 | 
			
		||||
                    "TeamNiete",
 | 
			
		||||
                    "LootPaul",
 | 
			
		||||
                    "UltraNoob",
 | 
			
		||||
                    "ProfiScout",
 | 
			
		||||
                    "PunkteKlaus",
 | 
			
		||||
                    "KrüppelKill",
 | 
			
		||||
                    "PixelNinja",
 | 
			
		||||
                    "NoobCrusher",
 | 
			
		||||
                    "LagBoss",
 | 
			
		||||
                    "SpawnKing",
 | 
			
		||||
                    "AFKSlayer",
 | 
			
		||||
                    "RespawnPro",
 | 
			
		||||
                    "Killjoy",
 | 
			
		||||
                    "GameBreaker",
 | 
			
		||||
                    "FastFingers",
 | 
			
		||||
                    "LootKing",
 | 
			
		||||
                    "QuickFlick",
 | 
			
		||||
                    "SilentShot",
 | 
			
		||||
                    "HackGod",
 | 
			
		||||
                    "GlitchHero",
 | 
			
		||||
                    "SpeedyBot",
 | 
			
		||||
                    "AimWizard",
 | 
			
		||||
                    "FragMaster",
 | 
			
		||||
                    "OneTapPro",
 | 
			
		||||
                    "KnifeLord",
 | 
			
		||||
                    "MetaHunter",
 | 
			
		||||
                    "PingWarrior",
 | 
			
		||||
                    "KeyBash",
 | 
			
		||||
                    "ClutchPro",
 | 
			
		||||
                    "ScopeBot",
 | 
			
		||||
                    "TrollMage",
 | 
			
		||||
                    "PowerLooter",
 | 
			
		||||
                    "TankHero",
 | 
			
		||||
                    "CampLord",
 | 
			
		||||
                    "SmurfSlayer",
 | 
			
		||||
                    "SkillThief",
 | 
			
		||||
                    "SniperGod",
 | 
			
		||||
                    "LevelHack",
 | 
			
		||||
                    "GhostAim",
 | 
			
		||||
                    "BossTamer",
 | 
			
		||||
                    "ShotgunJoe",
 | 
			
		||||
                    "AimRider",
 | 
			
		||||
                    "KillCount",
 | 
			
		||||
                    "PixelManiac",
 | 
			
		||||
                    "TrollOver",
 | 
			
		||||
                    "SneakPro",
 | 
			
		||||
                    "ReloadKing",
 | 
			
		||||
                    "SpawnTrap",
 | 
			
		||||
                    "LagLover",
 | 
			
		||||
                    "MetaHater",
 | 
			
		||||
                    "BoomMaker",
 | 
			
		||||
                    "WipeLord",
 | 
			
		||||
                    "CarryPro",
 | 
			
		||||
                    "ProBaiter",
 | 
			
		||||
                    "GameWarden",
 | 
			
		||||
                    "KartoffelKönig",
 | 
			
		||||
                    "SaufenderWolf",
 | 
			
		||||
                    "WurstGriller",
 | 
			
		||||
                    "Flitzekacke",
 | 
			
		||||
                    "BratwurstBub",
 | 
			
		||||
                    "Hoppeldoppels",
 | 
			
		||||
                    "BananenMensch",
 | 
			
		||||
                    "KlopapierGuru",
 | 
			
		||||
                    "SchnitzelKing",
 | 
			
		||||
                    "NerdNomade",
 | 
			
		||||
                    "Dönertänzer",
 | 
			
		||||
                    "GlitzerGurke",
 | 
			
		||||
                    "SchinkenShrek",
 | 
			
		||||
                    "KäseKalle",
 | 
			
		||||
                    "SchokoSchnecke",
 | 
			
		||||
                    "KeksKämpfer",
 | 
			
		||||
                    "QuarkPiraten",
 | 
			
		||||
                    "Müslimonster",
 | 
			
		||||
                    "KnuddelNase",
 | 
			
		||||
                    "FantaFighter",
 | 
			
		||||
                    "SchnapsSaurier",
 | 
			
		||||
                    "Wackelpudding",
 | 
			
		||||
                    "ZitronenZock",
 | 
			
		||||
                    "FettWurst",
 | 
			
		||||
                    "PlüschPanda",
 | 
			
		||||
                    "Zuckerschnur",
 | 
			
		||||
                    "FluffiKopf",
 | 
			
		||||
                    "DonutDöner",
 | 
			
		||||
                    "VollpfostenX",
 | 
			
		||||
                    "Waschlappen",
 | 
			
		||||
                    "Witzepumper",
 | 
			
		||||
                    "ToastTraum",
 | 
			
		||||
                    "FroschFighter",
 | 
			
		||||
                    "KrümelTiger",
 | 
			
		||||
                    "RegenWolke",
 | 
			
		||||
                    "PuddingPower",
 | 
			
		||||
                    "KoffeinKrieger",
 | 
			
		||||
                    "SpeckSchlumpf",
 | 
			
		||||
                    "SuperSuppe",
 | 
			
		||||
                    "BierBärchen",
 | 
			
		||||
                    "FischBär",
 | 
			
		||||
                    "Flauschi",
 | 
			
		||||
                    "Schokomonster",
 | 
			
		||||
                    "ChaosKäse",
 | 
			
		||||
                    "FlitzLappen",
 | 
			
		||||
                    "WurstWombat",
 | 
			
		||||
                    "KrümelMensch",
 | 
			
		||||
                    "PuddingBär",
 | 
			
		||||
                    "ZickZack",
 | 
			
		||||
                    "Schwabel",
 | 
			
		||||
                    "Fluffi",
 | 
			
		||||
                    "RülpsFrosch",
 | 
			
		||||
                    "PommesPapa",
 | 
			
		||||
                    "QuarkBär",
 | 
			
		||||
                    "KnusperKönig",
 | 
			
		||||
                    "ToastBrot",
 | 
			
		||||
                    "Ploppster",
 | 
			
		||||
                    "Schleimschwein",
 | 
			
		||||
                    "Äpfelchen",
 | 
			
		||||
                    "Knallbonbon",
 | 
			
		||||
                    "KaffeeKopf",
 | 
			
		||||
                    "WackelWurst",
 | 
			
		||||
                    "RennKeks",
 | 
			
		||||
                    "BröselBub",
 | 
			
		||||
                    "ZockerBrot",
 | 
			
		||||
                    "BierWurm",
 | 
			
		||||
                    "StinkFlummi",
 | 
			
		||||
                    "SchlumpfKing",
 | 
			
		||||
                    "PurzelBär",
 | 
			
		||||
                    "FlinkFluff",
 | 
			
		||||
                    "PloppPudel",
 | 
			
		||||
                    "Schnorchel",
 | 
			
		||||
                    "FliegenKopf",
 | 
			
		||||
                    "PixelPommes",
 | 
			
		||||
                    "SchwipsWürst",
 | 
			
		||||
                    "WutzBär",
 | 
			
		||||
                    "KnuddelKeks",
 | 
			
		||||
                    "FantaFlumm",
 | 
			
		||||
                    "ZockerKäse",
 | 
			
		||||
                    "LachHäufchen",
 | 
			
		||||
                    "GurkenGuru",
 | 
			
		||||
                    "PonySchnitzel",
 | 
			
		||||
                    "NudelNinja",
 | 
			
		||||
                    "VulkanKeks",
 | 
			
		||||
                    "WasserToast",
 | 
			
		||||
                    "MenschSalat",
 | 
			
		||||
                    "KampfKohl",
 | 
			
		||||
                    "SockenZirkus",
 | 
			
		||||
                    "SchwimmBärchen",
 | 
			
		||||
                    "TanzenderPudel",
 | 
			
		||||
                    "PizzamarktMensch",
 | 
			
		||||
                    "ZahnarztZocker",
 | 
			
		||||
                    "RollerRudi",
 | 
			
		||||
                    "PupsPilot",
 | 
			
		||||
                    "WitzigeZwiebel",
 | 
			
		||||
                    "Pillenschlucker",
 | 
			
		||||
                    "ZwiebelReiter",
 | 
			
		||||
                    "HüpfenderKaktus",
 | 
			
		||||
                    "AsteroidenAlf",
 | 
			
		||||
                    "ChaosKarotte",
 | 
			
		||||
                    "WolkenFurz",
 | 
			
		||||
                    "Krümelmonster",
 | 
			
		||||
                    "WackelBiene",
 | 
			
		||||
            };
 | 
			
		||||
 | 
			
		||||
            Random random = new Random();
 | 
			
		||||
            name = names[random.nextInt(names.length)];
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        return name;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,144 @@
 | 
			
		||||
package pp.mdga.client.dialog;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Vector2f;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.client.button.ButtonLeft;
 | 
			
		||||
import pp.mdga.client.button.ButtonRight;
 | 
			
		||||
import pp.mdga.client.button.MenuButton;
 | 
			
		||||
import pp.mdga.client.view.MdgaView;
 | 
			
		||||
 | 
			
		||||
import java.util.prefs.Preferences;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * The {@code VideoSettingsDialog} class represents a dialog for configuring video settings,
 | 
			
		||||
 * such as resolution and fullscreen mode. It also provides an option to restart the application
 | 
			
		||||
 * when certain settings are changed.
 | 
			
		||||
 */
 | 
			
		||||
public class VideoSettingsDialog extends Dialog {
 | 
			
		||||
    private static Preferences prefs = Preferences.userNodeForPackage(JoinDialog.class);
 | 
			
		||||
 | 
			
		||||
    private ButtonRight fullscreenButton;
 | 
			
		||||
    private MenuButton backButton;
 | 
			
		||||
    private ButtonRight restartButton;
 | 
			
		||||
 | 
			
		||||
    private ButtonLeft hdButton9;
 | 
			
		||||
    private ButtonLeft fullHdButton9;
 | 
			
		||||
    private ButtonLeft wqhdButton9;
 | 
			
		||||
    private ButtonRight hdButton10;
 | 
			
		||||
    private ButtonRight fullHdButton10;
 | 
			
		||||
    private ButtonRight wqhdButton10;
 | 
			
		||||
 | 
			
		||||
    private final MdgaView view;
 | 
			
		||||
 | 
			
		||||
    private boolean active = false;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a {@code VideoSettingsDialog}.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app  The main application managing the dialog.
 | 
			
		||||
     * @param node The root node for attaching UI elements.
 | 
			
		||||
     * @param view The view managing navigation and interaction with the video settings dialog.
 | 
			
		||||
     */
 | 
			
		||||
    public VideoSettingsDialog(MdgaApp app, Node node, MdgaView view) {
 | 
			
		||||
        super(app, node);
 | 
			
		||||
 | 
			
		||||
        this.view = view;
 | 
			
		||||
 | 
			
		||||
        backButton = new MenuButton(app, node, view::leaveVideoSettings, "Zurück");
 | 
			
		||||
 | 
			
		||||
        restartButton = new ButtonRight(app, node, MdgaApp::restartApp, "Neustart", 1);
 | 
			
		||||
 | 
			
		||||
        fullscreenButton = new ButtonRight(app, node, () -> updateResolution(0, 0, 0, true), "Vollbild", 1);
 | 
			
		||||
 | 
			
		||||
        hdButton9 = new ButtonLeft(app, node, () -> updateResolution(1280, 720, 1.0f, false), "hd 16:9", 10);
 | 
			
		||||
        fullHdButton9 = new ButtonLeft(app, node, () -> updateResolution(1920, 1080, 2.25f, false), "full hd 16:9", 10);
 | 
			
		||||
        wqhdButton9 = new ButtonLeft(app, node, () -> updateResolution(2560, 1440, 4.0f, false), "wqhd 16:9", 10);
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        hdButton10 = new ButtonRight(app, node, () -> updateResolution(1280, 800, 1.0f, false), "hd 16:10", 10);
 | 
			
		||||
        fullHdButton10 = new ButtonRight(app, node, () -> updateResolution(1920, 1200, 2.25f, false), "full hd 16:10", 10);
 | 
			
		||||
        wqhdButton10 = new ButtonRight(app, node, () -> updateResolution(2560, 1600, 4.0f, false), "wqhd 16:10", 10);
 | 
			
		||||
 | 
			
		||||
        float offset = 2.8f;
 | 
			
		||||
 | 
			
		||||
        hdButton9.setPos(new Vector2f(hdButton9.getPos().x, MenuButton.VERTICAL - offset));
 | 
			
		||||
        hdButton10.setPos(new Vector2f(hdButton10.getPos().x, MenuButton.VERTICAL - offset));
 | 
			
		||||
        fullscreenButton.setPos(new Vector2f(fullscreenButton.getPos().x, MenuButton.VERTICAL - offset));
 | 
			
		||||
        offset += 1.5f;
 | 
			
		||||
 | 
			
		||||
        fullHdButton9.setPos(new Vector2f(fullHdButton9.getPos().x, MenuButton.VERTICAL - offset));
 | 
			
		||||
        fullHdButton10.setPos(new Vector2f(fullHdButton10.getPos().x, MenuButton.VERTICAL - offset));
 | 
			
		||||
        offset += 1.5f;
 | 
			
		||||
 | 
			
		||||
        wqhdButton9.setPos(new Vector2f(wqhdButton9.getPos().x, MenuButton.VERTICAL - offset));
 | 
			
		||||
        wqhdButton10.setPos(new Vector2f(wqhdButton10.getPos().x, MenuButton.VERTICAL - offset));
 | 
			
		||||
        offset += 1.5f;
 | 
			
		||||
 | 
			
		||||
        backButton.setPos(new Vector2f(0, 1.8f));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when the dialog is shown. Displays all buttons and marks the dialog as active.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void onShow() {
 | 
			
		||||
        active = true;
 | 
			
		||||
 | 
			
		||||
        hdButton9.show();
 | 
			
		||||
        fullHdButton9.show();
 | 
			
		||||
        wqhdButton9.show();
 | 
			
		||||
 | 
			
		||||
        hdButton10.show();
 | 
			
		||||
        fullHdButton10.show();
 | 
			
		||||
        wqhdButton10.show();
 | 
			
		||||
 | 
			
		||||
        fullscreenButton.show();
 | 
			
		||||
        backButton.show();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when the dialog is hidden. Hides all buttons and marks the dialog as inactive.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void onHide() {
 | 
			
		||||
        active = false;
 | 
			
		||||
 | 
			
		||||
        hdButton9.hide();
 | 
			
		||||
        fullHdButton9.hide();
 | 
			
		||||
        wqhdButton9.hide();
 | 
			
		||||
 | 
			
		||||
        hdButton10.hide();
 | 
			
		||||
        fullHdButton10.hide();
 | 
			
		||||
        wqhdButton10.hide();
 | 
			
		||||
 | 
			
		||||
        fullscreenButton.hide();
 | 
			
		||||
        backButton.hide();
 | 
			
		||||
        restartButton.hide();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the dialog's state. This method can be used for periodic updates while the dialog is active.
 | 
			
		||||
     */
 | 
			
		||||
    public void update() {
 | 
			
		||||
        if (!active) {
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the resolution settings and optionally triggers the restart button if changes are detected.
 | 
			
		||||
     *
 | 
			
		||||
     * @param width        The width of the resolution.
 | 
			
		||||
     * @param height       The height of the resolution.
 | 
			
		||||
     * @param imageFactor  The scaling factor for the resolution.
 | 
			
		||||
     * @param isFullscreen {@code true} if fullscreen mode is enabled, {@code false} otherwise.
 | 
			
		||||
     */
 | 
			
		||||
    public void updateResolution(int width, int height, float imageFactor, boolean isFullscreen) {
 | 
			
		||||
        if (width != prefs.getInt("width", 1280) || height != prefs.getInt("height", 720) || isFullscreen != prefs.getBoolean("fullscreen", false)) {
 | 
			
		||||
            restartButton.show();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        app.updateResolution(width, height, imageFactor, isFullscreen);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,304 @@
 | 
			
		||||
package pp.mdga.client.gui;
 | 
			
		||||
 | 
			
		||||
import com.jme3.asset.AssetManager;
 | 
			
		||||
import com.jme3.font.BitmapFont;
 | 
			
		||||
import com.jme3.font.BitmapText;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.system.AppSettings;
 | 
			
		||||
import pp.mdga.client.animation.ZoomControl;
 | 
			
		||||
import pp.mdga.game.Color;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * The {@code ActionTextHandler} class manages the display of animated and stylized text messages in the game's UI.
 | 
			
		||||
 * It supports dynamic text creation with spacing, color, and effects, such as dice rolls, player actions, and rankings.
 | 
			
		||||
 */
 | 
			
		||||
class ActionTextHandler {
 | 
			
		||||
    private Node root;
 | 
			
		||||
    private BitmapFont font;
 | 
			
		||||
    private AppSettings appSettings;
 | 
			
		||||
    private int ranking;
 | 
			
		||||
 | 
			
		||||
    float paddingRanked = 100;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs an {@code ActionTextHandler}.
 | 
			
		||||
     *
 | 
			
		||||
     * @param guiNode      The GUI node where the text messages will be displayed.
 | 
			
		||||
     * @param assetManager The asset manager used to load fonts and other assets.
 | 
			
		||||
     * @param appSettings  The application settings for positioning and sizing.
 | 
			
		||||
     */
 | 
			
		||||
    ActionTextHandler(Node guiNode, AssetManager assetManager, AppSettings appSettings) {
 | 
			
		||||
        root = new Node("actionTextRoot");
 | 
			
		||||
        guiNode.attachChild(root);
 | 
			
		||||
 | 
			
		||||
        root.setLocalTranslation(center(appSettings.getWidth(), appSettings.getHeight(), Vector3f.ZERO));
 | 
			
		||||
        font = assetManager.loadFont("Fonts/Gunplay.fnt");
 | 
			
		||||
        this.appSettings = appSettings;
 | 
			
		||||
        ranking = 0;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a {@code Node} containing text with specified spacing, size, and colors for each segment of the text.
 | 
			
		||||
     *
 | 
			
		||||
     * @param textArr  An array of strings representing the text to be displayed.
 | 
			
		||||
     * @param spacing  The spacing between individual characters.
 | 
			
		||||
     * @param size     The size of the text.
 | 
			
		||||
     * @param colorArr An array of {@code ColorRGBA} representing the color for each string in {@code textArr}.
 | 
			
		||||
     * @return A {@code Node} containing the styled text with spacing and color applied.
 | 
			
		||||
     * @throws RuntimeException if the lengths of {@code textArr} and {@code colorArr} do not match.
 | 
			
		||||
     */
 | 
			
		||||
    private Node createTextWithSpacing(String[] textArr, float spacing, float size, ColorRGBA[] colorArr) {
 | 
			
		||||
        if (textArr.length != colorArr.length) throw new RuntimeException("text and color are not the same length");
 | 
			
		||||
 | 
			
		||||
        Node textNode = new Node("TextWithSpacing");
 | 
			
		||||
        Node center = new Node();
 | 
			
		||||
        float xOffset = 0;
 | 
			
		||||
        for (int i = 0; i < textArr.length; i++) {
 | 
			
		||||
            String text = textArr[i];
 | 
			
		||||
            ColorRGBA color = colorArr[i];
 | 
			
		||||
            for (char c : text.toCharArray()) {
 | 
			
		||||
                BitmapText letter = new BitmapText(font);
 | 
			
		||||
                letter.setColor(color);
 | 
			
		||||
                letter.setSize(size);
 | 
			
		||||
                letter.setText(Character.toString(c));
 | 
			
		||||
                letter.setLocalTranslation(xOffset, letter.getHeight() / 2, 0);
 | 
			
		||||
                center.attachChild(letter);
 | 
			
		||||
 | 
			
		||||
                xOffset += letter.getLineWidth() + spacing;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        center.setLocalTranslation(new Vector3f(-xOffset / 2, 0, 0));
 | 
			
		||||
        textNode.attachChild(center);
 | 
			
		||||
        return textNode;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a {@code Node} containing text with specified spacing, size, and a single color.
 | 
			
		||||
     *
 | 
			
		||||
     * @param text    The text to be displayed.
 | 
			
		||||
     * @param spacing The spacing between individual characters.
 | 
			
		||||
     * @param size    The size of the text.
 | 
			
		||||
     * @param color   The color of the text.
 | 
			
		||||
     * @return A {@code Node} containing the styled text.
 | 
			
		||||
     */
 | 
			
		||||
    private Node createTextWithSpacing(String text, float spacing, float size, ColorRGBA color) {
 | 
			
		||||
        return createTextWithSpacing(new String[]{text}, spacing, size, new ColorRGBA[]{color});
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Calculates the center position of a rectangle given its width, height, and an origin position.
 | 
			
		||||
     *
 | 
			
		||||
     * @param width  The width of the rectangle.
 | 
			
		||||
     * @param height The height of the rectangle.
 | 
			
		||||
     * @param pos    The origin position of the rectangle.
 | 
			
		||||
     * @return A {@code Vector3f} representing the center position.
 | 
			
		||||
     */
 | 
			
		||||
    private Vector3f center(float width, float height, Vector3f pos) {
 | 
			
		||||
        return new Vector3f(pos.x + width / 2, pos.y + height / 2, 0);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates and positions a single-line text at the top of the screen with a specified vertical offset.
 | 
			
		||||
     *
 | 
			
		||||
     * @param name    The text to be displayed.
 | 
			
		||||
     * @param spacing The spacing between individual characters.
 | 
			
		||||
     * @param size    The size of the text.
 | 
			
		||||
     * @param color   The color of the text.
 | 
			
		||||
     * @param top     The vertical offset from the top of the screen.
 | 
			
		||||
     * @return A {@code Node} containing the styled text positioned at the top.
 | 
			
		||||
     */
 | 
			
		||||
    private Node createTopText(String name, float spacing, float size, ColorRGBA color, float top) {
 | 
			
		||||
        return createTopText(new String[]{name}, spacing, size, new ColorRGBA[]{color}, top);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates and positions multi-line text at the top of the screen with specified vertical offset, spacing, and colors.
 | 
			
		||||
     *
 | 
			
		||||
     * @param name    An array of strings representing the text to be displayed.
 | 
			
		||||
     * @param spacing The spacing between individual characters.
 | 
			
		||||
     * @param size    The size of the text.
 | 
			
		||||
     * @param color   An array of {@code ColorRGBA} representing the color for each string in {@code name}.
 | 
			
		||||
     * @param top     The vertical offset from the top of the screen.
 | 
			
		||||
     * @return A {@code Node} containing the styled text positioned at the top.
 | 
			
		||||
     */
 | 
			
		||||
    private Node createTopText(String[] name, float spacing, float size, ColorRGBA color[], float top) {
 | 
			
		||||
        Node text = createTextWithSpacing(name, spacing, size, color);
 | 
			
		||||
        text.setLocalTranslation(0, (appSettings.getHeight() / 2f) * 0.8f - top, 0);
 | 
			
		||||
        root.attachChild(text);
 | 
			
		||||
        return text;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Calculates the center position of a rectangle with negative width offset.
 | 
			
