task 13 + debug

This commit is contained in:
Filip Szepielewicz 2024-10-14 07:39:31 +02:00
parent d5e5254051
commit 00a8f11602
21 changed files with 304 additions and 37 deletions

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@ -9,7 +9,7 @@
#
# Specifies the map used by the opponent in single mode.
# Single mode is activated if this property is set.
map.opponent=maps/map2.json
#map.opponent=maps/map2.json
#
# Specifies the map used by the player in single mode.
# The player must define their own map if this property is not set.

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@ -249,8 +249,8 @@ public class BattleshipApp extends SimpleApplication implements BattleshipClient
private void setupInput() {
inputManager.deleteMapping(INPUT_MAPPING_EXIT);
inputManager.setCursorVisible(false);
inputManager.addMapping(CLICK, new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
inputManager.addMapping(ESC, new KeyTrigger(KeyInput.KEY_ESCAPE));
inputManager.addMapping(CLICK, new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
inputManager.addListener(escapeListener, ESC);
}
@ -309,18 +309,14 @@ public class BattleshipApp extends SimpleApplication implements BattleshipClient
*
* @param isPressed Indicates whether the Escape key is pressed.
*/
private void escape(boolean isPressed) {
if (!isPressed) return;
LOGGER.log(Level.INFO, "Escape key pressed"); // Debugging
if (dialogManager.showsDialog()) {
LOGGER.log(Level.INFO, "Closing current dialog");
if (dialogManager.showsDialog())
dialogManager.escape();
} else {
LOGGER.log(Level.INFO, "Opening menu");
else
new Menu(this).open();
}
}
/**
* Returns the {@link Draw} instance used for rendering graphical elements in the game.
*

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@ -67,7 +67,7 @@ public class GameSound extends AbstractAppState implements GameEventListener {
/**
* Initializes the sound effects for the game.
* Overrides {@link com.jme3.app.state.AbstractAppState#initialize(com.jme3.app.state.AppStateManager, com.jme3.app.Application)}
* Overrides {@link AbstractAppState#initialize(AppStateManager, Application)}
*
* @param stateManager The state manager
* @param app The application

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@ -11,6 +11,7 @@ import com.simsilica.lemur.Button;
import com.simsilica.lemur.Checkbox;
import com.simsilica.lemur.Label;
import com.simsilica.lemur.style.ElementId;
import pp.battleship.client.gui.GameMusic;
import pp.battleship.client.gui.VolumeSlider;
import pp.dialog.Dialog;
@ -92,7 +93,7 @@ class Menu extends Dialog {
* Executes a file action.
*
* @param file the file to be processed
* @throws java.io.IOException if an I/O error occurs
* @throws IOException if an I/O error occurs
*/
void run(File file) throws IOException;
}

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@ -13,7 +13,7 @@ import com.simsilica.lemur.Label;
import com.simsilica.lemur.TextField;
import com.simsilica.lemur.component.SpringGridLayout;
import pp.battleship.client.sever.BattleshipServer;
import pp.battleship.server.BattleshipServer;
import pp.dialog.Dialog;
import pp.dialog.DialogBuilder;
import pp.dialog.SimpleDialog;
@ -36,6 +36,7 @@ class NetworkDialog extends SimpleDialog {
private final NetworkSupport network;
private final TextField host = new TextField(LOCALHOST);
private final TextField port = new TextField(DEFAULT_PORT);
// private final Button serverButton = new Button(lookup("client.server-star"));
private final Button serverButton = new Button(lookup("client.server-start"));
private String hostname;
private int portNumber;
@ -69,7 +70,7 @@ class NetworkDialog extends SimpleDialog {
.setOkClose(false)
.setNoClose(false)
.build(this);
//Add the button to start the sever
addChild(serverButton).addClickCommands(s -> ifTopDialog(this::startServerInThread));
}

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@ -31,7 +31,7 @@ public class GameMusic extends AbstractAppState{
return PREFERENCES.getBoolean(ENABLED_PREF, true);
}
/**
/**
* Checks if sound is enabled in the preferences.
*
* @return float to which the volume is set
@ -95,7 +95,7 @@ public class GameMusic extends AbstractAppState{
music.stop();
}
}
super.setEnabled(enabled);
LOGGER.log(Level.INFO, "Sound enabled: {0}", enabled); //NON-NLS
PREFERENCES.putBoolean(ENABLED_PREF, enabled);

