mirror of
https://athene2.informatik.unibw-muenchen.de/progproj/gruppen-ht24/Gruppe-02.git
synced 2024-11-25 04:39:43 +01:00
shell animation
This commit is contained in:
parent
21553ec52e
commit
28d9cb10e5
@ -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;
|
||||||
|
@ -7,13 +7,20 @@
|
|||||||
|
|
||||||
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.
|
||||||
@ -122,4 +129,25 @@ 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;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -20,6 +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;
|
||||||
|
|
||||||
@ -39,6 +40,7 @@ class SeaSynchronizer extends ShipMapSynchronizer {
|
|||||||
private static final String SMALL_SHIP_MODEL = "Models/SmallShip/SmallShip.j3o"; //NON-NLS
|
private static final String SMALL_SHIP_MODEL = "Models/SmallShip/SmallShip.j3o"; //NON-NLS
|
||||||
private static final String U_BOAT_MODEL = "Models/WWII_ship_German_Type_II_U-boat_v2/WW2Uboat.j3o"; //NON-NLS
|
private static final String U_BOAT_MODEL = "Models/WWII_ship_German_Type_II_U-boat_v2/WW2Uboat.j3o"; //NON-NLS
|
||||||
private static final String TUG_BOAT_MODEL = "Models/TugBoat/TugBoat.j3o"; //NON-NLS
|
private static final String TUG_BOAT_MODEL = "Models/TugBoat/TugBoat.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
|
||||||
@ -325,8 +327,6 @@ class SeaSynchronizer extends ShipMapSynchronizer {
|
|||||||
return model;
|
return model;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Calculates the rotation angle for the specified rotation.
|
* Calculates the rotation angle for the specified rotation.
|
||||||
*
|
*
|
||||||
@ -341,4 +341,25 @@ 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;
|
||||||
|
}
|
||||||
}
|
}
|
@ -0,0 +1,49 @@
|
|||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
protected void controlRender(RenderManager rm, ViewPort vp) {
|
||||||
|
// No rendering-specific behavior required for this control
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,50 @@
|
|||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
protected void controlRender(RenderManager rm, ViewPort vp) {
|
||||||
|
// No rendering-specific behavior required for this control
|
||||||
|
}
|
||||||
|
}
|
@ -19,6 +19,7 @@ import pp.battleship.game.server.Player;
|
|||||||
import pp.battleship.game.server.ServerGameLogic;
|
import pp.battleship.game.server.ServerGameLogic;
|
||||||
import pp.battleship.game.server.ServerSender;
|
import pp.battleship.game.server.ServerSender;
|
||||||
import pp.battleship.message.client.ClientMessage;
|
import pp.battleship.message.client.ClientMessage;
|
||||||
|
import pp.battleship.message.client.AnimationFinishedMessage;
|
||||||
import pp.battleship.message.client.MapMessage;
|
import pp.battleship.message.client.MapMessage;
|
||||||
import pp.battleship.message.client.ShootMessage;
|
import pp.battleship.message.client.ShootMessage;
|
||||||
import pp.battleship.message.server.EffectMessage;
|
import pp.battleship.message.server.EffectMessage;
|
||||||
@ -115,6 +116,7 @@ public class BattleshipServer implements MessageListener<HostedConnection>, Conn
|
|||||||
Serializer.registerClass(MapMessage.class);
|
Serializer.registerClass(MapMessage.class);
|
||||||
Serializer.registerClass(ShootMessage.class);
|
Serializer.registerClass(ShootMessage.class);
|
||||||
Serializer.registerClass(EffectMessage.class);
|
Serializer.registerClass(EffectMessage.class);
|
||||||
|
Serializer.registerClass(AnimationFinishedMessage.class);
|
||||||
Serializer.registerClass(Battleship.class);
|
Serializer.registerClass(Battleship.class);
|
||||||
Serializer.registerClass(IntPoint.class);
|
Serializer.registerClass(IntPoint.class);
|
||||||
Serializer.registerClass(Shot.class);
|
Serializer.registerClass(Shot.class);
|
||||||
@ -123,6 +125,7 @@ public class BattleshipServer implements MessageListener<HostedConnection>, Conn
|
|||||||
private void registerListeners() {
|
private void registerListeners() {
|
||||||
myServer.addMessageListener(this, MapMessage.class);
|
myServer.addMessageListener(this, MapMessage.class);
|
||||||
myServer.addMessageListener(this, ShootMessage.class);
|
myServer.addMessageListener(this, ShootMessage.class);
|
||||||
|
myServer.addMessageListener(this, AnimationFinishedMessage.class);
|
||||||
myServer.addConnectionListener(this);
|
myServer.addConnectionListener(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Binary file not shown.
