working version of battleship

This commit is contained in:
Johannes Schmelz 2024-11-12 00:37:05 +01:00
parent f47cda7dc4
commit 188ec03abd
158 changed files with 1244984 additions and 56 deletions

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@ -9,6 +9,7 @@ dependencies {
implementation project(":battleship:model") implementation project(":battleship:model")
implementation libs.jme3.desktop implementation libs.jme3.desktop
implementation libs.jme3.effects
runtimeOnly libs.jme3.awt.dialogs runtimeOnly libs.jme3.awt.dialogs
runtimeOnly libs.jme3.plugins runtimeOnly libs.jme3.plugins

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@ -22,6 +22,7 @@ import com.simsilica.lemur.GuiGlobals;
import com.simsilica.lemur.style.BaseStyles; import com.simsilica.lemur.style.BaseStyles;
import pp.battleship.client.gui.BattleAppState; import pp.battleship.client.gui.BattleAppState;
import pp.battleship.client.gui.EditorAppState; import pp.battleship.client.gui.EditorAppState;
import pp.battleship.client.gui.GameMusic;
import pp.battleship.client.gui.SeaAppState; import pp.battleship.client.gui.SeaAppState;
import pp.battleship.game.client.BattleshipClient; import pp.battleship.game.client.BattleshipClient;
import pp.battleship.game.client.ClientGameLogic; import pp.battleship.game.client.ClientGameLogic;
@ -267,6 +268,7 @@ public class BattleshipApp extends SimpleApplication implements BattleshipClient
stateManager.detach(stateManager.getState(DebugKeysAppState.class)); stateManager.detach(stateManager.getState(DebugKeysAppState.class));
attachGameSound(); attachGameSound();
attachGameMusic();
stateManager.attachAll(new EditorAppState(), new BattleAppState(), new SeaAppState()); stateManager.attachAll(new EditorAppState(), new BattleAppState(), new SeaAppState());
} }
@ -280,6 +282,15 @@ public class BattleshipApp extends SimpleApplication implements BattleshipClient
stateManager.attach(gameSound); stateManager.attach(gameSound);
} }
/**
* Attaches the background music state and sets its initial enabled state.
*/
private void attachGameMusic() {
final GameMusic gameSound = new GameMusic();
gameSound.setEnabled(GameMusic.enabledInPreferences());
stateManager.attach(gameSound);
}
/** /**
* Updates the application state every frame. * Updates the application state every frame.
* This method is called once per frame during the game loop. * This method is called once per frame during the game loop.

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@ -34,6 +34,7 @@ public class GameSound extends AbstractAppState implements GameEventListener {
private AudioNode splashSound; private AudioNode splashSound;
private AudioNode shipDestroyedSound; private AudioNode shipDestroyedSound;
private AudioNode explosionSound; private AudioNode explosionSound;
private AudioNode shellFlyingSound;
/** /**
* Checks if sound is enabled in the preferences. * Checks if sound is enabled in the preferences.
@ -78,6 +79,7 @@ public class GameSound extends AbstractAppState implements GameEventListener {
shipDestroyedSound = loadSound(app, "Sound/Effects/sunken.wav"); //NON-NLS shipDestroyedSound = loadSound(app, "Sound/Effects/sunken.wav"); //NON-NLS
splashSound = loadSound(app, "Sound/Effects/splash.wav"); //NON-NLS splashSound = loadSound(app, "Sound/Effects/splash.wav"); //NON-NLS
explosionSound = loadSound(app, "Sound/Effects/explosion.wav"); //NON-NLS explosionSound = loadSound(app, "Sound/Effects/explosion.wav"); //NON-NLS
shellFlyingSound = loadSound(app, "Sound/Effects/shell_flying.wav");
} }
/** /**
@ -124,12 +126,27 @@ public class GameSound extends AbstractAppState implements GameEventListener {
shipDestroyedSound.playInstance(); shipDestroyedSound.playInstance();
} }
/**
* Plays the shell flying sound effect.
*/
public void shellFly() {
if (isEnabled() && shellFlyingSound != null) {
shellFlyingSound.playInstance();
}
}
/**
* Handles a recieved {@code SoundEvent} and plays the according sound.
*
* @param event the Sound event to be processed
*/
@Override @Override
public void receivedEvent(SoundEvent event) { public void receivedEvent(SoundEvent event) {
switch (event.sound()) { switch (event.sound()) {
case EXPLOSION -> explosion(); case EXPLOSION -> explosion();
case SPLASH -> splash(); case SPLASH -> splash();
case DESTROYED_SHIP -> shipDestroyed(); case DESTROYED_SHIP -> shipDestroyed();
case SHELL_FLYING -> shellFly();
} }
} }
} }

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@ -11,6 +11,9 @@ import com.simsilica.lemur.Button;
import com.simsilica.lemur.Checkbox; import com.simsilica.lemur.Checkbox;
import com.simsilica.lemur.Label; import com.simsilica.lemur.Label;
import com.simsilica.lemur.style.ElementId; import com.simsilica.lemur.style.ElementId;
import pp.battleship.client.gui.GameMusic;
import pp.battleship.client.gui.VolumeSlider;
import pp.dialog.Dialog; import pp.dialog.Dialog;
import pp.dialog.StateCheckboxModel; import pp.dialog.StateCheckboxModel;
import pp.dialog.TextInputDialog; import pp.dialog.TextInputDialog;
@ -33,6 +36,7 @@ class Menu extends Dialog {
private final BattleshipApp app; private final BattleshipApp app;
private final Button loadButton = new Button(lookup("menu.map.load")); private final Button loadButton = new Button(lookup("menu.map.load"));
private final Button saveButton = new Button(lookup("menu.map.save")); private final Button saveButton = new Button(lookup("menu.map.save"));
private final VolumeSlider slider;
/** /**
* Constructs the Menu dialog for the Battleship application. * Constructs the Menu dialog for the Battleship application.
@ -42,17 +46,19 @@ class Menu extends Dialog {
public Menu(BattleshipApp app) { public Menu(BattleshipApp app) {
super(app.getDialogManager()); super(app.getDialogManager());
this.app = app; this.app = app;
slider = new VolumeSlider(app.getStateManager().getState(GameMusic.class));
addChild(new Label(lookup("battleship.name"), new ElementId("header"))); //NON-NLS addChild(new Label(lookup("battleship.name"), new ElementId("header"))); //NON-NLS
addChild(new Checkbox(lookup("menu.sound-enabled"), addChild(new Checkbox(lookup("menu.sound-enabled"), new StateCheckboxModel(app, GameSound.class)));
new StateCheckboxModel(app, GameSound.class)));
addChild(loadButton) addChild(new Checkbox(lookup("menu.background-sound-enabled"), new StateCheckboxModel(app, GameMusic.class)));
.addClickCommands(s -> ifTopDialog(this::loadDialog));
addChild(saveButton) addChild(slider);
.addClickCommands(s -> ifTopDialog(this::saveDialog));
addChild(new Button(lookup("menu.return-to-game"))) addChild(loadButton).addClickCommands(s -> ifTopDialog(this::loadDialog));
.addClickCommands(s -> ifTopDialog(this::close)); addChild(saveButton).addClickCommands(s -> ifTopDialog(this::saveDialog));
addChild(new Button(lookup("menu.quit"))) addChild(new Button(lookup("menu.return-to-game"))).addClickCommands(s -> ifTopDialog(this::close));
.addClickCommands(s -> ifTopDialog(app::closeApp)); addChild(new Button(lookup("menu.quit"))).addClickCommands(s -> ifTopDialog(app::closeApp));
update(); update();
} }
@ -65,6 +71,11 @@ class Menu extends Dialog {
saveButton.setEnabled(app.getGameLogic().maySaveMap()); saveButton.setEnabled(app.getGameLogic().maySaveMap());
} }
@Override
public void update(float delta) {
slider.update();
}
/** /**
* As an escape action, this method closes the menu if it is the top dialog. * As an escape action, this method closes the menu if it is the top dialog.
*/ */

