Revert "states for shell logic implemented"

This reverts commit f248a77c81
This commit is contained in:
Johannes Schmelz 2024-10-14 12:34:49 +00:00
parent f248a77c81
commit 0f44d37d4a
9 changed files with 3 additions and 263 deletions

View File

@ -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
}
}

View File

@ -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.");
}
}

View File

@ -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;
@ -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.");
}
}
}

View File

@ -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
}

View File

@ -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'");
}
}

View File

@ -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);
}

View File

@ -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);
}
}

View File

@ -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;
}
}

View File

@ -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
}
}