		||||
     *
 | 
			
		||||
     * @param width  The negative width of the rectangle.
 | 
			
		||||
     * @param height The height of the rectangle.
 | 
			
		||||
     * @param pos    The origin position of the rectangle.
 | 
			
		||||
     * @return A {@code Vector3f} representing the center position.
 | 
			
		||||
     */
 | 
			
		||||
    private Vector3f centerText(float width, float height, Vector3f pos) {
 | 
			
		||||
        return center(-width, height, pos);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Displays a message indicating the active player.
 | 
			
		||||
     *
 | 
			
		||||
     * @param name  The name of the active player.
 | 
			
		||||
     * @param color The color representing the player's team.
 | 
			
		||||
     */
 | 
			
		||||
    void activePlayer(String name, Color color) {
 | 
			
		||||
        createTopText(new String[]{name, " ist dran"}, 10, 90, new ColorRGBA[]{playerColorToColorRGBA(color), ColorRGBA.White}, 0).addControl(new ZoomControl());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Displays a message indicating that the current player is active.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color The color representing the player's team.
 | 
			
		||||
     */
 | 
			
		||||
    void ownActive(Color color) {
 | 
			
		||||
        createTopText(new String[]{"Du", " bist dran"}, 10, 90, new ColorRGBA[]{playerColorToColorRGBA(color), ColorRGBA.White}, 0).addControl(new ZoomControl());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Displays a dice roll result for a player.
 | 
			
		||||
     *
 | 
			
		||||
     * @param diceNum The number rolled on the dice.
 | 
			
		||||
     * @param name    The name of the player.
 | 
			
		||||
     * @param color   The color representing the player's team.
 | 
			
		||||
     */
 | 
			
		||||
    void diceNum(int diceNum, String name, Color color) {
 | 
			
		||||
        createTopText(new String[]{name, " würfelt:"}, 10, 90, new ColorRGBA[]{playerColorToColorRGBA(color), ColorRGBA.White}, 0);
 | 
			
		||||
 | 
			
		||||
        createTopText(String.valueOf(diceNum), 10, 100, ColorRGBA.White, 100);
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Displays a dice roll result with a multiplier for a player.
 | 
			
		||||
     *
 | 
			
		||||
     * @param diceNum The number rolled on the dice.
 | 
			
		||||
     * @param mult    The multiplier applied to the dice result.
 | 
			
		||||
     * @param name    The name of the player.
 | 
			
		||||
     * @param color   The color representing the player's team.
 | 
			
		||||
     */
 | 
			
		||||
    void diceNumMult(int diceNum, int mult, String name, Color color) {
 | 
			
		||||
        createTopText(new String[]{name, " würfelt:"}, 10, 90, new ColorRGBA[]{playerColorToColorRGBA(color), ColorRGBA.White}, 0);
 | 
			
		||||
 | 
			
		||||
        createTopText(new String[]{String.valueOf(diceNum), " x" + mult + " = " + (diceNum * mult)}, 20, 100, new ColorRGBA[]{ColorRGBA.White, ColorRGBA.Red}, 100);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Displays the dice roll result for the current player.
 | 
			
		||||
     *
 | 
			
		||||
     * @param diceNum The number rolled on the dice.
 | 
			
		||||
     */
 | 
			
		||||
    void ownDice(int diceNum) {
 | 
			
		||||
        createTopText(String.valueOf(diceNum), 10, 100, ColorRGBA.White, 0);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Displays the dice roll result with a multiplier for the current player.
 | 
			
		||||
     *
 | 
			
		||||
     * @param diceNum The number rolled on the dice.
 | 
			
		||||
     * @param mult    The multiplier applied to the dice result.
 | 
			
		||||
     */
 | 
			
		||||
    void ownDiceMult(int diceNum, int mult) {
 | 
			
		||||
        createTopText(new String[]{String.valueOf(diceNum), " x" + mult + " = " + (diceNum * mult)}, 20, 100, new ColorRGBA[]{ColorRGBA.White, ColorRGBA.Red}, 0);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Displays a message indicating that a specified player received a bonus card.
 | 
			
		||||
     *
 | 
			
		||||
     * @param name  The name of the player who received the bonus card.
 | 
			
		||||
     * @param color The color representing the player's team.
 | 
			
		||||
     */
 | 
			
		||||
    void drawCard(String name, Color color) {
 | 
			
		||||
        createTopText(new String[]{name, " erhält eine Bonuskarte"}, 7, 70, new ColorRGBA[]{playerColorToColorRGBA(color), ColorRGBA.White}, 0).addControl(new ZoomControl());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Displays a message indicating that the current player received a bonus card.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color The color representing the player's team.
 | 
			
		||||
     */
 | 
			
		||||
    void drawCardOwn(Color color) {
 | 
			
		||||
        createTopText(new String[]{"Du", "  erhälst eine Bonuskarte"}, 5, 70, new ColorRGBA[]{playerColorToColorRGBA(color), ColorRGBA.White}, 0).addControl(new ZoomControl());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Displays a message indicating that a specified player has completed their turn or action.
 | 
			
		||||
     *
 | 
			
		||||
     * @param name  The name of the player who finished.
 | 
			
		||||
     * @param color The color representing the player's team.
 | 
			
		||||
     */
 | 
			
		||||
    void finishText(String name, Color color) {
 | 
			
		||||
        createTopText(new String[]{name, " ist fertig!"}, 7, 70, new ColorRGBA[]{playerColorToColorRGBA(color), ColorRGBA.White}, 0).addControl(new ZoomControl());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Displays a message indicating that the current player has completed their turn or action.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color The color representing the player's team.
 | 
			
		||||
     */
 | 
			
		||||
    void finishTextOwn(Color color) {
 | 
			
		||||
        createTopText(new String[]{"Du", " bist fertig!"}, 7, 70, new ColorRGBA[]{playerColorToColorRGBA(color), ColorRGBA.White}, 0).addControl(new ZoomControl());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Converts a player's team color to a corresponding {@code ColorRGBA}.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color The player's team color.
 | 
			
		||||
     * @return The corresponding {@code ColorRGBA}.
 | 
			
		||||
     * @throws RuntimeException if the color is invalid.
 | 
			
		||||
     */
 | 
			
		||||
    private ColorRGBA playerColorToColorRGBA(Color color) {
 | 
			
		||||
        return switch (color) {
 | 
			
		||||
            case ARMY -> ColorRGBA.Green;
 | 
			
		||||
            case NAVY -> ColorRGBA.Blue;
 | 
			
		||||
            case CYBER -> ColorRGBA.Orange;
 | 
			
		||||
            case AIRFORCE -> ColorRGBA.Black;
 | 
			
		||||
            default -> throw new RuntimeException("None is not valid");
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Hides all text messages displayed by the handler and resets the ranking counter.
 | 
			
		||||
     */
 | 
			
		||||
    void hide() {
 | 
			
		||||
        ranking = 0;
 | 
			
		||||
        root.detachAllChildren();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Displays a ranked dice roll result for a specified player.
 | 
			
		||||
     *
 | 
			
		||||
     * @param name  The name of the player.
 | 
			
		||||
     * @param color The color representing the player's team.
 | 
			
		||||
     * @param eye   The dice roll result.
 | 
			
		||||
     */
 | 
			
		||||
    void rollRankingResult(String name, Color color, int eye) {
 | 
			
		||||
        createTopText(new String[]{name, ":  " + eye}, 10, 90, new ColorRGBA[]{playerColorToColorRGBA(color), ColorRGBA.White}, paddingRanked * ranking);
 | 
			
		||||
        ranking++;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Displays a ranked dice roll result for the current player.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color The color representing the player's team.
 | 
			
		||||
     * @param eye   The dice roll result.
 | 
			
		||||
     */
 | 
			
		||||
    void rollRankingResultOwn(Color color, int eye) {
 | 
			
		||||
        createTopText(new String[]{"Du", ":  " + eye}, 10, 90, new ColorRGBA[]{playerColorToColorRGBA(color), ColorRGBA.White}, paddingRanked * ranking);
 | 
			
		||||
        ranking++;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Displays a message prompting the player to roll the dice.
 | 
			
		||||
     */
 | 
			
		||||
    void diceNow() {
 | 
			
		||||
        createTopText("Klicke  zum  Würfeln", 5, 80, ColorRGBA.White, 0);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,107 @@
 | 
			
		||||
package pp.mdga.client.gui;
 | 
			
		||||
 | 
			
		||||
import com.jme3.font.BitmapFont;
 | 
			
		||||
import com.jme3.font.BitmapText;
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.post.FilterPostProcessor;
 | 
			
		||||
import com.jme3.renderer.Camera;
 | 
			
		||||
import com.jme3.scene.Geometry;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.scene.shape.Sphere;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.client.board.OutlineControl;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * CardControl class extends OutlineControl to manage the visual representation
 | 
			
		||||
 * and behavior of a card in the game.
 | 
			
		||||
 */
 | 
			
		||||
public class CardControl extends OutlineControl {
 | 
			
		||||
 | 
			
		||||
    private static final ColorRGBA HIGHLIGHT_COLOR = ColorRGBA.Yellow;
 | 
			
		||||
    private static final int HIGHLIGHT_WIDTH = 9;
 | 
			
		||||
 | 
			
		||||
    private static final ColorRGBA HOVER_COLOR = ColorRGBA.Green;
 | 
			
		||||
    private static final int HOVER_WIDTH = 12;
 | 
			
		||||
 | 
			
		||||
    private static final ColorRGBA SELECT_COLOR = ColorRGBA.Blue;
 | 
			
		||||
    private static final int SELECT_WIDTH = 13;
 | 
			
		||||
 | 
			
		||||
    private Node root;
 | 
			
		||||
    private BitmapText num;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructor for CardControl.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app  the application instance
 | 
			
		||||
     * @param fpp  the FilterPostProcessor instance
 | 
			
		||||
     * @param cam  the Camera instance
 | 
			
		||||
     * @param root the root Node
 | 
			
		||||
     */
 | 
			
		||||
    public CardControl(MdgaApp app, FilterPostProcessor fpp, Camera cam, Node root) {
 | 
			
		||||
        super(app, fpp, cam,
 | 
			
		||||
            HIGHLIGHT_COLOR, HIGHLIGHT_WIDTH,
 | 
			
		||||
            HOVER_COLOR, HOVER_WIDTH,
 | 
			
		||||
            SELECT_COLOR, SELECT_WIDTH
 | 
			
		||||
        );
 | 
			
		||||
 | 
			
		||||
        this.root = root;
 | 
			
		||||
 | 
			
		||||
        Node rootNum = createNum();
 | 
			
		||||
        rootNum.setLocalTranslation(new Vector3f(0.35f, 0.8f, 0));
 | 
			
		||||
        root.attachChild(rootNum);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a Node containing a number and a circle geometry.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the created Node
 | 
			
		||||
     */
 | 
			
		||||
    private Node createNum() {
 | 
			
		||||
        Node rootNum = new Node("root Num");
 | 
			
		||||
        Geometry circle = new Geometry("circle", new Sphere(20, 20, 1));
 | 
			
		||||
        circle.setLocalTranslation(new Vector3f(0.03f, 0.01f, 1));
 | 
			
		||||
        circle.setLocalScale(0.2f);
 | 
			
		||||
        Material mat = new Material(getApp().getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
 | 
			
		||||
        mat.setColor("Color", ColorRGBA.Black);
 | 
			
		||||
        circle.setMaterial(mat);
 | 
			
		||||
//        root.attachChild(circle);
 | 
			
		||||
        BitmapFont guiFont = getApp().getAssetManager().loadFont("Fonts/Gunplay.fnt");
 | 
			
		||||
        num = new BitmapText(guiFont);
 | 
			
		||||
        num.setSize(0.3f);
 | 
			
		||||
        num.setText("1");
 | 
			
		||||
        num.setColor(ColorRGBA.White);
 | 
			
		||||
        num.setLocalTranslation(-num.getLineWidth() / 2, num.getHeight() / 2, 2);
 | 
			
		||||
        rootNum.attachChild(circle);
 | 
			
		||||
        rootNum.attachChild(num);
 | 
			
		||||
        return rootNum;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the number displayed on the card.
 | 
			
		||||
     *
 | 
			
		||||
     * @param num the number to display
 | 
			
		||||
     */
 | 
			
		||||
    public void setNumCard(int num) {
 | 
			
		||||
        this.num.setText(String.valueOf(num));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the root Node of the card.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the root Node
 | 
			
		||||
     */
 | 
			
		||||
    public Node getRoot() {
 | 
			
		||||
        return root;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes the spatial properties of the card.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void initSpatial() {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private final static Vector3f HIGHLIGHT_Y = new Vector3f(0, 0.4f, 0);
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,179 @@
 | 
			
		||||
package pp.mdga.client.gui;
 | 
			
		||||
 | 
			
		||||
import com.jme3.app.Application;
 | 
			
		||||
import com.jme3.app.state.AbstractAppState;
 | 
			
		||||
import com.jme3.app.state.AppStateManager;
 | 
			
		||||
import com.jme3.light.DirectionalLight;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.post.FilterPostProcessor;
 | 
			
		||||
import com.jme3.post.filters.ComposeFilter;
 | 
			
		||||
import com.jme3.post.filters.FXAAFilter;
 | 
			
		||||
import com.jme3.renderer.Camera;
 | 
			
		||||
import com.jme3.renderer.RenderManager;
 | 
			
		||||
import com.jme3.renderer.ViewPort;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.scene.Spatial;
 | 
			
		||||
import com.jme3.shadow.DirectionalLightShadowFilter;
 | 
			
		||||
import com.jme3.shadow.EdgeFilteringMode;
 | 
			
		||||
import com.jme3.texture.Image;
 | 
			
		||||
import com.jme3.texture.Texture2D;
 | 
			
		||||
 | 
			
		||||
import java.util.ArrayList;
 | 
			
		||||
import java.util.List;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * CardLayer is an application state that manages the rendering and updating of card objects
 | 
			
		||||
 * in a separate viewport with post-processing effects.
 | 
			
		||||
 */
 | 
			
		||||
public class CardLayer extends AbstractAppState {
 | 
			
		||||
 | 
			
		||||
    public static final int SHADOWMAP_SIZE = 1024 * 8;
 | 
			
		||||
 | 
			
		||||
    private Node root;
 | 
			
		||||
    private Application app;
 | 
			
		||||
    private boolean init;
 | 
			
		||||
 | 
			
		||||
    private List<Spatial> cardBuffer;
 | 
			
		||||
    private final FilterPostProcessor fpp;
 | 
			
		||||
    private final Camera overlayCam;
 | 
			
		||||
    private Texture2D backTexture;
 | 
			
		||||
    private FXAAFilter fxaaFilter;
 | 
			
		||||
    private ViewPort view;
 | 
			
		||||
    private DirectionalLightShadowFilter dlsf;
 | 
			
		||||
    DirectionalLight sun;
 | 
			
		||||
    ComposeFilter compose;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new CardLayer with the specified post-processor, camera, and background texture.
 | 
			
		||||
     *
 | 
			
		||||
     * @param fpp the FilterPostProcessor to use for post-processing effects
 | 
			
		||||
     * @param overlayCam the Camera to use for the overlay
 | 
			
		||||
     * @param backTexture the Texture2D to use as the background texture
 | 
			
		||||
     */
 | 
			
		||||
    public CardLayer(FilterPostProcessor fpp, Camera overlayCam, Texture2D backTexture) {
 | 
			
		||||
        this.overlayCam = overlayCam;
 | 
			
		||||
        this.fpp = fpp;
 | 
			
		||||
        this.backTexture = backTexture;
 | 
			
		||||
        cardBuffer = new ArrayList<>();
 | 
			
		||||
        init = false;
 | 
			
		||||
        fxaaFilter = new FXAAFilter();
 | 
			
		||||
        view = null;
 | 
			
		||||
        dlsf = null;
 | 
			
		||||
 | 
			
		||||
        sun = new DirectionalLight();
 | 
			
		||||
        sun.setColor(ColorRGBA.White);
 | 
			
		||||
        sun.setDirection(new Vector3f(.5f, -.5f, -1));
 | 
			
		||||
        compose = new ComposeFilter(backTexture);
 | 
			
		||||
        root = new Node("Under gui viewport Root");
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes the CardLayer, setting up the viewport, filters, and lighting.
 | 
			
		||||
     *
 | 
			
		||||
     * @param stateManager the AppStateManager managing this state
 | 
			
		||||
     * @param app the Application instance
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void initialize(AppStateManager stateManager, Application app) {
 | 
			
		||||
        this.app = app;
 | 
			
		||||
 | 
			
		||||
        view = app.getRenderManager().createMainView("Under gui ViewPort", overlayCam);
 | 
			
		||||
        view.setEnabled(true);
 | 
			
		||||
        view.setClearFlags(true, true, true);
 | 
			
		||||
        view.attachScene(root);
 | 
			
		||||
        fpp.setFrameBufferFormat(Image.Format.RGBA8);
 | 
			
		||||
        fpp.addFilter(compose);
 | 
			
		||||
        fpp.addFilter(fxaaFilter);
 | 
			
		||||
 | 
			
		||||
        root.addLight(sun);
 | 
			
		||||
 | 
			
		||||
        dlsf = new DirectionalLightShadowFilter(app.getAssetManager(), SHADOWMAP_SIZE, 3);
 | 
			
		||||
        dlsf.setLight(sun);
 | 
			
		||||
        dlsf.setEnabled(true);
 | 
			
		||||
        dlsf.setEdgeFilteringMode(EdgeFilteringMode.PCFPOISSON);
 | 
			
		||||
        dlsf.setShadowIntensity(.5f);
 | 
			
		||||
        fpp.addFilter(dlsf);
 | 
			
		||||
 | 
			
		||||
        view.addProcessor(fpp);
 | 
			
		||||
 | 
			
		||||
        if (!init) init = true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Shuts down the CardLayer, removing filters, lights, and clearing buffers.
 | 
			
		||||
     */
 | 
			
		||||
    public void shutdown() {
 | 
			
		||||
        fpp.removeFilter(dlsf);
 | 
			
		||||
        dlsf = null;
 | 
			
		||||
        root.removeLight(sun);
 | 
			
		||||
        fpp.removeFilter(fxaaFilter);
 | 
			
		||||
        view.detachScene(root);
 | 
			
		||||
 | 
			
		||||
        cardBuffer.clear();
 | 
			
		||||
        root.detachAllChildren();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Renders the CardLayer, updating the geometric state of the root node.
 | 
			
		||||
     *
 | 
			
		||||
     * @param rm the RenderManager handling the rendering
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void render(RenderManager rm) {
 | 
			
		||||
        root.updateGeometricState();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the CardLayer, attaching buffered cards to the root node and updating its logical state.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf time per frame
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void update(float tpf) {
 | 
			
		||||
        if (init && !cardBuffer.isEmpty()) {
 | 
			
		||||
            for (Spatial spatial : cardBuffer) {
 | 
			
		||||
                root.attachChild(spatial);
 | 
			
		||||
            }
 | 
			
		||||
            cardBuffer.clear();
 | 
			
		||||
        }
 | 
			
		||||
        root.updateLogicalState(tpf);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Adds a spatial card to the CardLayer.
 | 
			
		||||
     *
 | 
			
		||||
     * @param card the Spatial card to add
 | 
			
		||||
     */
 | 
			
		||||
    public void addSpatial(Spatial card) {
 | 
			
		||||
        if (root == null) cardBuffer.add(card);
 | 
			
		||||
        else root.attachChild(card);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Deletes a spatial card from the CardLayer.
 | 
			
		||||
     *
 | 
			
		||||
     * @param spatial the Spatial card to delete
 | 
			
		||||
     */
 | 
			
		||||
    public void deleteSpatial(Spatial spatial) {
 | 
			
		||||
        root.detachChild(spatial);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the overlay camera used by the CardLayer.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the overlay camera
 | 
			
		||||
     */
 | 
			
		||||
    public Camera getOverlayCam() {
 | 
			
		||||
        return overlayCam;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the root node of the CardLayer.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the root node
 | 
			
		||||
     */
 | 
			
		||||
    public Node getRootNode() {
 | 
			
		||||
        return root;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,361 @@
 | 
			
		||||
package pp.mdga.client.gui;
 | 
			
		||||
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.post.FilterPostProcessor;
 | 
			
		||||
import com.jme3.renderer.Camera;
 | 
			
		||||
import com.jme3.renderer.queue.RenderQueue;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.scene.Spatial;
 | 
			
		||||
import com.jme3.texture.Texture2D;
 | 
			
		||||
import pp.mdga.client.Asset;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.client.animation.SymbolControl;
 | 
			
		||||
import pp.mdga.game.BonusCard;
 | 
			
		||||
 | 
			
		||||
import java.util.*;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Handles the card layer in the GUI, including card management and dice control.
 | 
			
		||||
 */
 | 
			
		||||
public class CardLayerHandler {
 | 
			
		||||
    private static final Vector3f START = new Vector3f(-1.8f, -3.5f, 0);
 | 
			
		||||
    private static final Vector3f MARGIN = new Vector3f(1.8f, 0, 0);
 | 
			
		||||
    private static final float CARDLAYER_CAMERA_ZOOM = 4;
 | 
			
		||||
 | 
			
		||||
    private final MdgaApp app;
 | 
			
		||||
    private final FilterPostProcessor fpp;
 | 
			
		||||
    private final Texture2D backTexture;
 | 
			
		||||
 | 
			
		||||
    private Camera cardLayerCamera;
 | 
			
		||||
    private CardLayer cardLayer;
 | 
			
		||||
    private DiceControl diceControl;
 | 
			
		||||
 | 
			
		||||
    private final Map<BonusCard, CardControl> bonusCardControlMap = new HashMap<>();
 | 
			
		||||
    private final List<BonusCard> cardOrder = new ArrayList<>();
 | 
			
		||||
    private final Map<BonusCard, Integer> bonusCardIntegerMap = new HashMap<>();
 | 
			
		||||
    private final Set<CardControl> selectableCards = new HashSet<>();
 | 
			
		||||
 | 
			
		||||
    private BonusCard cardSelect = null;
 | 
			
		||||
    private boolean show = false;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a CardLayerHandler.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app the application instance
 | 
			
		||||
     * @param backTexture the background texture
 | 
			
		||||
     */
 | 
			
		||||
    public CardLayerHandler(MdgaApp app, Texture2D backTexture) {
 | 
			
		||||
        this.app = app;
 | 
			
		||||
        this.fpp = new FilterPostProcessor(app.getAssetManager());
 | 
			
		||||
        this.backTexture = backTexture;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes the card layer and dice control.
 | 
			
		||||
     */
 | 
			
		||||
    public void init() {
 | 
			
		||||
        cardLayerCamera = createOverlayCam();
 | 
			
		||||
        cardLayer = new CardLayer(fpp, cardLayerCamera, backTexture);
 | 
			
		||||
        app.getStateManager().attach(cardLayer);
 | 
			
		||||
 | 
			
		||||
        diceControl = new DiceControl(app.getAssetManager());
 | 
			
		||||
        diceControl.create(new Vector3f(0, 0, 0), 1f, false);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Shuts down the card layer and clears selectable cards.
 | 
			