Binary file not shown.
After Width: | Height: | Size: 43 KiB |
@ -10,6 +10,7 @@ package pp.battleship.game.client;
|
|||||||
import pp.battleship.message.client.ShootMessage;
|
import pp.battleship.message.client.ShootMessage;
|
||||||
import pp.battleship.message.server.EffectMessage;
|
import pp.battleship.message.server.EffectMessage;
|
||||||
import pp.battleship.model.IntPoint;
|
import pp.battleship.model.IntPoint;
|
||||||
|
import pp.battleship.model.Shell;
|
||||||
import pp.battleship.model.ShipMap;
|
import pp.battleship.model.ShipMap;
|
||||||
import pp.battleship.notification.Sound;
|
import pp.battleship.notification.Sound;
|
||||||
|
|
||||||
@ -53,16 +54,13 @@ class BattleState extends ClientState {
|
|||||||
@Override
|
@Override
|
||||||
public void receivedEffect(EffectMessage msg) {
|
public void receivedEffect(EffectMessage msg) {
|
||||||
ClientGameLogic.LOGGER.log(Level.INFO, "report effect: {0}", msg); //NON-NLS
|
ClientGameLogic.LOGGER.log(Level.INFO, "report effect: {0}", msg); //NON-NLS
|
||||||
playSound(msg);
|
|
||||||
myTurn = msg.isMyTurn();
|
myTurn = msg.isMyTurn();
|
||||||
logic.setInfoText(msg.getInfoTextKey());
|
logic.setInfoText(msg.getInfoTextKey());
|
||||||
affectedMap(msg).add(msg.getShot());
|
Shell shell = new Shell(msg.getShot());
|
||||||
if (destroyedOpponentShip(msg))
|
affectedMap(msg).add(shell);
|
||||||
logic.getOpponentMap().add(msg.getDestroyedShip());
|
logic.playSound(Sound.SHELL_FLYING);
|
||||||
if (msg.isGameOver()) {
|
logic.setState(new ShootingState(logic, shell, myTurn, msg));
|
||||||
msg.getRemainingOpponentShips().forEach(logic.getOpponentMap()::add);
|
|
||||||
logic.setState(new GameOverState(logic));
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@ -74,29 +72,4 @@ class BattleState extends ClientState {
|
|||||||
private ShipMap affectedMap(EffectMessage msg) {
|
private ShipMap affectedMap(EffectMessage msg) {
|
||||||
return msg.isOwnShot() ? logic.getOpponentMap() : logic.getOwnMap();
|
return msg.isOwnShot() ? logic.getOpponentMap() : logic.getOwnMap();
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
|
||||||
* Checks if the opponent's ship was destroyed by the player's shot.
|
|
||||||
*
|
|
||||||
* @param msg the effect message received from the server
|
|
||||||
* @return true if the shot destroyed an opponent's ship, false otherwise
|
|
||||||
*/
|
|
||||||
private boolean destroyedOpponentShip(EffectMessage msg) {
|
|
||||||
return msg.getDestroyedShip() != null && msg.isOwnShot();
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Plays a sound based on the outcome of the shot. Different sounds are played for a miss, hit,
|
|
||||||
* or destruction of a ship.
