mirror of
https://athene2.informatik.unibw-muenchen.de/progproj/gruppen-ht24/Gruppe-02.git
synced 2024-11-24 22:49:44 +01:00
implements shell
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vendored
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vendored
@ -24,3 +24,5 @@ out
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.DS_Store
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!Projekte/gradle/wrapper/gradle-wrapper.jar
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45.j3o
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KingGeorge.j3o
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@ -34,6 +34,7 @@ public class GameSound extends AbstractAppState implements GameEventListener {
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private AudioNode splashSound;
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private AudioNode shipDestroyedSound;
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private AudioNode explosionSound;
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private AudioNode shellFlyingSound;
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/**
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* Checks if sound is enabled in the preferences.
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@ -78,6 +79,7 @@ public class GameSound extends AbstractAppState implements GameEventListener {
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shipDestroyedSound = loadSound(app, "Sound/Effects/sunken.wav"); //NON-NLS
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splashSound = loadSound(app, "Sound/Effects/splash.wav"); //NON-NLS
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explosionSound = loadSound(app, "Sound/Effects/explosion.wav"); //NON-NLS
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shellFlyingSound = loadSound(app, "Sound/Effects/shell_flying.wav");
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}
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/**
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@ -123,6 +125,20 @@ public class GameSound extends AbstractAppState implements GameEventListener {
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if (isEnabled() && shipDestroyedSound != null)
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shipDestroyedSound.playInstance();
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}
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/**
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* Plays the shell flying sound effect.
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*/
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public void shellFly() {
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if (isEnabled() && shellFlyingSound != null) {S
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shellFlyingSound.playInstance();
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}
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}
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/**
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* Handles a recieved {@code SoundEvent} and plays the according sound.
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*
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* @param event the Sound event to be processed
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*/
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@Override
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public void receivedEvent(SoundEvent event) {
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@ -16,6 +16,7 @@ import com.jme3.scene.Geometry;
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import com.jme3.scene.Node;
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import com.jme3.scene.Spatial.CullHint;
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import com.jme3.scene.shape.Quad;
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import pp.battleship.client.BattleshipApp;
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import pp.battleship.model.IntPoint;
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import pp.battleship.model.ShipMap;
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@ -28,7 +29,7 @@ import pp.util.Position;
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* and interaction between the model and the view.
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*/
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class MapView {
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private static final float FIELD_SIZE = 40f;
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public static final float FIELD_SIZE = 40f;
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private static final float GRID_LINE_WIDTH = 2f;
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private static final float BACKGROUND_DEPTH = -4f;
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private static final float GRID_DEPTH = -1f;
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@ -10,10 +10,16 @@ package pp.battleship.client.gui;
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import com.jme3.math.ColorRGBA;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.Node;
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import com.jme3.material.Material;
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import com.jme3.material.RenderState;
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import com.jme3.material.RenderState.BlendMode;
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import com.jme3.scene.shape.Sphere;
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import com.jme3.scene.Spatial;
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import pp.battleship.model.Battleship;
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import pp.battleship.model.Shot;
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import pp.util.Position;
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import static com.jme3.material.Materials.UNSHADED;
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/**
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* Synchronizes the visual representation of the ship map with the game model.
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@ -109,6 +115,8 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
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return shipNode;
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}
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/**
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* Creates a line geometry representing part of the ship's border.
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*
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@ -122,4 +130,24 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
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private Geometry shipLine(float x1, float y1, float x2, float y2, ColorRGBA color) {
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return view.getApp().getDraw().makeFatLine(x1, y1, x2, y2, SHIP_DEPTH, color, SHIP_LINE_WIDTH);
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}
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/**
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* Creates and returns a Spatial representation of the given {@code Shell} object
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* for 2D visualization in the game. The shell is represented as a circle.
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*
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* @param shell The {@code Shell} object to be visualized.
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* @return A {@code Spatial} object representing the shell on the map.
