Merge branch 'main' of https://athene2.informatik.unibw-muenchen.de/progproj/gruppen-ht24/Gruppe-02
@ -9,6 +9,7 @@ dependencies {
|
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implementation project(":battleship:model")
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implementation libs.jme3.desktop
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implementation libs.jme3.effects
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runtimeOnly libs.jme3.awt.dialogs
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runtimeOnly libs.jme3.plugins
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|
@ -22,6 +22,7 @@ import com.simsilica.lemur.GuiGlobals;
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import com.simsilica.lemur.style.BaseStyles;
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import pp.battleship.client.gui.BattleAppState;
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import pp.battleship.client.gui.EditorAppState;
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import pp.battleship.client.gui.GameMusic;
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import pp.battleship.client.gui.SeaAppState;
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import pp.battleship.game.client.BattleshipClient;
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import pp.battleship.game.client.ClientGameLogic;
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@ -267,6 +268,7 @@ public class BattleshipApp extends SimpleApplication implements BattleshipClient
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stateManager.detach(stateManager.getState(DebugKeysAppState.class));
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attachGameSound();
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attachGameMusic();
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stateManager.attachAll(new EditorAppState(), new BattleAppState(), new SeaAppState());
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}
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@ -280,6 +282,15 @@ public class BattleshipApp extends SimpleApplication implements BattleshipClient
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stateManager.attach(gameSound);
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}
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/**
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* Attaches the background music state and sets its initial enabled state.
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*/
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private void attachGameMusic() {
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final GameMusic gameSound = new GameMusic();
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gameSound.setEnabled(GameMusic.enabledInPreferences());
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stateManager.attach(gameSound);
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}
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/**
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* Updates the application state every frame.
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* 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 {
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private AudioNode splashSound;
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private AudioNode shipDestroyedSound;
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private AudioNode explosionSound;
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private AudioNode shellFlyingSound;
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/**
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* Checks if sound is enabled in the preferences.
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@ -78,6 +79,7 @@ public class GameSound extends AbstractAppState implements GameEventListener {
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shipDestroyedSound = loadSound(app, "Sound/Effects/sunken.wav"); //NON-NLS
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splashSound = loadSound(app, "Sound/Effects/splash.wav"); //NON-NLS
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explosionSound = loadSound(app, "Sound/Effects/explosion.wav"); //NON-NLS
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shellFlyingSound = loadSound(app, "Sound/Effects/shell_flying.wav");
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}
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/**
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@ -124,12 +126,27 @@ public class GameSound extends AbstractAppState implements GameEventListener {
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shipDestroyedSound.playInstance();
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}
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/**
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* Plays the shell flying sound effect.
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*/
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public void shellFly() {
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if (isEnabled() && shellFlyingSound != null) {
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shellFlyingSound.playInstance();
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}
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}
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/**
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* Handles a recieved {@code SoundEvent} and plays the according sound.
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*
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* @param event the Sound event to be processed
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*/
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@Override
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public void receivedEvent(SoundEvent event) {
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switch (event.sound()) {
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case EXPLOSION -> explosion();
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case SPLASH -> splash();
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case DESTROYED_SHIP -> shipDestroyed();
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case SHELL_FLYING -> shellFly();
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}
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}
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}
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@ -11,6 +11,9 @@ import com.simsilica.lemur.Button;
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import com.simsilica.lemur.Checkbox;
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import com.simsilica.lemur.Label;
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import com.simsilica.lemur.style.ElementId;
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import pp.battleship.client.gui.GameMusic;
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import pp.battleship.client.gui.VolumeSlider;
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import pp.dialog.Dialog;
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import pp.dialog.StateCheckboxModel;
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import pp.dialog.TextInputDialog;
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@ -33,6 +36,7 @@ class Menu extends Dialog {
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private final BattleshipApp app;
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private final Button loadButton = new Button(lookup("menu.map.load"));
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private final Button saveButton = new Button(lookup("menu.map.save"));
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private final VolumeSlider slider;
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/**
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* Constructs the Menu dialog for the Battleship application.