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@ -7,10 +7,13 @@
package pp.battleship.client; package pp.battleship.client;
import com.simsilica.lemur.Button;
import com.simsilica.lemur.Container; import com.simsilica.lemur.Container;
import com.simsilica.lemur.Label; import com.simsilica.lemur.Label;
import com.simsilica.lemur.TextField; import com.simsilica.lemur.TextField;
import com.simsilica.lemur.component.SpringGridLayout; import com.simsilica.lemur.component.SpringGridLayout;
import pp.battleship.server.BattleshipServer;
import pp.dialog.Dialog; import pp.dialog.Dialog;
import pp.dialog.DialogBuilder; import pp.dialog.DialogBuilder;
import pp.dialog.SimpleDialog; import pp.dialog.SimpleDialog;
@ -33,6 +36,8 @@ class NetworkDialog extends SimpleDialog {
private final NetworkSupport network; private final NetworkSupport network;
private final TextField host = new TextField(LOCALHOST); private final TextField host = new TextField(LOCALHOST);
private final TextField port = new TextField(DEFAULT_PORT); 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 String hostname;
private int portNumber; private int portNumber;
private Future<Object> connectionFuture; private Future<Object> connectionFuture;
@ -65,6 +70,9 @@ class NetworkDialog extends SimpleDialog {
.setOkClose(false) .setOkClose(false)
.setNoClose(false) .setNoClose(false)
.build(this); .build(this);
//Add the button to start the sever
addChild(serverButton).addClickCommands(s -> ifTopDialog(this::startServerInThread));
} }
/** /**
@ -150,4 +158,21 @@ class NetworkDialog extends SimpleDialog {
network.getApp().errorDialog(lookup("server.connection.failed")); network.getApp().errorDialog(lookup("server.connection.failed"));
network.getApp().setInfoText(e.getLocalizedMessage()); network.getApp().setInfoText(e.getLocalizedMessage());
} }
/**
* Starts the server in a separate thread.
*/
private void startServerInThread() {
serverButton.setEnabled(false);
Thread serverThread = new Thread(() -> {
try {
BattleshipServer.main(null);
} catch (Exception e) {
serverButton.setEnabled(true);
LOGGER.log(Level.ERROR, "Server could not be started", e);
network.getApp().errorDialog("Could not start server: " + e.getMessage());
}
});
serverThread.start();
}
} }

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@ -0,0 +1,122 @@
package pp.battleship.client.gui;
import static pp.util.PreferencesUtils.getPreferences;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.prefs.Preferences;
import com.jme3.app.Application;
import com.jme3.app.state.AbstractAppState;
import com.jme3.app.state.AppStateManager;
import com.jme3.asset.AssetLoadException;
import com.jme3.asset.AssetNotFoundException;
import com.jme3.audio.AudioData;
import com.jme3.audio.AudioNode;
/**
* Handles the background music beeing played. Is able to start and stop the music. Set the Volume of the Audio.
*/
public class GameMusic extends AbstractAppState{
private static final Logger LOGGER = System.getLogger(GameMusic.class.getName());
private static final Preferences PREFERENCES = getPreferences(GameMusic.class);
private static final String ENABLED_PREF = "enabled"; //NON-NLS
private static final String VOLUME_PREF = "volume"; //NON-NLS
private AudioNode music;
/**
* Checks if sound is enabled in the preferences.
*
* @return {@code true} if sound is enabled, {@code false} otherwise.
*/
public static boolean enabledInPreferences() {
return PREFERENCES.getBoolean(ENABLED_PREF, true);
}
/**
* Checks if sound is enabled in the preferences.
*
* @return float to which the volume is set
*/
public static float volumeInPreferences() {
return PREFERENCES.getFloat(VOLUME_PREF, 0.5f);
}
/**
* Initializes the sound effects for the game.
* Overrides {@link AbstractAppState#initialize(AppStateManager, Application)}
*
* @param stateManager The state manager
* @param app The application
*/
@Override
public void initialize(AppStateManager stateManager, Application app) {
super.initialize(stateManager, app);
music = loadSound(app, "Sound/background.ogg");
setVolume(volumeInPreferences());
music.setLooping(true);
if (isEnabled() && music != null) {
music.play();
}
}
/**
* Loads a sound from the specified file.
*
* @param app The application
* @param name The name of the sound file.
* @return The loaded AudioNode.
*/
private AudioNode loadSound(Application app, String name) {
try {
final AudioNode sound = new AudioNode(app.getAssetManager(), name, AudioData.DataType.Buffer);
sound.setLooping(false);
sound.setPositional(false);
return sound;
}
catch (AssetLoadException | AssetNotFoundException ex) {
LOGGER.log(Level.ERROR, ex.getMessage(), ex);
}
return null;
}
/**
* Sets the enabled state of this AppState.
* Overrides {@link com.jme3.app.state.AbstractAppState#setEnabled(boolean)}
*
* @param enabled {@code true} to enable the AppState, {@code false} to disable it.
*/
@Override
public void setEnabled(boolean enabled) {
if (isEnabled() == enabled) return;
if (music != null) {
if (enabled) {
music.play();
} else {
music.stop();
}
}
super.setEnabled(enabled);
LOGGER.log(Level.INFO, "Sound enabled: {0}", enabled); //NON-NLS
PREFERENCES.putBoolean(ENABLED_PREF, enabled);
}
/**
* Toggles the game sound on or off.
*/
public void toggleSound() {
setEnabled(!isEnabled());
}
/**
* Sets the volume of music
* @param vol the volume to which the music should be set
*/
public void setVolume(float vol){
music.setVolume(vol);
PREFERENCES.putFloat(VOLUME_PREF, vol);
}
}