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@ -8,10 +8,12 @@
package pp.battleship.client.gui;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import pp.battleship.model.Battleship;
import pp.battleship.model.Shell;
import pp.battleship.model.Shot;
import pp.util.Position;
@ -36,6 +38,7 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
// The MapView associated with this synchronizer
private final MapView view;
private Shell shell;
/**
* Constructs a new MapViewSynchronizer for the given MapView.
@ -122,4 +125,19 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
private Geometry shipLine(float x1, float y1, float x2, float y2, ColorRGBA color) {
return view.getApp().getDraw().makeFatLine(x1, y1, x2, y2, SHIP_DEPTH, color, SHIP_LINE_WIDTH);
}
/**
*
* @param deltaTime
*/
public void update(float deltaTime) {
if (shell != null) {
shell.updatePosition(deltaTime);
drawShell(shell.getCurrentPosition());
}
}
private void drawShell(Vector3f position) {
// Methode zum Zeichnen des Geschosses auf der 2D-Karte TODO
}
}

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@ -4,7 +4,7 @@ import com.simsilica.lemur.Slider;
/**
* The VolumeSlider class represents the Volume Slider in the Menu.
* It extends the Slider class and provides functionalities for setting the music volume,
* with the help of the Slider in the GUI
* with the help of the Slider in the GUI
*/
public class VolumeSlider extends Slider {
@ -31,5 +31,5 @@ public class VolumeSlider extends Slider {
music.setVolume( (float) vol);
}
}
}

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@ -1,4 +1,11 @@
package pp.battleship.client.sever;
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.server;
import com.jme3.network.ConnectionListener;
import com.jme3.network.HostedConnection;
@ -169,4 +176,4 @@ public class BattleshipServer implements MessageListener<HostedConnection>, Conn
else
LOGGER.log(Level.ERROR, "there is no connection with id={0}", id); //NON-NLS
}
}
}

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@ -1,4 +1,11 @@
package pp.battleship.client.sever;
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.server;
import pp.battleship.message.client.ClientInterpreter;
import pp.battleship.message.client.ClientMessage;
@ -7,4 +14,4 @@ record ReceivedMessage(ClientMessage message, int from) {
void process(ClientInterpreter interpreter) {
message.accept(interpreter, from);
}
}
}

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@ -100,6 +100,3 @@ class BattleState extends ClientState {
logic.playSound(Sound.DESTROYED_SHIP);
}
}

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@ -0,0 +1,93 @@
package pp.battleship.game.client;
import pp.battleship.message.client.ShellAnimationFinishedMessage;
import pp.battleship.message.server.EffectMessage;
import pp.battleship.model.Shell;
import java.lang.System.Logger.Level;
/**
* This class represents the client state during a shooting animation.
* It handles the logic for the animation of a fired shell and ensures
* that the client notifies the server when the animation is complete.
*/
public class ShootingAnimationState extends ClientState {
// The shell object representing the fired shell's movement
private final Shell shell;
/**
* Constructs the ShootingAnimationState with the given game logic and shell.
*
* @param logic the game logic instance managing the state
* @param shell the shell object representing the fired projectile
*/
ShootingAnimationState(ClientGameLogic logic, Shell shell) {
super(logic);
this.shell = shell;
}
/**
* Indicates that the battle scene should be shown in this state.
*
* @return true because the battle view is active during the shooting animation
*/
@Override
public boolean showBattle() {
return true;
}
/**
* Handles the effect message received from the server.
* Logs the received effect for debugging purposes.
*
* @param msg the effect message received from the server
*/
@Override
void receivedEffect(EffectMessage msg) {
ClientGameLogic.LOGGER.log(Level.INFO, "report effect: {0}", msg); //NON-NLS
// Here, you could implement additional logic to display the effects of the shot,
// like a visual indication of a hit or a miss.
}
/**
* Called once per frame to update the shell's position and check if it has reached the target.
* If the shell reaches the target, a message is sent to the server.
*
* @param deltaTime time in seconds since the last update call
*/
@Override
public void update(float deltaTime) {
if (shell != null) {
// Update the position of the shell based on the elapsed time
shell.updatePosition(deltaTime);
// Check if the shell has reached its target
if (shell.isAtTarget()) {
// If the shell has reached the target, notify the server that the animation is complete
sendAnimationCompleteMessage();
}
}
}
/**
* Sends a message to the server indicating that the shooting animation has finished.
*/
private void sendAnimationCompleteMessage() {
ShellAnimationFinishedMessage message = new ShellAnimationFinishedMessage();
// Send the message to the server via the game's logic communication system
logic.send(message);
logic.setState(new BattleState(logic, true));
ClientGameLogic.LOGGER.log(Level.INFO, "Shell animation complete, message sent to server.");
}
/**
* Optionally, you can add an entry method if there is any setup that needs to happen when entering the state.
* By default, this is empty.
*/
@Override
void entry() {
super.entry(); // Call the parent entry method
ClientGameLogic.LOGGER.log(Level.INFO, "Entered ShootingAnimationState.");
}
}