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@ -42,17 +46,19 @@ class Menu extends Dialog {
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public Menu(BattleshipApp app) {
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super(app.getDialogManager());
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this.app = app;
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slider = new VolumeSlider(app.getStateManager().getState(GameMusic.class));
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addChild(new Label(lookup("battleship.name"), new ElementId("header"))); //NON-NLS
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addChild(new Checkbox(lookup("menu.sound-enabled"),
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new StateCheckboxModel(app, GameSound.class)));
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addChild(loadButton)
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.addClickCommands(s -> ifTopDialog(this::loadDialog));
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addChild(saveButton)
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.addClickCommands(s -> ifTopDialog(this::saveDialog));
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addChild(new Button(lookup("menu.return-to-game")))
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.addClickCommands(s -> ifTopDialog(this::close));
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addChild(new Button(lookup("menu.quit")))
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.addClickCommands(s -> ifTopDialog(app::closeApp));
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addChild(new Checkbox(lookup("menu.sound-enabled"), new StateCheckboxModel(app, GameSound.class)));
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addChild(new Checkbox(lookup("menu.background-sound-enabled"), new StateCheckboxModel(app, GameMusic.class)));
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addChild(slider);
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addChild(loadButton).addClickCommands(s -> ifTopDialog(this::loadDialog));
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addChild(saveButton).addClickCommands(s -> ifTopDialog(this::saveDialog));
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addChild(new Button(lookup("menu.return-to-game"))).addClickCommands(s -> ifTopDialog(this::close));
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addChild(new Button(lookup("menu.quit"))).addClickCommands(s -> ifTopDialog(app::closeApp));
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update();
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}
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@ -65,6 +71,11 @@ class Menu extends Dialog {
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saveButton.setEnabled(app.getGameLogic().maySaveMap());
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}
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@Override
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public void update(float delta) {
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slider.update();
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}
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/**
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* As an escape action, this method closes the menu if it is the top dialog.
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*/
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@ -7,10 +7,13 @@
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package pp.battleship.client;
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import com.simsilica.lemur.Button;
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import com.simsilica.lemur.Container;
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import com.simsilica.lemur.Label;
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import com.simsilica.lemur.TextField;
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import com.simsilica.lemur.component.SpringGridLayout;
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import pp.battleship.server.BattleshipServer;
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import pp.dialog.Dialog;
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import pp.dialog.DialogBuilder;
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import pp.dialog.SimpleDialog;
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@ -33,6 +36,8 @@ class NetworkDialog extends SimpleDialog {
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private final NetworkSupport network;
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private final TextField host = new TextField(LOCALHOST);
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private final TextField port = new TextField(DEFAULT_PORT);
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// private final Button serverButton = new Button(lookup("client.server-star"));
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private final Button serverButton = new Button(lookup("client.server-start"));
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private String hostname;
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private int portNumber;
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private Future<Object> connectionFuture;
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@ -65,6 +70,9 @@ class NetworkDialog extends SimpleDialog {
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.setOkClose(false)
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.setNoClose(false)
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.build(this);
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//Add the button to start the sever
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addChild(serverButton).addClickCommands(s -> ifTopDialog(this::startServerInThread));
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}
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/**
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@ -150,4 +158,21 @@ class NetworkDialog extends SimpleDialog {
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network.getApp().errorDialog(lookup("server.connection.failed"));
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network.getApp().setInfoText(e.getLocalizedMessage());
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}
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/**
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* Starts the server in a separate thread.