|
|
||||||
*
|
|
||||||
* @param msg the effect message containing the result of the shot
|
|
||||||
*/
|
|
||||||
private void playSound(EffectMessage msg) {
|
|
||||||
if (!msg.getShot().isHit())
|
|
||||||
logic.playSound(Sound.SPLASH);
|
|
||||||
else if (msg.getDestroyedShip() == null)
|
|
||||||
logic.playSound(Sound.EXPLOSION);
|
|
||||||
else
|
|
||||||
logic.playSound(Sound.DESTROYED_SHIP);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
@ -0,0 +1,114 @@
|
|||||||
|
package pp.battleship.game.client;
|
||||||
|
|
||||||
|
import pp.battleship.message.client.AnimationFinishedMessage;
|
||||||
|
import pp.battleship.message.server.EffectMessage;
|
||||||
|
import pp.battleship.model.Battleship;
|
||||||
|
import pp.battleship.model.Shell;
|
||||||
|
import pp.battleship.model.ShipMap;
|
||||||
|
import pp.battleship.notification.Sound;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Represents the shooting state of the game where a shell is fired at the opponent.
|
||||||
|
*/
|
||||||
|
public class ShootingState extends ClientState {
|
||||||
|
private float shootValue;
|
||||||
|
private final static float SHELL_SPEED = 0.3f;
|
||||||
|
private final Shell shell;
|
||||||
|
private final boolean myTurn;
|
||||||
|
private final EffectMessage msg;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Constructs a shooting state with the specified game logic.
|
||||||
|
*
|
||||||
|
* @param logic the game logic
|
||||||
|
* @param shell the shell being shot
|
||||||
|
* @param myTurn indicates if it is the player's turn
|
||||||
|
* @param msg the effect message associated with the shooting action
|
||||||
|
*/
|
||||||
|
public ShootingState(ClientGameLogic logic, Shell shell, boolean myTurn, EffectMessage msg) {
|
||||||
|
super(logic);
|
||||||
|
this.msg = msg;
|
||||||
|
this.myTurn = myTurn;
|
||||||
|
this.shell = shell;
|
||||||
|
this.shootValue = 0;
|
||||||
|
shell.move(shootValue);
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public boolean showBattle() {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Updates the shooting state by moving the shell based on the elapsed time.
|
||||||
|
*
|
||||||
|
* @param delta the time in seconds since the last update
|
||||||
|
*/
|
||||||
|
@Override
|
||||||
|
void update(float delta) {
|
||||||
|
super.update(delta);
|
||||||
|
if (shootValue > 1) {
|
||||||
|
endState();
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
shootValue += delta * SHELL_SPEED;
|
||||||
|
shell.move(shootValue);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Ends the shooting state and processes the effects of the shot.
|
||||||
|
*/
|
||||||
|
private void endState() {
|
||||||
|
playSound(msg);
|
||||||
|
affectedMap(msg).add(msg.getShot());
|
||||||
|
affectedMap(msg).remove(shell);
|
||||||
|
|
||||||
|
if (destroyedOpponentShip(msg))
|
||||||
|
logic.getOpponentMap().add(msg.getDestroyedShip());
|
||||||
|
if (msg.isGameOver()) {
|
||||||
|
for (Battleship ship : msg.getRemainingOpponentShips()) {
|
||||||
|
logic.getOpponentMap().add(ship);
|
||||||
|
}
|
||||||
|
logic.setState(new GameOverState(logic));
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
logic.send(new AnimationFinishedMessage());
|
||||||
|
logic.setState(new BattleState(logic, myTurn));
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Checks if an opponent's ship was destroyed by the shot.
|
||||||
|
*
|
||||||
|
* @param msg the effect message containing the shot details
|
||||||
|
* @return true if an opponent's ship was destroyed, false otherwise
|
||||||
|
*/
|
||||||
|
private boolean destroyedOpponentShip(EffectMessage msg) {
|
||||||
|
return msg.getDestroyedShip() != null && msg.isOwnShot();
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Retrieves the affected map based on whether the shot was owned by the player or the opponent.
|
||||||
|
*
|
||||||
|
* @param msg the effect message containing shot details
|
||||||
|
* @return the ShipMap that was affected by the shot
|
||||||
|
*/
|
||||||
|
private ShipMap affectedMap(EffectMessage msg) {
|
||||||
|
return msg.isOwnShot() ? logic.getOpponentMap() : logic.getOwnMap();
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Plays a sound based on the outcome of the shot. Different sounds are played for a miss, hit,
|
||||||
|
* or destruction of a ship.