		||||
     */
 | 
			
		||||
    public void shutdown() {
 | 
			
		||||
        clearSelectableCards();
 | 
			
		||||
        if (cardLayer != null) {
 | 
			
		||||
            cardLayer.shutdown();
 | 
			
		||||
            app.getStateManager().detach(cardLayer);
 | 
			
		||||
        }
 | 
			
		||||
        cardLayer = null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Rolls the dice with a specified number and action to perform after rolling.
 | 
			
		||||
     *
 | 
			
		||||
     * @param rollNum the number to roll (must be between 1 and 6)
 | 
			
		||||
     * @param actionAfter the action to perform after rolling
 | 
			
		||||
     */
 | 
			
		||||
    public void rollDice(int rollNum, Runnable actionAfter) {
 | 
			
		||||
        if (!(1 <= rollNum && rollNum <= 6)) throw new RuntimeException("rollNum is not in the range [1,6]");
 | 
			
		||||
        diceControl.rollDice(rollNum, actionAfter);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Shows the dice on the card layer.
 | 
			
		||||
     */
 | 
			
		||||
    public void showDice() {
 | 
			
		||||
        if (show) return;
 | 
			
		||||
        show = true;
 | 
			
		||||
        cardLayer.addSpatial(diceControl.getSpatial());
 | 
			
		||||
        diceControl.spin();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Hides the dice from the card layer.
 | 
			
		||||
     */
 | 
			
		||||
    public void hideDice() {
 | 
			
		||||
        show = false;
 | 
			
		||||
        diceControl.hide();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Adds a card to the card layer.
 | 
			
		||||
     *
 | 
			
		||||
     * @param card the card to add
 | 
			
		||||
     */
 | 
			
		||||
    public void addCard(BonusCard card) {
 | 
			
		||||
        if (card == BonusCard.HIDDEN) throw new RuntimeException("Can't add hidden card to GUI");
 | 
			
		||||
 | 
			
		||||
        if (!bonusCardControlMap.containsKey(card)) {
 | 
			
		||||
            cardOrder.add(card);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        int newNum = bonusCardIntegerMap.getOrDefault(card, 0) + 1;
 | 
			
		||||
        bonusCardIntegerMap.put(card, newNum);
 | 
			
		||||
 | 
			
		||||
        updateCard();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Removes a card from the card layer.
 | 
			
		||||
     *
 | 
			
		||||
     * @param card the card to remove
 | 
			
		||||
     */
 | 
			
		||||
    public void removeCard(BonusCard card) {
 | 
			
		||||
        if (bonusCardControlMap.containsKey(card)) {
 | 
			
		||||
            bonusCardIntegerMap.put(card, bonusCardIntegerMap.get(card) - 1);
 | 
			
		||||
 | 
			
		||||
            if (bonusCardIntegerMap.get(card) <= 0) {
 | 
			
		||||
                bonusCardIntegerMap.remove(card);
 | 
			
		||||
                cardOrder.remove(card);
 | 
			
		||||
            }
 | 
			
		||||
            updateCard();
 | 
			
		||||
        } else throw new RuntimeException("card is not in bonusCardControlMap");
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Clears all selectable cards.
 | 
			
		||||
     */
 | 
			
		||||
    public void clearSelectableCards() {
 | 
			
		||||
        for (CardControl control : selectableCards) {
 | 
			
		||||
            control.selectableOff();
 | 
			
		||||
        }
 | 
			
		||||
        selectableCards.clear();
 | 
			
		||||
        cardSelect = null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the card layer with the current cards.
 | 
			
		||||
     */
 | 
			
		||||
    private void updateCard() {
 | 
			
		||||
        for (BonusCard card : bonusCardControlMap.keySet()) {
 | 
			
		||||
            CardControl control = bonusCardControlMap.get(card);
 | 
			
		||||
            cardLayer.deleteSpatial(control.getRoot());
 | 
			
		||||
        }
 | 
			
		||||
        bonusCardControlMap.clear();
 | 
			
		||||
 | 
			
		||||
        for (int i = 0; i < cardOrder.size(); i++) {
 | 
			
		||||
            BonusCard card = cardOrder.get(i);
 | 
			
		||||
            CardControl control = createCard(bonusToAsset(card), nextPos(i));
 | 
			
		||||
            control.setNumCard(bonusCardIntegerMap.get(card));
 | 
			
		||||
            cardLayer.addSpatial(control.getRoot());
 | 
			
		||||
            bonusCardControlMap.put(card, control);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the selectable cards.
 | 
			
		||||
     *
 | 
			
		||||
     * @param select the list of cards to set as selectable
 | 
			
		||||
     */
 | 
			
		||||
    public void setSelectableCards(List<BonusCard> select) {
 | 
			
		||||
        for (BonusCard card : select) {
 | 
			
		||||
            selectableCards.add(bonusCardControlMap.get(card));
 | 
			
		||||
        }
 | 
			
		||||
        for (CardControl control : selectableCards) {
 | 
			
		||||
            control.selectableOn();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Selects a card control.
 | 
			
		||||
     *
 | 
			
		||||
     * @param cardControl the card control to select
 | 
			
		||||
     */
 | 
			
		||||
    public void selectCard(CardControl cardControl) {
 | 
			
		||||
        if (cardControl.isSelected()) {
 | 
			
		||||
            cardControl.selectOff();
 | 
			
		||||
            cardSelect = null;
 | 
			
		||||
        } else {
 | 
			
		||||
            for (CardControl control : selectableCards) {
 | 
			
		||||
                control.selectOff();
 | 
			
		||||
            }
 | 
			
		||||
            cardControl.selectOn();
 | 
			
		||||
            cardSelect = getKeyByValue(bonusCardControlMap, cardControl);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        app.getModelSynchronize().selectCard(cardSelect);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the card layer camera.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the card layer camera
 | 
			
		||||
     */
 | 
			
		||||
    public Camera getCardLayerCamera() {
 | 
			
		||||
        return cardLayerCamera;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Adds a shield symbol to the card layer.
 | 
			
		||||
     */
 | 
			
		||||
    public void shield() {
 | 
			
		||||
        SymbolControl control = createSymbol(Asset.shieldSymbol);
 | 
			
		||||
        cardLayer.addSpatial(control.getSpatial());
 | 
			
		||||
        control.shield();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Adds a swap symbol to the card layer.
 | 
			
		||||
     */
 | 
			
		||||
    public void swap() {
 | 
			
		||||
        SymbolControl control = createSymbol(Asset.swapSymbol);
 | 
			
		||||
        cardLayer.addSpatial(control.getSpatial());
 | 
			
		||||
        control.swap();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Adds a turbo symbol to the card layer.
 | 
			
		||||
     */
 | 
			
		||||
    public void turbo() {
 | 
			
		||||
        SymbolControl control = createSymbol(Asset.turboSymbol);
 | 
			
		||||
        cardLayer.addSpatial(control.getSpatial());
 | 
			
		||||
        control.turbo();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Converts a bonus card to its corresponding asset.
 | 
			
		||||
     *
 | 
			
		||||
     * @param card the bonus card
 | 
			
		||||
     * @return the corresponding asset
 | 
			
		||||
     */
 | 
			
		||||
    private Asset bonusToAsset(BonusCard card) {
 | 
			
		||||
        return switch (card) {
 | 
			
		||||
            case TURBO -> Asset.turboCard;
 | 
			
		||||
            case SHIELD -> Asset.shieldCard;
 | 
			
		||||
            case SWAP -> Asset.swapCard;
 | 
			
		||||
            case HIDDEN -> throw new RuntimeException("HIDDEN is not allowed in GUI");
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Calculates the next position for a card.
 | 
			
		||||
     *
 | 
			
		||||
     * @param i the index of the card
 | 
			
		||||
     * @return the next position vector
 | 
			
		||||
     */
 | 
			
		||||
    private Vector3f nextPos(int i) {
 | 
			
		||||
        return START.add(MARGIN.mult(i));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates an overlay camera for the card layer.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the created overlay camera
 | 
			
		||||
     */
 | 
			
		||||
    private Camera createOverlayCam() {
 | 
			
		||||
        Camera originalCam = app.getCamera();
 | 
			
		||||
        Camera overlayCam = new Camera(originalCam.getWidth(), originalCam.getHeight());
 | 
			
		||||
        overlayCam.setParallelProjection(true);
 | 
			
		||||
        float aspect = (float) originalCam.getWidth() / originalCam.getHeight();
 | 
			
		||||
        float size = CARDLAYER_CAMERA_ZOOM;
 | 
			
		||||
        overlayCam.setFrustum(-1000, 1000, -aspect * size, aspect * size, size, -size);
 | 
			
		||||
        overlayCam.setLocation(new Vector3f(0, 0, 10));
 | 
			
		||||
        overlayCam.lookAt(new Vector3f(0, 0, 0), Vector3f.UNIT_Y);
 | 
			
		||||
        return overlayCam;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the key associated with a value in a map.
 | 
			
		||||
     *
 | 
			
		||||
     * @param map the map to search
 | 
			
		||||
     * @param value the value to find the key for
 | 
			
		||||
     * @param <K> the type of keys in the map
 | 
			
		||||
     * @param <V> the type of values in the map
 | 
			
		||||
     * @return the key associated with the value, or null if not found
 | 
			
		||||
     */
 | 
			
		||||
    private <K, V> K getKeyByValue(Map<K, V> map, V value) {
 | 
			
		||||
        for (Map.Entry<K, V> entry : map.entrySet()) {
 | 
			
		||||
            if (entry.getValue().equals(value)) {
 | 
			
		||||
                return entry.getKey();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        return null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Test method to add sample cards to the card layer.
 | 
			
		||||
     */
 | 
			
		||||
    public void test() {
 | 
			
		||||
        addCard(BonusCard.SHIELD);
 | 
			
		||||
        addCard(BonusCard.SHIELD);
 | 
			
		||||
        addCard(BonusCard.TURBO);
 | 
			
		||||
        addCard(BonusCard.SWAP);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a card control for a given asset and position.
 | 
			
		||||
     *
 | 
			
		||||
     * @param card the asset representing the card
 | 
			
		||||
     * @param pos the position to place the card
 | 
			
		||||
     * @return the created card control
 | 
			
		||||
     */
 | 
			
		||||
    private CardControl createCard(Asset card, Vector3f pos) {
 | 
			
		||||
        Node rootCard = new Node("Root Card");
 | 
			
		||||
        Spatial spatial = app.getAssetManager().loadModel(card.getModelPath());
 | 
			
		||||
        rootCard.attachChild(spatial);
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Light/Lighting.j3md");
 | 
			
		||||
        mat.setTexture("DiffuseMap", app.getAssetManager().loadTexture(card.getDiffPath()));
 | 
			
		||||
        spatial.setMaterial(mat);
 | 
			
		||||
        spatial.setLocalScale(1f);
 | 
			
		||||
        rootCard.setLocalTranslation(pos);
 | 
			
		||||
        spatial.rotate((float) Math.toRadians(90), (float) Math.toRadians(180), (float) Math.toRadians(180));
 | 
			
		||||
        spatial.setShadowMode(RenderQueue.ShadowMode.CastAndReceive);
 | 
			
		||||
        CardControl control = new CardControl(app, fpp, cardLayer.getOverlayCam(), rootCard);
 | 
			
		||||
        spatial.addControl(control);
 | 
			
		||||
        return control;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a symbol control for a given asset.
 | 
			
		||||
     *
 | 
			
		||||
     * @param asset the asset representing the symbol
 | 
			
		||||
     * @return the created symbol control
 | 
			
		||||
     */
 | 
			
		||||
    private SymbolControl createSymbol(Asset asset) {
 | 
			
		||||
        Spatial spatial = app.getAssetManager().loadModel(asset.getModelPath());
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
 | 
			
		||||
        mat.setTexture("ColorMap", app.getAssetManager().loadTexture(asset.getDiffPath()));
 | 
			
		||||
        spatial.setMaterial(mat);
 | 
			
		||||
        spatial.setLocalScale(1f);
 | 
			
		||||
        spatial.rotate((float) Math.toRadians(90), (float) Math.toRadians(180), (float) Math.toRadians(180));
 | 
			
		||||
        SymbolControl control = new SymbolControl();
 | 
			
		||||
        spatial.addControl(control);
 | 
			
		||||
        return control;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the card layer.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the card layer
 | 
			
		||||
     */
 | 
			
		||||
    public CardLayer getCardLayer() {
 | 
			
		||||
        return cardLayer;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,230 @@
 | 
			
		||||
package pp.mdga.client.gui;
 | 
			
		||||
 | 
			
		||||
import com.jme3.asset.AssetManager;
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.math.FastMath;
 | 
			
		||||
import com.jme3.math.Quaternion;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.renderer.RenderManager;
 | 
			
		||||
import com.jme3.renderer.ViewPort;
 | 
			
		||||
import com.jme3.renderer.queue.RenderQueue;
 | 
			
		||||
import com.jme3.scene.Spatial;
 | 
			
		||||
import com.jme3.scene.control.AbstractControl;
 | 
			
		||||
import pp.mdga.client.Asset;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
 | 
			
		||||
import static com.jme3.material.Materials.LIGHTING;
 | 
			
		||||
import static com.jme3.material.Materials.UNSHADED;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * DiceControl class handles the rolling and spinning behavior of a dice in the game.
 | 
			
		||||
 */
 | 
			
		||||
public class DiceControl extends AbstractControl {
 | 
			
		||||
    private Quaternion targetRotation;
 | 
			
		||||
    private final Vector3f angularVelocity = new Vector3f();
 | 
			
		||||
    private float deceleration = 1f;
 | 
			
		||||
    private float timeElapsed = 0.0f;
 | 
			
		||||
    private float rollDuration = 1f;
 | 
			
		||||
    private static final int ANGULAR_MIN = 5;
 | 
			
		||||
    private static final int ANGULAR_MAX = 15;
 | 
			
		||||
    private static final int ANGULAR_SPIN = 10;
 | 
			
		||||
    private boolean isRolling = false;
 | 
			
		||||
    private boolean slerp = false;
 | 
			
		||||
    private boolean spin = false;
 | 
			
		||||
    private final AssetManager assetManager;
 | 
			
		||||
    private Runnable actionAfter;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructor for DiceControl.
 | 
			
		||||
     *
 | 
			
		||||
     * @param assetManager the asset manager to load models and textures
 | 
			
		||||
     */
 | 
			
		||||
    public DiceControl(AssetManager assetManager) {
 | 
			
		||||
        this.assetManager = assetManager;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the control each frame.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf time per frame
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlUpdate(float tpf) {
 | 
			
		||||
        float clampedTpf = Math.min(tpf, 0.05f); // Max 50 ms per frame
 | 
			
		||||
        if (isRolling) {
 | 
			
		||||
            if (!slerp) {
 | 
			
		||||
                // Apply rotational velocity to the dice
 | 
			
		||||
                spinWithAngularVelocity(clampedTpf);
 | 
			
		||||
 | 
			
		||||
                // Gradually reduce rotational velocity (simulate deceleration)
 | 
			
		||||
                angularVelocity.subtractLocal(
 | 
			
		||||
                        angularVelocity.mult(deceleration * clampedTpf)
 | 
			
		||||
                );
 | 
			
		||||
 | 
			
		||||
                // Stop rolling when angular velocity is close to zero
 | 
			
		||||
                if (angularVelocity.lengthSquared() <= 3f || MdgaApp.DEBUG_MULTIPLIER == 0) {
 | 
			
		||||
                    slerp = true;
 | 
			
		||||
                }
 | 
			
		||||
            } else {
 | 
			
		||||
                timeElapsed += clampedTpf * rollDuration;
 | 
			
		||||
 | 
			
		||||
                if (timeElapsed > 1.0f) timeElapsed = 1.0f;
 | 
			
		||||
                Quaternion interpolated = spatial.getLocalRotation().clone();
 | 
			
		||||
                interpolated.slerp(targetRotation, timeElapsed);
 | 
			
		||||
                spatial.setLocalRotation(interpolated);
 | 
			
		||||
 | 
			
		||||
                // Stop rolling once duration is complete
 | 
			
		||||
                if (timeElapsed >= 1.0f * MdgaApp.DEBUG_MULTIPLIER) {
 | 
			
		||||
                    isRolling = false;
 | 
			
		||||
                    slerp = false;
 | 
			
		||||
                    actionAfter.run();
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        } else if (spin) {
 | 
			
		||||
            spinWithAngularVelocity(clampedTpf);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Applies rotational velocity to the dice.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf time per frame
 | 
			
		||||
     */
 | 
			
		||||
    private void spinWithAngularVelocity(float tpf) {
 | 
			
		||||
        Quaternion currentRotation = spatial.getLocalRotation();
 | 
			
		||||
        Quaternion deltaRotation = new Quaternion();
 | 
			
		||||
        deltaRotation.fromAngles(
 | 
			
		||||
                angularVelocity.x * tpf,
 | 
			
		||||
                angularVelocity.y * tpf,
 | 
			
		||||
                angularVelocity.z * tpf
 | 
			
		||||
        );
 | 
			
		||||
        spatial.setLocalRotation(currentRotation.mult(deltaRotation));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Renders the control.
 | 
			
		||||
     *
 | 
			
		||||
     * @param rm the render manager
 | 
			
		||||
     * @param vp the viewport
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlRender(RenderManager rm, ViewPort vp) {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initiates the dice roll.
 | 
			
		||||
     *
 | 
			
		||||
     * @param diceNum the number on the dice to roll to
 | 
			
		||||
     * @param actionAfter the action to perform after the roll
 | 
			
		||||
     */
 | 
			
		||||
    public void rollDice(int diceNum, Runnable actionAfter) {
 | 
			
		||||
        if (isRolling) return;
 | 
			
		||||
        spin = false;
 | 
			
		||||
        slerp = false;
 | 
			
		||||
        timeElapsed = 0;
 | 
			
		||||
        this.actionAfter = actionAfter;
 | 
			
		||||
        angularVelocity.set(
 | 
			
		||||
                FastMath.nextRandomInt(ANGULAR_MIN, ANGULAR_MAX),
 | 
			
		||||
                FastMath.nextRandomInt(ANGULAR_MIN, ANGULAR_MAX),
 | 
			
		||||
                FastMath.nextRandomInt(ANGULAR_MIN, ANGULAR_MAX)
 | 
			
		||||
        );
 | 
			
		||||
 | 
			
		||||
        targetRotation = getRotationForDiceNum(diceNum);
 | 
			
		||||
 | 
			
		||||
        isRolling = true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the target rotation for a given dice number.
 | 
			
		||||
     *
 | 
			
		||||
     * @param diceNum the number on the dice
 | 
			
		||||
     * @return the target rotation as a Quaternion
 | 
			
		||||
     */
 | 
			
		||||
    private Quaternion getRotationForDiceNum(int diceNum) {
 | 
			
		||||
        return switch (diceNum) {
 | 
			
		||||
            case 1 -> new Quaternion().fromAngleAxis((float) (1 * (Math.PI / 2)), Vector3f.UNIT_X);
 | 
			
		||||
            case 2 -> new Quaternion().fromAngleAxis((float) (1 * (Math.PI / 2)), Vector3f.UNIT_Y);
 | 
			
		||||
            case 3 -> new Quaternion().fromAngleAxis((float) (0 * (Math.PI / 2)), Vector3f.UNIT_X);
 | 
			
		||||
            case 4 -> new Quaternion().fromAngleAxis((float) (2 * (Math.PI / 2)), Vector3f.UNIT_Y);
 | 
			
		||||
            case 5 -> new Quaternion().fromAngleAxis((float) (3 * (Math.PI / 2)), Vector3f.UNIT_Y);
 | 
			
		||||
            case 6 -> new Quaternion().fromAngleAxis((float) (3 * (Math.PI / 2)), Vector3f.UNIT_X);
 | 
			
		||||
            default -> throw new IllegalArgumentException("Invalid dice number: " + diceNum);
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Linear interpolation function.
 | 
			
		||||
     *
 | 
			
		||||
     * @param t the interpolation factor
 | 
			
		||||
     * @return the interpolated value
 | 
			
		||||
     */
 | 
			
		||||
    public static float lerp(float t) {
 | 
			
		||||
        return (float) Math.sqrt(1 - Math.pow(t - 1, 2));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets a random rotation for the dice.
 | 
			
		||||
     */
 | 
			
		||||
    public void randomRotation() {
 | 
			
		||||
        Quaternion randomRotation = new Quaternion();
 | 
			
		||||
        randomRotation.fromAngles(
 | 
			
		||||
                FastMath.nextRandomFloat() * FastMath.TWO_PI, // Random X rotation
 | 
			
		||||
                FastMath.nextRandomFloat() * FastMath.TWO_PI, // Random Y rotation
 | 
			
		||||
                FastMath.nextRandomFloat() * FastMath.TWO_PI  // Random Z rotation
 | 
			
		||||
        );
 | 
			
		||||
        spatial.setLocalRotation(randomRotation);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initiates the dice spin.
 | 
			
		||||
     */
 | 
			
		||||
    public void spin() {
 | 
			
		||||
        angularVelocity.set(ANGULAR_SPIN, ANGULAR_SPIN, ANGULAR_SPIN);
 | 
			
		||||
        spin = true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Hides the dice by removing it from the parent node.
 | 
			
		||||
     */
 | 
			
		||||
    public void hide() {
 | 
			
		||||
        spatial.removeFromParent();
 | 
			
		||||
        spin = false;
 | 
			
		||||
        isRolling = false;
 | 
			
		||||
        slerp = false;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates the dice model and sets its initial properties.
 | 
			
		||||
     *
 | 
			
		||||
     * @param pos the position to place the dice
 | 
			
		||||
     * @param scale the scale of the dice
 | 
			
		||||
     * @param shadow whether the dice should cast and receive shadows
 | 
			
		||||
     */
 | 
			
		||||
    public void create(Vector3f pos, float scale, boolean shadow) {
 | 
			
		||||
        Spatial spatial = assetManager.loadModel(Asset.dice.getModelPath());
 | 
			
		||||
        Material mat;
 | 
			
		||||
        if (shadow) {
 | 
			
		||||
            mat = new Material(assetManager, LIGHTING);
 | 
			
		||||
            mat.setTexture("DiffuseMap", assetManager.loadTexture(Asset.dice.getDiffPath()));
 | 
			
		||||
            spatial.setShadowMode(RenderQueue.ShadowMode.CastAndReceive);
 | 
			
		||||
        } else {
 | 
			
		||||
            mat = new Material(assetManager, UNSHADED);
 | 
			
		||||
            mat.setTexture("ColorMap", assetManager.loadTexture(Asset.dice.getDiffPath()));
 | 
			
		||||
        }
 | 
			
		||||
        spatial.setMaterial(mat);
 | 
			
		||||
        spatial.setLocalScale(scale);
 | 
			
		||||
        spatial.setLocalTranslation(pos);
 | 
			
		||||
        spatial.rotate((float) Math.toRadians(90), (float) Math.toRadians(180), (float) Math.toRadians(180));
 | 
			
		||||
        spatial.addControl(this);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the position of the dice.
 | 
			