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@ -28,7 +28,7 @@ import pp.util.Position;
* and interaction between the model and the view. * and interaction between the model and the view.
*/ */
class MapView { class MapView {
private static final float FIELD_SIZE = 40f; public static final float FIELD_SIZE = 40f;
private static final float GRID_LINE_WIDTH = 2f; private static final float GRID_LINE_WIDTH = 2f;
private static final float BACKGROUND_DEPTH = -4f; private static final float BACKGROUND_DEPTH = -4f;
private static final float GRID_DEPTH = -1f; private static final float GRID_DEPTH = -1f;

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@ -7,14 +7,23 @@
package pp.battleship.client.gui; package pp.battleship.client.gui;
import com.jme3.material.Material;
import com.jme3.material.RenderState;
import com.jme3.material.RenderState.BlendMode;
import com.jme3.math.ColorRGBA; import com.jme3.math.ColorRGBA;
import com.jme3.scene.Geometry; import com.jme3.scene.Geometry;
import com.jme3.scene.Node; import com.jme3.scene.Node;
import com.jme3.scene.Spatial; import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Sphere;
import pp.battleship.model.Battleship; import pp.battleship.model.Battleship;
import pp.battleship.model.Shell;
import pp.battleship.model.Shot; import pp.battleship.model.Shot;
import pp.util.Position; import pp.util.Position;
import static com.jme3.material.Materials.UNSHADED;
/** /**
* Synchronizes the visual representation of the ship map with the game model. * Synchronizes the visual representation of the ship map with the game model.
* It handles the rendering of ships and shots on the map view, updating the view * It handles the rendering of ships and shots on the map view, updating the view
@ -122,4 +131,24 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
private Geometry shipLine(float x1, float y1, float x2, float y2, ColorRGBA color) { 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); return view.getApp().getDraw().makeFatLine(x1, y1, x2, y2, SHIP_DEPTH, color, SHIP_LINE_WIDTH);
} }
/**
* Creates and returns a Spatial representation of the given {@code Shell} object
* for 2D visualization in the game. The shell is represented as a circle.
*
* @param shell The {@code Shell} object to be visualized.
* @return A {@code Spatial} object representing the shell on the map.
*/
@Override
public Spatial visit(Shell shell) {
final ColorRGBA color = ColorRGBA.Black;
Geometry ellipse = new Geometry("ellipse", new Sphere(50, 50, MapView.FIELD_SIZE / 2 * 0.8f));
Material mat = new Material(view.getApp().getAssetManager(), UNSHADED); //NON-NLS
mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
mat.getAdditionalRenderState().setFaceCullMode(RenderState.FaceCullMode.Off);
mat.setColor("Color", color);
ellipse.setMaterial(mat);
ellipse.addControl(new Shell2DControl(view, shell));
return ellipse;
}
} }