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*/
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||||
private void startServerInThread() {
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serverButton.setEnabled(false);
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||||
Thread serverThread = new Thread(() -> {
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||||
try {
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||||
BattleshipServer.main(null);
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} catch (Exception e) {
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serverButton.setEnabled(true);
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LOGGER.log(Level.ERROR, "Server could not be started", e);
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network.getApp().errorDialog("Could not start server: " + e.getMessage());
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}
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});
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serverThread.start();
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}
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}
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@ -0,0 +1,122 @@
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package pp.battleship.client.gui;
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import static pp.util.PreferencesUtils.getPreferences;
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import java.lang.System.Logger;
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import java.lang.System.Logger.Level;
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import java.util.prefs.Preferences;
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import com.jme3.app.Application;
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import com.jme3.app.state.AbstractAppState;
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import com.jme3.app.state.AppStateManager;
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import com.jme3.asset.AssetLoadException;
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import com.jme3.asset.AssetNotFoundException;
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import com.jme3.audio.AudioData;
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import com.jme3.audio.AudioNode;
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/**
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* Handles the background music beeing played. Is able to start and stop the music. Set the Volume of the Audio.
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*/
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public class GameMusic extends AbstractAppState{
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private static final Logger LOGGER = System.getLogger(GameMusic.class.getName());
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private static final Preferences PREFERENCES = getPreferences(GameMusic.class);
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private static final String ENABLED_PREF = "enabled"; //NON-NLS
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private static final String VOLUME_PREF = "volume"; //NON-NLS
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private AudioNode music;
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/**
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* Checks if sound is enabled in the preferences.
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*
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* @return {@code true} if sound is enabled, {@code false} otherwise.
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*/
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public static boolean enabledInPreferences() {
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return PREFERENCES.getBoolean(ENABLED_PREF, true);
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}
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/**
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* Checks if sound is enabled in the preferences.
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*
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||||
* @return float to which the volume is set
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||||
*/
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public static float volumeInPreferences() {
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return PREFERENCES.getFloat(VOLUME_PREF, 0.5f);
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}
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/**
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* Initializes the sound effects for the game.
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* Overrides {@link AbstractAppState#initialize(AppStateManager, Application)}
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*
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||||
* @param stateManager The state manager
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||||
* @param app The application
|
||||
*/
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||||
@Override
|
||||
public void initialize(AppStateManager stateManager, Application app) {
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super.initialize(stateManager, app);
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music = loadSound(app, "Sound/background.ogg");
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setVolume(volumeInPreferences());
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music.setLooping(true);
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if (isEnabled() && music != null) {
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music.play();
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}
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}
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/**
|
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* Loads a sound from the specified file.
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*
|
||||
* @param app The application
|
||||
* @param name The name of the sound file.
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||||
* @return The loaded AudioNode.
|
||||
*/
|
||||
private AudioNode loadSound(Application app, String name) {
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||||
try {
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||||
final AudioNode sound = new AudioNode(app.getAssetManager(), name, AudioData.DataType.Buffer);
|
||||
sound.setLooping(false);
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sound.setPositional(false);
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return sound;
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}
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||||
catch (AssetLoadException | AssetNotFoundException ex) {
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||||
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
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||||
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);
|
||||
}
|
||||
}
|
@ -28,7 +28,7 @@ import pp.util.Position;
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||||
* and interaction between the model and the view.