		||||
     *
 | 
			
		||||
     * @param pos the new position
 | 
			
		||||
     */
 | 
			
		||||
    public void setPos(Vector3f pos) {
 | 
			
		||||
        spatial.setLocalTranslation(pos);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,291 @@
 | 
			
		||||
package pp.mdga.client.gui;
 | 
			
		||||
 | 
			
		||||
import com.jme3.renderer.Camera;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.texture.FrameBuffer;
 | 
			
		||||
import com.jme3.texture.Image;
 | 
			
		||||
import com.jme3.texture.Texture2D;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.game.BonusCard;
 | 
			
		||||
import pp.mdga.game.Color;
 | 
			
		||||
 | 
			
		||||
import java.util.List;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Handles the GUI elements and interactions for the game.
 | 
			
		||||
 */
 | 
			
		||||
public class GuiHandler {
 | 
			
		||||
    private final MdgaApp app;
 | 
			
		||||
    private final CardLayerHandler cardLayerHandler;
 | 
			
		||||
    private final PlayerNameHandler playerNameHandler;
 | 
			
		||||
    private final ActionTextHandler actionTextHandler;
 | 
			
		||||
    private Color ownColor;
 | 
			
		||||
 | 
			
		||||
    private FrameBuffer backFrameBuffer;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new GuiHandler.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app the application instance
 | 
			
		||||
     * @param guiNode the GUI node
 | 
			
		||||
     */
 | 
			
		||||
    public GuiHandler(MdgaApp app, Node guiNode) {
 | 
			
		||||
        this.app = app;
 | 
			
		||||
        this.ownColor = ownColor;
 | 
			
		||||
 | 
			
		||||
        backFrameBuffer = new FrameBuffer(app.getCamera().getWidth(), app.getCamera().getHeight(), 1);
 | 
			
		||||
        Texture2D backTexture = new Texture2D(app.getCamera().getWidth(), app.getCamera().getHeight(), Image.Format.RGBA8);
 | 
			
		||||
        backFrameBuffer.setDepthTarget(FrameBuffer.FrameBufferTarget.newTarget(Image.Format.Depth));
 | 
			
		||||
        backFrameBuffer.addColorTarget(FrameBuffer.FrameBufferTarget.newTarget(backTexture));
 | 
			
		||||
 | 
			
		||||
        cardLayerHandler = new CardLayerHandler(app, backTexture);
 | 
			
		||||
        playerNameHandler = new PlayerNameHandler(guiNode, app.getAssetManager(), app.getContext().getSettings());
 | 
			
		||||
        actionTextHandler = new ActionTextHandler(guiNode, app.getAssetManager(), app.getContext().getSettings());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes the GUI handler with the player's color.
 | 
			
		||||
     *
 | 
			
		||||
     * @param ownColor the player's color
 | 
			
		||||
     */
 | 
			
		||||
    public void init(Color ownColor) {
 | 
			
		||||
        cardLayerHandler.init();
 | 
			
		||||
        playerNameHandler.show();
 | 
			
		||||
        this.ownColor = ownColor;
 | 
			
		||||
        app.getViewPort().setOutputFrameBuffer(backFrameBuffer);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Shuts down the GUI handler.
 | 
			
		||||
     */
 | 
			
		||||
    public void shutdown() {
 | 
			
		||||
        cardLayerHandler.shutdown();
 | 
			
		||||
        app.getViewPort().setOutputFrameBuffer(null);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Rolls the dice and handles the result.
 | 
			
		||||
     *
 | 
			
		||||
     * @param rollNum the number rolled
 | 
			
		||||
     * @param mult the multiplier
 | 
			
		||||
     */
 | 
			
		||||
    public void rollDice(int rollNum, int mult) {
 | 
			
		||||
        cardLayerHandler.rollDice(rollNum, () -> {
 | 
			
		||||
            if (mult == -1) actionTextHandler.ownDice(rollNum);
 | 
			
		||||
            else actionTextHandler.ownDiceMult(rollNum, mult);
 | 
			
		||||
            hideDice();
 | 
			
		||||
            app.getModelSynchronize().animationEnd();
 | 
			
		||||
            app.getModelSynchronize().animationEnd();
 | 
			
		||||
        });
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Shows the rolled dice with a multiplier for a specific player.
 | 
			
		||||
     *
 | 
			
		||||
     * @param rollNum the number rolled
 | 
			
		||||
     * @param mult the multiplier
 | 
			
		||||
     * @param color the player's color
 | 
			
		||||
     */
 | 
			
		||||
    public void showRolledDiceMult(int rollNum, int mult, Color color) {
 | 
			
		||||
        String name = playerNameHandler.getName(color);
 | 
			
		||||
        if (mult == -1) actionTextHandler.diceNum(rollNum, name, color);
 | 
			
		||||
        else actionTextHandler.diceNumMult(rollNum, mult, name, color);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Shows the rolled dice for a specific player.
 | 
			
		||||
     *
 | 
			
		||||
     * @param rollNum the number rolled
 | 
			
		||||
     * @param color the player's color
 | 
			
		||||
     */
 | 
			
		||||
    public void showRolledDice(int rollNum, Color color) {
 | 
			
		||||
        actionTextHandler.diceNum(rollNum, playerNameHandler.getName(color), color);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Displays the dice on the screen.
 | 
			
		||||
     */
 | 
			
		||||
    public void showDice() {
 | 
			
		||||
        cardLayerHandler.showDice();
 | 
			
		||||
        actionTextHandler.diceNow();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Hides the dice from the screen.
 | 
			
		||||
     */
 | 
			
		||||
    public void hideDice() {
 | 
			
		||||
        cardLayerHandler.hideDice();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Adds a card to the player's hand.
 | 
			
		||||
     *
 | 
			
		||||
     * @param card the card to add
 | 
			
		||||
     */
 | 
			
		||||
    public void addCardOwn(BonusCard card) {
 | 
			
		||||
        cardLayerHandler.addCard(card);
 | 
			
		||||
        playerNameHandler.addCard(ownColor);
 | 
			
		||||
        actionTextHandler.drawCardOwn(ownColor);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Plays a card from the player's hand.
 | 
			
		||||
     *
 | 
			
		||||
     * @param card the card to play
 | 
			
		||||
     */
 | 
			
		||||
    public void playCardOwn(BonusCard card) {
 | 
			
		||||
        getEffectByCard(card);
 | 
			
		||||
        cardLayerHandler.removeCard(card);
 | 
			
		||||
        playerNameHandler.removeCard(ownColor);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Plays a card from an enemy player's hand.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color the enemy player's color
 | 
			
		||||
     * @param card the card to play
 | 
			
		||||
     */
 | 
			
		||||
    public void playCardEnemy(Color color, BonusCard card) {
 | 
			
		||||
        getEffectByCard(card);
 | 
			
		||||
        playerNameHandler.removeCard(color);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the effect of a card and applies it.
 | 
			
		||||
     *
 | 
			
		||||
     * @param bonus the card to get the effect from
 | 
			
		||||
     */
 | 
			
		||||
    private void getEffectByCard(BonusCard bonus) {
 | 
			
		||||
        switch (bonus) {
 | 
			
		||||
            case SWAP -> swap();
 | 
			
		||||
            case TURBO -> turbo();
 | 
			
		||||
            case SHIELD -> shield();
 | 
			
		||||
            default -> throw new RuntimeException("invalid card");
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Clears all selectable cards.
 | 
			
		||||
     */
 | 
			
		||||
    public void clearSelectableCards() {
 | 
			
		||||
        cardLayerHandler.clearSelectableCards();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the selectable cards.
 | 
			
		||||
     *
 | 
			
		||||
     * @param select the list of selectable cards
 | 
			
		||||
     */
 | 
			
		||||
    public void setSelectableCards(List<BonusCard> select) {
 | 
			
		||||
        cardLayerHandler.setSelectableCards(select);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Selects a card.
 | 
			
		||||
     *
 | 
			
		||||
     * @param cardControl the card control to select
 | 
			
		||||
     */
 | 
			
		||||
    public void selectCard(CardControl cardControl) {
 | 
			
		||||
        cardLayerHandler.selectCard(cardControl);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the camera for the card layer.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the card layer camera
 | 
			
		||||
     */
 | 
			
		||||
    public Camera getCardLayerCamera() {
 | 
			
		||||
        return cardLayerHandler.getCardLayerCamera();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the root node for the card layer.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the card layer root node
 | 
			
		||||
     */
 | 
			
		||||
    public Node getCardLayerRootNode() {
 | 
			
		||||
        return cardLayerHandler.getCardLayer().getRootNode();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Adds a player to the game.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color the player's color
 | 
			
		||||
     * @param name the player's name
 | 
			
		||||
     */
 | 
			
		||||
    public void addPlayer(Color color, String name) {
 | 
			
		||||
        playerNameHandler.addPlayer(color, name, color == ownColor);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the active player.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color the active player's color
 | 
			
		||||
     */
 | 
			
		||||
    public void setActivePlayer(Color color) {
 | 
			
		||||
        playerNameHandler.setActivePlayer(color);
 | 
			
		||||
 | 
			
		||||
        if (ownColor == color) actionTextHandler.ownActive(color);
 | 
			
		||||
        else actionTextHandler.activePlayer(playerNameHandler.getName(color), color);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Applies the shield effect.
 | 
			
		||||
     */
 | 
			
		||||
    public void shield() {
 | 
			
		||||
        cardLayerHandler.shield();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Applies the swap effect.
 | 
			
		||||
     */
 | 
			
		||||
    public void swap() {
 | 
			
		||||
        cardLayerHandler.swap();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Applies the turbo effect.
 | 
			
		||||
     */
 | 
			
		||||
    public void turbo() {
 | 
			
		||||
        cardLayerHandler.turbo();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Hides the action text.
 | 
			
		||||
     */
 | 
			
		||||
    public void hideText() {
 | 
			
		||||
        actionTextHandler.hide();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Draws a card for an enemy player.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color the enemy player's color
 | 
			
		||||
     */
 | 
			
		||||
    public void drawCard(Color color) {
 | 
			
		||||
        //Color != ownColor
 | 
			
		||||
        actionTextHandler.drawCard(playerNameHandler.getName(color), color);
 | 
			
		||||
        playerNameHandler.addCard(color);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Displays the finish text for a player.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color the player's color
 | 
			
		||||
     */
 | 
			
		||||
    public void finish(Color color) {
 | 
			
		||||
        if (ownColor == color) actionTextHandler.finishTextOwn(color);
 | 
			
		||||
        else actionTextHandler.finishText(playerNameHandler.getName(color), color);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Displays the ranking result for a player.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color the player's color
 | 
			
		||||
     * @param eye the ranking result
 | 
			
		||||
     */
 | 
			
		||||
    public void rollRankingResult(Color color, int eye) {
 | 
			
		||||
        if (ownColor == color) actionTextHandler.rollRankingResultOwn(color, eye);
 | 
			
		||||
        else actionTextHandler.rollRankingResult(playerNameHandler.getName(color), color, eye);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,245 @@
 | 
			
		||||
package pp.mdga.client.gui;
 | 
			
		||||
 | 
			
		||||
import com.jme3.asset.AssetManager;
 | 
			
		||||
import com.jme3.font.BitmapFont;
 | 
			
		||||
import com.jme3.font.BitmapText;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.scene.Spatial;
 | 
			
		||||
import com.jme3.system.AppSettings;
 | 
			
		||||
import com.jme3.ui.Picture;
 | 
			
		||||
import pp.mdga.game.Color;
 | 
			
		||||
 | 
			
		||||
import java.util.ArrayList;
 | 
			
		||||
import java.util.HashMap;
 | 
			
		||||
import java.util.List;
 | 
			
		||||
import java.util.Map;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Handles the display and management of player names and their associated data.
 | 
			
		||||
 */
 | 
			
		||||
public class PlayerNameHandler {
 | 
			
		||||
    private final BitmapFont playerFont;
 | 
			
		||||
    private final Node playerNameNode;
 | 
			
		||||
    private final List<Color> playerOrder;
 | 
			
		||||
    private final Map<Color, String> colorNameMap;
 | 
			
		||||
    private final Map<Color, Integer> colorCardMap;
 | 
			
		||||
 | 
			
		||||
    private final AppSettings appSettings;
 | 
			
		||||
    private final AssetManager assetManager;
 | 
			
		||||
    private Color ownColor;
 | 
			
		||||
 | 
			
		||||
    private static final float PADDING_TOP = 35;
 | 
			
		||||
    private static final float PADDING_LEFT = 50;
 | 
			
		||||
    private static final float MARGIN_NAMES = 50;
 | 
			
		||||
    private static final float IMAGE_SIZE = 50;
 | 
			
		||||
    private static final float TEXT_SIZE = 28;
 | 
			
		||||
    private static final ColorRGBA NORMAL_COLOR = ColorRGBA.White;
 | 
			
		||||
    private static final ColorRGBA ACTIVE_COLOR = ColorRGBA.Blue;
 | 
			
		||||
    private static final ColorRGBA OWN_COLOR = ColorRGBA.Cyan;
 | 
			
		||||
 | 
			
		||||
    private final Node guiNode;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a PlayerNameHandler.
 | 
			
		||||
     *
 | 
			
		||||
     * @param guiNode the GUI node to attach player names to
 | 
			
		||||
     * @param assetManager the asset manager to load resources
 | 
			
		||||
     * @param appSettings the application settings
 | 
			
		||||
     */
 | 
			
		||||
    public PlayerNameHandler(Node guiNode, AssetManager assetManager, AppSettings appSettings) {
 | 
			
		||||
        this.guiNode = guiNode;
 | 
			
		||||
 | 
			
		||||
        playerFont = assetManager.loadFont("Fonts/Gunplay.fnt");
 | 
			
		||||
        playerNameNode = new Node("player name node");
 | 
			
		||||
        playerOrder = new ArrayList<>();
 | 
			
		||||
        colorNameMap = new HashMap<>();
 | 
			
		||||
        colorCardMap = new HashMap<>();
 | 
			
		||||
        this.appSettings = appSettings;
 | 
			
		||||
        this.assetManager = assetManager;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Shows the player names on the GUI.
 | 
			
		||||
     */
 | 
			
		||||
    public void show() {
 | 
			
		||||
        guiNode.attachChild(playerNameNode);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Hides the player names from the GUI.
 | 
			
		||||
     */
 | 
			
		||||
    public void hide() {
 | 
			
		||||
        guiNode.detachChild(playerNameNode);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Draws the player names and their associated data on the GUI.
 | 
			
		||||
     */
 | 
			
		||||
    private void drawPlayers() {
 | 
			
		||||
        playerNameNode.detachAllChildren();
 | 
			
		||||
 | 
			
		||||
        for (int i = 0; i < playerOrder.size(); i++) {
 | 
			
		||||
            Color color = playerOrder.get(i);
 | 
			
		||||
            if (!colorNameMap.containsKey(color)) throw new RuntimeException(color + " isn't mapped to a name");
 | 
			
		||||
 | 
			
		||||
            Node nameParent = new Node("nameParent");
 | 
			
		||||
            nameParent.attachChild(createColor(color));
 | 
			
		||||
            BitmapText name = createName(colorNameMap.get(color), i == 0, color == ownColor);
 | 
			
		||||
            nameParent.attachChild(name);
 | 
			
		||||
            if (colorCardMap.getOrDefault(color, 0) > 0) {
 | 
			
		||||
                Picture pic = createHandCard(name.getLineWidth());
 | 
			
		||||
                nameParent.attachChild(pic);
 | 
			
		||||
                nameParent.attachChild(createCardNum(colorCardMap.get(color), pic.getWidth(), pic.getLocalTranslation().getX()));
 | 
			
		||||
            }
 | 
			
		||||
            nameParent.setLocalTranslation(50, appSettings.getWindowHeight() - PADDING_TOP - MARGIN_NAMES * i, 0);
 | 
			
		||||
            playerNameNode.attachChild(nameParent);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a BitmapText object to display the number of cards a player has.
 | 
			
		||||
     *
 | 
			
		||||
     * @param num the number of cards
 | 
			
		||||
     * @param lastWidth the width of the last element
 | 
			
		||||
     * @param lastX the x position of the last element
 | 
			
		||||
     * @return a BitmapText object displaying the number of cards
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial createCardNum(int num, float lastWidth, float lastX) {
 | 
			
		||||
        BitmapText hudText = new BitmapText(playerFont);
 | 
			
		||||
        //renderedSize = 45
 | 
			
		||||
        hudText.setSize(TEXT_SIZE);
 | 
			
		||||
        hudText.setColor(NORMAL_COLOR);
 | 
			
		||||
        hudText.setText(String.valueOf(num));
 | 
			
		||||
        hudText.setLocalTranslation(lastX + lastWidth + 20, hudText.getHeight() / 2, 0);
 | 
			
		||||
        return hudText;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a Picture object to display a hand card image.
 | 
			
		||||
     *
 | 
			
		||||
     * @param width the width of the previous element
 | 
			
		||||
     * @return a Picture object displaying a hand card image
 | 
			
		||||
     */
 | 
			
		||||
    private Picture createHandCard(float width) {
 | 
			
		||||
        Picture pic = new Picture("HUD Picture");
 | 
			
		||||
        pic.setImage(assetManager, "./Images/handcard.png", true);
 | 
			
		||||
        pic.setWidth(IMAGE_SIZE);
 | 
			
		||||
        pic.setHeight(IMAGE_SIZE);
 | 
			
		||||
        pic.setPosition(-pic.getWidth() / 2 + width + PADDING_LEFT * 2, -pic.getHeight() / 2);
 | 
			
		||||
        return pic;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the image path for a given color.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color the color to get the image path for
 | 
			
		||||
     * @return the image path for the given color
 | 
			
		||||
     */
 | 
			
		||||
    private String imagePath(Color color) {
 | 
			
		||||
        String root = "./Images/name_pictures/";
 | 
			
		||||
        return switch (color) {
 | 
			
		||||
            case ARMY -> root + "HEER_IMAGE.png";
 | 
			
		||||
            case NAVY -> root + "MARINE_IMAGE.png";
 | 
			
		||||
            case CYBER -> root + "CIR_IMAGE.png";
 | 
			
		||||
            case AIRFORCE -> root + "LW_IMAGE.png";
 | 
			
		||||
            default -> throw new RuntimeException("None is not valid");
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a Picture object to display a color image.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color the color to create the image for
 | 
			
		||||
     * @return a Picture object displaying the color image
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial createColor(Color color) {
 | 
			
		||||
        Picture pic = new Picture("HUD Picture");
 | 
			
		||||
        pic.setImage(assetManager, imagePath(color), true);
 | 
			
		||||
        pic.setWidth(IMAGE_SIZE);
 | 
			
		||||
        pic.setHeight(IMAGE_SIZE);
 | 
			
		||||
        pic.setPosition(-pic.getWidth() / 2, -pic.getHeight() / 2);
 | 
			
		||||
        return pic;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a BitmapText object to display a player's name.
 | 
			
		||||
     *
 | 
			
		||||
     * @param name the player's name
 | 
			
		||||
     * @param first whether the player is the first in the list
 | 
			
		||||
     * @param own whether the player is the current user
 | 
			
		||||
     * @return a BitmapText object displaying the player's name
 | 
			
		||||
     */
 | 
			
		||||
    private BitmapText createName(String name, boolean first, boolean own) {
 | 
			
		||||
        BitmapText hudText = new BitmapText(playerFont);
 | 
			
		||||
        //renderedSize = 45
 | 
			
		||||
        hudText.setSize(TEXT_SIZE);
 | 
			
		||||
        hudText.setColor(first ? ACTIVE_COLOR : own ? OWN_COLOR : NORMAL_COLOR);
 | 
			
		||||
        hudText.setText(own ? name + " (Du)" : name);
 | 
			
		||||
        hudText.setLocalTranslation(PADDING_LEFT, hudText.getHeight() / 2, 0);
 | 
			
		||||
        return hudText;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Adds a player to the handler.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color the color associated with the player
 | 
			
		||||
     * @param name the name of the player
 | 
			
		||||
     * @param own whether the player is the current user
 | 
			
		||||
     */
 | 
			
		||||
    public void addPlayer(Color color, String name, boolean own) {
 | 
			
		||||
        if (own) ownColor = color;
 | 
			
		||||
        colorNameMap.put(color, name);
 | 
			
		||||
        playerOrder.add(color);
 | 
			
		||||
        drawPlayers();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the active player.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color the color associated with the active player
 | 
			
		||||
     */
 | 
			
		||||
    public void setActivePlayer(Color color) {
 | 
			
		||||
        if (playerOrder.get(0) == color) return;
 | 
			
		||||
        Color oldFirst = playerOrder.remove(0);
 | 
			
		||||
        playerOrder.remove(color);
 | 
			
		||||
        playerOrder.add(0, color);
 | 
			
		||||
        playerOrder.add(oldFirst);
 | 
			
		||||
 | 
			
		||||
        drawPlayers();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the name of a player by their color.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color the color associated with the player
 | 
			
		||||
     * @return the name of the player
 | 
			
		||||
     */
 | 
			
		||||
    public String getName(Color color) {
 | 
			
		||||
        if (!colorNameMap.containsKey(color)) throw new RuntimeException("color is not in colorNameMap");
 | 
			
		||||
        return colorNameMap.get(color);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Adds a card to a player.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color the color associated with the player
 | 
			
		||||
     */
 | 
			
		||||
    public void addCard(Color color) {
 | 
			
		||||
        colorCardMap.put(color, colorCardMap.getOrDefault(color, 0) + 1);
 | 
			
		||||
        drawPlayers();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Removes a card from a player.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color the color associated with the player
 | 
			
		||||
     */
 | 
			
		||||
    public void removeCard(Color color) {
 | 
			
		||||
        if (colorCardMap.containsKey(color)) {
 | 
			
		||||
            colorCardMap.put(color, colorCardMap.getOrDefault(color, 0) - 1);
 | 
			
		||||
            if (colorCardMap.get(color) <= 0) colorCardMap.remove(color);
 | 
			
		||||
        }
 | 
			
		||||
        drawPlayers();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,139 @@
 | 
			
		||||
package pp.mdga.client.outline;
 | 
			
		||||
 | 
			
		||||
import com.jme3.asset.AssetManager;
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.material.MaterialDef;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.math.Vector2f;
 | 
			
		||||
import com.jme3.post.Filter;
 | 
			
		||||
import com.jme3.renderer.RenderManager;
 | 
			
		||||
import com.jme3.renderer.ViewPort;
 | 
			
		||||
import com.jme3.texture.FrameBuffer;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * OutlineFilter is a custom filter for rendering outlines around objects.
 | 
			
		||||
 */
 | 
			
		||||
public class OutlineFilter extends Filter {
 | 
			
		||||
 | 
			
		||||
    private OutlinePreFilter outlinePreFilter;
 | 
			
		||||
    private ColorRGBA outlineColor = new ColorRGBA(0, 1, 0, 1);
 | 
			
		||||
    private float outlineWidth = 1;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs an OutlineFilter with the specified OutlinePreFilter.
 | 
			