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*/
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@Override
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public Spatial visit(Shell shell) {
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final ColorRGBA color = ColorRGBA.Black;
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Geometry ellipse = new Geometry("ellipse", new Sphere(50, 50, MapView.FIELD_SIZE / 2 * 0.8f));
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Material mat = new Material(view.getApp().getAssetManager(), UNSHADED); //NON-NLS
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mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
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mat.getAdditionalRenderState().setFaceCullMode(RenderState.FaceCullMode.Off);
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mat.setColor("Color", color);
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ellipse.setMaterial(mat);
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ellipse.addControl(new Shell2DControl(view, shell));
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return ellipse;
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}
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}
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@ -28,6 +28,7 @@ import pp.battleship.model.Battleship;
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import pp.battleship.model.Rotation;
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import pp.battleship.model.ShipMap;
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import pp.battleship.model.Shot;
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import pp.battleship.model.Shell;
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import static pp.util.FloatMath.HALF_PI;
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import static pp.util.FloatMath.PI;
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@ -384,4 +385,25 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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case UP -> PI;
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};
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}
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/**
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* Creates and returns a 3D model representation of the given {@code Shell} object
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* for visualization in the game.
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*
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* @param shell The {@code Shell} object to be visualized.
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* @return A {@code Spatial} object representing the 3D model of the shell.
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*/
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@Override
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public Spatial visit(Shell shell) {
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final Spatial model = app.getAssetManager().loadModel("Models/Shell/shell.j3o");
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model.setLocalScale(.05f);
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model.setShadowMode(ShadowMode.CastAndReceive);
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Material mat = new Material(app.getAssetManager(), LIGHTING);
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mat.setTexture("DiffuseMap", app.getAssetManager().loadTexture("Models/Shell/shell_color.png"));
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mat.setReceivesShadows(true);
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model.setMaterial(mat);
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model.addControl(new ShellControl(shell));
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return model;
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}
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}
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@ -0,0 +1,49 @@
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package pp.battleship.client.gui;
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import com.jme3.math.Vector3f;
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import com.jme3.renderer.RenderManager;
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import com.jme3.renderer.ViewPort;
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import com.jme3.scene.control.AbstractControl;
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import pp.battleship.model.Shell;
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import pp.util.Position;
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/**
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* Controls the 2D representation of a {@code Shell} in the game, updating its position
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* based on the shell's current state in the game model. The {@code Shell2DControl} class
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* is responsible for translating the shell's 3D position to a 2D view position within
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* the game's map view.
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*/
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public class Shell2DControl extends AbstractControl {
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private final Shell shell;
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private final MapView view;
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/**
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* Constructs a new {@code Shell2DControl} to manage the 2D visualization of the given {@code Shell}.
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*
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* @param view The {@code MapView} used to get information about the map to display.
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* @param shell The {@code Shell} being visualized.
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*/
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public Shell2DControl(MapView view, Shell shell){
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this.shell = shell;
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this.view = view;
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}
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/**
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* Updates the position of the shell's 2D representation based on the shell's current
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* 3D position in the game model. The position is mapped from model space to view space
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* coordinates and translated to the appropriate location within the {@code MapView}.
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*
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* @param tpf Time per frame, representing the time elapsed since the last frame.
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*/
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@Override
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protected void controlUpdate(float tpf) {
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Vector3f shellPos = shell.getPosition();
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Position viewPos = view.modelToView(shellPos.x, shellPos.z);
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spatial.setLocalTranslation(viewPos.getX() + MapView.FIELD_SIZE / 2, viewPos.getY() + MapView.FIELD_SIZE / 2, 0);
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}
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@Override
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protected void controlRender(RenderManager rm, ViewPort vp) {
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// No rendering-specific behavior required for this control
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}
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}
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@ -0,0 +1,50 @@
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package pp.battleship.client.gui;
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import com.jme3.math.Vector3f;
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import com.jme3.renderer.RenderManager;
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import com.jme3.renderer.ViewPort;
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import com.jme3.scene.control.AbstractControl;
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import pp.battleship.model.Shell;
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import static pp.util.FloatMath.PI;
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/**
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* Controls the 3D representation of a {@code Shell} in the game, updating its position
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* and rotation based on the shell's current state in the game model. The {@code ShellControl}
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* class ensures that the spatial associated with the shell is positioned and oriented correctly
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* within the world.