|
||||||
|
*
|
||||||
|
* @param msg the effect message containing the result of the shot
|
||||||
|
*/
|
||||||
|
private void playSound(EffectMessage msg) {
|
||||||
|
if (!msg.getShot().isHit())
|
||||||
|
logic.playSound(Sound.SPLASH);
|
||||||
|
else if (msg.getDestroyedShip() == null)
|
||||||
|
logic.playSound(Sound.EXPLOSION);
|
||||||
|
else
|
||||||
|
logic.playSound(Sound.DESTROYED_SHIP);
|
||||||
|
}
|
||||||
|
}
|
@ -8,6 +8,7 @@
|
|||||||
package pp.battleship.game.server;
|
package pp.battleship.game.server;
|
||||||
|
|
||||||
import pp.battleship.BattleshipConfig;
|
import pp.battleship.BattleshipConfig;
|
||||||
|
import pp.battleship.message.client.AnimationFinishedMessage;
|
||||||
import pp.battleship.message.client.ClientInterpreter;
|
import pp.battleship.message.client.ClientInterpreter;
|
||||||
import pp.battleship.message.client.MapMessage;
|
import pp.battleship.message.client.MapMessage;
|
||||||
import pp.battleship.message.client.ShootMessage;
|
import pp.battleship.message.client.ShootMessage;
|
||||||
@ -38,6 +39,7 @@ public class ServerGameLogic implements ClientInterpreter {
|
|||||||
private final ServerSender serverSender;
|
private final ServerSender serverSender;
|
||||||
private Player activePlayer;
|
private Player activePlayer;
|
||||||
private ServerState state = ServerState.WAIT;
|
private ServerState state = ServerState.WAIT;
|
||||||
|
private Set<Player> waitPlayers = new HashSet<>();
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Constructs a ServerGameLogic with the specified sender and configuration.
|
* Constructs a ServerGameLogic with the specified sender and configuration.
|
||||||
@ -134,6 +136,7 @@ public class ServerGameLogic implements ClientInterpreter {
|
|||||||
|
|
||||||
/**
|
/**
|
||||||
* Handles the reception of a MapMessage.
|
* Handles the reception of a MapMessage.
|
||||||
|
* Also tests if Map is in correct format
|
||||||
*
|
*
|
||||||
* @param msg the received MapMessage
|
* @param msg the received MapMessage
|
||||||
* @param from the ID of the sender client
|
* @param from the ID of the sender client
|
||||||
@ -142,15 +145,14 @@ public class ServerGameLogic implements ClientInterpreter {
|
|||||||
public void received(MapMessage msg, int from) {
|
public void received(MapMessage msg, int from) {
|
||||||
if (state != ServerState.SET_UP)
|
if (state != ServerState.SET_UP)
|
||||||
LOGGER.log(Level.ERROR, "playerReady not allowed in {0}", state); //NON-NLS
|
LOGGER.log(Level.ERROR, "playerReady not allowed in {0}", state); //NON-NLS
|
||||||
|
else {
|
||||||
List<Battleship> ships = msg.getShips();
|
if (checkMap(msg.getShips())) {
|
||||||
|
|
||||||
if (!shipsValidation(ships)){
|
|
||||||
LOGGER.log(Level.ERROR, "ship placement by player {0} is Invalid", from);
|
|
||||||
send(getPlayerById(from),null);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
playerReady(getPlayerById(from), msg.getShips());
|
playerReady(getPlayerById(from), msg.getShips());
|
||||||
|
} else {
|
||||||
|
LOGGER.log(Level.WARNING, "Invalid Map sent from player {0}", from); //NON-NLS
|
||||||
|
send(players.get(from), new GameDetails(config));
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@ -163,10 +165,13 @@ public class ServerGameLogic implements ClientInterpreter {
|
|||||||
public void received(ShootMessage msg, int from) {
|
public void received(ShootMessage msg, int from) {
|
||||||
if (state != ServerState.BATTLE)
|
if (state != ServerState.BATTLE)
|
||||||
LOGGER.log(Level.ERROR, "shoot not allowed in {0}", state); //NON-NLS
|
LOGGER.log(Level.ERROR, "shoot not allowed in {0}", state); //NON-NLS
|
||||||
else
|
else{
|
||||||
|
setState(ServerState.ANIMATION);
|
||||||
shoot(getPlayerById(from), msg.getPosition());
|
shoot(getPlayerById(from), msg.getPosition());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Marks the player as ready and sets their ships.
