mirror of
https://athene2.informatik.unibw-muenchen.de/progproj/gruppen-ht24/Gruppe-02.git
synced 2024-11-24 20:29:44 +01:00
Revert "states for shell logic implemented"
This reverts commit f248a77c81
This commit is contained in:
parent
f248a77c81
commit
0f44d37d4a
@ -8,12 +8,10 @@
|
||||
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;
|
||||
|
||||
@ -38,7 +36,6 @@ 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.
|
||||
@ -125,19 +122,4 @@ 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
|
||||
}
|
||||
}
|
||||
|
@ -1,93 +0,0 @@
|
||||
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.");
|
||||
}
|
||||
}
|
@ -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;
|
||||
@ -36,7 +36,6 @@ 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;
|
||||
@ -53,7 +52,7 @@ public class ServerGameLogic implements ClientInterpreter {
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the state of the game.
|
||||
* Returns the state of the game.
|
||||
*/
|
||||
ServerState getState() {
|
||||
return state;
|
||||
@ -241,10 +240,6 @@ 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) {
|
||||
@ -274,29 +269,4 @@ 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.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -29,9 +29,5 @@ enum ServerState {
|
||||
/**
|
||||
* The game has ended because all the ships of one player have been destroyed.
|
||||
*/
|
||||
GAME_OVER,
|
||||
/**
|
||||
* The games is frozen as long as the shell animation is running
|
||||
*/
|
||||
SHELL_IN_FLIGHT
|
||||
GAME_OVER
|
||||
}
|
||||
|
@ -10,7 +10,6 @@ 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;
|
||||
|
||||
@ -73,10 +72,4 @@ 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'");
|
||||
}
|
||||
}
|
||||
|
@ -26,7 +26,4 @@ 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);
|
||||
}
|
||||
|
@ -1,10 +0,0 @@
|
||||
package pp.battleship.message.client;
|
||||
|
||||
public class ShellAnimationFinishedMessage extends ClientMessage{
|
||||
|
||||
@Override
|
||||
public void accept(ClientInterpreter interpreter, int from) {
|
||||
interpreter.received(this, from);
|
||||
}
|
||||
|
||||
}
|
@ -1,47 +0,0 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
@ -1,48 +0,0 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user