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*/
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public class ShellControl extends AbstractControl {
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private final Shell shell;
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/**
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* Constructs a new {@code ShellControl} to manage the 3D visualization of the given {@code Shell}.
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*
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* @param shell The {@code Shell} being visualized and controlled.
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*/
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public ShellControl(Shell shell){
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super();
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this.shell = shell;
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}
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/**
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* Updates the 3D position and rotation of the shell based on its current state.
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* Converts map coordinates to world coordinates and applies the shell's orientation.
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*
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* @param tpf Time per frame, representing the elapsed time since the last update.
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*/
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@Override
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protected void controlUpdate(float tpf) {
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Vector3f pos = shell.getPosition();
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Vector3f fixed = new Vector3f(pos.z + 0.5f, pos.y, pos.x + 0.5f);
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fixed.setY(pos.y);
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spatial.setLocalTranslation(fixed);
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spatial.setLocalRotation(shell.getRotation());
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spatial.rotate(PI/2,0,0);
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}
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@Override
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protected void controlRender(RenderManager rm, ViewPort vp) {
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// No rendering-specific behavior required for this control
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}
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}
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*/
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public class SinkingShip extends AbstractControl {
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private float elapsedTime = 0f;
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private float elapsedTime = 0.2f;
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private final float burnTiltDuration;
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private final float sinkDuration;
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private final float sinkDepth;
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@ -79,7 +79,7 @@ public class SinkingShip extends AbstractControl {
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// Apply the tilt angle (remains constant during sinking)
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float sinkingTiltAngle = FastMath.DEG_TO_RAD * tiltAngle * progress;
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float sinkingRotationAngle = FastMath.DEG_TO_RAD * 45f * progress; // Additional rotation during sinking
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float sinkingRotationAngle = FastMath.DEG_TO_RAD * 45f * progress; // Additional rotation during sinking (test)
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Quaternion tiltRotation = new Quaternion().fromAngles(-sinkingTiltAngle, sinkingRotationAngle, sinkingRotationAngle);
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spatial.setLocalRotation(tiltRotation);
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@ -94,6 +94,28 @@ public class SinkingShip extends AbstractControl {
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}
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spatial.removeControl(this);
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}
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// public void checkAndTriggerExplosion() {
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// // Prüfen, ob das sinkende Schiff den Boden erreicht hat
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// if (spatial != null && spatial.getLocalTranslation().y <= sinkDepth) {
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// // Explosion ausführen, wenn der Boden erreicht ist
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// triggerExplosionAnimation();
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//
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// // Entfernen des Schiffs aus dem Elternknoten
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// Node parentNode = (Node) spatial.getParent();
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// if (parentNode != null) {
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// parentNode.detachChild(spatial);
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// }
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//
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// // Entfernen der Kontrolle vom Spatial
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// spatial.removeControl(this);
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// }
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// }
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//
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// private void triggerExplosionAnimation() {
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// // Code für die Explosion-Animation (alibi Methode)
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// System.out.println("Explosion wird ausgeführt: Das Schiff hat den Boden erreicht!");
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// // Hier könnte eine echte Animation eingefügt werden, z.B. Partikeleffekte
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// }
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}
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/**
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@ -1,4 +1,11 @@
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////////////////////////////////////////
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// Programming project code
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// UniBw M, 2022, 2023, 2024
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// www.unibw.de/inf2
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// (c) Mark Minas (mark.minas@unibw.de)
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////////////////////////////////////////
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package pp.battleship.client.server;
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import pp.battleship.message.client.ClientInterpreter;
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@ -8,5 +15,4 @@ record ReceivedMessageSelfhost(ClientMessage message, int from) {
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void process(ClientInterpreter interpreter) {