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@ -0,0 +1,285 @@
package pp.battleship.client.gui;
import com.jme3.effect.ParticleEmitter;
import com.jme3.effect.ParticleMesh.Type;
import com.jme3.effect.shapes.EmitterSphereShape;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.FastMath;
import com.jme3.math.Vector3f;
import pp.battleship.client.BattleshipApp;
/**
* Factory class responsible for creating particle effects used in the game.
* This centralizes the creation of various types of particle emitters.
*/
public class ParticleEffectFactory {
private static final int COUNT_FACTOR = 1;
private static final float COUNT_FACTOR_F = 1f;
private static final boolean POINT_SPRITE = true;
private static final Type EMITTER_TYPE = POINT_SPRITE ? Type.Point : Type.Triangle;
private final BattleshipApp app;
ParticleEffectFactory(BattleshipApp app) {
this.app = app;
}
/**
* Creates a flame particle emitter.
*
* @return a configured flame particle emitter
*/
ParticleEmitter createFlame() {
ParticleEmitter flame = new ParticleEmitter("Flame", EMITTER_TYPE, 32 * COUNT_FACTOR);
flame.setSelectRandomImage(true);
flame.setStartColor(new ColorRGBA(1f, 0.4f, 0.05f, (1f / COUNT_FACTOR_F)));
flame.setEndColor(new ColorRGBA(.4f, .22f, .12f, 0f));
flame.setStartSize(0.1f);
flame.setEndSize(0.5f);
flame.setShape(new EmitterSphereShape(Vector3f.ZERO, 1f));
flame.setParticlesPerSec(0);
flame.setGravity(0, -5, 0);
flame.setLowLife(.4f);
flame.setHighLife(.5f);
flame.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 7, 0));
flame.getParticleInfluencer().setVelocityVariation(1f);
flame.setImagesX(2);
flame.setImagesY(2);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/flame.png"));
mat.setBoolean("PointSprite", POINT_SPRITE);
flame.setMaterial(mat);
return flame;
}
/**
* Creates a flash particle emitter.
*
* @return a configured flash particle emitter
*/
ParticleEmitter createFlash() {
ParticleEmitter flash = new ParticleEmitter("Flash", EMITTER_TYPE, 24 * COUNT_FACTOR);
flash.setSelectRandomImage(true);
flash.setStartColor(new ColorRGBA(1f, 0.8f, 0.36f, 1f / COUNT_FACTOR_F));
flash.setEndColor(new ColorRGBA(1f, 0.8f, 0.36f, 0f));
flash.setStartSize(.1f);
flash.setEndSize(0.5f);
flash.setShape(new EmitterSphereShape(Vector3f.ZERO, .05f));
flash.setParticlesPerSec(0);
flash.setGravity(0, 0, 0);
flash.setLowLife(.2f);
flash.setHighLife(.2f);
flash.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 5f, 0));
flash.getParticleInfluencer().setVelocityVariation(1);
flash.setImagesX(2);
flash.setImagesY(2);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/flash.png"));
mat.setBoolean("PointSprite", POINT_SPRITE);
flash.setMaterial(mat);
return flash;
}
/**
* Creates a round spark particle emitter.
*
* @return a configured round spark particle emitter
*/
ParticleEmitter createRoundSpark() {
ParticleEmitter roundSpark = new ParticleEmitter("RoundSpark", EMITTER_TYPE, 20 * COUNT_FACTOR);
roundSpark.setStartColor(new ColorRGBA(1f, 0.29f, 0.34f, (float) (1.0 / COUNT_FACTOR_F)));
roundSpark.setEndColor(new ColorRGBA(0, 0, 0, 0.5f / COUNT_FACTOR_F));
roundSpark.setStartSize(0.2f);
roundSpark.setEndSize(0.8f);
roundSpark.setShape(new EmitterSphereShape(Vector3f.ZERO, 1f));
roundSpark.setParticlesPerSec(0);
roundSpark.setGravity(0, -.5f, 0);
roundSpark.setLowLife(1.8f);
roundSpark.setHighLife(2f);
roundSpark.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 3, 0));
roundSpark.getParticleInfluencer().setVelocityVariation(.5f);
roundSpark.setImagesX(1);
roundSpark.setImagesY(1);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/roundspark.png"));
mat.setBoolean("PointSprite", POINT_SPRITE);
roundSpark.setMaterial(mat);
return roundSpark;
}
/**
* Creates a spark particle emitter.
*
* @return a configured spark particle emitter
*/
ParticleEmitter createSpark() {
ParticleEmitter spark = new ParticleEmitter("Spark", Type.Triangle, 30 * COUNT_FACTOR);
spark.setStartColor(new ColorRGBA(1f, 0.8f, 0.36f, 1.0f / COUNT_FACTOR_F));
spark.setEndColor(new ColorRGBA(1f, 0.8f, 0.36f, 0f));
spark.setStartSize(.5f);
spark.setEndSize(.5f);
spark.setFacingVelocity(true);
spark.setParticlesPerSec(0);
spark.setGravity(0, 5, 0);
spark.setLowLife(1.1f);
spark.setHighLife(1.5f);
spark.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 20, 0));
spark.getParticleInfluencer().setVelocityVariation(1);
spark.setImagesX(1);
spark.setImagesY(1);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/spark.png"));
spark.setMaterial(mat);
return spark;
}
/**
* Creates a smoke trail particle emitter.
*
* @return a configured smoke trail particle emitter
*/
ParticleEmitter createSmokeTrail() {
ParticleEmitter smokeTrail = new ParticleEmitter("SmokeTrail", Type.Triangle, 22 * COUNT_FACTOR);
smokeTrail.setStartColor(new ColorRGBA(1f, 0.8f, 0.36f, 1.0f / COUNT_FACTOR_F));
smokeTrail.setEndColor(new ColorRGBA(1f, 0.8f, 0.36f, 0f));
smokeTrail.setStartSize(.2f);
smokeTrail.setEndSize(1f);
smokeTrail.setFacingVelocity(true);
smokeTrail.setParticlesPerSec(0);
smokeTrail.setGravity(0, 1, 0);
smokeTrail.setLowLife(.4f);
smokeTrail.setHighLife(.5f);
smokeTrail.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 12, 0));
smokeTrail.getParticleInfluencer().setVelocityVariation(1);
smokeTrail.setImagesX(1);
smokeTrail.setImagesY(3);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/smoketrail.png"));
smokeTrail.setMaterial(mat);
return smokeTrail;
}
/**
* Creates a debris particle emitter.
*
* @return a configured debris particle emitter
*/
ParticleEmitter createDebris() {
ParticleEmitter debris = new ParticleEmitter("Debris", Type.Triangle, 15 * COUNT_FACTOR);
debris.setSelectRandomImage(true);
debris.setRandomAngle(true);
debris.setRotateSpeed(FastMath.TWO_PI * 4);
debris.setStartColor(new ColorRGBA(1f, 0.59f, 0.28f, 1.0f / COUNT_FACTOR_F));
debris.setEndColor(new ColorRGBA(.5f, 0.5f, 0.5f, 0f));
debris.setStartSize(.10f);
debris.setEndSize(.15f);
debris.setParticlesPerSec(0);
debris.setGravity(0, 12f, 0);
debris.setLowLife(1.4f);
debris.setHighLife(1.5f);
debris.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 15, 0));
debris.getParticleInfluencer().setVelocityVariation(.60f);
debris.setImagesX(3);
debris.setImagesY(3);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/Debris.png"));
debris.setMaterial(mat);
return debris;
}
/**
* Creates a shockwave particle emitter.
*
* @return a configured shockwave particle emitter
*/
ParticleEmitter createShockwave() {
ParticleEmitter shockwave = new ParticleEmitter("Shockwave", Type.Triangle, 1 * COUNT_FACTOR);
shockwave.setFaceNormal(Vector3f.UNIT_Y);
shockwave.setStartColor(new ColorRGBA(.48f, 0.17f, 0.01f, .8f / COUNT_FACTOR_F));
shockwave.setEndColor(new ColorRGBA(.48f, 0.17f, 0.01f, 0f));
shockwave.setStartSize(0f);
shockwave.setEndSize(3f);
shockwave.setParticlesPerSec(0);
shockwave.setGravity(0, 0, 0);
shockwave.setLowLife(0.5f);
shockwave.setHighLife(0.5f);
shockwave.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 0, 0));
shockwave.getParticleInfluencer().setVelocityVariation(0f);
shockwave.setImagesX(1);
shockwave.setImagesY(1);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/shockwave.png"));
shockwave.setMaterial(mat);
return shockwave;
}
/**
* Creates a moving smoke emitter.
*
* @return a configured smoke emitter
*/
ParticleEmitter createMovingSmokeEmitter() {
ParticleEmitter smokeEmitter = new ParticleEmitter("SmokeEmitter", Type.Triangle, 300);
smokeEmitter.setGravity(0, 0, 0);
smokeEmitter.getParticleInfluencer().setVelocityVariation(1);
smokeEmitter.setLowLife(1);
smokeEmitter.setHighLife(1);
smokeEmitter.getParticleInfluencer().setInitialVelocity(new Vector3f(0, .5f, 0));
smokeEmitter.setImagesX(15); // Assuming the smoke texture is a sprite sheet with 15 frames
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Smoke/Smoke.png"));
smokeEmitter.setMaterial(mat);
return smokeEmitter;
}
/**
* Creates a one-time water splash particle emitter.
*
* @return a configured one-time water splash particle emitter
*/
public ParticleEmitter createWaterSplash() {
// Create a new particle emitter for the splash effect
ParticleEmitter waterSplash = new ParticleEmitter("WaterSplash", Type.Triangle, 30);
// Set the shape of the emitter, making particles emit from a point or small area
waterSplash.setShape(new EmitterSphereShape(Vector3f.ZERO, 0.2f));
// Start and end colors for water (blue, fading out)
waterSplash.setStartColor(new ColorRGBA(0.4f, 0.4f, 1f, 1f)); // Light blue at start
waterSplash.setEndColor(new ColorRGBA(0.4f, 0.4f, 1f, 0f)); // Transparent at the end
// Particle size: small at start, larger before fading out
waterSplash.setStartSize(0.1f);
waterSplash.setEndSize(0.3f);
// Particle lifespan (how long particles live)
waterSplash.setLowLife(0.5f);
waterSplash.setHighLife(1f);
// Gravity: Pull the water particles downwards
waterSplash.setGravity(0, -9.81f, 0); // Earth's gravity simulation
// Velocity: Give particles an initial burst upward (simulates splash)
waterSplash.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 3, 0));
waterSplash.getParticleInfluencer().setVelocityVariation(0.6f); // Add randomness to splash
// Set how many particles are emitted per second (0 to emit all particles at once)
waterSplash.setParticlesPerSec(0);
// Load a texture for the water splash (assuming a texture exists at this path)
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Splash/splash.png"));
waterSplash.setMaterial(mat);
return waterSplash;
}
}