		||||
     *
 | 
			
		||||
     * @param outlinePreFilter the pre-filter used for outlining
 | 
			
		||||
     */
 | 
			
		||||
    public OutlineFilter(OutlinePreFilter outlinePreFilter) {
 | 
			
		||||
        super("OutlineFilter");
 | 
			
		||||
        this.outlinePreFilter = outlinePreFilter;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes the filter with the given parameters.
 | 
			
		||||
     *
 | 
			
		||||
     * @param assetManager the asset manager
 | 
			
		||||
     * @param renderManager the render manager
 | 
			
		||||
     * @param vp the viewport
 | 
			
		||||
     * @param w the width of the viewport
 | 
			
		||||
     * @param h the height of the viewport
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void initFilter(AssetManager assetManager, RenderManager renderManager, ViewPort vp, int w, int h) {
 | 
			
		||||
        MaterialDef matDef = (MaterialDef) assetManager.loadAsset("MatDefs/SelectObjectOutliner/Outline.j3md");
 | 
			
		||||
        material = new Material(matDef);
 | 
			
		||||
        material.setVector2("Resolution", new Vector2f(w, h));
 | 
			
		||||
        material.setColor("OutlineColor", outlineColor);
 | 
			
		||||
        material.setFloat("OutlineWidth", outlineWidth);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called before each frame is rendered.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf time per frame
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void preFrame(float tpf) {
 | 
			
		||||
        super.preFrame(tpf);
 | 
			
		||||
        material.setTexture("OutlineDepthTexture", outlinePreFilter.getOutlineTexture());
 | 
			
		||||
//		System.out.println("OutlineFilter.preFrame()");
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called after each frame is rendered.
 | 
			
		||||
     *
 | 
			
		||||
     * @param renderManager the render manager
 | 
			
		||||
     * @param viewPort the viewport
 | 
			
		||||
     * @param prevFilterBuffer the previous filter buffer
 | 
			
		||||
     * @param sceneBuffer the scene buffer
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void postFrame(RenderManager renderManager, ViewPort viewPort, FrameBuffer prevFilterBuffer, FrameBuffer sceneBuffer) {
 | 
			
		||||
        super.postFrame(renderManager, viewPort, prevFilterBuffer, sceneBuffer);
 | 
			
		||||
//		material.setTexture("OutlineDepthTexture", outlinePreFilter.getDefaultPassDepthTexture());
 | 
			
		||||
//		System.out.println("OutlineFilter.postFrame()");
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the material used by this filter.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the material
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected Material getMaterial() {
 | 
			
		||||
        return material;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the outline color.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the outline color
 | 
			
		||||
     */
 | 
			
		||||
    public ColorRGBA getOutlineColor() {
 | 
			
		||||
        return outlineColor;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the outline color.
 | 
			
		||||
     *
 | 
			
		||||
     * @param outlineColor the new outline color
 | 
			
		||||
     */
 | 
			
		||||
    public void setOutlineColor(ColorRGBA outlineColor) {
 | 
			
		||||
        this.outlineColor = outlineColor;
 | 
			
		||||
        if (material != null) {
 | 
			
		||||
            material.setColor("OutlineColor", outlineColor);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the outline width.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the outline width
 | 
			
		||||
     */
 | 
			
		||||
    public float getOutlineWidth() {
 | 
			
		||||
        return outlineWidth;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the outline width.
 | 
			
		||||
     *
 | 
			
		||||
     * @param outlineWidth the new outline width
 | 
			
		||||
     */
 | 
			
		||||
    public void setOutlineWidth(float outlineWidth) {
 | 
			
		||||
        this.outlineWidth = outlineWidth;
 | 
			
		||||
        if (material != null) {
 | 
			
		||||
            material.setFloat("OutlineWidth", outlineWidth);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the OutlinePreFilter used by this filter.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the OutlinePreFilter
 | 
			
		||||
     */
 | 
			
		||||
    public OutlinePreFilter getOutlinePreFilter() {
 | 
			
		||||
        return outlinePreFilter;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,111 @@
 | 
			
		||||
package pp.mdga.client.outline;
 | 
			
		||||
 | 
			
		||||
import com.jme3.asset.AssetManager;
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.post.Filter;
 | 
			
		||||
import com.jme3.renderer.RenderManager;
 | 
			
		||||
import com.jme3.renderer.Renderer;
 | 
			
		||||
import com.jme3.renderer.ViewPort;
 | 
			
		||||
import com.jme3.renderer.queue.RenderQueue;
 | 
			
		||||
import com.jme3.texture.FrameBuffer;
 | 
			
		||||
import com.jme3.texture.Image.Format;
 | 
			
		||||
import com.jme3.texture.Texture;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * OutlinePreFilter is a custom filter used to apply an outline effect to objects.
 | 
			
		||||
 */
 | 
			
		||||
public class OutlinePreFilter extends Filter {
 | 
			
		||||
 | 
			
		||||
    private Pass normalPass;
 | 
			
		||||
    private RenderManager renderManager;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates an OutlinePreFilter.
 | 
			
		||||
     */
 | 
			
		||||
    public OutlinePreFilter() {
 | 
			
		||||
        super("OutlinePreFilter");
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Indicates that this filter requires a depth texture.
 | 
			
		||||
     *
 | 
			
		||||
     * @return true, indicating that a depth texture is required.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected boolean isRequiresDepthTexture() {
 | 
			
		||||
        return true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called after the render queue is processed.
 | 
			
		||||
     *
 | 
			
		||||
     * @param queue the render queue.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void postQueue(RenderQueue queue) {
 | 
			
		||||
        Renderer r = renderManager.getRenderer();
 | 
			
		||||
        r.setFrameBuffer(normalPass.getRenderFrameBuffer());
 | 
			
		||||
        renderManager.getRenderer().clearBuffers(true, true, false);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called after the frame is rendered.
 | 
			
		||||
     *
 | 
			
		||||
     * @param renderManager the render manager.
 | 
			
		||||
     * @param viewPort the viewport.
 | 
			
		||||
     * @param prevFilterBuffer the previous filter buffer.
 | 
			
		||||
     * @param sceneBuffer the scene buffer.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void postFrame(RenderManager renderManager, ViewPort viewPort, FrameBuffer prevFilterBuffer, FrameBuffer sceneBuffer) {
 | 
			
		||||
        super.postFrame(renderManager, viewPort, prevFilterBuffer, sceneBuffer);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the material used by this filter.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the material.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected Material getMaterial() {
 | 
			
		||||
        return material;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the texture containing the outline.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the outline texture.
 | 
			
		||||
     */
 | 
			
		||||
    public Texture getOutlineTexture() {
 | 
			
		||||
        return normalPass.getRenderedTexture();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes the filter.
 | 
			
		||||
     *
 | 
			
		||||
     * @param manager the asset manager.
 | 
			
		||||
     * @param renderManager the render manager.
 | 
			
		||||
     * @param vp the viewport.
 | 
			
		||||
     * @param w the width.
 | 
			
		||||
     * @param h the height.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
 | 
			
		||||
        this.renderManager = renderManager;
 | 
			
		||||
        normalPass = new Pass();
 | 
			
		||||
        normalPass.init(renderManager.getRenderer(), w, h, Format.RGBA8, Format.Depth);
 | 
			
		||||
        material = new Material(manager, "MatDefs/SelectObjectOutliner/OutlinePre.j3md");
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Cleans up the filter.
 | 
			
		||||
     *
 | 
			
		||||
     * @param r the renderer.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void cleanUpFilter(Renderer r) {
 | 
			
		||||
        normalPass.cleanup(r);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,135 @@
 | 
			
		||||
package pp.mdga.client.outline;
 | 
			
		||||
 | 
			
		||||
import com.jme3.asset.AssetManager;
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.material.MaterialDef;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.math.Vector2f;
 | 
			
		||||
import com.jme3.post.Filter;
 | 
			
		||||
import com.jme3.renderer.RenderManager;
 | 
			
		||||
import com.jme3.renderer.ViewPort;
 | 
			
		||||
import com.jme3.texture.FrameBuffer;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * OutlineProFilter is a custom filter for rendering outlines around objects.
 | 
			
		||||
 */
 | 
			
		||||
public class OutlineProFilter extends Filter {
 | 
			
		||||
 | 
			
		||||
    private OutlinePreFilter outlinePreFilter;
 | 
			
		||||
    private ColorRGBA outlineColor = new ColorRGBA(0, 1, 0, 1);
 | 
			
		||||
    private float outlineWidth = 1;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs an OutlineProFilter with the specified OutlinePreFilter.
 | 
			
		||||
     *
 | 
			
		||||
     * @param outlinePreFilter the pre-filter used for outlining
 | 
			
		||||
     */
 | 
			
		||||
    public OutlineProFilter(OutlinePreFilter outlinePreFilter) {
 | 
			
		||||
        super("OutlineFilter");
 | 
			
		||||
        this.outlinePreFilter = outlinePreFilter;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes the filter with the given parameters.
 | 
			
		||||
     *
 | 
			
		||||
     * @param assetManager the asset manager
 | 
			
		||||
     * @param renderManager the render manager
 | 
			
		||||
     * @param vp the viewport
 | 
			
		||||
     * @param w the width of the viewport
 | 
			
		||||
     * @param h the height of the viewport
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void initFilter(AssetManager assetManager, RenderManager renderManager, ViewPort vp, int w, int h) {
 | 
			
		||||
        MaterialDef matDef = (MaterialDef) assetManager.loadAsset("MatDefs/SelectObjectOutliner/OutlinePro.j3md");
 | 
			
		||||
        material = new Material(matDef);
 | 
			
		||||
        material.setVector2("Resolution", new Vector2f(w, h));
 | 
			
		||||
        material.setColor("OutlineColor", outlineColor);
 | 
			
		||||
        material.setFloat("OutlineWidth", outlineWidth);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called before rendering each frame.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf time per frame
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void preFrame(float tpf) {
 | 
			
		||||
        super.preFrame(tpf);
 | 
			
		||||
        material.setTexture("OutlineDepthTexture", outlinePreFilter.getOutlineTexture());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called after rendering each frame.
 | 
			
		||||
     *
 | 
			
		||||
     * @param renderManager the render manager
 | 
			
		||||
     * @param viewPort the viewport
 | 
			
		||||
     * @param prevFilterBuffer the previous filter buffer
 | 
			
		||||
     * @param sceneBuffer the scene buffer
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void postFrame(RenderManager renderManager, ViewPort viewPort, FrameBuffer prevFilterBuffer, FrameBuffer sceneBuffer) {
 | 
			
		||||
        super.postFrame(renderManager, viewPort, prevFilterBuffer, sceneBuffer);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the material used by this filter.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the material
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected Material getMaterial() {
 | 
			
		||||
        return material;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the outline color.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the outline color
 | 
			
		||||
     */
 | 
			
		||||
    public ColorRGBA getOutlineColor() {
 | 
			
		||||
        return outlineColor;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the outline color.
 | 
			
		||||
     *
 | 
			
		||||
     * @param outlineColor the new outline color
 | 
			
		||||
     */
 | 
			
		||||
    public void setOutlineColor(ColorRGBA outlineColor) {
 | 
			
		||||
        this.outlineColor = outlineColor;
 | 
			
		||||
        if (material != null) {
 | 
			
		||||
            material.setColor("OutlineColor", outlineColor);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the outline width.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the outline width
 | 
			
		||||
     */
 | 
			
		||||
    public float getOutlineWidth() {
 | 
			
		||||
        return outlineWidth;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the outline width.
 | 
			
		||||
     *
 | 
			
		||||
     * @param outlineWidth the new outline width
 | 
			
		||||
     */
 | 
			
		||||
    public void setOutlineWidth(float outlineWidth) {
 | 
			
		||||
        this.outlineWidth = outlineWidth;
 | 
			
		||||
        if (material != null) {
 | 
			
		||||
            material.setFloat("OutlineWidth", outlineWidth);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the OutlinePreFilter.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the OutlinePreFilter
 | 
			
		||||
     */
 | 
			
		||||
    public OutlinePreFilter getOutlinePreFilter() {
 | 
			
		||||
        return outlinePreFilter;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,121 @@
 | 
			
		||||
package pp.mdga.client.outline;
 | 
			
		||||
 | 
			
		||||
import com.jme3.asset.AssetManager;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.post.FilterPostProcessor;
 | 
			
		||||
import com.jme3.renderer.Camera;
 | 
			
		||||
import com.jme3.renderer.RenderManager;
 | 
			
		||||
import com.jme3.renderer.ViewPort;
 | 
			
		||||
import com.jme3.scene.Spatial;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * This class is responsible for outlining selected objects in the scene.
 | 
			
		||||
 */
 | 
			
		||||
public class SelectObjectOutliner {
 | 
			
		||||
 | 
			
		||||
    private final FilterPostProcessor fpp;
 | 
			
		||||
    private final RenderManager renderManager;
 | 
			
		||||
    private final AssetManager assetManager;
 | 
			
		||||
    private final Camera cam;
 | 
			
		||||
    private boolean selected;
 | 
			
		||||
    private ViewPort outlineViewport = null;
 | 
			
		||||
    //    private OutlineFilter outlineFilter = null;
 | 
			
		||||
    private OutlineProFilter outlineFilter = null;
 | 
			
		||||
    private final MdgaApp app;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructor for SelectObjectOutliner.
 | 
			
		||||
     *
 | 
			
		||||
     * @param fpp the FilterPostProcessor
 | 
			
		||||
     * @param renderManager the RenderManager
 | 
			
		||||
     * @param assetManager the AssetManager
 | 
			
		||||
     * @param cam the Camera
 | 
			
		||||
     * @param app the MdgaApp instance
 | 
			
		||||
     */
 | 
			
		||||
    public SelectObjectOutliner(FilterPostProcessor fpp, RenderManager renderManager, AssetManager assetManager, Camera cam, MdgaApp app) {
 | 
			
		||||
        this.selected = false;
 | 
			
		||||
        this.fpp = fpp;
 | 
			
		||||
        this.renderManager = renderManager;
 | 
			
		||||
        this.assetManager = assetManager;
 | 
			
		||||
        this.cam = cam;
 | 
			
		||||
        this.app = app;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Deselects the currently selected object, removing the outline effect.
 | 
			
		||||
     *
 | 
			
		||||
     * @param model the Spatial model to deselect
 | 
			
		||||
     */
 | 
			
		||||
    public void deselect(Spatial model) {
 | 
			
		||||
        if (selected) {
 | 
			
		||||
            selected = false;
 | 
			
		||||
            hideOutlineFilterEffect(model);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
//    /**
 | 
			
		||||
//     * Selects an object and applies an outline effect.
 | 
			
		||||
//     *
 | 
			
		||||
//     * @param model the Spatial model to select
 | 
			
		||||
//     * @param color the ColorRGBA for the outline
 | 
			
		||||
//     */
 | 
			
		||||
//    public void select(Spatial model, ColorRGBA color) {
 | 
			
		||||
//        if (!selected) {
 | 
			
		||||
//            selected = true;
 | 
			
		||||
//            showOutlineFilterEffect(model, width, color);
 | 
			
		||||
//        }
 | 
			
		||||
//    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Selects an object and applies an outline effect.
 | 
			
		||||
     *
 | 
			
		||||
     * @param model the Spatial model to select
 | 
			
		||||
     * @param color the ColorRGBA for the outline
 | 
			
		||||
     * @param width the width of the outline
 | 
			
		||||
     */
 | 
			
		||||
    public void select(Spatial model, ColorRGBA color, int width) {
 | 
			
		||||
        if (!selected) {
 | 
			
		||||
            selected = true;
 | 
			
		||||
            showOutlineFilterEffect(model, width, color);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Hides the outline effect from the selected object.
 | 
			
		||||
     *
 | 
			
		||||
     * @param model the Spatial model to hide the outline effect from
 | 
			
		||||
     */
 | 
			
		||||
    private void hideOutlineFilterEffect(Spatial model) {
 | 
			
		||||
        outlineFilter.setEnabled(false);
 | 
			
		||||
        outlineFilter.getOutlinePreFilter().setEnabled(false);
 | 
			
		||||
        fpp.removeFilter(outlineFilter);
 | 
			
		||||
        outlineViewport.detachScene(model);
 | 
			
		||||
        outlineViewport.clearProcessors();
 | 
			
		||||
        renderManager.removePreView(outlineViewport);
 | 
			
		||||
        outlineViewport = null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Shows the outline effect on the selected object.
 | 
			
		||||
     *
 | 
			
		||||
     * @param model the Spatial model to show the outline effect on
 | 
			
		||||
     * @param width the width of the outline
 | 
			
		||||
     * @param color the ColorRGBA for the outline
 | 
			
		||||
     */
 | 
			
		||||
    private void showOutlineFilterEffect(Spatial model, int width, ColorRGBA color) {
 | 
			
		||||
        outlineViewport = renderManager.createPreView("outlineViewport", cam);
 | 
			
		||||
        FilterPostProcessor outlineFpp = new FilterPostProcessor(assetManager);
 | 
			
		||||
 | 
			
		||||
        OutlinePreFilter outlinePreFilter = new OutlinePreFilter();
 | 
			
		||||
        outlineFpp.addFilter(outlinePreFilter);
 | 
			
		||||
        outlineViewport.attachScene(model);
 | 
			
		||||
        outlineViewport.addProcessor(outlineFpp);
 | 
			
		||||
 | 
			
		||||
        outlineFilter = new OutlineProFilter(outlinePreFilter);
 | 
			
		||||
        outlineFilter.setOutlineColor(color);
 | 
			
		||||
        outlineFilter.setOutlineWidth(width);
 | 
			
		||||
 | 
			
		||||
        fpp.addFilter(outlineFilter);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,372 @@
 | 
			
		||||
package pp.mdga.client.server;
 | 
			
		||||
 | 
			
		||||
import com.jme3.network.*;
 | 
			
		||||
import com.jme3.network.serializing.Serializer;
 | 
			
		||||
import com.jme3.network.serializing.serializers.EnumSerializer;
 | 
			
		||||
import pp.mdga.Resources;
 | 
			
		||||
import pp.mdga.game.*;
 | 
			
		||||
import pp.mdga.game.card.*;
 | 
			
		||||
import pp.mdga.message.client.*;
 | 
			
		||||
import pp.mdga.message.server.*;
 | 
			
		||||
import pp.mdga.server.ServerGameLogic;
 | 
			
		||||
import pp.mdga.server.ServerSender;
 | 
			
		||||
 | 
			
		||||
import java.io.FileInputStream;
 | 
			
		||||
import java.io.IOException;
 | 
			
		||||
import java.lang.System.Logger;
 | 
			
		||||
import java.lang.System.Logger.Level;
 | 
			
		||||
import java.lang.reflect.Field;
 | 
			
		||||
import java.lang.reflect.InvocationTargetException;
 | 
			
		||||
import java.lang.reflect.Method;
 | 
			
		||||
import java.util.Map;
 | 
			
		||||
import java.util.UUID;
 | 
			
		||||
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 MdgaServer implements MessageListener<HostedConnection>, ConnectionListener, ServerSender {
 | 
			
		||||
    private static final Logger LOGGER = System.getLogger(MdgaServer.class.getName());
 | 
			
		||||
 | 
			
		||||
    private Server myServer;
 | 
			
		||||
    private static int port;
 | 
			
		||||
    private final ServerGameLogic logic;
 | 
			
		||||
    private final BlockingQueue<ReceivedMessage> pendingMessages = new LinkedBlockingQueue<>();
 | 
			
		||||
    private volatile boolean running = true;
 | 
			
		||||
 | 
			
		||||
    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());
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructor.
 | 
			
		||||
     *
 | 
			
		||||
     * @param port as the port for this server
 | 
			
		||||
     */
 | 
			
		||||
    public MdgaServer(int port) {
 | 
			
		||||
        MdgaServer.port = port;
 | 
			
		||||
        LOGGER.log(Level.INFO, "Creating MdgaServer"); //NON-NLS
 | 
			
		||||
        logic = new ServerGameLogic(this, new Game());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Main method to start the server.
 | 
			
		||||
     */
 | 
			
		||||
    public void run() {
 | 
			
		||||
        startServer();
 | 
			
		||||
        while (running) {
 | 
			
		||||
            processNextMessage();
 | 
			
		||||
        }
 | 
			
		||||
        shutdownServerResources();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Starts the server and initializes listeners.
 | 
			
		||||
     */
 | 
			
		||||
    private void startServer() {
 | 
			
		||||
        try {
 | 
			
		||||
            LOGGER.log(Level.INFO, "Starting server...");
 | 
			
		||||
            unlockSerializers();//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();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Process the next message in the queue.
 | 
			
		||||
     */
 | 
			
		||||
    private void processNextMessage() {
 | 
			
		||||
        try {
 | 
			
		||||
            ReceivedMessage message = pendingMessages.take(); // This is a blocking call
 | 
			
		||||
            message.process(logic);
 | 
			
		||||
        } catch (InterruptedException ex) {
 | 
			
		||||
            LOGGER.log(Level.INFO, "Server thread interrupted, shutting down..."); //NON-NLS
 | 
			
		||||
            Thread.currentThread().interrupt();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Register serializable classes.
 | 
			