|
* Marks the player as ready and sets their ships.
|
||||||
* Transitions the state to PLAY if both players are ready.
|
* Transitions the state to PLAY if both players are ready.
|
||||||
@ -230,35 +235,48 @@ public class ServerGameLogic implements ClientInterpreter {
|
|||||||
* @return {@code true} if all ships positions are valid, {@code false} otherwise
|
* @return {@code true} if all ships positions are valid, {@code false} otherwise
|
||||||
*/
|
*/
|
||||||
|
|
||||||
private boolean shipsValidation(List<Battleship> ships) {
|
@Override
|
||||||
|
public void received(AnimationFinishedMessage msg, int from) {
|
||||||
Set<IntPoint> occupied = new HashSet<>();
|
if (state != ServerState.ANIMATION) {
|
||||||
|
LOGGER.log(Level.ERROR, "animation finished not allowed in {0}", state);
|
||||||
for (Battleship ship : ships) {
|
} else {
|
||||||
if (!onMap(ship)){
|
LOGGER.log(Level.DEBUG, "anim received from {0}", getPlayerById(from));
|
||||||
return false;
|
Player player = getPlayerById(from);
|
||||||
|
if (!waitPlayers.add(player)) {
|
||||||
|
LOGGER.log(Level.ERROR, "{0} already sent animation finished", player); //NON-NLS
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
for (int x = ship.getMinX(); x <= ship.getMaxX(); x++) {
|
if (waitPlayers.size() == 2) {
|
||||||
for (int y = ship.getMinY(); y <= ship.getMaxY(); y++) {
|
waitPlayers = new HashSet<>();
|
||||||
IntPoint point = new IntPoint(x,y);
|
setState(ServerState.BATTLE);
|
||||||
if (!occupied.add(point)){
|
|
||||||
return false;
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
/* Tests if a given ship is positioned inside of Map constrains
|
/* Tests if a given ship is positioned inside of Map constrains
|
||||||
* @param ship the ship to validate
|
* @param ship the ship to validate
|
||||||
* @return {@code true} if a ship is not violating constrains, {@code false} otherwise
|
* @return {@code true} if a ship is not violating constrains, {@code false} otherwise
|
||||||
*/
|
*/
|
||||||
|
|
||||||
private boolean onMap(Battleship ship){
|
private boolean checkMap(List<Battleship> ships) {
|
||||||
return ship.getMinX() >= 0 && ship.getMaxX() < config.getMapWidth() &&
|
int numShips = config.getShipNums().values().stream().mapToInt(Integer::intValue).sum();
|
||||||
ship.getMinY() >= 0 && ship.getMaxY() < config.getMapHeight();
|
if (numShips != ships.size()) return false;
|
||||||
|
|
||||||
|
List<IntPoint> occupied = new ArrayList<>();
|
||||||
|
|
||||||
|
for (Battleship battleship : ships) {
|
||||||
|
int x = battleship.getX();
|
||||||
|
int y = battleship.getY();
|
||||||
|
for (int i = 0; i < battleship.getLength(); i++) {
|
||||||
|
if (x >= 0 && x < config.getMapWidth() && y >= 0 && y < config.getMapHeight() && !occupied.contains(new IntPoint(x, y))) {
|
||||||
|
occupied.add(new IntPoint(x, y));
|
||||||
|
x += battleship.getRot().dx();
|
||||||
|
y += battleship.getRot().dy();
|
||||||
|
}
|
||||||
|
else return false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
@ -26,6 +26,11 @@ enum ServerState {
|
|||||||
*/
|
*/
|
||||||
BATTLE,
|
BATTLE,
|
||||||
|
|
||||||
|
/**
|
||||||
|
* The server is waiting for all clients to finish the shoot animation.