View File

@ -7,6 +7,7 @@
package pp.battleship.client.gui; package pp.battleship.client.gui;
import com.jme3.effect.ParticleEmitter;
import com.jme3.material.Material; import com.jme3.material.Material;
import com.jme3.material.RenderState.BlendMode; import com.jme3.material.RenderState.BlendMode;
import com.jme3.math.ColorRGBA; import com.jme3.math.ColorRGBA;
@ -19,6 +20,7 @@ import com.jme3.scene.shape.Cylinder;
import pp.battleship.client.BattleshipApp; import pp.battleship.client.BattleshipApp;
import pp.battleship.model.Battleship; import pp.battleship.model.Battleship;
import pp.battleship.model.Rotation; import pp.battleship.model.Rotation;
import pp.battleship.model.Shell;
import pp.battleship.model.ShipMap; import pp.battleship.model.ShipMap;
import pp.battleship.model.Shot; import pp.battleship.model.Shot;
@ -35,6 +37,10 @@ import static pp.util.FloatMath.PI;
class SeaSynchronizer extends ShipMapSynchronizer { class SeaSynchronizer extends ShipMapSynchronizer {
private static final String UNSHADED = "Common/MatDefs/Misc/Unshaded.j3md"; //NON-NLS private static final String UNSHADED = "Common/MatDefs/Misc/Unshaded.j3md"; //NON-NLS
private static final String KING_GEORGE_V_MODEL = "Models/KingGeorgeV/KingGeorgeV.j3o"; //NON-NLS private static final String KING_GEORGE_V_MODEL = "Models/KingGeorgeV/KingGeorgeV.j3o"; //NON-NLS
private static final String BOAT_SMALL_MODEL = "Models/BoatSmall/12219_boat_v2_L2.j3o"; //NON-NLS
private static final String CV_MODEL = "Models/CV/CV.j3o"; //NON-NLS
private static final String BATTLE_MODEL = "Models/Battle/Battle.j3o"; //NON-NLS
private static final String LIGHTING = "Common/MatDefs/Light/Lighting.j3md";
private static final String COLOR = "Color"; //NON-NLS private static final String COLOR = "Color"; //NON-NLS
private static final String SHIP = "ship"; //NON-NLS private static final String SHIP = "ship"; //NON-NLS
private static final String SHOT = "shot"; //NON-NLS private static final String SHOT = "shot"; //NON-NLS
@ -44,6 +50,7 @@ class SeaSynchronizer extends ShipMapSynchronizer {
private final ShipMap map; private final ShipMap map;
private final BattleshipApp app; private final BattleshipApp app;
private final ParticleEffectFactory particleFactory;
/** /**
* Constructs a {@code SeaSynchronizer} object with the specified application, root node, and ship map. * Constructs a {@code SeaSynchronizer} object with the specified application, root node, and ship map.
@ -56,6 +63,7 @@ class SeaSynchronizer extends ShipMapSynchronizer {
super(app.getGameLogic().getOwnMap(), root); super(app.getGameLogic().getOwnMap(), root);
this.app = app; this.app = app;
this.map = map; this.map = map;
this.particleFactory = new ParticleEffectFactory(app);
addExisting(); addExisting();
} }
@ -69,7 +77,44 @@ class SeaSynchronizer extends ShipMapSynchronizer {
*/ */
@Override @Override
public Spatial visit(Shot shot) { public Spatial visit(Shot shot) {
return shot.isHit() ? handleHit(shot) : createCylinder(shot); return shot.isHit() ? handleHit(shot) : handleMiss(shot);
}
/**
* Handles a miss by representing it with a blue cylinder
* and attaching a water splash effect to it.
* @param shot the shot to be processed
* @return a Spatial simulating a miss with water splash effect
*/
private Spatial handleMiss(Shot shot) {
Node shotNode = new Node("ShotNode");
Geometry shotCylinder = createCylinder(shot);
shotNode.attachChild(shotCylinder);
ParticleEmitter waterSplash = particleFactory.createWaterSplash();
waterSplash.setLocalTranslation(shot.getY() + 0.5f, 0f, shot.getX() + 0.5f);
shotNode.attachChild(waterSplash);
waterSplash.emitAllParticles();
return shotNode;
}
/**
* Handles the sinking animation and removal of ship if destroyed
* @param ship the ship to be sunk
*/
private void sinkAndRemoveShip(Battleship ship) {
Battleship wilkeningklaunichtmeinencode = ship;
final Node shipNode = (Node) getSpatial(wilkeningklaunichtmeinencode);
if (shipNode == null) return;
// Add sinking control to animate the sinking
shipNode.addControl(new SinkingControl(shipNode));
// Add particle effects
ParticleEmitter bubbles = particleFactory.createWaterSplash();
bubbles.setLocalTranslation(shipNode.getLocalTranslation());
shipNode.attachChild(bubbles);
bubbles.emitAllParticles();
} }
/** /**
@ -77,16 +122,58 @@ class SeaSynchronizer extends ShipMapSynchronizer {
* contains the ship model as a child so that it moves with the ship. * contains the ship model as a child so that it moves with the ship.
* *
* @param shot a hit * @param shot a hit
* @return always null to prevent the representation from being attached * @return always null to prevent the representation from being attached to the items node as well
* to the items node as well
*/ */
private Spatial handleHit(Shot shot) { private Spatial handleHit(Shot shot) {
final Battleship ship = requireNonNull(map.findShipAt(shot), "Missing ship"); final Battleship ship = requireNonNull(map.findShipAt(shot), "Missing ship");
final Node shipNode = requireNonNull((Node) getSpatial(ship), "Missing ship node"); final Node shipNode = requireNonNull((Node) getSpatial(ship), "Missing ship node");
final Geometry representation = createCylinder(shot);
representation.getLocalTranslation().subtractLocal(shipNode.getLocalTranslation());
shipNode.attachChild(representation); // Create a new node specifically for the hit effects
Node hitEffectNode = new Node("HitEffectNode");
// Create particle effects
ParticleEmitter flame = particleFactory.createFlame();
ParticleEmitter flash = particleFactory.createFlash();
ParticleEmitter spark = particleFactory.createSpark();
ParticleEmitter roundSpark = particleFactory.createRoundSpark();
ParticleEmitter smokeTrail = particleFactory.createSmokeTrail();
ParticleEmitter debris = particleFactory.createDebris();
ParticleEmitter shockwave = particleFactory.createShockwave();
ParticleEmitter movingSmoke = particleFactory.createMovingSmokeEmitter();
// Attach all effects to the hitEffectNode
hitEffectNode.attachChild(flame);
hitEffectNode.attachChild(flash);
hitEffectNode.attachChild(spark);
hitEffectNode.attachChild(roundSpark);
hitEffectNode.attachChild(smokeTrail);
hitEffectNode.attachChild(debris);
hitEffectNode.attachChild(shockwave);
hitEffectNode.attachChild(movingSmoke);
// Set the local translation for the hit effect to the point of impact
hitEffectNode.setLocalTranslation(shot.getY() + 0.5f - shipNode.getLocalTranslation().x,
0.5f, // Adjust as needed for height above the ship
shot.getX() + 0.5f - shipNode.getLocalTranslation().z);
// Attach the hitEffectNode to the shipNode so it moves with the ship
shipNode.attachChild(hitEffectNode);
// Emit particles when the hit happens
flash.emitAllParticles();
spark.emitAllParticles();
smokeTrail.emitAllParticles();
debris.emitAllParticles();
shockwave.emitAllParticles();
flame.emitAllParticles();
roundSpark.emitAllParticles();
//Checks if ship is destroyed and triggers animation accordingly
if (ship.isDestroyed()) {
sinkAndRemoveShip(ship);
}
return null; return null;
} }
@ -141,7 +228,13 @@ class SeaSynchronizer extends ShipMapSynchronizer {
* @return the spatial representing the battleship * @return the spatial representing the battleship
*/ */
private Spatial createShip(Battleship ship) { private Spatial createShip(Battleship ship) {
return ship.getLength() == 4 ? createBattleship(ship) : createBox(ship); switch (ship.getLength()) {
case 4: return createBattleship(ship);
case 3: return createCV(ship);
case 2: return createBattle(ship);
case 1: return createSmallship(ship);
default: return createBox(ship);
}
} }
/** /**
@ -191,6 +284,57 @@ class SeaSynchronizer extends ShipMapSynchronizer {
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f); model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
model.scale(1.48f); model.scale(1.48f);
// model.scale(0.0007f);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* Creates a detailed 3D model to represent a small tug boat.
*
* @param ship the battleship to be represented
* @return the spatial representing a small tug boat
*/
private Spatial createSmallship(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(BOAT_SMALL_MODEL);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
model.scale(0.0005f);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* Creates a detailed 3D model to represent a "German WWII UBoat".
*
* @param ship the battleship to be represented
* @return the spatial representing the "German WWII UBoat"
*/
private Spatial createCV(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(CV_MODEL);
model.rotate(0f, calculateRotationAngle(ship.getRot()), 0f);
model.move(0f, 0.25f, 0f);
model.scale(0.85f);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* Creates a detailed 3D model to represent a battleship.
*
* @param ship the battleship to be represented
* @return the spatial representing a battleship
*/
private Spatial createBattle(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(BATTLE_MODEL);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
model.move(0f, -0.06f, 0f);
model.scale(0.27f);
model.setShadowMode(ShadowMode.CastAndReceive); model.setShadowMode(ShadowMode.CastAndReceive);
return model; return model;
@ -210,4 +354,25 @@ class SeaSynchronizer extends ShipMapSynchronizer {
case UP -> PI; case UP -> PI;
}; };
} }
/**
* Creates and returns a 3D model representation of the given {@code Shell} object
* for visualization in the game.
*
* @param shell The {@code Shell} object to be visualized.
* @return A {@code Spatial} object representing the 3D model of the shell.
*/
@Override
public Spatial visit(Shell shell) {
final Spatial model = app.getAssetManager().loadModel("Models/Shell/shell.j3o");
model.setLocalScale(.05f);
model.setShadowMode(ShadowMode.CastAndReceive);
Material mat = new Material(app.getAssetManager(), LIGHTING);
mat.setTexture("DiffuseMap", app.getAssetManager().loadTexture("Models/Shell/shell_color.png"));
mat.setReceivesShadows(true);
model.setMaterial(mat);
model.addControl(new ShellControl(shell));
return model;
}
} }