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message.accept(interpreter, from);
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}
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}
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}
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@ -34,8 +34,8 @@ public class ModelExporter extends SimpleApplication {
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*/
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@Override
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public void simpleInitApp() {
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export("Models/KingGeorge.obj", "KingGeorge.j3o");//NON-NLS passt
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//export("Models/Wing.obj", "Wing.j3o");
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export("Models/45.obj", "45.j3o");//NON-NLS passt
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//export("Models/.j3o");
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// export("Models/Transporter/Transporter.obj", "Transporter.j3o"); //NON-NLS passt
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// export("Models/TieFighter.obj", "TieFighter.j3o"); //NON-NLS
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// export("Models/Venator/Venator.obj", "Venator.j3o"); //NON-NLS kickt
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387991
Projekte/battleship/converter/src/main/resources/Models/45.obj
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387991
Projekte/battleship/converter/src/main/resources/Models/45.obj
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Load Diff
@ -14,6 +14,7 @@ import pp.battleship.message.server.EffectMessage;
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import pp.battleship.model.IntPoint;
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import pp.battleship.model.ShipMap;
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import pp.battleship.notification.Sound;
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import pp.battleship.model.Shell;
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/**
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* Represents the state of the client where players take turns to attack each other's ships.
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@ -53,16 +54,13 @@ class BattleState extends ClientState {
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@Override
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public void receivedEffect(EffectMessage msg) {
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ClientGameLogic.LOGGER.log(Level.INFO, "report effect: {0}", msg); //NON-NLS
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playSound(msg);
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myTurn = msg.isMyTurn();
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logic.setInfoText(msg.getInfoTextKey());
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affectedMap(msg).add(msg.getShot());
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if (destroyedOpponentShip(msg))
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logic.getOpponentMap().add(msg.getDestroyedShip());
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if (msg.isGameOver()) {
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msg.getRemainingOpponentShips().forEach(logic.getOpponentMap()::add);
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logic.setState(new GameOverState(logic));
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}
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Shell shell = new Shell(msg.getShot());
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affectedMap(msg).add(shell);
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logic.playSound(Sound.SHELL_FLYING);
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logic.setState(new ShootingState(logic, shell, myTurn, msg));
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}
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/**
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@ -81,22 +79,4 @@ class BattleState extends ClientState {
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* @param msg the effect message received from the server
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* @return true if the shot destroyed an opponent's ship, false otherwise
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*/
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private boolean destroyedOpponentShip(EffectMessage msg) {
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return msg.getDestroyedShip() != null && msg.isOwnShot();
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}
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/**
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* Plays a sound based on the outcome of the shot. Different sounds are played for a miss, hit,
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* or destruction of a ship.
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*
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* @param msg the effect message containing the result of the shot
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*/
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private void playSound(EffectMessage msg) {
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if (!msg.getShot().isHit())
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logic.playSound(Sound.SPLASH);
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else if (msg.getDestroyedShip() == null)
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logic.playSound(Sound.EXPLOSION);
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else
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logic.playSound(Sound.DESTROYED_SHIP);
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}
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}
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@ -0,0 +1,114 @@
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package pp.battleship.game.client;
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import pp.battleship.message.client.AnimationFinishedMessage;
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import pp.battleship.message.server.EffectMessage;
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import pp.battleship.model.Battleship;
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import pp.battleship.model.Shell;
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import pp.battleship.model.ShipMap;
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import pp.battleship.notification.Sound;
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/**
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* Represents the shooting state of the game where a shell is fired at the opponent.
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*/
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public class ShootingState extends ClientState {
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private float shootValue;
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private final static float SHELL_SPEED = 0.3f;
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private final Shell shell;
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private final boolean myTurn;
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private final EffectMessage msg;
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/**
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* Constructs a shooting state with the specified game logic.
