mirror of
https://athene2.informatik.unibw-muenchen.de/progproj/gruppen-ht24/Gruppe-02.git
synced 2025-08-01 06:27:40 +02:00
Figure Syncronizer now added
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@@ -17,7 +17,7 @@ import pp.view.ModelViewSynchronizer;
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* are accurately reflected in the view.
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*/
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abstract class BoardSynchronizer extends ModelViewSynchronizer<Item> implements Visitor<Spatial>, GameEventListener {
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private final Board board;
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protected final Board board;
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/**
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* Constructs a new BoardSynchronizer.
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@@ -0,0 +1,132 @@
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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.monopoly.client.gui;
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import com.jme3.effect.ParticleEmitter;
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import com.jme3.material.Material;
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import com.jme3.material.RenderState.BlendMode;
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import com.jme3.math.ColorRGBA;
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import com.jme3.renderer.queue.RenderQueue.ShadowMode;
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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.scene.Spatial;
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import com.jme3.scene.shape.Box;
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import com.jme3.scene.shape.Cylinder;
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import groovyjarjarantlr4.v4.parse.ANTLRParser.finallyClause_return;
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import pp.monopoly.client.MonopolyApp;
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import pp.monopoly.game.server.PlayerColor;
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import pp.monopoly.model.Board;
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import pp.monopoly.model.Figure;
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import pp.monopoly.model.Item;
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import pp.monopoly.model.Rotation;
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import static java.util.Objects.requireNonNull;
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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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/**
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* The {@code GameBoardSynchronizer} class is responsible for synchronizing the graphical
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* representation of the ships and shots on the sea map with the underlying data model.
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* It extends the {@link BoardSynchronizer} to provide specific synchronization
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* logic for the sea map.
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*/
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class GameBoardSynchronizer extends BoardSynchronizer {
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private static final String UNSHADED = "Common/MatDefs/Misc/Unshaded.j3md"; //NON-NLS
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private static final String LIGHTING = "Common/MatDefs/Light/Lighting.j3md";
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private static final String COLOR = "Color"; //NON-NLS
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private static final String FIGURE = "figure"; //NON-NLS
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private final MonopolyApp app;
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private final ParticleEffectFactory particleFactory;
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/**
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* Constructs a {@code GameBoardSynchronizer} object with the specified application, root node, and ship map.
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*
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* @param app the Battleship application
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* @param root the root node to which graphical elements will be attached
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* @param map the ship map containing the ships and shots
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*/
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public GameBoardSynchronizer(MonopolyApp app, Node root, Board board) {
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super(board, root);
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this.app = app;
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this.particleFactory = new ParticleEffectFactory(app);
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addExisting();
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}
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/**
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* Visits a {@link Battleship} and creates a graphical representation of it.
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* The representation is either a 3D model or a simple box depending on the
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* type of battleship.
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*
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* @param ship the battleship to be represented
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* @return the node containing the graphical representation of the battleship
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*/
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@Override
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public Spatial visit(Figure figure) {
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final Node node = new Node(FIGURE);
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node.attachChild(createBox(figure));
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// compute the center of the ship in world coordinates
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final float x = 1;
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final float z = 1;
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node.setLocalTranslation(x, 0f, z);
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return node;
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}
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/**
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* Creates a simple box to represent a battleship that is not of the "King George V" type.
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*
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* @param ship the battleship to be represented
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* @return the geometry representing the battleship as a box
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*/
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private Spatial createBox(Figure figure) {
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final Box box = new Box(0.5f * (figure.getMaxY() - figure.getMinY()) + 0.3f,
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0.3f,
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0.5f * (figure.getMaxX() - figure.getMinX()) + 0.3f);
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final Geometry geometry = new Geometry(FIGURE, box);
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geometry.setMaterial(createColoredMaterial(PlayerColor.PINK.getColor()));
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geometry.setShadowMode(ShadowMode.CastAndReceive);
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return geometry;
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}
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/**
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* Creates a new {@link Material} with the specified color.
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* If the color includes transparency (i.e., alpha value less than 1),
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* the material's render state is set to use alpha blending, allowing for
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* semi-transparent rendering.
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*
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* @param color the {@link ColorRGBA} to be applied to the material. If the alpha value
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* of the color is less than 1, the material will support transparency.
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* @return a {@link Material} instance configured with the specified color and,
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* if necessary, alpha blending enabled.
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*/
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private Material createColoredMaterial(ColorRGBA color) {
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final Material material = new Material(app.getAssetManager(), UNSHADED);
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if (color.getAlpha() < 1f)
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material.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
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material.setColor(COLOR, color);
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return material;
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}
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/**
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* Calculates the rotation angle for the specified rotation.
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*
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* @param rot the rotation of the battleship
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* @return the rotation angle in radians
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*/
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private static float calculateRotationAngle(Rotation rot) {
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return switch (rot) {
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case RIGHT -> HALF_PI;
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case DOWN -> 0f;
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case LEFT -> -HALF_PI;
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case UP -> PI;
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};
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}
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}
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@@ -0,0 +1,27 @@
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package pp.monopoly.client.gui;
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import com.jme3.effect.ParticleEmitter;
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import com.jme3.effect.ParticleMesh.Type;
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import com.jme3.effect.shapes.EmitterSphereShape;
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import com.jme3.material.Material;
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import com.jme3.math.ColorRGBA;
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import com.jme3.math.FastMath;
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import com.jme3.math.Vector3f;
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import pp.monopoly.client.MonopolyApp;
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/**
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* Factory class responsible for creating particle effects used in the game.
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* This centralizes the creation of various types of particle emitters.
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*/
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public class ParticleEffectFactory {
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private static final int COUNT_FACTOR = 1;
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private static final float COUNT_FACTOR_F = 1f;
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private static final boolean POINT_SPRITE = true;
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private static final Type EMITTER_TYPE = POINT_SPRITE ? Type.Point : Type.Triangle;
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private final MonopolyApp app;
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ParticleEffectFactory(MonopolyApp app) {
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this.app = app;
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}
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}
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