View File

@ -0,0 +1,57 @@
package pp.battleship.client.gui;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.control.AbstractControl;
import pp.battleship.model.Shell;
import pp.util.Position;
/**
* Controls the 2D representation of a {@code Shell} in the game, updating its position
* based on the shell's current state in the game model. The {@code Shell2DControl} class
* is responsible for translating the shell's 3D position to a 2D view position within
* the game's map view.
*/
public class Shell2DControl extends AbstractControl {
private final Shell shell;
private final MapView view;
/**
* Constructs a new {@code Shell2DControl} to manage the 2D visualization of the given {@code Shell}.
*
* @param view The {@code MapView} used to get information about the map to display.
* @param shell The {@code Shell} being visualized.
*/
public Shell2DControl(MapView view, Shell shell){
this.shell = shell;
this.view = view;
}
/**
* Updates the position of the shell's 2D representation based on the shell's current
* 3D position in the game model. The position is mapped from model space to view space
* coordinates and translated to the appropriate location within the {@code MapView}.
*
* @param tpf Time per frame, representing the time elapsed since the last frame.
*/
@Override
protected void controlUpdate(float tpf) {
Vector3f shellPos = shell.getPosition();
Position viewPos = view.modelToView(shellPos.x, shellPos.z);
spatial.setLocalTranslation(viewPos.getX() + MapView.FIELD_SIZE / 2, viewPos.getY() + MapView.FIELD_SIZE / 2, 0);
}
/**
* This method is called during the rendering phase, but it does not perform any
* operations in this implementation as the control only influences the spatial's
* transformation, not its rendering process.
*
* @param rm the RenderManager rendering the controlled Spatial (not null)
* @param vp the ViewPort being rendered (not null)
*/
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
// No rendering-specific behavior required for this control
}
}