|
||||
*/
|
||||
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 BACKGROUND_DEPTH = -4f;
|
||||
private static final float GRID_DEPTH = -1f;
|
||||
|
@ -7,14 +7,23 @@
|
||||
|
||||
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.scene.Geometry;
|
||||
import com.jme3.scene.Node;
|
||||
import com.jme3.scene.Spatial;
|
||||
import com.jme3.scene.shape.Sphere;
|
||||
|
||||
import pp.battleship.model.Battleship;
|
||||
import pp.battleship.model.Shell;
|
||||
import pp.battleship.model.Shot;
|
||||
import pp.util.Position;
|
||||
|
||||
import static com.jme3.material.Materials.UNSHADED;
|
||||
|
||||
|
||||
/**
|
||||
* 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
|
||||
@ -122,4 +131,24 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
|
||||
private Geometry shipLine(float x1, float y1, float x2, float y2, ColorRGBA color) {
|
||||
return view.getApp().getDraw().makeFatLine(x1, y1, x2, y2, SHIP_DEPTH, color, SHIP_LINE_WIDTH);
|
||||
}
|
||||
|
||||
/**
|
||||
* 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;
|
||||
}
|
||||
}
|
||||
|
@ -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;
|
||||
}
|
||||
}
|
@ -7,6 +7,7 @@
|
||||
|
||||
package pp.battleship.client.gui;
|
||||
|
||||
import com.jme3.effect.ParticleEmitter;
|
||||
import com.jme3.material.Material;
|
||||
import com.jme3.material.RenderState.BlendMode;
|
||||
import com.jme3.math.ColorRGBA;
|
||||
@ -19,6 +20,7 @@ import com.jme3.scene.shape.Cylinder;
|
||||
import pp.battleship.client.BattleshipApp;
|
||||
import pp.battleship.model.Battleship;
|
||||
import pp.battleship.model.Rotation;
|
||||
import pp.battleship.model.Shell;
|
||||
import pp.battleship.model.ShipMap;
|
||||
import pp.battleship.model.Shot;
|
||||
|
||||
@ -35,6 +37,10 @@ import static pp.util.FloatMath.PI;
|
||||
class SeaSynchronizer extends ShipMapSynchronizer {
|
||||
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 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 SHIP = "ship"; //NON-NLS
|
||||
private static final String SHOT = "shot"; //NON-NLS
|
||||
@ -44,6 +50,7 @@ class SeaSynchronizer extends ShipMapSynchronizer {
|
||||
|
||||
private final ShipMap map;
|
||||
private final BattleshipApp app;
|
||||
private final ParticleEffectFactory particleFactory;
|
||||
|
||||
/**
|
||||
* 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);
|
||||
this.app = app;
|
||||
this.map = map;
|
||||
this.particleFactory = new ParticleEffectFactory(app);
|
||||
addExisting();
|
||||
}
|
||||
|
||||
@ -69,7 +77,44 @@ class SeaSynchronizer extends ShipMapSynchronizer {
|
||||
*/
|
||||
@Override
|
||||
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.
|
||||
*
|
||||
* @param shot a hit
|
||||
* @return always null to prevent the representation from being attached
|
||||
* to the items node as well
|
||||
* @return always null to prevent the representation from being attached to the items node as well
|
||||
*/
|
||||
private Spatial handleHit(Shot shot) {
|
||||
final Battleship ship = requireNonNull(map.findShipAt(shot), "Missing ship");
|
||||
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;
|
||||
}
|
||||
@ -141,7 +228,13 @@ class SeaSynchronizer extends ShipMapSynchronizer {
|
||||
* @return the spatial representing the battleship
|
||||
*/
|
||||
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.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);
|
||||
|
||||
return model;
|
||||
@ -210,4 +354,25 @@ class SeaSynchronizer extends ShipMapSynchronizer {
|
||||
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 +1,57 @@
|
||||
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
|
||||
}
|
||||
}
|
@ -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
|
||||
}
|
||||
}
|
@ -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
|
||||
}
|
||||
}
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
@ -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
|
||||
}
|
||||
}
|
@ -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);
|
||||
}
|
||||
}
|
After Width: | Height: | Size: 16 KiB |
After Width: | Height: | Size: 46 KiB |
After Width: | Height: | Size: 63 KiB |
After Width: | Height: | Size: 2.0 KiB |
After Width: | Height: | Size: 16 KiB |
After Width: | Height: | Size: 32 KiB |
After Width: | Height: | Size: 1.8 KiB |
After Width: | Height: | Size: 28 KiB |
After Width: | Height: | Size: 16 KiB |
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After Width: | Height: | Size: 9.3 KiB |
BIN
Projekte/battleship/client/src/main/resources/Models/CV/CV.j3o
Normal file
After Width: | Height: | Size: 66 KiB |
After Width: | Height: | Size: 3.2 KiB |
After Width: | Height: | Size: 30 KiB |
After Width: | Height: | Size: 10 KiB |