		||||
     */
 | 
			
		||||
    private void initializeSerializables() {
 | 
			
		||||
 | 
			
		||||
        Serializer.registerClass(UUID.class, new UUIDSerializer());
 | 
			
		||||
        Serializer.registerClass(AnimationEndMessage.class);
 | 
			
		||||
        Serializer.registerClass(ClientStartGameMessage.class);
 | 
			
		||||
        Serializer.registerClass(DeselectTSKMessage.class);
 | 
			
		||||
        Serializer.registerClass(ForceContinueGameMessage.class);
 | 
			
		||||
        Serializer.registerClass(StartGameMessage.class);
 | 
			
		||||
        Serializer.registerClass(JoinedLobbyMessage.class);
 | 
			
		||||
        Serializer.registerClass(LeaveGameMessage.class);
 | 
			
		||||
        Serializer.registerClass(LobbyNotReadyMessage.class);
 | 
			
		||||
        Serializer.registerClass(LobbyReadyMessage.class);
 | 
			
		||||
        Serializer.registerClass(NoPowerCardMessage.class);
 | 
			
		||||
        Serializer.registerClass(RequestBriefingMessage.class);
 | 
			
		||||
        Serializer.registerClass(RequestDieMessage.class);
 | 
			
		||||
        Serializer.registerClass(RequestMoveMessage.class);
 | 
			
		||||
        Serializer.registerClass(RequestPlayCardMessage.class);
 | 
			
		||||
        Serializer.registerClass(SelectCardMessage.class);
 | 
			
		||||
        Serializer.registerClass(SelectedPiecesMessage.class);
 | 
			
		||||
        Serializer.registerClass(SelectPieceMessage.class);
 | 
			
		||||
        Serializer.registerClass(SelectTSKMessage.class);
 | 
			
		||||
        Serializer.registerClass(ActivePlayerMessage.class);
 | 
			
		||||
        Serializer.registerClass(AnyPieceMessage.class);
 | 
			
		||||
        Serializer.registerClass(BriefingMessage.class);
 | 
			
		||||
        Serializer.registerClass(CeremonyMessage.class);
 | 
			
		||||
        Serializer.registerClass(DieMessage.class);
 | 
			
		||||
        Serializer.registerClass(DiceAgainMessage.class);
 | 
			
		||||
        Serializer.registerClass(DiceNowMessage.class);
 | 
			
		||||
        Serializer.registerClass(EndOfTurnMessage.class);
 | 
			
		||||
        Serializer.registerClass(LobbyAcceptMessage.class);
 | 
			
		||||
        Serializer.registerClass(LobbyDenyMessage.class);
 | 
			
		||||
        Serializer.registerClass(LobbyPlayerJoinedMessage.class);
 | 
			
		||||
        Serializer.registerClass(LobbyPlayerLeaveMessage.class);
 | 
			
		||||
        Serializer.registerClass(MoveMessage.class);
 | 
			
		||||
        Serializer.registerClass(NoTurnMessage.class);
 | 
			
		||||
        Serializer.registerClass(PauseGameMessage.class);
 | 
			
		||||
        Serializer.registerClass(PlayCardMessage.class);
 | 
			
		||||
        Serializer.registerClass(PossibleCardsMessage.class);
 | 
			
		||||
        Serializer.registerClass(PossiblePieceMessage.class);
 | 
			
		||||
        Serializer.registerClass(RankingResponseMessage.class);
 | 
			
		||||
        Serializer.registerClass(RankingRollAgainMessage.class);
 | 
			
		||||
        Serializer.registerClass(ReconnectBriefingMessage.class);
 | 
			
		||||
        Serializer.registerClass(ResumeGameMessage.class);
 | 
			
		||||
        Serializer.registerClass(ServerStartGameMessage.class);
 | 
			
		||||
        Serializer.registerClass(ShutdownMessage.class);
 | 
			
		||||
        Serializer.registerClass(StartPieceMessage.class);
 | 
			
		||||
        Serializer.registerClass(UpdateReadyMessage.class);
 | 
			
		||||
        Serializer.registerClass(UpdateTSKMessage.class);
 | 
			
		||||
        Serializer.registerClass(WaitPieceMessage.class);
 | 
			
		||||
        Serializer.registerClass(IncorrectRequestMessage.class);
 | 
			
		||||
        Serializer.registerClass(SpectatorMessage.class);
 | 
			
		||||
        Serializer.registerClass(Player.class);
 | 
			
		||||
        Serializer.registerClass(Statistic.class);
 | 
			
		||||
        Serializer.registerClass(Board.class);
 | 
			
		||||
        Serializer.registerClass(Node.class);
 | 
			
		||||
        Serializer.registerClass(Piece.class);
 | 
			
		||||
        Serializer.registerClass(BonusNode.class);
 | 
			
		||||
        Serializer.registerClass(StartNode.class);
 | 
			
		||||
        Serializer.registerClass(HomeNode.class);
 | 
			
		||||
        Serializer.registerClass(PowerCard.class);
 | 
			
		||||
        Serializer.registerClass(TurboCard.class);
 | 
			
		||||
        Serializer.registerClass(SwapCard.class);
 | 
			
		||||
        Serializer.registerClass(ShieldCard.class);
 | 
			
		||||
        Serializer.registerClass(HiddenCard.class);
 | 
			
		||||
        Serializer.registerClass(ChoosePieceStateMessage.class);
 | 
			
		||||
        Serializer.registerClass(DrawCardMessage.class);
 | 
			
		||||
 | 
			
		||||
        Serializer.registerClass(Color.class, new EnumSerializer());
 | 
			
		||||
        Serializer.registerClass(PieceState.class, new EnumSerializer());
 | 
			
		||||
        Serializer.registerClass(ShieldState.class, new EnumSerializer());
 | 
			
		||||
        Serializer.registerClass(BonusCard.class, new EnumSerializer());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Register listeners for the server.
 | 
			
		||||
     */
 | 
			
		||||
    private void registerListeners() {
 | 
			
		||||
        myServer.addMessageListener(this, AnimationEndMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, ClientStartGameMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, DeselectTSKMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, DisconnectedMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, ForceContinueGameMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, StartGameMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, JoinedLobbyMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, LeaveGameMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, LobbyNotReadyMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, LobbyReadyMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, NoPowerCardMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, RequestBriefingMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, RequestDieMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, RequestMoveMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, RequestPlayCardMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, SelectCardMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, SelectedPiecesMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, SelectTSKMessage.class);
 | 
			
		||||
        myServer.addConnectionListener(this);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * This method will be used to receive network messages from the given source parameter.
 | 
			
		||||
     * It will check if the given message parameter is a ClientMessage object. If yes it will call the messageReceived
 | 
			
		||||
     * method with the casted ClientMessage object.
 | 
			
		||||
     *
 | 
			
		||||
     * @param source  as the connection which sends the message as a HostedConnection object.
 | 
			
		||||
     * @param message as the received message as a Message object.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void messageReceived(HostedConnection source, Message message) {
 | 
			
		||||
        if (message instanceof ClientMessage) {
 | 
			
		||||
            this.messageReceived(source, (ClientMessage) message);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * This method will be used to received network messages from the given source parameter.
 | 
			
		||||
     * It will add the given message parameter to the pendingMessage attribute of MdgaServer after creating
 | 
			
		||||
     * a ReceivedMessage object with it and its id.
 | 
			
		||||
     *
 | 
			
		||||
     * @param source  as the connection which sends the message as a HostedConnection object.
 | 
			
		||||
     * @param message as the received message as a Message object.
 | 
			
		||||
     */
 | 
			
		||||
    private void messageReceived(HostedConnection source, ClientMessage message) {
 | 
			
		||||
        System.out.println("server received from: " + source.getId() + " " + message.getClass().getName());
 | 
			
		||||
        pendingMessages.add(new ReceivedMessage(message, source.getId()));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * This method will be used to handle all connections which are connected to the server.
 | 
			
		||||
     * It will check if the maximum number of connected clients are already reached. If yes it will send a
 | 
			
		||||
     * LobbyDenyMessage to the given hostedConnection parameter and close it, otherwise it will send a
 | 
			
		||||
     * LobbyAcceptMessage to the given hostedConnection parameter. In Addition, if the number of connected clients is
 | 
			
		||||
     * equal to 1 it will set the host of the game to the id of the given hostedConnection parameter.
 | 
			
		||||
     *
 | 
			
		||||
     * @param server           as the server which is contains all connections as a Server object.
 | 
			
		||||
     * @param hostedConnection as the connection which is added to the server as a HostedConnection object.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void connectionAdded(Server server, HostedConnection hostedConnection) {
 | 
			
		||||
        System.out.println("new connection " + hostedConnection); //NON-NLS
 | 
			
		||||
        LOGGER.log(Level.DEBUG, "new connection {0}", hostedConnection); //NON-NLS
 | 
			
		||||
 | 
			
		||||
        if (this.myServer.getConnections().size() > Resources.MAX_PLAYERS) {
 | 
			
		||||
            this.logic.getServerSender().send(hostedConnection.getId(), new LobbyDenyMessage());
 | 
			
		||||
            hostedConnection.close("");
 | 
			
		||||
        } else {
 | 
			
		||||
            if (hostedConnection.getAddress().contains("127.0.0.1") && this.logic.getGame().getHost() == -1) {
 | 
			
		||||
                this.logic.getGame().setHost(hostedConnection.getId());
 | 
			
		||||
                this.logic.getServerSender().send(hostedConnection.getId(), new LobbyAcceptMessage(hostedConnection.getId()));
 | 
			
		||||
            } else {
 | 
			
		||||
                this.logic.getServerSender().send(hostedConnection.getId(), new LobbyAcceptMessage());
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    public void connectionRemoved(Server server, HostedConnection hostedConnection) {
 | 
			
		||||
        LOGGER.log(Level.INFO, "connection closed: {0}", hostedConnection); //NON-NLS
 | 
			
		||||
        final Player player = logic.getGame().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);
 | 
			
		||||
            this.handleDisconnect(hostedConnection.getId());
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * This method will be used to handle unintentional disconnections from players.
 | 
			
		||||
     *
 | 
			
		||||
     * @param id as the id of the disconnected player.
 | 
			
		||||
     */
 | 
			
		||||
    public void handleDisconnect(int id) {
 | 
			
		||||
        this.logic.received(new DisconnectedMessage(), id);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Stops the server thread gracefully.
 | 
			
		||||
     */
 | 
			
		||||
    public void exit() {
 | 
			
		||||
        LOGGER.log(Level.INFO, "Requesting server shutdown"); //NON-NLS
 | 
			
		||||
        running = false;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Send the specified message to the specified connection.
 | 
			
		||||
     *
 | 
			
		||||
     * @param id      the connection id
 | 
			
		||||
     * @param message the message
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    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) {
 | 
			
		||||
            System.out.println("server sends to: " + id + " " + message.getClass().getName());
 | 
			
		||||
            connection.send(message);
 | 
			
		||||
        } else LOGGER.log(Level.ERROR, "there is no connection with id={0}", id); //NON-NLS
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * This method will be used to send the given message parameter to all connected players which are saved inside the
 | 
			
		||||
     * players attribute of Game class.
 | 
			
		||||
     *
 | 
			
		||||
     * @param message as the message which will be sent to all players as a ServerMessage.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void broadcast(ServerMessage message) {
 | 
			
		||||
        for (Map.Entry<Integer, Player> entry : this.logic.getGame().getPlayers().entrySet()) {
 | 
			
		||||
            this.send(entry.getKey(), message);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * This method will be used to diconenect the client depending on the given id parameter.
 | 
			
		||||
     *
 | 
			
		||||
     * @param id as the connection id of the client as an Integer.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void disconnectClient(int id) {
 | 
			
		||||
        if (myServer.getConnection(id) != null) {
 | 
			
		||||
            this.myServer.getConnection(id).close("");
 | 
			
		||||
        } else {
 | 
			
		||||
            LOGGER.log(Level.ERROR, "no connection with id={0}", id); //NON-NLS
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * This method will be used to shut down the server.
 | 
			
		||||
     * It will iterate threw all connections of myServer attribute and check if they are equal to null. If not they will
 | 
			
		||||
     * be closed. After that the myServer attribute will be closed and this program will be exited with the exit code 0.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void shutdown() {
 | 
			
		||||
        this.exit();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gracefully shutdown server resources like connections and sockets.
 | 
			
		||||
     */
 | 
			
		||||
    private void shutdownServerResources() {
 | 
			
		||||
        LOGGER.log(Level.INFO, "Shutting down server resources"); //NON-NLS
 | 
			
		||||
        if (myServer != null && myServer.isRunning()) {
 | 
			
		||||
            for (HostedConnection client : myServer.getConnections()) {
 | 
			
		||||
                if (client != null) client.close("Server shutting down.");
 | 
			
		||||
            }
 | 
			
		||||
            myServer.close();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * This method will be used to unlock the Serializer registry.
 | 
			
		||||
     */
 | 
			
		||||
    private static void unlockSerializers() {
 | 
			
		||||
        try {
 | 
			
		||||
            Field lockField = Serializer.class.getDeclaredField("locked");
 | 
			
		||||
            lockField.setAccessible(true);
 | 
			
		||||
            lockField.setBoolean(null, false); // Unlock the Serializer registry
 | 
			
		||||
        } catch (NoSuchFieldException | IllegalAccessException e) {
 | 
			
		||||
            System.err.println("Failed to unlock the Serializer registry: " + e.getMessage());
 | 
			
		||||
            e.printStackTrace();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,19 @@
 | 
			
		||||
package pp.mdga.client.server;
 | 
			
		||||
 | 
			
		||||
import pp.mdga.message.client.ClientInterpreter;
 | 
			
		||||
import pp.mdga.message.client.ClientMessage;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents a message received from the server.
 | 
			
		||||
 */
 | 
			
		||||
public record ReceivedMessage(ClientMessage msg, int from) {
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Processes the received message using the specified client interpreter.
 | 
			
		||||
     *
 | 
			
		||||
     * @param interpreter the client interpreter to use for processing the message
 | 
			
		||||
     */
 | 
			
		||||
    void process(ClientInterpreter interpreter) {
 | 
			
		||||
        msg.accept(interpreter, from);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,52 @@
 | 
			
		||||
package pp.mdga.client.server;
 | 
			
		||||
 | 
			
		||||
import com.jme3.network.serializing.Serializer;
 | 
			
		||||
 | 
			
		||||
import java.io.IOException;
 | 
			
		||||
import java.nio.ByteBuffer;
 | 
			
		||||
import java.util.UUID;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Serializer for UUID objects to be used with jME3 networking.
 | 
			
		||||
 */
 | 
			
		||||
public class UUIDSerializer extends Serializer {
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Reads a UUID object from the given ByteBuffer.
 | 
			
		||||
     *
 | 
			
		||||
     * @param data the ByteBuffer containing the serialized UUID
 | 
			
		||||
     * @param c the class type of the object to be read
 | 
			
		||||
     * @param <T> the type of the object to be read
 | 
			
		||||
     * @return the deserialized UUID object, or null if the UUID is a placeholder
 | 
			
		||||
     * @throws IOException if an I/O error occurs
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public <T> T readObject(ByteBuffer data, Class<T> c) throws IOException {
 | 
			
		||||
        byte[] uuid = new byte[36];
 | 
			
		||||
        data.get(uuid);
 | 
			
		||||
 | 
			
		||||
        if (uuid.equals(new UUID(1, 1))) {
 | 
			
		||||
            return null;
 | 
			
		||||
        } else {
 | 
			
		||||
            return (T) UUID.fromString(new String(uuid));
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Writes a UUID object to the given ByteBuffer.
 | 
			
		||||
     *
 | 
			
		||||
     * @param buffer the ByteBuffer to write the serialized UUID to
 | 
			
		||||
     * @param object the UUID object to be serialized
 | 
			
		||||
     * @throws IOException if an I/O error occurs
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void writeObject(ByteBuffer buffer, Object object) throws IOException {
 | 
			
		||||
        UUID uuid = (UUID) object;
 | 
			
		||||
 | 
			
		||||
        if (uuid != null) {
 | 
			
		||||
            buffer.put(uuid.toString().getBytes());
 | 
			
		||||
        } else {
 | 
			
		||||
            buffer.put(new UUID(1, 1).toString().getBytes());
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,294 @@
 | 
			
		||||
package pp.mdga.client.view;
 | 
			
		||||
 | 
			
		||||
import com.jme3.asset.TextureKey;
 | 
			
		||||
import com.jme3.light.AmbientLight;
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.material.RenderState;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.scene.Geometry;
 | 
			
		||||
import com.jme3.scene.shape.Quad;
 | 
			
		||||
import com.jme3.texture.Texture;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.client.MdgaState;
 | 
			
		||||
import pp.mdga.client.acoustic.MdgaSound;
 | 
			
		||||
import pp.mdga.client.button.ButtonLeft;
 | 
			
		||||
import pp.mdga.client.button.ButtonRight;
 | 
			
		||||
import pp.mdga.client.button.CeremonyButton;
 | 
			
		||||
import pp.mdga.client.dialog.CeremonyDialog;
 | 
			
		||||
import pp.mdga.game.Color;
 | 
			
		||||
 | 
			
		||||
import java.util.ArrayList;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * CeremonyView class handles the display and interaction of the ceremony view in the application.
 | 
			
		||||
 */
 | 
			
		||||
public class CeremonyView extends MdgaView {
 | 
			
		||||
    /**
 | 
			
		||||
     * Enum representing the sub-states of the CeremonyView.
 | 
			
		||||
     */
 | 
			
		||||
    private enum SubState {
 | 
			
		||||
        AWARD_CEREMONY,
 | 
			
		||||
        STATISTICS,
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private SubState state;
 | 
			
		||||
 | 
			
		||||
    private Geometry background;
 | 
			
		||||
    private Geometry podest;
 | 
			
		||||
 | 
			
		||||
    private ButtonLeft backButton;
 | 
			
		||||
    private ButtonRight continueButton;
 | 
			
		||||
 | 
			
		||||
    private ArrayList<CeremonyButton> ceremonyButtons;
 | 
			
		||||
 | 
			
		||||
    private CeremonyDialog ceremonyDialog;
 | 
			
		||||
 | 
			
		||||
    private AmbientLight ambient = new AmbientLight();
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructor for CeremonyView.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app The application instance.
 | 
			
		||||
     */
 | 
			
		||||
    public CeremonyView(MdgaApp app) {
 | 
			
		||||
        super(app);
 | 
			
		||||
 | 
			
		||||
        backButton = new ButtonLeft(app, guiNode, this::back, "Zurück", 1);
 | 
			
		||||
        continueButton = new ButtonRight(app, guiNode, this::forward, "Weiter", 1);
 | 
			
		||||
 | 
			
		||||
        ceremonyButtons = new ArrayList<>(4);
 | 
			
		||||
 | 
			
		||||
        ceremonyDialog = new CeremonyDialog(app, guiNode);
 | 
			
		||||
 | 
			
		||||
        ambient.setColor(new ColorRGBA(0.3f, 0.3f, 0.3f, 1));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Method called when entering the CeremonyView.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void onEnter() {
 | 
			
		||||
        rootNode.addLight(ambient);
 | 
			
		||||
 | 
			
		||||
        app.getAcousticHandler().playSound(MdgaSound.VICTORY);
 | 
			
		||||
 | 
			
		||||
        float screenWidth = app.getCamera().getWidth();
 | 
			
		||||
        float screenHeight = app.getCamera().getHeight();
 | 
			
		||||
        float aspectRatio = screenWidth / screenHeight;
 | 
			
		||||
 | 
			
		||||
        float scale = 3.5f;
 | 
			
		||||
 | 
			
		||||
        float distanceFromCamera = 5f;
 | 
			
		||||
        float verticalSize = (float) (2 * Math.tan(Math.toRadians(app.getCamera().getFov() / 2)) * distanceFromCamera * scale);
 | 
			
		||||
        float horizontalSize = verticalSize * aspectRatio;
 | 
			
		||||
 | 
			
		||||
        Quad backgroundQuad = new Quad(horizontalSize, verticalSize);
 | 
			
		||||
        background = new Geometry("LobbyBackground", backgroundQuad);
 | 
			
		||||
 | 
			
		||||
        TextureKey backgroundKey = new TextureKey("Images/lobby.png", true);
 | 
			
		||||
        Texture backgroundTexture = app.getAssetManager().loadTexture(backgroundKey);
 | 
			
		||||
        Material backgroundMaterial = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
 | 
			
		||||
        backgroundMaterial.setTexture("ColorMap", backgroundTexture);
 | 
			
		||||
        background.setMaterial(backgroundMaterial);
 | 
			
		||||
        background.setLocalTranslation(-horizontalSize / 2, -verticalSize / 2, -distanceFromCamera);
 | 
			
		||||
        rootNode.attachChild(background);
 | 
			
		||||
 | 
			
		||||
        verticalSize *= 0.99f;
 | 
			
		||||
 | 
			
		||||
        Quad overlayQuad = new Quad(horizontalSize, verticalSize * 0.8f);
 | 
			
		||||
        podest = new Geometry("TransparentOverlay", overlayQuad);
 | 
			
		||||
 | 
			
		||||
        TextureKey overlayKey = new TextureKey("Images/Ceremony.png", true);
 | 
			
		||||
        Texture overlayTexture = app.getAssetManager().loadTexture(overlayKey);
 | 
			
		||||
        Material overlayMaterial = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
 | 
			
		||||
        overlayMaterial.setTexture("ColorMap", overlayTexture);
 | 
			
		||||
 | 
			
		||||
        overlayMaterial.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Alpha);
 | 
			
		||||
        podest.setMaterial(overlayMaterial);
 | 
			
		||||
 | 
			
		||||
        float overlayDistance = distanceFromCamera - 0.1f;
 | 
			
		||||
        podest.setLocalTranslation(-horizontalSize / 2, -verticalSize * 0.415f, -overlayDistance);
 | 
			
		||||
 | 
			
		||||
        enterSub(SubState.AWARD_CEREMONY);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Method called when leaving the CeremonyView.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void onLeave() {
 | 
			
		||||
        backButton.hide();
 | 
			
		||||
        continueButton.hide();
 | 
			
		||||
 | 
			
		||||
        if (null != background) {
 | 
			
		||||
            guiNode.detachChild(background);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        ceremonyButtons.clear();
 | 
			
		||||
 | 
			
		||||
        rootNode.removeLight(ambient);
 | 
			
		||||
 | 
			
		||||
        ceremonyDialog.prepare();
 | 
			
		||||
 | 
			
		||||
        rootNode.detachChild(background);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Method called when entering an overlay.
 | 
			
		||||
     *
 | 
			
		||||
     * @param overlay The overlay being entered.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void onEnterOverlay(Overlay overlay) {
 | 
			
		||||
        if (rootNode.hasChild(podest)) {
 | 
			
		||||
            rootNode.detachChild(podest);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Method called when leaving an overlay.
 | 
			
		||||
     *
 | 
			
		||||
     * @param overlay The overlay being left.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void onLeaveOverlay(Overlay overlay) {
 | 
			
		||||
        enterSub(state);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Method called to update the CeremonyView.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf Time per frame.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void onUpdate(float tpf) {
 | 
			
		||||
        for (CeremonyButton c : ceremonyButtons) {
 | 
			
		||||
            c.update(tpf);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the award ceremony sub-state.
 | 
			
		||||
     */
 | 
			
		||||
    private void awardCeremony() {
 | 
			
		||||
        continueButton.show();
 | 
			
		||||
 | 
			
		||||
        rootNode.attachChild(podest);
 | 
			
		||||
 | 
			
		||||
        for (CeremonyButton c : ceremonyButtons) {
 | 
			
		||||
            c.show();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the statistics sub-state.
 | 
			
		||||
     */
 | 
			
		||||
    private void statistics() {
 | 
			
		||||
        //background = createBackground("Images/b2.png");
 | 
			
		||||
        //guiNode.attachChild(background);
 | 
			
		||||
 | 
			
		||||
        backButton.show();
 | 
			
		||||
        continueButton.show();
 | 
			
		||||
        ceremonyDialog.show();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Enters a sub-state of the CeremonyView.
 | 
			
		||||
     *
 | 
			
		||||
     * @param state The sub-state to enter.
 | 
			
		||||
     */
 | 
			
		||||
    private void enterSub(SubState state) {
 | 
			
		||||
        this.state = state;
 | 
			
		||||
 | 
			
		||||
        if (rootNode.hasChild(podest)) {
 | 
			
		||||
            rootNode.detachChild(podest);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        backButton.hide();
 | 
			
		||||
        continueButton.hide();
 | 
			
		||||
        for (CeremonyButton c : ceremonyButtons) {
 | 
			
		||||
            c.hide();
 | 
			
		||||
        }
 | 
			
		||||
        ceremonyDialog.hide();
 | 
			
		||||
 | 
			
		||||
        switch (state) {
 | 
			
		||||
            case AWARD_CEREMONY:
 | 
			
		||||
                awardCeremony();
 | 
			
		||||
                break;
 | 
			
		||||
            case STATISTICS:
 | 
			
		||||
                statistics();
 | 
			
		||||
                break;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the forward button action.
 | 
			