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@ -0,0 +1,58 @@
package pp.battleship.client.gui;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.control.AbstractControl;
import pp.battleship.model.Shell;
import static pp.util.FloatMath.PI;
/**
* Controls the 3D representation of a {@code Shell} in the game, updating its position
* and rotation based on the shell's current state in the game model. The {@code ShellControl}
* class ensures that the spatial associated with the shell is positioned and oriented correctly
* within the world.
*/
public class ShellControl extends AbstractControl {
private final Shell shell;
/**
* Constructs a new {@code ShellControl} to manage the 3D visualization of the given {@code Shell}.
*
* @param shell The {@code Shell} being visualized and controlled.
*/
public ShellControl(Shell shell){
super();
this.shell = shell;
}
/**
* Updates the 3D position and rotation of the shell based on its current state.
* Converts map coordinates to world coordinates and applies the shell's orientation.
*
* @param tpf Time per frame, representing the elapsed time since the last update.
*/
@Override
protected void controlUpdate(float tpf) {
Vector3f pos = shell.getPosition();
Vector3f fixed = new Vector3f(pos.z + 0.5f, pos.y, pos.x + 0.5f);
fixed.setY(pos.y);
spatial.setLocalTranslation(fixed);
spatial.setLocalRotation(shell.getRotation());
spatial.rotate(PI/2,0,0);
}
/**
* This method is called during the rendering phase, but it does not perform any
* operations in this implementation as the control only influences the spatial's
* transformation, not its rendering process.
*
* @param rm the RenderManager rendering the controlled Spatial (not null)
* @param vp the ViewPort being rendered (not null)
*/
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
// No rendering-specific behavior required for this control
}
}

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@ -0,0 +1,61 @@
package pp.battleship.client.gui;
import com.jme3.scene.control.AbstractControl;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.Node;
/**
* Control that handles the sinking effect for destroyed ships.
* It will gradually move the ship downwards and then remove it from the scene.
*/
class SinkingControl extends AbstractControl {
private static final float SINK_DURATION = 5f; // Duration of the sinking animation
private static final float SINK_SPEED = 0.1f; // Speed at which the ship sinks
private float elapsedTime = 0;
private final Node shipNode;
/**
* Constructs a {@code SinkingControl} object with the shipNode to be to be sunk
* @param shipNode the node to handeld
*/
public SinkingControl(Node shipNode) {
this.shipNode = shipNode;
}
/**
* Updated the Map to sink the ship
*
* @param tpf time per frame
*/
@Override
protected void controlUpdate(float tpf) {
// Update the sinking effect
elapsedTime += tpf;
// Move the ship down over time
Vector3f currentPos = shipNode.getLocalTranslation();
shipNode.setLocalTranslation(currentPos.x, currentPos.y - SINK_SPEED * tpf, currentPos.z);
// Check if sinking duration has passed
if (elapsedTime >= SINK_DURATION) {
// Remove the ship from the scene
shipNode.removeFromParent();
}
}
/**
* This method is called during the rendering phase, but it does not perform any
* operations in this implementation as the control only influences the spatial's
* transformation, not its rendering process.
*
* @param rm the RenderManager rendering the controlled Spatial (not null)
* @param vp the ViewPort being rendered (not null)
*/
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
// No rendering-related code needed
}
}

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@ -0,0 +1,35 @@
package pp.battleship.client.gui;
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
*/
public class VolumeSlider extends Slider {
private final GameMusic music;
private double vol;
/**
* Constructs the Volume Slider for the Menu dialog
* @param music the music instance
*/
public VolumeSlider(GameMusic music) {
super();
this.music = music;
vol = GameMusic.volumeInPreferences();
getModel().setPercent(vol);
}
/**
* when triggered it updates the volume to the value set with the slider
*/
public void update() {
if (vol != getModel().getPercent()) {
vol = getModel().getPercent();
music.setVolume( (float) vol);
}
}
}

