added groundwork for shell animation

This commit is contained in:
Yvonne Schmidt 2024-10-14 05:31:20 +02:00
parent 563784dbab
commit 47610d9e11
38 changed files with 776156 additions and 1 deletions

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@ -24,6 +24,7 @@ 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;
@ -43,6 +44,7 @@ class SeaSynchronizer extends ShipMapSynchronizer {
private static final String SMALL_BOAT_MODEL = "Models/BoatSmall/12219_boat_v2_L2.j3o";
private static final String BATTLE_MODEL = "Models/Battle/Battle.j3o"; //NON-NLS
private static final String CV_MODEL = "Models/CV/CV.j3o"; //NON-NLS
private static final String SHELL_MODEL = "Models/Shell/45.j3o";
private static final String COLOR = "Color"; //NON-NLS
private static final String SHIP = "ship"; //NON-NLS
private static final String SHOT = "shot"; //NON-NLS
@ -52,6 +54,8 @@ class SeaSynchronizer extends ShipMapSynchronizer {
private final ShipMap map;
private final BattleshipApp app;
private Shell shell;
private Spatial shellModel;
private ParticleEmitter flame, flash, spark, roundspark, smoketrail, debris,
shockwave;
@ -318,6 +322,21 @@ class SeaSynchronizer extends ShipMapSynchronizer {
return waterSplash;
}
private void initiateShellFlight(Shot shot) {
Vector3f startPosition = new Vector3f(0, 1, 0); // The position where the shell starts, can be adjusted
Vector3f targetPosition = new Vector3f(shot.getX() + 0.5f, 0, shot.getY() + 0.5f);
shell = new Shell(startPosition, targetPosition, 2f); // 2 seconds flight duration
shellModel = app.getAssetManager().loadModel(SHELL_MODEL);
Material material = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
material.setColor("Color", ColorRGBA.Yellow);
shellModel.setMaterial(material);
// Set the initial position for the shell model
shellModel.setLocalTranslation(startPosition);
//.attachChild(shellModel); TODO
}
/**
* Constructs a {@code SeaSynchronizer} object with the specified application, root node, and ship map.
*

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@ -45,6 +45,7 @@ public class ModelExporter extends SimpleApplication {
export("Models/BoatSmall/12219_boat_v2_L2.obj", "12219_boat_v2_L2.j3o");
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
export("Models/Shell/Shell/45.obj", "Shell.j3o");

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@ -11,6 +11,7 @@ import pp.battleship.BattleshipConfig;
import pp.battleship.message.client.ClientInterpreter;
import pp.battleship.message.client.MapMessage;
import pp.battleship.message.client.ShootMessage;
import pp.battleship.message.client.ShellAnimationFinishedMessage;
import pp.battleship.message.server.EffectMessage;
import pp.battleship.message.server.GameDetails;
import pp.battleship.message.server.ServerMessage;
@ -35,6 +36,7 @@ public class ServerGameLogic implements ClientInterpreter {
private final BattleshipConfig config;
private final List<Player> players = new ArrayList<>(2);
private final Set<Player> readyPlayers = new HashSet<>();
private Set<Integer> playersFinishedShellAnimation = new HashSet<>();
private final ServerSender serverSender;
private Player activePlayer;
private ServerState state = ServerState.WAIT;
@ -197,6 +199,9 @@ public class ServerGameLogic implements ClientInterpreter {
*/
void shoot(Player p, IntPoint pos) {
if (p != activePlayer) return;
setState(ServerState.SHELL_IN_FLIGHT);
// setState(ServerState.BATTLE);
final Player otherPlayer = getOpponent(activePlayer);
final Battleship selectedShip = otherPlayer.getMap().findShipAt(pos);
if (selectedShip == null) {
@ -260,5 +265,31 @@ public class ServerGameLogic implements ClientInterpreter {
}
return true;
}
/**
* Handles the reception of ShellAnimationFinishedMessage.
* This method is called when a client signals that its shell animation is complete.
*
* @param msg the received ShellAnimationFinishedMessage
* @param from the ID of the sender client
*/
@Override
public void received(ShellAnimationFinishedMessage msg, int from) {
// Add the player to the set of players who have finished the animation
playersFinishedShellAnimation.add(from);
// Check if both players have finished the shell animation
if (playersFinishedShellAnimation.size() == 2) {
// Clear the set of players who have finished the animation for the next shot
playersFinishedShellAnimation.clear();
// Transition back to the BATTLE state
setState(ServerState.BATTLE);
// Log the completion of the shell animation
LOGGER.log(Level.INFO, "Both players finished shell animation. Returning to BATTLE state.");
}
}
}