|
||||||
|
*/
|
||||||
|
ANIMATION,
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* The game has ended because all the ships of one player have been destroyed.
|
* The game has ended because all the ships of one player have been destroyed.
|
||||||
*/
|
*/
|
||||||
|
@ -7,6 +7,7 @@
|
|||||||
|
|
||||||
package pp.battleship.game.singlemode;
|
package pp.battleship.game.singlemode;
|
||||||
|
|
||||||
|
import pp.battleship.message.client.AnimationFinishedMessage;
|
||||||
import pp.battleship.message.client.ClientInterpreter;
|
import pp.battleship.message.client.ClientInterpreter;
|
||||||
import pp.battleship.message.client.ClientMessage;
|
import pp.battleship.message.client.ClientMessage;
|
||||||
import pp.battleship.message.client.MapMessage;
|
import pp.battleship.message.client.MapMessage;
|
||||||
@ -63,6 +64,12 @@ class Copycat implements ClientInterpreter {
|
|||||||
copiedMessage = new MapMessage(msg.getShips().stream().map(Copycat::copy).toList());
|
copiedMessage = new MapMessage(msg.getShips().stream().map(Copycat::copy).toList());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void received(AnimationFinishedMessage msg, int from) {
|
||||||
|
copiedMessage = msg;
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Creates a copy of the provided {@link Battleship}.
|
* Creates a copy of the provided {@link Battleship}.
|
||||||
*
|
*
|
||||||
|
@ -1,6 +1,7 @@
|
|||||||
package pp.battleship.game.singlemode;
|
package pp.battleship.game.singlemode;
|
||||||
|
|
||||||
import pp.battleship.game.client.BattleshipClient;
|
import pp.battleship.game.client.BattleshipClient;
|
||||||
|
import pp.battleship.message.client.AnimationFinishedMessage;
|
||||||
import pp.battleship.message.client.MapMessage;
|
import pp.battleship.message.client.MapMessage;
|
||||||
import pp.battleship.message.client.ShootMessage;
|
import pp.battleship.message.client.ShootMessage;
|
||||||
import pp.battleship.message.server.EffectMessage;
|
import pp.battleship.message.server.EffectMessage;
|
||||||
@ -121,6 +122,7 @@ class RobotClient implements ServerInterpreter {
|
|||||||
@Override
|
@Override
|
||||||
public void received(EffectMessage msg) {
|
public void received(EffectMessage msg) {
|
||||||
LOGGER.log(Level.INFO, "Received EffectMessage: {0}", msg); //NON-NLS
|
LOGGER.log(Level.INFO, "Received EffectMessage: {0}", msg); //NON-NLS
|
||||||
|
connection.sendRobotMessage(new AnimationFinishedMessage());
|
||||||
if (msg.isMyTurn())
|
if (msg.isMyTurn())
|
||||||
shoot();
|
shoot();
|
||||||
}
|
}
|
||||||
|
@ -0,0 +1,24 @@
|
|||||||
|
package pp.battleship.message.client;
|
||||||
|
|
||||||
|
import com.jme3.network.serializing.Serializable;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Represents a message indicating that an animation has finished on the client side.
|
||||||
|
*/
|
||||||
|
@Serializable
|
||||||
|
public class AnimationFinishedMessage extends ClientMessage {
|
||||||
|
public AnimationFinishedMessage() {
|
||||||
|
super();
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Accepts a visitor to process this message.
|
||||||
|
*
|
||||||
|
* @param interpreter the visitor to process this message
|
||||||
|
* @param from the connection ID from which the message was received
|
||||||
|
*/
|
||||||
|
@Override
|
||||||
|
public void accept(ClientInterpreter interpreter, int from) {
|
||||||
|
interpreter.received(this, from);
|
||||||
|
}
|
||||||
|
}
|
@ -26,4 +26,12 @@ public interface ClientInterpreter {
|
|||||||
* @param from the connection ID from which the message was received
|
* @param from the connection ID from which the message was received
|
||||||
*/
|
*/
|
||||||
void received(MapMessage msg, int from);
|
void received(MapMessage msg, int from);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Processes a received AnimationFinishedMessage.