		||||
     */
 | 
			
		||||
    public void forward() {
 | 
			
		||||
        switch (state) {
 | 
			
		||||
            case AWARD_CEREMONY:
 | 
			
		||||
                enterSub(SubState.STATISTICS);
 | 
			
		||||
                break;
 | 
			
		||||
            case STATISTICS:
 | 
			
		||||
                app.getModelSynchronize().next();
 | 
			
		||||
                break;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the back button action.
 | 
			
		||||
     */
 | 
			
		||||
    private void back() {
 | 
			
		||||
        switch (state) {
 | 
			
		||||
            case AWARD_CEREMONY:
 | 
			
		||||
                //nothing
 | 
			
		||||
                break;
 | 
			
		||||
            case STATISTICS:
 | 
			
		||||
                enterSub(SubState.AWARD_CEREMONY);
 | 
			
		||||
                break;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Adds a participant to the ceremony.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color The color of the participant.
 | 
			
		||||
     * @param pos The position of the participant.
 | 
			
		||||
     * @param name The name of the participant.
 | 
			
		||||
     */
 | 
			
		||||
    public void addCeremonyParticipant(Color color, int pos, String name) {
 | 
			
		||||
        CeremonyButton button = new CeremonyButton(app, guiNode, rootNode, color, CeremonyButton.Pos.values()[pos - 1], name);
 | 
			
		||||
 | 
			
		||||
        ceremonyButtons.add(button);
 | 
			
		||||
 | 
			
		||||
        if (state != null && state.equals(SubState.AWARD_CEREMONY)) {
 | 
			
		||||
            button.hide();
 | 
			
		||||
            button.show();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Adds a row of statistics.
 | 
			
		||||
     *
 | 
			
		||||
     * @param name The name of the row.
 | 
			
		||||
     * @param v1 Value 1.
 | 
			
		||||
     * @param v2 Value 2.
 | 
			
		||||
     * @param v3 Value 3.
 | 
			
		||||
     * @param v4 Value 4.
 | 
			
		||||
     * @param v5 Value 5.
 | 
			
		||||
     * @param v6 Value 6.
 | 
			
		||||
     */
 | 
			
		||||
    public void addStatisticsRow(String name, int v1, int v2, int v3, int v4, int v5, int v6) {
 | 
			
		||||
        ceremonyDialog.addStatisticsRow(name, v1, v2, v3, v4, v5, v6);
 | 
			
		||||
 | 
			
		||||
        ceremonyDialog.hide();
 | 
			
		||||
        ceremonyDialog.show();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Cleans up after the game.
 | 
			
		||||
     */
 | 
			
		||||
    public void afterGameCleanup() {
 | 
			
		||||
        ceremonyDialog.prepare();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,239 @@
 | 
			
		||||
package pp.mdga.client.view;
 | 
			
		||||
 | 
			
		||||
import com.jme3.post.FilterPostProcessor;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.client.acoustic.MdgaSound;
 | 
			
		||||
import pp.mdga.client.board.BoardHandler;
 | 
			
		||||
import pp.mdga.client.board.CameraHandler;
 | 
			
		||||
import pp.mdga.client.button.ButtonLeft;
 | 
			
		||||
import pp.mdga.client.button.ButtonRight;
 | 
			
		||||
import pp.mdga.client.dialog.InterruptDialog;
 | 
			
		||||
import pp.mdga.client.gui.GuiHandler;
 | 
			
		||||
import pp.mdga.game.Color;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents the view for the game.
 | 
			
		||||
 */
 | 
			
		||||
public class GameView extends MdgaView {
 | 
			
		||||
    private BoardHandler boardHandler;
 | 
			
		||||
    private CameraHandler camera;
 | 
			
		||||
    private GuiHandler guiHandler;
 | 
			
		||||
 | 
			
		||||
    private ButtonLeft leaveButton;
 | 
			
		||||
    public ButtonRight confirmButton;
 | 
			
		||||
 | 
			
		||||
    private ButtonRight noPowerButton;
 | 
			
		||||
 | 
			
		||||
    private Color ownColor = null;
 | 
			
		||||
 | 
			
		||||
    private InterruptDialog interruptDialog;
 | 
			
		||||
 | 
			
		||||
    private FilterPostProcessor fpp;
 | 
			
		||||
 | 
			
		||||
    public boolean needConfirm = false;
 | 
			
		||||
    public boolean needNoPower = false;
 | 
			
		||||
 | 
			
		||||
    private Node guiHandlerNode = new Node();
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new GameView.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app the application instance
 | 
			
		||||
     */
 | 
			
		||||
    public GameView(MdgaApp app) {
 | 
			
		||||
        super(app);
 | 
			
		||||
 | 
			
		||||
        leaveButton = new ButtonLeft(app, settingsNode, () -> app.getModelSynchronize().leave(), "Spiel verlassen", 1);
 | 
			
		||||
 | 
			
		||||
        confirmButton = new ButtonRight(app, guiNode, () -> app.getModelSynchronize().confirm(), "Bestätigen", 1);
 | 
			
		||||
 | 
			
		||||
        noPowerButton = new ButtonRight(app, guiNode, () -> app.getModelSynchronize().confirm(), "Verzichten", 1);
 | 
			
		||||
 | 
			
		||||
        interruptDialog = new InterruptDialog(app, guiNode);
 | 
			
		||||
 | 
			
		||||
        fpp = new FilterPostProcessor(app.getAssetManager());
 | 
			
		||||
        this.camera = new CameraHandler(app, fpp);
 | 
			
		||||
        this.boardHandler = new BoardHandler(app, rootNode, fpp);
 | 
			
		||||
 | 
			
		||||
        guiHandler = new GuiHandler(app, guiHandlerNode);
 | 
			
		||||
 | 
			
		||||
        guiNode.attachChild(guiHandlerNode);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when entering the view.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void onEnter() {
 | 
			
		||||
        camera.init(ownColor);
 | 
			
		||||
        boardHandler.init();
 | 
			
		||||
        guiHandler.init(ownColor);
 | 
			
		||||
 | 
			
		||||
        app.getViewPort().addProcessor(fpp);
 | 
			
		||||
 | 
			
		||||
        app.getAcousticHandler().playSound(MdgaSound.START);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when leaving the view.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void onLeave() {
 | 
			
		||||
        boardHandler.shutdown();
 | 
			
		||||
        guiHandler.shutdown();
 | 
			
		||||
        camera.shutdown();
 | 
			
		||||
 | 
			
		||||
        confirmButton.hide();
 | 
			
		||||
        noPowerButton.hide();
 | 
			
		||||
 | 
			
		||||
        app.getViewPort().removeProcessor(fpp);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called to update the view.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf time per frame
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void onUpdate(float tpf) {
 | 
			
		||||
        camera.update(app.getInputSynchronize().getScroll(), app.getInputSynchronize().getRotation());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when entering an overlay.
 | 
			
		||||
     *
 | 
			
		||||
     * @param overlay the overlay being entered
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void onEnterOverlay(Overlay overlay) {
 | 
			
		||||
        if (overlay == Overlay.SETTINGS) {
 | 
			
		||||
            leaveButton.show();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when leaving an overlay.
 | 
			
		||||
     *
 | 
			
		||||
     * @param overlay the overlay being left
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void onLeaveOverlay(Overlay overlay) {
 | 
			
		||||
        if (overlay == Overlay.SETTINGS) {
 | 
			
		||||
            leaveButton.hide();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Leaves the game.
 | 
			
		||||
     */
 | 
			
		||||
    private void leaveGame() {
 | 
			
		||||
        app.getModelSynchronize().leave();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the board handler.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the board handler
 | 
			
		||||
     */
 | 
			
		||||
    public BoardHandler getBoardHandler() {
 | 
			
		||||
        return boardHandler;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the GUI handler.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the GUI handler
 | 
			
		||||
     */
 | 
			
		||||
    public GuiHandler getGuiHandler() {
 | 
			
		||||
        return guiHandler;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the player's color.
 | 
			
		||||
     *
 | 
			
		||||
     * @param ownColor the player's color
 | 
			
		||||
     */
 | 
			
		||||
    public void setOwnColor(Color ownColor) {
 | 
			
		||||
        this.ownColor = ownColor;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the player's color.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the player's color
 | 
			
		||||
     */
 | 
			
		||||
    public Color getOwnColor() {
 | 
			
		||||
        return ownColor;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Shows the confirm button and hides the no power button.
 | 
			
		||||
     */
 | 
			
		||||
    public void needConfirm() {
 | 
			
		||||
        noPowerButton.hide();
 | 
			
		||||
        confirmButton.show();
 | 
			
		||||
 | 
			
		||||
        needConfirm = true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Hides the confirm button.
 | 
			
		||||
     */
 | 
			
		||||
    public void noConfirm() {
 | 
			
		||||
        confirmButton.hide();
 | 
			
		||||
 | 
			
		||||
        needConfirm = false;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Shows the no power button and hides the confirm button.
 | 
			
		||||
     */
 | 
			
		||||
    public void showNoPower() {
 | 
			
		||||
        confirmButton.hide();
 | 
			
		||||
        noPowerButton.show();
 | 
			
		||||
 | 
			
		||||
        needNoPower = true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Hides the no power button.
 | 
			
		||||
     */
 | 
			
		||||
    public void hideNoPower() {
 | 
			
		||||
        noPowerButton.hide();
 | 
			
		||||
        needNoPower = false;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Enters the interrupt state with the specified color.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color the color to set
 | 
			
		||||
     */
 | 
			
		||||
    public void enterInterrupt(Color color) {
 | 
			
		||||
        enterOverlay(Overlay.INTERRUPT);
 | 
			
		||||
 | 
			
		||||
        guiNode.detachChild(guiHandlerNode);
 | 
			
		||||
        app.getGuiNode().attachChild(guiNode);
 | 
			
		||||
 | 
			
		||||
        app.getInputSynchronize().setClickAllowed(false);
 | 
			
		||||
 | 
			
		||||
        interruptDialog.setColor(color);
 | 
			
		||||
        interruptDialog.show();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Leaves the interrupt state.
 | 
			
		||||
     */
 | 
			
		||||
    public void leaveInterrupt() {
 | 
			
		||||
        leaveOverlay(Overlay.INTERRUPT);
 | 
			
		||||
 | 
			
		||||
        app.getGuiNode().detachChild(guiNode);
 | 
			
		||||
        guiNode.attachChild(guiHandlerNode);
 | 
			
		||||
 | 
			
		||||
        app.getInputSynchronize().setClickAllowed(true);
 | 
			
		||||
 | 
			
		||||
        app.getAcousticHandler().playSound(MdgaSound.START);
 | 
			
		||||
 | 
			
		||||
        interruptDialog.hide();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,304 @@
 | 
			
		||||
package pp.mdga.client.view;
 | 
			
		||||
 | 
			
		||||
import com.jme3.asset.TextureKey;
 | 
			
		||||
import com.jme3.light.AmbientLight;
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.scene.Geometry;
 | 
			
		||||
import com.jme3.scene.shape.Quad;
 | 
			
		||||
import com.jme3.texture.Texture;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.client.acoustic.MdgaSound;
 | 
			
		||||
import pp.mdga.client.button.ButtonLeft;
 | 
			
		||||
import pp.mdga.client.button.ButtonRight;
 | 
			
		||||
import pp.mdga.client.button.LobbyButton;
 | 
			
		||||
import pp.mdga.game.Color;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents the lobby view in the game.
 | 
			
		||||
 */
 | 
			
		||||
public class LobbyView extends MdgaView {
 | 
			
		||||
    private Geometry background;
 | 
			
		||||
 | 
			
		||||
    private ButtonLeft leaveButton;
 | 
			
		||||
    private ButtonRight readyButton;
 | 
			
		||||
    private ButtonRight startButton;
 | 
			
		||||
 | 
			
		||||
    private LobbyButton cyberButton;
 | 
			
		||||
    private LobbyButton airforceButton;
 | 
			
		||||
    private LobbyButton armyButton;
 | 
			
		||||
    private LobbyButton navyButton;
 | 
			
		||||
 | 
			
		||||
    private AmbientLight ambient = new AmbientLight();
 | 
			
		||||
 | 
			
		||||
    private boolean isReady = false;
 | 
			
		||||
 | 
			
		||||
    private Color own = null;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new LobbyView.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app the application instance
 | 
			
		||||
     */
 | 
			
		||||
    public LobbyView(MdgaApp app) {
 | 
			
		||||
        super(app);
 | 
			
		||||
 | 
			
		||||
        leaveButton = new ButtonLeft(app, guiNode, this::leaveLobby, "Verlassen", 1);
 | 
			
		||||
        readyButton = new ButtonRight(app, guiNode, this::ready, "Bereit", 1);
 | 
			
		||||
        startButton = new ButtonRight(app, guiNode, () -> app.getGameLogic().selectStart(), "Starten", 7);
 | 
			
		||||
 | 
			
		||||
        cyberButton = new LobbyButton(app, guiNode, rootNode, () -> toggleTsk(Color.CYBER), Color.CYBER);
 | 
			
		||||
        airforceButton = new LobbyButton(app, guiNode, rootNode, () -> toggleTsk(Color.AIRFORCE), Color.AIRFORCE);
 | 
			
		||||
        armyButton = new LobbyButton(app, guiNode, rootNode, () -> toggleTsk(Color.ARMY), Color.ARMY);
 | 
			
		||||
        navyButton = new LobbyButton(app, guiNode, rootNode, () -> toggleTsk(Color.NAVY), Color.NAVY);
 | 
			
		||||
 | 
			
		||||
        ambient.setColor(new ColorRGBA(0.3f, 0.3f, 0.3f, 1));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when entering the lobby view.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void onEnter() {
 | 
			
		||||
        app.getCamera().setParallelProjection(true);
 | 
			
		||||
        float aspect = (float) app.getCamera().getWidth() / app.getCamera().getHeight();
 | 
			
		||||
        float size = 1.65f;
 | 
			
		||||
        app.getCamera().setFrustum(-1000, 1000, -aspect * size, aspect * size, size, -size);
 | 
			
		||||
 | 
			
		||||
        leaveButton.show();
 | 
			
		||||
        readyButton.show();
 | 
			
		||||
 | 
			
		||||
        if (app.getGameLogic().isHost()) {
 | 
			
		||||
            startButton.show();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        cyberButton.show();
 | 
			
		||||
        airforceButton.show();
 | 
			
		||||
        armyButton.show();
 | 
			
		||||
        navyButton.show();
 | 
			
		||||
 | 
			
		||||
        rootNode.addLight(ambient);
 | 
			
		||||
 | 
			
		||||
        float screenWidth = app.getCamera().getWidth();
 | 
			
		||||
        float screenHeight = app.getCamera().getHeight();
 | 
			
		||||
 | 
			
		||||
        float aspectRatio = screenWidth / screenHeight;
 | 
			
		||||
        float scale = 3.5f;
 | 
			
		||||
 | 
			
		||||
        float quadWidth = scale * aspectRatio;
 | 
			
		||||
        float quadHeight = scale;
 | 
			
		||||
 | 
			
		||||
        Quad quad = new Quad(quadWidth, quadHeight);
 | 
			
		||||
        background = new Geometry("LobbyBackground", quad);
 | 
			
		||||
 | 
			
		||||
        TextureKey key = new TextureKey("Images/lobby.png", true);
 | 
			
		||||
        Texture texture = app.getAssetManager().loadTexture(key);
 | 
			
		||||
        Material material = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
 | 
			
		||||
        material.setTexture("ColorMap", texture);
 | 
			
		||||
        background.setMaterial(material);
 | 
			
		||||
 | 
			
		||||
        background.setLocalTranslation(-quadWidth / 2, -quadHeight / 2, -5);
 | 
			
		||||
 | 
			
		||||
        rootNode.attachChild(background);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when leaving the lobby view.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void onLeave() {
 | 
			
		||||
        leaveButton.hide();
 | 
			
		||||
        readyButton.hide();
 | 
			
		||||
        startButton.hide();
 | 
			
		||||
 | 
			
		||||
        airforceButton.hide();
 | 
			
		||||
        armyButton.hide();
 | 
			
		||||
        navyButton.hide();
 | 
			
		||||
        cyberButton.hide();
 | 
			
		||||
 | 
			
		||||
        rootNode.removeLight(ambient);
 | 
			
		||||
 | 
			
		||||
        app.getCamera().setParallelProjection(false);
 | 
			
		||||
 | 
			
		||||
        app.getCamera().setFrustumPerspective(
 | 
			
		||||
                45.0f,
 | 
			
		||||
                (float) app.getCamera().getWidth() / app.getCamera().getHeight(),
 | 
			
		||||
                0.1f,
 | 
			
		||||
                1000.0f
 | 
			
		||||
        );
 | 
			
		||||
 | 
			
		||||
        app.getCamera().setLocation(new Vector3f(0, 0, 10));
 | 
			
		||||
        app.getCamera().lookAt(Vector3f.ZERO, Vector3f.UNIT_Y);
 | 
			
		||||
 | 
			
		||||
        airforceButton.setReady(false);
 | 
			
		||||
        armyButton.setReady(false);
 | 
			
		||||
        navyButton.setReady(false);
 | 
			
		||||
        cyberButton.setReady(false);
 | 
			
		||||
 | 
			
		||||
        airforceButton.setTaken(LobbyButton.Taken.NOT, null);
 | 
			
		||||
        armyButton.setTaken(LobbyButton.Taken.NOT, null);
 | 
			
		||||
        navyButton.setTaken(LobbyButton.Taken.NOT, null);
 | 
			
		||||
        cyberButton.setTaken(LobbyButton.Taken.NOT, null);
 | 
			
		||||
 | 
			
		||||
        rootNode.detachChild(background);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called on each frame update.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf time per frame
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void onUpdate(float tpf) {
 | 
			
		||||
        airforceButton.update(tpf);
 | 
			
		||||
        armyButton.update(tpf);
 | 
			
		||||
        navyButton.update(tpf);
 | 
			
		||||
        cyberButton.update(tpf);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void onEnterOverlay(Overlay overlay) {
 | 
			
		||||
        // No implementation needed
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void onLeaveOverlay(Overlay overlay) {
 | 
			
		||||
        // No implementation needed
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the taken status of a color.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color the color
 | 
			
		||||
     * @param isTaken whether the color is taken
 | 
			
		||||
     * @param isSelf whether the color is taken by the player
 | 
			
		||||
     * @param name the name of the player who took the color
 | 
			
		||||
     */
 | 
			
		||||
    public void setTaken(Color color, boolean isTaken, boolean isSelf, String name) {
 | 
			
		||||
        LobbyButton.Taken taken;
 | 
			
		||||
 | 
			
		||||
        if (isTaken) {
 | 
			
		||||
            if (isSelf) {
 | 
			
		||||
                own = color;
 | 
			
		||||
                taken = LobbyButton.Taken.SELF;
 | 
			
		||||
            } else {
 | 
			
		||||
                taken = LobbyButton.Taken.OTHER;
 | 
			
		||||
            }
 | 
			
		||||
        } else {
 | 
			
		||||
            if (isSelf) {
 | 
			
		||||
                own = null;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            taken = LobbyButton.Taken.NOT;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        switch (color) {
 | 
			
		||||
            case CYBER:
 | 
			
		||||
                cyberButton.setTaken(taken, name);
 | 
			
		||||
                break;
 | 
			
		||||
            case AIRFORCE:
 | 
			
		||||
                airforceButton.setTaken(taken, name);
 | 
			
		||||
                break;
 | 
			
		||||
            case ARMY:
 | 
			
		||||
                armyButton.setTaken(taken, name);
 | 
			
		||||
                break;
 | 
			
		||||
            case NAVY:
 | 
			
		||||
                navyButton.setTaken(taken, name);
 | 
			
		||||
                break;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the ready status of a color.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color the color
 | 
			
		||||
     * @param isReady whether the color is ready
 | 
			
		||||
     */
 | 
			
		||||
    public void setReady(Color color, boolean isReady) {
 | 
			
		||||
        LobbyButton button = switch (color) {
 | 
			
		||||
            case CYBER -> cyberButton;
 | 
			
		||||
            case AIRFORCE -> airforceButton;
 | 
			
		||||
            case ARMY -> armyButton;
 | 
			
		||||
            case NAVY -> navyButton;
 | 
			
		||||
            default -> throw new RuntimeException("None is not valid");
 | 
			
		||||
        };
 | 
			
		||||
 | 
			
		||||
        button.setReady(isReady);
 | 
			
		||||
 | 
			
		||||
        if (button.getTaken() == LobbyButton.Taken.SELF) {
 | 
			
		||||
            this.isReady = isReady;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (!isReady) {
 | 
			
		||||
            app.getAcousticHandler().playSound(MdgaSound.NOT_READY);
 | 
			
		||||
        } else {
 | 
			
		||||
            if (button.getTaken() != LobbyButton.Taken.SELF) {
 | 
			
		||||
                app.getAcousticHandler().playSound(MdgaSound.OTHER_READY);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Toggles the task selection for a color.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color the color
 | 
			
		||||
     */
 | 
			
		||||
    private void toggleTsk(Color color) {
 | 
			
		||||
        LobbyButton.Taken taken = LobbyButton.Taken.NOT;
 | 
			
		||||
 | 
			
		||||
        switch (color) {
 | 
			
		||||
            case CYBER:
 | 
			
		||||
                taken = cyberButton.getTaken();
 | 
			
		||||
                break;
 | 
			
		||||
            case AIRFORCE:
 | 
			
		||||
                taken = airforceButton.getTaken();
 | 
			
		||||
                break;
 | 
			
		||||
            case ARMY:
 | 
			
		||||
                taken = armyButton.getTaken();
 | 
			
		||||
                break;
 | 
			
		||||
            case NAVY:
 | 
			
		||||
                taken = navyButton.getTaken();
 | 
			
		||||
                break;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (isReady) {
 | 
			
		||||
            setReady(own, false);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        switch (taken) {
 | 
			
		||||
            case NOT:
 | 
			
		||||
                app.getModelSynchronize().selectTsk(color);
 | 
			
		||||
                break;
 | 
			
		||||
            case SELF:
 | 
			
		||||
                app.getModelSynchronize().unselectTsk(color);
 | 
			
		||||
                break;
 | 
			
		||||
            case OTHER:
 | 
			
		||||
                //nothing
 | 
			
		||||
                break;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the player as ready.
 | 
			
		||||
     */
 | 
			
		||||
    public void ready() {
 | 
			
		||||
        if (own == null) {
 | 
			
		||||
            app.getAcousticHandler().playSound(MdgaSound.WRONG_INPUT);
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (!isReady) {
 | 
			
		||||
            app.getAcousticHandler().playSound(MdgaSound.SELF_READY);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        app.getModelSynchronize().setReady(!isReady);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Leaves the lobby.
 | 
			
		||||
     */
 | 
			
		||||
    private void leaveLobby() {
 | 
			
		||||
        app.getModelSynchronize().leave();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,314 @@
 | 
			
		||||
package pp.mdga.client.view;
 | 
			
		||||
 | 
			
		||||
import com.jme3.scene.Geometry;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.client.acoustic.MdgaSound;
 | 
			