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*
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* @param logic the game logic
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* @param shell the shell being shot
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* @param myTurn indicates if it is the player's turn
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* @param msg the effect message associated with the shooting action
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*/
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public ShootingState(ClientGameLogic logic, Shell shell, boolean myTurn, EffectMessage msg) {
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super(logic);
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this.msg = msg;
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this.myTurn = myTurn;
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this.shell = shell;
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this.shootValue = 0;
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shell.move(shootValue);
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}
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@Override
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public boolean showBattle() {
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return true;
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}
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/**
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* Updates the shooting state by moving the shell based on the elapsed time.
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*
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* @param delta the time in seconds since the last update
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*/
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@Override
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void update(float delta) {
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super.update(delta);
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if (shootValue > 1) {
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endState();
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}
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else {
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shootValue += delta * SHELL_SPEED;
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shell.move(shootValue);
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}
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}
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/**
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* Ends the shooting state and processes the effects of the shot.
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*/
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private void endState() {
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||||
playSound(msg);
|
||||
affectedMap(msg).add(msg.getShot());
|
||||
affectedMap(msg).remove(shell);
|
||||
|
||||
if (destroyedOpponentShip(msg))
|
||||
logic.getOpponentMap().add(msg.getDestroyedShip());
|
||||
if (msg.isGameOver()) {
|
||||
for (Battleship ship : msg.getRemainingOpponentShips()) {
|
||||
logic.getOpponentMap().add(ship);
|
||||
}
|
||||
logic.setState(new GameOverState(logic));
|
||||
return;
|
||||
}
|
||||
logic.send(new AnimationFinishedMessage());
|
||||
logic.setState(new BattleState(logic, myTurn));
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if an opponent's ship was destroyed by the shot.
|
||||
*
|
||||
* @param msg the effect message containing the shot details
|
||||
* @return true if an opponent's ship was destroyed, false otherwise
|
||||
*/
|
||||
private boolean destroyedOpponentShip(EffectMessage msg) {
|
||||
return msg.getDestroyedShip() != null && msg.isOwnShot();
|
||||
}
|
||||
|
||||
/**
|
||||
* Retrieves the affected map based on whether the shot was owned by the player or the opponent.
|
||||
*
|
||||
* @param msg the effect message containing shot details
|
||||
* @return the ShipMap that was affected by the shot
|
||||
*/
|
||||
private ShipMap affectedMap(EffectMessage msg) {
|
||||
return msg.isOwnShot() ? logic.getOpponentMap() : logic.getOwnMap();
|
||||
}
|
||||
|
||||
/**
|
||||
* Plays a sound based on the outcome of the shot. Different sounds are played for a miss, hit,
|
||||
* or destruction of a ship.
|
||||
*
|
||||
* @param msg the effect message containing the result of the shot
|
||||
*/
|
||||
private void playSound(EffectMessage msg) {
|
||||
if (!msg.getShot().isHit())
|
||||
logic.playSound(Sound.SPLASH);
|
||||
else if (msg.getDestroyedShip() == null)
|
||||
logic.playSound(Sound.EXPLOSION);
|
||||
else
|
||||
logic.playSound(Sound.DESTROYED_SHIP);
|
||||
}
|
||||
}
|
@ -24,6 +24,7 @@ import pp.battleship.message.server.ServerMessage;
|
||||
import pp.battleship.message.server.StartBattleMessage;
|
||||
import pp.battleship.model.Battleship;
|
||||
import pp.battleship.model.IntPoint;
|
||||
import pp.battleship.message.client.AnimationFinishedMessage;
|
||||
|
||||
/**
|
||||
* Controls the server-side game logic for Battleship.
|
||||
@ -38,6 +39,7 @@ public class ServerGameLogic implements ClientInterpreter {
|
||||
private final ServerSender serverSender;
|
||||
private Player activePlayer;
|
||||
private ServerState state = ServerState.WAIT;
|
||||
private Set<Player> waitPlayers = new HashSet<>();
|
||||
|
||||
/**
|
||||
* Constructs a ServerGameLogic with the specified sender and configuration.
|
||||
|
Loading…
Reference in New Issue
Block a user