|
||||||
|
*
|
||||||
|
* @param msg the MapMessage to be processed
|
||||||
|
* @param from the connection ID from which the message was received
|
||||||
|
*/
|
||||||
|
void received(AnimationFinishedMessage msg, int from);
|
||||||
}
|
}
|
||||||
|
@ -0,0 +1,125 @@
|
|||||||
|
package pp.battleship.model;
|
||||||
|
|
||||||
|
import com.jme3.math.Quaternion;
|
||||||
|
import com.jme3.math.Vector3f;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* The {@code Shell} class represents a projectile fired by a ship in the Battleship game.
|
||||||
|
* It models the position and rotation of the projectile and allows for its movement along
|
||||||
|
* a Bezier curve.
|
||||||
|
*/
|
||||||
|
public class Shell implements Item {
|
||||||
|
/**
|
||||||
|
* Initial position of the shell
|
||||||
|
*/
|
||||||
|
private final static Vector3f INIT_POS = new Vector3f(-3, 7, -3);
|
||||||
|
/**
|
||||||
|
* The overshot difference vector used to get a shallower flight path
|
||||||
|
*/
|
||||||
|
private final static Vector3f OVER_SHOT_DIFF = new Vector3f(-1, -1, -1);
|
||||||
|
// Target shot position
|
||||||
|
private final Vector3f shotPosition;
|
||||||
|
// Position on top of shotPosition used for Bezier curve
|
||||||
|
private final Vector3f overShotPosition;
|
||||||
|
// Current position of the shell
|
||||||
|
private Vector3f position;
|
||||||
|
// Current rotation of the shell
|
||||||
|
private final Quaternion rotation;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Constructs a new {@code Shell} object using the given {@code Shot} target.
|
||||||
|
* The initial position, target position, and overshot position are calculated.
|
||||||
|
*
|
||||||
|
* @param shot The target {@code Shot} object containing the destination coordinates.
|
||||||
|
*/
|
||||||
|
public Shell(Shot shot) {
|
||||||
|
this.shotPosition = new Vector3f(shot.getX(), 0, shot.getY());
|
||||||
|
this.overShotPosition = new Vector3f(shotPosition.x, INIT_POS.y, shotPosition.z).add(OVER_SHOT_DIFF);
|
||||||
|
this.position = INIT_POS;
|
||||||
|
this.rotation = new Quaternion();
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Gets the current position of the shell.
|
||||||
|
*
|
||||||
|
* @return The current position as a {@code Vector3f}.
|
||||||
|
*/
|
||||||
|
public Vector3f getPosition() {
|
||||||
|
return this.position;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Gets the current rotation of the shell.
|
||||||
|
*
|
||||||
|
* @return The current rotation as a {@code Quaternion}.
|
||||||
|
*/
|
||||||
|
public Quaternion getRotation() {
|
||||||
|
return this.rotation;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Moves the shell along a Bezier curve based on the given time factor {@code t}.
|
||||||
|
* The position and rotation of the shell are updated.
|
||||||
|
*
|
||||||
|
* @param t The time factor between 0 and 1, representing the progress of the shell's flight.
|
||||||
|
*/
|
||||||
|
public void move(float t) {
|
||||||
|
if (t > 1f) t = 1f;
|
||||||
|
Vector3f newPosition = bezInt(INIT_POS, overShotPosition, shotPosition, t);
|
||||||
|
updateRotation(position, newPosition);
|
||||||
|
this.position = newPosition;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Performs a quadratic Bezier interpolation between three points based on the time factor {@code t}.
|
||||||
|
*
|
||||||
|
* @param p1 The start position.
|
||||||
|
* @param p2 The overshot position.
|
||||||
|
* @param p3 The target position.
|
||||||
|
* @param t The time factor for interpolation.
|
||||||
|
* @return The interpolated position as a {@code Vector3f}.