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@ -9,8 +9,8 @@ package pp.battleship.game.server;
import pp.battleship.BattleshipConfig;
import pp.battleship.message.client.ClientInterpreter;
import pp.battleship.message.client.ClientMessage;
import pp.battleship.message.client.MapMessage;
import pp.battleship.message.client.ShellAnimationFinishedMessage;
import pp.battleship.message.client.ShootMessage;
import pp.battleship.message.server.EffectMessage;
import pp.battleship.message.server.GameDetails;
@ -36,6 +36,7 @@ public class ServerGameLogic implements ClientInterpreter {
private final BattleshipConfig config;
private final List<Player> players = new ArrayList<>(2);
private final Set<Player> readyPlayers = new HashSet<>();
private Set<Integer> playersFinishedShellAnimation = new HashSet<>();
private final ServerSender serverSender;
private Player activePlayer;
private ServerState state = ServerState.WAIT;
@ -52,7 +53,7 @@ public class ServerGameLogic implements ClientInterpreter {
}
/**
* Returns the state of the game.
* Returns the state of the game.
*/
ServerState getState() {
return state;
@ -144,7 +145,7 @@ public class ServerGameLogic implements ClientInterpreter {
public void received(MapMessage msg, int from) {
if (state != ServerState.SET_UP)
LOGGER.log(Level.ERROR, "playerReady not allowed in {0}", state); //NON-NLS
Player cp = getPlayerById(from);
List<Battleship> ships = msg.getShips();
@ -161,18 +162,18 @@ public class ServerGameLogic implements ClientInterpreter {
/**
* Validates a list of ships.
* Validates the list, that no ships are out of bounds or overlap with each other
*
*
* @param ships list of ships to validate
* @return {@code true} if all ships positions are valid, {@code false} otherwise
*/
private boolean validateShips(List<Battleship> ships) {
Set<IntPoint> occupiedPoints = new HashSet<>();
for (Battleship ship : ships) {
if (!isWithinBounds(ship)) {
return false;
}
for (int x = ship.getMinX(); x <= ship.getMaxX(); x++) {
for (int y = ship.getMinY(); y <= ship.getMaxY(); y++) {
IntPoint point = new IntPoint(x, y);
@ -182,10 +183,10 @@ public class ServerGameLogic implements ClientInterpreter {
}
}
}
return true;
}
/**
* Test if a ship is inside the map
@ -196,7 +197,7 @@ public class ServerGameLogic implements ClientInterpreter {
return ship.getMinX() >= 0 && ship.getMaxX() < config.getMapWidth() &&
ship.getMinY() >= 0 && ship.getMaxY() < config.getMapHeight();
}
/**
* Handles the reception of a ShootMessage.
@ -240,6 +241,10 @@ public class ServerGameLogic implements ClientInterpreter {
*/
void shoot(Player p, IntPoint pos) {
if (p != activePlayer) return;
setState(ServerState.SHELL_IN_FLIGHT);
// setState(ServerState.BATTLE);
final Player otherPlayer = getOpponent(activePlayer);
final Battleship selectedShip = otherPlayer.getMap().findShipAt(pos);
if (selectedShip == null) {
@ -269,5 +274,29 @@ public class ServerGameLogic implements ClientInterpreter {
}
}
}
}
/**
* Handles the reception of ShellAnimationFinishedMessage.
* This method is called when a client signals that its shell animation is complete.
*
* @param msg the received ShellAnimationFinishedMessage
* @param from the ID of the sender client
*/
@Override
public void received(ShellAnimationFinishedMessage msg, int from) {
// Add the player to the set of players who have finished the animation
playersFinishedShellAnimation.add(from);
// Check if both players have finished the shell animation
if (playersFinishedShellAnimation.size() == 2) {
// Clear the set of players who have finished the animation for the next shot
playersFinishedShellAnimation.clear();
// Transition back to the BATTLE state
setState(ServerState.BATTLE);
// Log the completion of the shell animation
LOGGER.log(Level.INFO, "Both players finished shell animation. Returning to BATTLE state.");
}
}
}

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@ -29,5 +29,9 @@ enum ServerState {
/**
* The game has ended because all the ships of one player have been destroyed.
*/
GAME_OVER
GAME_OVER,
/**
* The games is frozen as long as the shell animation is running
*/
SHELL_IN_FLIGHT
}