		||||
import pp.mdga.client.dialog.HostDialog;
 | 
			
		||||
import pp.mdga.client.dialog.JoinDialog;
 | 
			
		||||
import pp.mdga.client.dialog.StartDialog;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * MainView class that extends MdgaView and manages the main view of the application.
 | 
			
		||||
 */
 | 
			
		||||
public class MainView extends MdgaView {
 | 
			
		||||
    /**
 | 
			
		||||
     * Enum representing the different sub-states of the MainView.
 | 
			
		||||
     */
 | 
			
		||||
    private enum SubState {
 | 
			
		||||
        HOST,
 | 
			
		||||
        JOIN,
 | 
			
		||||
        MAIN,
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private SubState state;
 | 
			
		||||
 | 
			
		||||
    private Geometry background;
 | 
			
		||||
 | 
			
		||||
    private StartDialog startDialog;
 | 
			
		||||
    private JoinDialog joinDialog;
 | 
			
		||||
    private HostDialog hostDialog;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructor for MainView.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app the MdgaApp instance
 | 
			
		||||
     */
 | 
			
		||||
    public MainView(MdgaApp app) {
 | 
			
		||||
        super(app);
 | 
			
		||||
 | 
			
		||||
        startDialog = new StartDialog(app, guiNode, this);
 | 
			
		||||
        joinDialog = new JoinDialog(app, guiNode, this);
 | 
			
		||||
        hostDialog = new HostDialog(app, guiNode, this);
 | 
			
		||||
 | 
			
		||||
        background = createBackground("Images/startmenu.png");
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when the view is entered.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void onEnter() {
 | 
			
		||||
        app.setup();
 | 
			
		||||
 | 
			
		||||
        guiNode.attachChild(background);
 | 
			
		||||
 | 
			
		||||
        enterSub(SubState.MAIN);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when the view is left.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void onLeave() {
 | 
			
		||||
        startDialog.hide();
 | 
			
		||||
        joinDialog.hide();
 | 
			
		||||
        hostDialog.hide();
 | 
			
		||||
 | 
			
		||||
        guiNode.detachChild(background);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called to update the view.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf time per frame
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void onUpdate(float tpf) {
 | 
			
		||||
        startDialog.update();
 | 
			
		||||
        joinDialog.update();
 | 
			
		||||
        hostDialog.update();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when an overlay is entered.
 | 
			
		||||
     *
 | 
			
		||||
     * @param overlay the overlay being entered
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void onEnterOverlay(Overlay overlay) {
 | 
			
		||||
        guiNode.detachChild(background);
 | 
			
		||||
        settingsNode.attachChild(background);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called when an overlay is left.
 | 
			
		||||
     *
 | 
			
		||||
     * @param overlay the overlay being left
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void onLeaveOverlay(Overlay overlay) {
 | 
			
		||||
        settingsNode.detachChild(background);
 | 
			
		||||
        guiNode.attachChild(background);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Shows the join menu.
 | 
			
		||||
     */
 | 
			
		||||
    private void joinMenu() {
 | 
			
		||||
        startDialog.hide();
 | 
			
		||||
        hostDialog.hide();
 | 
			
		||||
 | 
			
		||||
        joinDialog.show();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Shows the host menu.
 | 
			
		||||
     */
 | 
			
		||||
    private void hostMenu() {
 | 
			
		||||
        startDialog.hide();
 | 
			
		||||
        joinDialog.hide();
 | 
			
		||||
 | 
			
		||||
        hostDialog.show();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Shows the main menu.
 | 
			
		||||
     */
 | 
			
		||||
    private void mainMenu() {
 | 
			
		||||
        joinDialog.hide();
 | 
			
		||||
        hostDialog.hide();
 | 
			
		||||
 | 
			
		||||
        startDialog.show();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Attempts to host a game.
 | 
			
		||||
     */
 | 
			
		||||
    private void tryHost() {
 | 
			
		||||
        int port = 0;
 | 
			
		||||
        String text = hostDialog.getPort();
 | 
			
		||||
        app.getGameLogic().selectHost("");
 | 
			
		||||
 | 
			
		||||
        try {
 | 
			
		||||
            port = Integer.parseInt(text);
 | 
			
		||||
 | 
			
		||||
            if (port >= 1 && port <= 65535) {
 | 
			
		||||
                app.getModelSynchronize().setName(startDialog.getName());
 | 
			
		||||
                hostDialog.hostServer();
 | 
			
		||||
                try {
 | 
			
		||||
                    Thread.sleep(1000);
 | 
			
		||||
                } catch (InterruptedException ignored) {
 | 
			
		||||
                }
 | 
			
		||||
                hostDialog.connectServerAsClient();
 | 
			
		||||
                app.getModelSynchronize().setHost(port);
 | 
			
		||||
                //app.getAcousticHandler().playSound(MdgaSound.WRONG_INPUT);
 | 
			
		||||
                return;
 | 
			
		||||
            }
 | 
			
		||||
        } catch (NumberFormatException ignored) {
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        hostDialog.resetPort();
 | 
			
		||||
        app.getAcousticHandler().playSound(MdgaSound.WRONG_INPUT);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Attempts to join a game.
 | 
			
		||||
     */
 | 
			
		||||
    private void tryJoin() {
 | 
			
		||||
        int port = 0;
 | 
			
		||||
        String ip = joinDialog.getIpt();
 | 
			
		||||
        String portText = joinDialog.getPort();
 | 
			
		||||
        app.getGameLogic().selectJoin("");
 | 
			
		||||
 | 
			
		||||
        try {
 | 
			
		||||
            // Validate the port
 | 
			
		||||
            port = Integer.parseInt(portText);
 | 
			
		||||
            if (port < 1 || port > 65535) {
 | 
			
		||||
                throw new IllegalArgumentException("Invalid port");
 | 
			
		||||
            }
 | 
			
		||||
            joinDialog.setPortNumber(port);
 | 
			
		||||
            // Validate the IP address
 | 
			
		||||
            if (isValidIpAddress(ip)) {
 | 
			
		||||
                app.getModelSynchronize().setName(startDialog.getName());
 | 
			
		||||
                joinDialog.setHostname(ip);
 | 
			
		||||
                joinDialog.connectToServer();
 | 
			
		||||
                return;
 | 
			
		||||
            }
 | 
			
		||||
        } catch (IllegalArgumentException e) {
 | 
			
		||||
            // Invalid input, fall through to reset
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        joinDialog.resetPort();
 | 
			
		||||
        joinDialog.resetIp();
 | 
			
		||||
        app.getAcousticHandler().playSound(MdgaSound.WRONG_INPUT);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Validates an IP address.
 | 
			
		||||
     *
 | 
			
		||||
     * @param ip the IP address to validate
 | 
			
		||||
     * @return true if the IP address is valid, false otherwise
 | 
			
		||||
     */
 | 
			
		||||
    private boolean isValidIpAddress(String ip) {
 | 
			
		||||
        String ipRegex =
 | 
			
		||||
                "^(25[0-5]|2[0-4][0-9]|[0-1]?[0-9][0-9]?)\\." +
 | 
			
		||||
                        "(25[0-5]|2[0-4][0-9]|[0-1]?[0-9][0-9]?)\\." +
 | 
			
		||||
                        "(25[0-5]|2[0-4][0-9]|[0-1]?[0-9][0-9]?)\\." +
 | 
			
		||||
                        "(25[0-5]|2[0-4][0-9]|[0-1]?[0-9][0-9]?)$";
 | 
			
		||||
 | 
			
		||||
        return ip != null && ip.matches(ipRegex);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Enters a sub-state.
 | 
			
		||||
     *
 | 
			
		||||
     * @param state the sub-state to enter
 | 
			
		||||
     */
 | 
			
		||||
    private void enterSub(SubState state) {
 | 
			
		||||
        this.state = state;
 | 
			
		||||
 | 
			
		||||
        if (null != background) {
 | 
			
		||||
            rootNode.detachChild(background);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        switch (state) {
 | 
			
		||||
            case HOST:
 | 
			
		||||
                hostMenu();
 | 
			
		||||
                break;
 | 
			
		||||
            case JOIN:
 | 
			
		||||
                joinMenu();
 | 
			
		||||
                break;
 | 
			
		||||
            case MAIN:
 | 
			
		||||
                mainMenu();
 | 
			
		||||
                break;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Forwards the state based on the current sub-state.
 | 
			
		||||
     */
 | 
			
		||||
    public void forward() {
 | 
			
		||||
        switch (state) {
 | 
			
		||||
            case HOST:
 | 
			
		||||
                tryHost();
 | 
			
		||||
                break;
 | 
			
		||||
            case JOIN:
 | 
			
		||||
                tryJoin();
 | 
			
		||||
                break;
 | 
			
		||||
            case MAIN:
 | 
			
		||||
                throw new RuntimeException("call forward(boolean host) insted of forward()");
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Forwards the state based on the current sub-state and a boolean flag.
 | 
			
		||||
     *
 | 
			
		||||
     * @param host a boolean flag indicating whether to host or join
 | 
			
		||||
     */
 | 
			
		||||
    public void forward(boolean host) {
 | 
			
		||||
        switch (state) {
 | 
			
		||||
            case HOST:
 | 
			
		||||
                tryHost();
 | 
			
		||||
                break;
 | 
			
		||||
            case JOIN:
 | 
			
		||||
                tryJoin();
 | 
			
		||||
                break;
 | 
			
		||||
            case MAIN:
 | 
			
		||||
                if (host) {
 | 
			
		||||
                    enterSub(SubState.HOST);
 | 
			
		||||
                    //TODO playSound
 | 
			
		||||
                } else {
 | 
			
		||||
                    enterSub(SubState.JOIN);
 | 
			
		||||
                    //TODO: playSound
 | 
			
		||||
                }
 | 
			
		||||
                break;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Goes back to the main menu from the current sub-state.
 | 
			
		||||
     */
 | 
			
		||||
    public void back() {
 | 
			
		||||
        switch (state) {
 | 
			
		||||
            case HOST:
 | 
			
		||||
                enterSub(SubState.MAIN);
 | 
			
		||||
                //TODO: playSound
 | 
			
		||||
                break;
 | 
			
		||||
            case JOIN:
 | 
			
		||||
                enterSub(SubState.MAIN);
 | 
			
		||||
                //TODO: playSound
 | 
			
		||||
                break;
 | 
			
		||||
            case MAIN:
 | 
			
		||||
                //nothing
 | 
			
		||||
                break;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the JoinDialog instance.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the JoinDialog instance
 | 
			
		||||
     */
 | 
			
		||||
    public JoinDialog getJoinDialog() {
 | 
			
		||||
        return joinDialog;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets the HostDialog instance.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the HostDialog instance
 | 
			
		||||
     */
 | 
			
		||||
    public HostDialog getHostDialog() {
 | 
			
		||||
        return hostDialog;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,326 @@
 | 
			
		||||
package pp.mdga.client.view;
 | 
			
		||||
 | 
			
		||||
import com.jme3.asset.TextureKey;
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.math.Vector2f;
 | 
			
		||||
import com.jme3.scene.Geometry;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.scene.shape.Quad;
 | 
			
		||||
import com.jme3.system.NanoTimer;
 | 
			
		||||
import com.jme3.texture.Texture;
 | 
			
		||||
import pp.mdga.client.MdgaApp;
 | 
			
		||||
import pp.mdga.client.acoustic.MdgaSound;
 | 
			
		||||
import pp.mdga.client.button.AbstractButton;
 | 
			
		||||
import pp.mdga.client.button.LabelButton;
 | 
			
		||||
import pp.mdga.client.button.SettingsButton;
 | 
			
		||||
import pp.mdga.client.dialog.AudioSettingsDialog;
 | 
			
		||||
import pp.mdga.client.dialog.SettingsDialog;
 | 
			
		||||
import pp.mdga.client.dialog.VideoSettingsDialog;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Abstract class representing a view in the MDGA application.
 | 
			
		||||
 */
 | 
			
		||||
public abstract class MdgaView {
 | 
			
		||||
    /**
 | 
			
		||||
     * Enum representing different types of overlays.
 | 
			
		||||
     */
 | 
			
		||||
    public enum Overlay {
 | 
			
		||||
        INTERRUPT,
 | 
			
		||||
        SETTINGS,
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected MdgaApp app;
 | 
			
		||||
    protected Node rootNode = new Node("View Root");
 | 
			
		||||
    protected Node guiNode = new Node("View Root GUI");
 | 
			
		||||
    protected Node settingsNode = new Node("View Root Overlay");
 | 
			
		||||
 | 
			
		||||
    private SettingsButton settingsButton;
 | 
			
		||||
 | 
			
		||||
    private SettingsDialog settingsDialog;
 | 
			
		||||
    private VideoSettingsDialog videoSettingsDialog;
 | 
			
		||||
    private AudioSettingsDialog audioSettingsDialog;
 | 
			
		||||
 | 
			
		||||
    protected LabelButton infoLabel = null;
 | 
			
		||||
    protected NanoTimer infoTimer = new NanoTimer();
 | 
			
		||||
 | 
			
		||||
    private int settingsDepth = 0;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructor for MdgaView.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app the application instance
 | 
			
		||||
     */
 | 
			
		||||
    public MdgaView(MdgaApp app) {
 | 
			
		||||
        this.app = app;
 | 
			
		||||
        settingsButton = new SettingsButton(app, guiNode, this::enterSettings);
 | 
			
		||||
 | 
			
		||||
        settingsDialog = new SettingsDialog(app, settingsNode, this);
 | 
			
		||||
        videoSettingsDialog = new VideoSettingsDialog(app, settingsNode, this);
 | 
			
		||||
        audioSettingsDialog = new AudioSettingsDialog(app, settingsNode, this);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Method to enter the view.
 | 
			
		||||
     */
 | 
			
		||||
    public void enter() {
 | 
			
		||||
        app.getRootNode().attachChild(rootNode);
 | 
			
		||||
        app.getGuiNode().attachChild(guiNode);
 | 
			
		||||
 | 
			
		||||
        settingsButton.show();
 | 
			
		||||
 | 
			
		||||
        onEnter();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Method to leave the view.
 | 
			
		||||
     */
 | 
			
		||||
    public void leave() {
 | 
			
		||||
        onLeave();
 | 
			
		||||
 | 
			
		||||
        settingsButton.hide();
 | 
			
		||||
 | 
			
		||||
        while (settingsDepth > 0) {
 | 
			
		||||
            pressEscape();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        app.getRootNode().detachChild(rootNode);
 | 
			
		||||
        app.getGuiNode().detachChild(guiNode);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Method to enter an overlay.
 | 
			
		||||
     *
 | 
			
		||||
     * @param overlay the overlay to enter
 | 
			
		||||
     */
 | 
			
		||||
    public void enterOverlay(Overlay overlay) {
 | 
			
		||||
        app.getGuiNode().detachChild(guiNode);
 | 
			
		||||
 | 
			
		||||
        onEnterOverlay(overlay);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Method to leave an overlay.
 | 
			
		||||
     *
 | 
			
		||||
     * @param overlay the overlay to leave
 | 
			
		||||
     */
 | 
			
		||||
    public void leaveOverlay(Overlay overlay) {
 | 
			
		||||
        app.getGuiNode().attachChild(guiNode);
 | 
			
		||||
 | 
			
		||||
        onLeaveOverlay(overlay);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Method to update the view.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf time per frame
 | 
			
		||||
     */
 | 
			
		||||
    public void update(float tpf) {
 | 
			
		||||
        videoSettingsDialog.update();
 | 
			
		||||
        audioSettingsDialog.update();
 | 
			
		||||
 | 
			
		||||
        if (null != infoLabel && infoTimer.getTimeInSeconds() > 5) {
 | 
			
		||||
            infoLabel.hide();
 | 
			
		||||
            infoLabel = null;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        onUpdate(tpf);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Abstract method to handle entering the view.
 | 
			
		||||
     */
 | 
			
		||||
    protected abstract void onEnter();
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Abstract method to handle leaving the view.
 | 
			
		||||
     */
 | 
			
		||||
    protected abstract void onLeave();
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Method to handle updating the view.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf time per frame
 | 
			
		||||
     */
 | 
			
		||||
    protected void onUpdate(float tpf) {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Abstract method to handle entering an overlay.
 | 
			
		||||
     *
 | 
			
		||||
     * @param overlay the overlay to enter
 | 
			
		||||
     */
 | 
			
		||||
    protected abstract void onEnterOverlay(Overlay overlay);
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Abstract method to handle leaving an overlay.
 | 
			
		||||
     *
 | 
			
		||||
     * @param overlay the overlay to leave
 | 
			
		||||
     */
 | 
			
		||||
    protected abstract void onLeaveOverlay(Overlay overlay);
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Method to create a background geometry with a texture.
 | 
			
		||||
     *
 | 
			
		||||
     * @param texturePath the path to the texture
 | 
			
		||||
     * @return the created background geometry
 | 
			
		||||
     */
 | 
			
		||||
    protected Geometry createBackground(String texturePath) {
 | 
			
		||||
        TextureKey key = new TextureKey(texturePath, true);
 | 
			
		||||
        Texture backgroundTexture = app.getAssetManager().loadTexture(key);
 | 
			
		||||
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
 | 
			
		||||
        mat.setTexture("ColorMap", backgroundTexture);
 | 
			
		||||
 | 
			
		||||
        Quad quad = new Quad(app.getCamera().getWidth(), app.getCamera().getHeight());
 | 
			
		||||
 | 
			
		||||
        Geometry background = new Geometry("Background", quad);
 | 
			
		||||
        background.setMaterial(mat);
 | 
			
		||||
        background.setLocalTranslation(0, 0, -2);
 | 
			
		||||
 | 
			
		||||
        return background;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Method to enter the settings view.
 | 
			
		||||
     */
 | 
			
		||||
    public void enterSettings() {
 | 
			
		||||
        enterOverlay(Overlay.SETTINGS);
 | 
			
		||||
 | 
			
		||||
        app.getGuiNode().attachChild(settingsNode);
 | 
			
		||||
 | 
			
		||||
        settingsDialog.show();
 | 
			
		||||
 | 
			
		||||
        settingsDepth++;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Method to leave the settings view.
 | 
			
		||||
     */
 | 
			
		||||
    public void leaveSettings() {
 | 
			
		||||
        leaveOverlay(Overlay.SETTINGS);
 | 
			
		||||
 | 
			
		||||
        app.getGuiNode().detachChild(settingsNode);
 | 
			
		||||
 | 
			
		||||
        settingsDialog.hide();
 | 
			
		||||
 | 
			
		||||
        settingsDepth--;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Method to enter the video settings view.
 | 
			
		||||
     */
 | 
			
		||||
    public void enterVideoSettings() {
 | 
			
		||||
        settingsDialog.hide();
 | 
			
		||||
        videoSettingsDialog.show();
 | 
			
		||||
 | 
			
		||||
        settingsDepth++;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Method to leave the video settings view.
 | 
			
		||||
     */
 | 
			
		||||
    public void leaveVideoSettings() {
 | 
			
		||||
        settingsDialog.show();
 | 
			
		||||
        videoSettingsDialog.hide();
 | 
			
		||||
 | 
			
		||||
        settingsDepth--;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Method to enter the audio settings view.
 | 
			
		||||
     */
 | 
			
		||||
    public void enterAudioSettings() {
 | 
			
		||||
        settingsDialog.hide();
 | 
			
		||||
        audioSettingsDialog.show();
 | 
			
		||||
 | 
			
		||||
        settingsDepth++;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Method to leave the audio settings view.
 | 
			
		||||
     */
 | 
			
		||||
    public void leaveAudioSettings() {
 | 
			
		||||
        settingsDialog.show();
 | 
			
		||||
        audioSettingsDialog.hide();
 | 
			
		||||
 | 
			
		||||
        settingsDepth--;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Method to leave advanced settings.
 | 
			
		||||
     */
 | 
			
		||||
    private void leaveAdvanced() {
 | 
			
		||||
        settingsDialog.show();
 | 
			
		||||
        audioSettingsDialog.hide();
 | 
			
		||||
        videoSettingsDialog.hide();
 | 
			
		||||
        settingsDepth--;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Method to handle pressing the escape key.
 | 
			
		||||
     */
 | 
			
		||||
    public void pressEscape() {
 | 
			
		||||
        if (settingsDepth == 0) {
 | 
			
		||||
            enterSettings();
 | 
			
		||||
        } else if (settingsDepth == 1) {
 | 
			
		||||
            leaveSettings();
 | 
			
		||||
        } else {
 | 
			
		||||
            leaveAdvanced();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Method to handle pressing the forward key.
 | 
			
		||||
     */
 | 
			
		||||
    public void pressForward() {
 | 
			
		||||
        if (this instanceof MainView mainView) {
 | 
			
		||||
            mainView.forward(false);
 | 
			
		||||
            app.getAcousticHandler().playSound(MdgaSound.BUTTON_PRESSED);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (this instanceof LobbyView lobbyView) {
 | 
			
		||||
            lobbyView.ready();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (this instanceof GameView gameView) {
 | 
			
		||||
            if (gameView.needConfirm) {
 | 
			
		||||
                app.getModelSynchronize().confirm();
 | 
			
		||||
            } else if (gameView.needNoPower) {
 | 
			
		||||
                app.getModelSynchronize().confirm();
 | 
			
		||||
            } else {
 | 
			
		||||
                app.getAcousticHandler().playSound(MdgaSound.WRONG_INPUT);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (this instanceof CeremonyView ceremonyView) {
 | 
			
		||||
            ceremonyView.forward();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Method to show information on the view.
 | 
			
		||||
     *
 | 
			
		||||
     * @param error the error message
 | 
			
		||||
     * @param isError flag indicating if it is an error
 | 
			
		||||
     */
 | 
			
		||||
    public void showInfo(String error, boolean isError) {
 | 
			
		||||
        infoTimer.reset();
 | 
			
		||||
 | 
			
		||||
        if (null != infoLabel) {
 | 
			
		||||
            infoLabel.hide();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        infoLabel = new LabelButton(app, guiNode, error, new Vector2f(5.5f, 2), new Vector2f(0.5f, AbstractButton.VERTICAL - 0.5f), false);
 | 
			
		||||
 | 
			
		||||
        ColorRGBA color;
 | 
			
		||||
 | 
			
		||||
        if (isError) {
 | 
			
		||||
            color = ColorRGBA.Red.clone();
 | 
			
		||||
        } else {
 | 
			
		||||
            color = ColorRGBA.Green.clone();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        infoLabel.setColor(ColorRGBA.Black, color);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										195
									
								
								Projekte/mdga/client/src/main/resources/Fonts/Gunplay.fnt
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,195 @@
 | 
			
		||||
info face=null size=178 bold=0 italic=0 charset=ASCII unicode=0 stretchH=100 smooth=1 aa=1 padding=0,0,0,0 spacing=1,1 
 | 
			
		||||
common lineHeight=214 base=26 scaleW=2048 scaleH=2048 pages=1 packed=0 
 | 
			
		||||
page id=0 file="Gunplay.png"
 | 
			
		||||
chars count=255
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