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@ -0,0 +1,182 @@
////////////////////////////////////////
// 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;
import com.jme3.network.Message;
import com.jme3.network.MessageListener;
import com.jme3.network.Network;
import com.jme3.network.Server;
import com.jme3.network.serializing.Serializer;
import pp.battleship.BattleshipConfig;
import pp.battleship.game.server.Player;
import pp.battleship.game.server.ServerGameLogic;
import pp.battleship.game.server.ServerSender;
import pp.battleship.message.client.AnimationFinishedMessage;
import pp.battleship.message.client.ClientMessage;
import pp.battleship.message.client.MapMessage;
import pp.battleship.message.client.ShootMessage;
import pp.battleship.message.server.EffectMessage;
import pp.battleship.message.server.GameDetails;
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.model.Shot;
import java.io.File;
import java.io.FileInputStream;
import java.io.IOException;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.concurrent.BlockingQueue;
import java.util.concurrent.LinkedBlockingQueue;
import java.util.logging.LogManager;
/**
* Server implementing the visitor pattern as MessageReceiver for ClientMessages
*/
public class BattleshipServer implements MessageListener<HostedConnection>, ConnectionListener, ServerSender {
private static final Logger LOGGER = System.getLogger(BattleshipServer.class.getName());
private static final File CONFIG_FILE = new File("server.properties");
private final BattleshipConfig config = new BattleshipConfig();
private Server myServer;
private final ServerGameLogic logic;
private final BlockingQueue<ReceivedMessage> pendingMessages = new LinkedBlockingQueue<>();
static {
// Configure logging
LogManager manager = LogManager.getLogManager();
try {
manager.readConfiguration(new FileInputStream("logging.properties"));
LOGGER.log(Level.INFO, "Successfully read logging properties"); //NON-NLS
}
catch (IOException e) {
LOGGER.log(Level.INFO, e.getMessage());
}
}
/**
* Starts the Battleships server.
*/
public static void main(String[] args) {
new BattleshipServer().run();
}
/**
* Creates the server.
*/
BattleshipServer() {
config.readFromIfExists(CONFIG_FILE);
LOGGER.log(Level.INFO, "Configuration: {0}", config); //NON-NLS
logic = new ServerGameLogic(this, config);
}
public void run() {
startServer();
while (true)
processNextMessage();
}
private void startServer() {
try {
LOGGER.log(Level.INFO, "Starting server..."); //NON-NLS
myServer = Network.createServer(config.getPort());
initializeSerializables();
myServer.start();
registerListeners();
LOGGER.log(Level.INFO, "Server started: {0}", myServer.isRunning()); //NON-NLS
}
catch (IOException e) {
LOGGER.log(Level.ERROR, "Couldn't start server: {0}", e.getMessage()); //NON-NLS
exit(1);
}
}
private void processNextMessage() {
try {
pendingMessages.take().process(logic);
}
catch (InterruptedException ex) {
LOGGER.log(Level.INFO, "Interrupted while waiting for messages"); //NON-NLS
Thread.currentThread().interrupt();
}
}
private void initializeSerializables() {
Serializer.registerClass(GameDetails.class);
Serializer.registerClass(StartBattleMessage.class);
Serializer.registerClass(MapMessage.class);
Serializer.registerClass(ShootMessage.class);
Serializer.registerClass(EffectMessage.class);
Serializer.registerClass(AnimationFinishedMessage.class);
Serializer.registerClass(Battleship.class);
Serializer.registerClass(IntPoint.class);
Serializer.registerClass(Shot.class);
}
private void registerListeners() {
myServer.addMessageListener(this, MapMessage.class);
myServer.addMessageListener(this, ShootMessage.class);
myServer.addMessageListener(this, AnimationFinishedMessage.class);
myServer.addConnectionListener(this);
}
@Override
public void messageReceived(HostedConnection source, Message message) {
LOGGER.log(Level.INFO, "message received from {0}: {1}", source.getId(), message); //NON-NLS
if (message instanceof ClientMessage clientMessage)
pendingMessages.add(new ReceivedMessage(clientMessage, source.getId()));
}
@Override
public void connectionAdded(Server server, HostedConnection hostedConnection) {
LOGGER.log(Level.INFO, "new connection {0}", hostedConnection); //NON-NLS
logic.addPlayer(hostedConnection.getId());
}
@Override
public void connectionRemoved(Server server, HostedConnection hostedConnection) {
LOGGER.log(Level.INFO, "connection closed: {0}", hostedConnection); //NON-NLS
final Player player = logic.getPlayerById(hostedConnection.getId());
if (player == null)
LOGGER.log(Level.INFO, "closed connection does not belong to an active player"); //NON-NLS
else { //NON-NLS
LOGGER.log(Level.INFO, "closed connection belongs to {0}", player); //NON-NLS
exit(0);
}
}
private void exit(int exitValue) { //NON-NLS
LOGGER.log(Level.INFO, "close request"); //NON-NLS
if (myServer != null)
for (HostedConnection client : myServer.getConnections()) //NON-NLS
if (client != null) client.close("Game over"); //NON-NLS
System.exit(exitValue);
}
/**
* Send the specified message to the specified connection.
*
* @param id the connection id
* @param message the message
*/
public void send(int id, ServerMessage message) {
if (myServer == null || !myServer.isRunning()) {
LOGGER.log(Level.ERROR, "no server running when trying to send {0}", message); //NON-NLS
return;
}
final HostedConnection connection = myServer.getConnection(id);
if (connection != null)
connection.send(message);
else
LOGGER.log(Level.ERROR, "there is no connection with id={0}", id); //NON-NLS
}
}

View File

@ -0,0 +1,17 @@
////////////////////////////////////////
// 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;
record ReceivedMessage(ClientMessage message, int from) {
void process(ClientInterpreter interpreter) {
message.accept(interpreter, from);
}
}

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View File

@ -42,6 +42,9 @@ public class ModelExporter extends SimpleApplication {
@Override @Override
public void simpleInitApp() { public void simpleInitApp() {
export("Models/KingGeorgeV/King_George_V.obj", "KingGeorgeV.j3o"); //NON-NLS export("Models/KingGeorgeV/King_George_V.obj", "KingGeorgeV.j3o"); //NON-NLS
export("Models/BoatSmall/12219_boat_v2_L2.obj", "BoatSmall.j3o"); //NON-NLS
export("Models/Battle/14084_WWII_Ship_German_Type_II_U-boat_v2_L1.obj", "Battle.j3o"); //NON-NLS
export("Models/CV/essex_scb-125_generic.obj", "CV.j3o"); //NON-NLS
stop(); stop();
} }

View File

@ -0,0 +1,16 @@
# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
# File Created: 29.03.2012 14:25:39
newmtl default
Ns 35.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 1.0000 1.0000 1.0000
Kd 1.0000 1.0000 1.0000
Ks 0.5400 0.5400 0.5400
Ke 0.0000 0.0000 0.0000
map_Ka 14084_WWII_ship_German_Type_II_U-boat_diff.jpg
map_Kd 14084_WWII_ship_German_Type_II_U-boat_diff.jpg

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# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
# File Created: 16.12.2011 14:18:52
newmtl white
Ns 53.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.6667 0.6667 0.6667
Kd 0.6667 0.6667 0.6667
Ks 0.1800 0.1800 0.1800
Ke 0.0000 0.0000 0.0000
newmtl boat_elements_black
Ns 55.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.0000 0.0000 0.0000
Kd 0.0000 0.0000 0.0000
Ks 0.3600 0.3600 0.3600
Ke 0.0000 0.0000 0.0000
newmtl boat_glass
Ns 60.0000
Ni 7.0000
d 0.4000
Tr 0.6000
Tf 0.4000 0.4000 0.4000
illum 2
Ka 0.1059 0.1569 0.1451
Kd 0.1059 0.1569 0.1451
Ks 0.6750 0.6750 0.6750
Ke 0.0000 0.0000 0.0000
newmtl boat_screw_hooks_bronze
Ns 80.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.2941 0.2157 0.0510
Kd 0.2941 0.2157 0.0510
Ks 0.7200 0.7200 0.7200
Ke 0.0000 0.0000 0.0000
newmtl boat_silver
Ns 80.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.3333 0.3333 0.3333
Kd 0.3333 0.3333 0.3333
Ks 0.7200 0.7200 0.7200
Ke 0.0000 0.0000 0.0000
newmtl boat_buffer
Ns 10.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 1.0000 1.0000 1.0000
Kd 1.0000 1.0000 1.0000
Ks 0.2700 0.2700 0.2700
Ke 0.0000 0.0000 0.0000
map_Ka boat_buffer_diffuse.jpg
map_Kd boat_buffer_diffuse.jpg
newmtl boat_roof_accessory
Ns 15.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 1.0000 1.0000 1.0000
Kd 1.0000 1.0000 1.0000
Ks 0.3600 0.3600 0.3600
Ke 0.0000 0.0000 0.0000
map_Ka boat_roof_accessory_diffuse.jpg
map_Kd boat_roof_accessory_diffuse.jpg
newmtl boat_body
Ns 55.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 1.0000 1.0000 1.0000
Kd 1.0000 1.0000 1.0000
Ks 0.3600 0.3600 0.3600
Ke 0.0000 0.0000 0.0000
map_Ka boat_body_diffuse.jpg
map_Kd boat_body_diffuse.jpg

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