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@ -10,6 +10,7 @@ package pp.battleship.game.singlemode;
import pp.battleship.message.client.ClientInterpreter;
import pp.battleship.message.client.ClientMessage;
import pp.battleship.message.client.MapMessage;
import pp.battleship.message.client.ShellAnimationFinishedMessage;
import pp.battleship.message.client.ShootMessage;
import pp.battleship.model.Battleship;
@ -72,4 +73,10 @@ class Copycat implements ClientInterpreter {
private static Battleship copy(Battleship ship) {
return new Battleship(ship.getLength(), ship.getX(), ship.getY(), ship.getRot());
}
@Override
public void received(ShellAnimationFinishedMessage shellAnimationFinishedMessage, int from) {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'received'");
}
}

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@ -26,4 +26,7 @@ public interface ClientInterpreter {
* @param from the connection ID from which the message was received
*/
void received(MapMessage msg, int from);
// TODO
void received(ShellAnimationFinishedMessage shellAnimationFinishedMessage, int from);
}

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@ -0,0 +1,10 @@
package pp.battleship.message.client;
public class ShellAnimationFinishedMessage extends ClientMessage{
@Override
public void accept(ClientInterpreter interpreter, int from) {
interpreter.received(this, from);
}
}

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@ -0,0 +1,47 @@
package pp.battleship.model;
import com.jme3.math.Vector3f;
public class Shell {
private Vector3f startPosition;
private Vector3f targetPosition;
private Vector3f currentPosition;
private float speed;
private boolean isAtTarget;
public Shell(Vector3f startPosition, Vector3f targetPosition, float speed) {
this.startPosition = startPosition;
this.targetPosition = targetPosition;
this.currentPosition = new Vector3f(startPosition);
this.speed = speed;
this.isAtTarget = true;
}
// Aktualisiert die Position des Geschosses basierend auf der verstrichenen Zeit
public void updatePosition(float deltaTime) {
if (!isAtTarget) {
// Berechne die Richtung des Geschosses
Vector3f direction = targetPosition.subtract(currentPosition).normalize();
// Berechne die Bewegung basierend auf der Geschwindigkeit und der verstrichenen Zeit
Vector3f movement = direction.mult(speed * deltaTime);
currentPosition.addLocal(movement);
// Prüfe, ob das Geschoss das Ziel erreicht hat
if (currentPosition.distance(targetPosition) < speed * deltaTime) {
currentPosition.set(targetPosition);
isAtTarget = true;
}
}
}
// Gibt die aktuelle Position des Geschosses zurück
public Vector3f getCurrentPosition() {
return currentPosition;
}
// Überprüft, ob das Geschoss das Ziel erreicht hat
public boolean isAtTarget() {
return isAtTarget;
}
}

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@ -0,0 +1,48 @@
package pp.battleship.model;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.Spatial;
import com.jme3.scene.control.AbstractControl;
public class ShellControl extends AbstractControl {
private Shell shell; // Das Shell-Objekt, das die Bewegung des Geschosses enthält
public ShellControl(Shell shell) {
this.shell = shell;
}
// Die Methode wird in jedem Frame aufgerufen, um die Logik zu aktualisieren
@Override
protected void controlUpdate(float deltaTime) {
if (shell != null) {
// Aktualisiere die Position des Geschosses basierend auf der verstrichenen Zeit
shell.updatePosition(deltaTime);
// Setze die neue Position des Geschosses im 3D-Raum
spatial.setLocalTranslation(shell.getCurrentPosition());
// Optionale Animation oder Effekte hinzufügen (z.B. Rauch oder Funkenflug)
// addParticleEffects();
}
}
// Setze das Shell-Objekt neu, um es während des Spiels zu ändern
public void setShell(Shell shell) {
this.shell = shell;
}
// Gibt das aktuell verwendete Shell-Objekt zurück
public Shell getShell() {
return this.shell;
}
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
// TODO Auto-generated method stub
}
}

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@ -250,5 +250,3 @@ public class ShipMap {
eventBroker.notifyListeners(event);
}
}

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@ -19,6 +19,7 @@ dependencyResolutionManagement {
library('jme3-testdata', 'org.jmonkeyengine', 'jme3-testdata').versionRef('jme')
library('jme3-lwjgl', 'org.jmonkeyengine', 'jme3-lwjgl').versionRef('jme')
library('jme3-lwjgl3', 'org.jmonkeyengine', 'jme3-lwjgl3').versionRef('jme')
library('jme3-effects', 'org.jmonkeyengine', 'jme3-effects').versionRef('jme')
library('lemur', 'com.simsilica:lemur:1.16.0')
library('lemur-proto', 'com.simsilica:lemur-proto:1.13.0')