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After Width: | Height: | Size: 264 KiB |
BIN
Projekte/battleship/client/src/main/resources/Models/CV/_2.png
Normal file
After Width: | Height: | Size: 80 KiB |
BIN
Projekte/battleship/client/src/main/resources/Models/CV/_6.png
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After Width: | Height: | Size: 78 B |
After Width: | Height: | Size: 78 B |
After Width: | Height: | Size: 78 B |
After Width: | Height: | Size: 79 B |
After Width: | Height: | Size: 96 KiB |
After Width: | Height: | Size: 82 KiB |
BIN
Projekte/battleship/client/src/main/resources/Models/CV/prev.png
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After Width: | Height: | Size: 670 KiB |
After Width: | Height: | Size: 43 KiB |
@ -42,6 +42,9 @@ public class ModelExporter extends SimpleApplication {
|
||||
@Override
|
||||
public void simpleInitApp() {
|
||||
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();
|
||||
}
|
||||
|
@ -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
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||||
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
|
After Width: | Height: | Size: 168 KiB |
@ -0,0 +1,104 @@
|
||||
# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
|
||||
# File Created: 16.12.2011 14:18:52
|
||||
|
||||
newmtl white
|
||||
Ns 53.0000
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Ni 1.5000
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||||
d 1.0000
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Tr 0.0000
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||||
Tf 1.0000 1.0000 1.0000
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||||
illum 2
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||||
Ka 0.6667 0.6667 0.6667
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||||
Kd 0.6667 0.6667 0.6667
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||||
Ks 0.1800 0.1800 0.1800
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||||
Ke 0.0000 0.0000 0.0000
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||||
|
||||
newmtl boat_elements_black
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||||
Ns 55.0000
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||||
Ni 1.5000
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||||
d 1.0000
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Tr 0.0000
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Tf 1.0000 1.0000 1.0000
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||||
illum 2
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||||
Ka 0.0000 0.0000 0.0000
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Kd 0.0000 0.0000 0.0000
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Ks 0.3600 0.3600 0.3600
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||||
Ke 0.0000 0.0000 0.0000
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||||
|
||||
newmtl boat_glass
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||||
Ns 60.0000
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||||
Ni 7.0000
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||||
d 0.4000
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||||
Tr 0.6000
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Tf 0.4000 0.4000 0.4000
|
||||
illum 2
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||||
Ka 0.1059 0.1569 0.1451
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Kd 0.1059 0.1569 0.1451
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Ks 0.6750 0.6750 0.6750
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||||
Ke 0.0000 0.0000 0.0000
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newmtl boat_screw_hooks_bronze
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||||
Ns 80.0000
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||||
Ni 1.5000
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||||
d 1.0000
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||||
Tr 0.0000
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||||
Tf 1.0000 1.0000 1.0000
|
||||
illum 2
|
||||
Ka 0.2941 0.2157 0.0510
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||||
Kd 0.2941 0.2157 0.0510
|
||||
Ks 0.7200 0.7200 0.7200
|
||||
Ke 0.0000 0.0000 0.0000
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||||
|
||||
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
|
After Width: | Height: | Size: 56 KiB |
After Width: | Height: | Size: 166 KiB |
After Width: | Height: | Size: 98 KiB |
After Width: | Height: | Size: 35 KiB |
After Width: | Height: | Size: 54 KiB |
After Width: | Height: | Size: 9.3 KiB |
After Width: | Height: | Size: 66 KiB |
After Width: | Height: | Size: 3.2 KiB |
After Width: | Height: | Size: 30 KiB |
After Width: | Height: | Size: 10 KiB |
After Width: | Height: | Size: 9.4 KiB |