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https://athene2.informatik.unibw-muenchen.de/progproj/gruppen-ht24/Gruppe-02.git
synced 2024-11-25 02:19:45 +01:00
ships are finally sinking
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@ -97,6 +97,26 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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return shotNode;
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}
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/**
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* Handles the sinking animation and removal of ship if destroyed
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* @param ship the ship to be sunk
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*/
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private void sinkAndRemoveShip(Battleship ship) {
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Battleship dasIstGelebteTeamarbeit = ship;
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final Node shipNode = (Node) getSpatial(dasIstGelebteTeamarbeit);
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if (shipNode == null) return;
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// Add sinking control to animate the sinking
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shipNode.addControl(new SinkControl(shipNode));
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// Add particle effects
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ParticleEmitter bubbles = particlecreator.createWaterSplash();
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bubbles.setLocalTranslation(shipNode.getLocalTranslation());
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shipNode.attachChild(bubbles);
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bubbles.emitAllParticles();
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}
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/**
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* Handles a hit by attaching its representation to the node that
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@ -150,6 +170,11 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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flame.emitAllParticles();
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roundSpark.emitAllParticles();
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//Checks if ship is destroyed and triggers animation accordingly
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if (ship.isDestroyed()) {
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sinkAndRemoveShip(ship);
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}
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return null;
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}
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@ -0,0 +1,54 @@
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package pp.battleship.client.gui;
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import com.jme3.scene.control.AbstractControl;
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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.Node;
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/**
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* Control that handles the sinking effect for destroyed ships.
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* It will gradually move the ship downwards and then remove it from the scene.
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*/
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class SinkControl extends AbstractControl {
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private static final float SINK_DURATION = 5f; // Duration of the sinking animation
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private static final float SINK_SPEED = 0.1f; // Speed at which the ship sinks
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private float elapsedTime = 0;
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private final Node shipNode;
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/**
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* Constructs a {@code SinkingControl} object with the shipNode to be to be sunk
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* @param shipNode the node to handeld
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*/
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public SinkControl(Node shipNode) {
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this.shipNode = shipNode;
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}
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/**
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* Updated the Map to sink the ship
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*
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* @param tpf time per frame
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*/
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@Override
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protected void controlUpdate(float tpf) {
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// Update the sinking effect
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elapsedTime += tpf;
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// Move the ship down over time
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Vector3f currentPos = shipNode.getLocalTranslation();
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shipNode.setLocalTranslation(currentPos.x, currentPos.y - SINK_SPEED * tpf, currentPos.z);
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// Check if sinking duration has passed
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if (elapsedTime >= SINK_DURATION) {
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// Remove the ship from the scene
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shipNode.removeFromParent();
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}
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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-related code needed
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}
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}
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