|
||||||
|
*/
|
||||||
|
private Vector3f bezInt(Vector3f p1, Vector3f p2, Vector3f p3, float t) {
|
||||||
|
Vector3f inA = linInt(p1, p2, t);
|
||||||
|
Vector3f inB = linInt(p2, p3, t);
|
||||||
|
return linInt(inA, inB, t);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Performs linear interpolation between two points {@code p1} and {@code p2} based on the time factor {@code t}.
|
||||||
|
*
|
||||||
|
* @param p1 The start position.
|
||||||
|
* @param p2 The end position.
|
||||||
|
* @param t The time factor for interpolation.
|
||||||
|
* @return The interpolated position as a {@code Vector3f}.
|
||||||
|
*/
|
||||||
|
private Vector3f linInt(Vector3f p1, Vector3f p2, float t) {
|
||||||
|
float x = p1.getX() + t * (p2.getX() - p1.getX());
|
||||||
|
float y = p1.getY() + t * (p2.getY() - p1.getY());
|
||||||
|
float z = p1.getZ() + t * (p2.getZ() - p1.getZ());
|
||||||
|
return new Vector3f(x, y, z);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Updates the rotation of the shell to face the new position along its flight path.
|
||||||
|
*
|
||||||
|
* @param oldPos The previous position of the shell.
|
||||||
|
* @param newPos The new position of the shell.
|
||||||
|
*/
|
||||||
|
private void updateRotation(Vector3f oldPos, Vector3f newPos) {
|
||||||
|
Vector3f direction = newPos.subtract(oldPos).normalize();
|
||||||
|
if (direction.lengthSquared() > 0) {
|
||||||
|
this.rotation.lookAt(direction, Vector3f.UNIT_Y);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public <T> T accept(Visitor<T> visitor) {
|
||||||
|
return visitor.visit(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void accept(VoidVisitor visitor) {
|
||||||
|
visitor.visit(this);
|
||||||
|
}
|
||||||
|
}
|
@ -78,6 +78,15 @@ public class ShipMap {
|
|||||||
addItem(ship);
|
addItem(ship);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Registers a shot on the map and triggers an item addition event.
|
||||||
|
*
|
||||||
|
* @param shell the shell to be registered on the map
|
||||||
|
*/
|
||||||
|
public void add(Shell shell) {
|
||||||
|
addItem(shell);
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Registers a shot on the map, updates the state of the affected ship (if any),
|
* Registers a shot on the map, updates the state of the affected ship (if any),
|
||||||
* and triggers an item addition event.
|
* and triggers an item addition event.
|
||||||
|
@ -28,4 +28,12 @@ public interface Visitor<T> {
|
|||||||
* @return the result of visiting the Battleship element
|
* @return the result of visiting the Battleship element
|
||||||
*/
|
*/
|
||||||
T visit(Battleship ship);
|
T visit(Battleship ship);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Visits a Shell element
|
||||||
|
*
|
||||||
|
* @param shell the Shell element to visit
|
||||||
|
* @return the result of visitung the Battleship element
|
||||||
|
*/
|
||||||
|
T visit(Shell shell);
|
||||||
}
|
}
|
||||||
|
@ -25,4 +25,10 @@ public interface VoidVisitor {
|
|||||||
* @param ship the Battleship element to visit
|
* @param ship the Battleship element to visit
|
||||||
*/
|
*/
|
||||||
void visit(Battleship ship);
|
void visit(Battleship ship);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Visits a Shell element
|
||||||
|
* @param shell the Shell element to visit
|
||||||
|
*/
|
||||||
|
void visit(Shell shell);
|
||||||
}
|
}
|
||||||
|
@ -22,5 +22,9 @@ public enum Sound {
|
|||||||
/**
|
/**
|
||||||
* Sound of a ship being destroyed.
|
* Sound of a ship being destroyed.
|
||||||
*/
|
*/
|
||||||
DESTROYED_SHIP
|
DESTROYED_SHIP,
|
||||||
|
/**
|
||||||
|
* Sound of a ship being destroyed.
|
||||||
|
*/
|
||||||
|
SHELL_FLYING
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user