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@ -29,5 +29,10 @@ enum ServerState {
/**
* The game has ended because all the ships of one player have been destroyed.
*/
GAME_OVER
GAME_OVER,
/**
* The games is frozen as long as the shell animation is running
*/
SHELL_IN_FLIGHT
}

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@ -12,6 +12,7 @@ import pp.battleship.message.client.ClientMessage;
import pp.battleship.message.client.MapMessage;
import pp.battleship.message.client.ShootMessage;
import pp.battleship.model.Battleship;
import pp.battleship.message.client.ShellAnimationFinishedMessage;
/**
* The {@code Copycat} class is a utility that creates a copy of a {@link ClientMessage}.
@ -72,4 +73,11 @@ class Copycat implements ClientInterpreter {
private static Battleship copy(Battleship ship) {
return new Battleship(ship.getLength(), ship.getX(), ship.getY(), ship.getRot());
}
@Override
public void received(ShellAnimationFinishedMessage shellAnimationFinishedMessage, int from) {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'received'");
}
}

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@ -19,6 +19,10 @@ public interface ClientInterpreter {
*/
void received(ShootMessage msg, int from);
// TODO
void received(ShellAnimationFinishedMessage shellAnimationFinishedMessage, int from);
/**
* Processes a received MapMessage.
*

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@ -0,0 +1,10 @@
package pp.battleship.message.client;
public class ShellAnimationFinishedMessage extends ClientMessage{
@Override
public void accept(ClientInterpreter interpreter, int from) {
interpreter.received(this, from);
}
}

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@ -0,0 +1,48 @@
package pp.battleship.model;
import com.jme3.math.Vector3f;
public class Shell {
private Vector3f startPosition;
private Vector3f targetPosition;
private Vector3f currentPosition;
private float speed;
private boolean isAtTarget;
public Shell(Vector3f startPosition, Vector3f targetPosition, float speed) {
this.startPosition = startPosition;
this.targetPosition = targetPosition;
this.currentPosition = new Vector3f(startPosition);
this.speed = speed;
this.isAtTarget = true;
}
// Aktualisiert die Position des Geschosses basierend auf der verstrichenen Zeit
public void updatePosition(float deltaTime) {
if (!isAtTarget) {
// Berechne die Richtung des Geschosses
Vector3f direction = targetPosition.subtract(currentPosition).normalize();
// Berechne die Bewegung basierend auf der Geschwindigkeit und der verstrichenen Zeit
Vector3f movement = direction.mult(speed * deltaTime);
currentPosition.addLocal(movement);
// Prüfe, ob das Geschoss das Ziel erreicht hat
if (currentPosition.distance(targetPosition) < speed * deltaTime) {
currentPosition.set(targetPosition);
isAtTarget = true;
}
}
}
// Gibt die aktuelle Position des Geschosses zurück
public Vector3f getCurrentPosition() {
return currentPosition;
}
// Überprüft, ob das Geschoss das Ziel erreicht hat
public boolean isAtTarget() {
return isAtTarget;
}
}

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@ -0,0 +1,47 @@
package pp.battleship.model;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.Spatial;
import com.jme3.scene.control.AbstractControl;
public class ShellControl extends AbstractControl {
private Shell shell; // Das Shell-Objekt, das die Bewegung des Geschosses enthält
public ShellControl(Shell shell) {
this.shell = shell;
}
// Die Methode wird in jedem Frame aufgerufen, um die Logik zu aktualisieren
@Override
protected void controlUpdate(float deltaTime) {
if (shell != null) {
// Aktualisiere die Position des Geschosses basierend auf der verstrichenen Zeit
shell.updatePosition(deltaTime);
// Setze die neue Position des Geschosses im 3D-Raum
spatial.setLocalTranslation(shell.getCurrentPosition());
// Optionale Animation oder Effekte hinzufügen (z.B. Rauch oder Funkenflug)
// addParticleEffects();
}
}
// Setze das Shell-Objekt neu, um es während des Spiels zu ändern
public void setShell(Shell shell) {
this.shell = shell;
}
// Gibt das aktuell verwendete Shell-Objekt zurück
public Shell getShell() {
return this.shell;
}
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
// TODO Auto-generated method stub
}
}