mirror of
https://athene2.informatik.unibw-muenchen.de/progproj/gruppen-ht24/Gruppe-02.git
synced 2025-10-04 02:00:31 +02:00
added groundwork for shell animation
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@@ -11,6 +11,7 @@ import pp.battleship.BattleshipConfig;
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import pp.battleship.message.client.ClientInterpreter;
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import pp.battleship.message.client.MapMessage;
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import pp.battleship.message.client.ShootMessage;
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import pp.battleship.message.client.ShellAnimationFinishedMessage;
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import pp.battleship.message.server.EffectMessage;
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import pp.battleship.message.server.GameDetails;
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import pp.battleship.message.server.ServerMessage;
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@@ -35,6 +36,7 @@ public class ServerGameLogic implements ClientInterpreter {
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private final BattleshipConfig config;
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private final List<Player> players = new ArrayList<>(2);
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private final Set<Player> readyPlayers = new HashSet<>();
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private Set<Integer> playersFinishedShellAnimation = new HashSet<>();
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private final ServerSender serverSender;
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private Player activePlayer;
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private ServerState state = ServerState.WAIT;
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@@ -197,6 +199,9 @@ public class ServerGameLogic implements ClientInterpreter {
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*/
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void shoot(Player p, IntPoint pos) {
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if (p != activePlayer) return;
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setState(ServerState.SHELL_IN_FLIGHT);
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// setState(ServerState.BATTLE);
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final Player otherPlayer = getOpponent(activePlayer);
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final Battleship selectedShip = otherPlayer.getMap().findShipAt(pos);
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if (selectedShip == null) {
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@@ -260,5 +265,31 @@ public class ServerGameLogic implements ClientInterpreter {
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}
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return true;
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}
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/**
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* Handles the reception of ShellAnimationFinishedMessage.
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* This method is called when a client signals that its shell animation is complete.
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*
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* @param msg the received ShellAnimationFinishedMessage
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* @param from the ID of the sender client
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*/
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@Override
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public void received(ShellAnimationFinishedMessage msg, int from) {
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// Add the player to the set of players who have finished the animation
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playersFinishedShellAnimation.add(from);
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// Check if both players have finished the shell animation
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if (playersFinishedShellAnimation.size() == 2) {
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// Clear the set of players who have finished the animation for the next shot
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playersFinishedShellAnimation.clear();
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// Transition back to the BATTLE state
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setState(ServerState.BATTLE);
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// Log the completion of the shell animation
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LOGGER.log(Level.INFO, "Both players finished shell animation. Returning to BATTLE state.");
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}
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}
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}
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@@ -29,5 +29,10 @@ enum ServerState {
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/**
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* The game has ended because all the ships of one player have been destroyed.
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*/
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GAME_OVER
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GAME_OVER,
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/**
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* The games is frozen as long as the shell animation is running
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*/
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SHELL_IN_FLIGHT
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}
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@@ -12,6 +12,7 @@ import pp.battleship.message.client.ClientMessage;
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import pp.battleship.message.client.MapMessage;
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import pp.battleship.message.client.ShootMessage;
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import pp.battleship.model.Battleship;
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import pp.battleship.message.client.ShellAnimationFinishedMessage;
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/**
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* The {@code Copycat} class is a utility that creates a copy of a {@link ClientMessage}.
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@@ -72,4 +73,11 @@ class Copycat implements ClientInterpreter {
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private static Battleship copy(Battleship ship) {
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return new Battleship(ship.getLength(), ship.getX(), ship.getY(), ship.getRot());
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}
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@Override
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public void received(ShellAnimationFinishedMessage shellAnimationFinishedMessage, int from) {
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// TODO Auto-generated method stub
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throw new UnsupportedOperationException("Unimplemented method 'received'");
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}
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}
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@@ -19,6 +19,10 @@ public interface ClientInterpreter {
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*/
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void received(ShootMessage msg, int from);
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// TODO
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void received(ShellAnimationFinishedMessage shellAnimationFinishedMessage, int from);
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/**
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* Processes a received MapMessage.
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*
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@@ -0,0 +1,10 @@
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package pp.battleship.message.client;
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public class ShellAnimationFinishedMessage extends ClientMessage{
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@Override
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public void accept(ClientInterpreter interpreter, int from) {
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interpreter.received(this, from);
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}
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}
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@@ -0,0 +1,48 @@
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package pp.battleship.model;
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import com.jme3.math.Vector3f;
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public class Shell {
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private Vector3f startPosition;
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private Vector3f targetPosition;
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private Vector3f currentPosition;
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private float speed;
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private boolean isAtTarget;
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public Shell(Vector3f startPosition, Vector3f targetPosition, float speed) {
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this.startPosition = startPosition;
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this.targetPosition = targetPosition;
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this.currentPosition = new Vector3f(startPosition);
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this.speed = speed;
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this.isAtTarget = true;
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}
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// Aktualisiert die Position des Geschosses basierend auf der verstrichenen Zeit
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public void updatePosition(float deltaTime) {
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if (!isAtTarget) {
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// Berechne die Richtung des Geschosses
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Vector3f direction = targetPosition.subtract(currentPosition).normalize();
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// Berechne die Bewegung basierend auf der Geschwindigkeit und der verstrichenen Zeit
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Vector3f movement = direction.mult(speed * deltaTime);
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currentPosition.addLocal(movement);
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// Prüfe, ob das Geschoss das Ziel erreicht hat
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if (currentPosition.distance(targetPosition) < speed * deltaTime) {
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currentPosition.set(targetPosition);
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isAtTarget = true;
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}
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}
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}
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// Gibt die aktuelle Position des Geschosses zurück
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public Vector3f getCurrentPosition() {
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return currentPosition;
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}
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// Überprüft, ob das Geschoss das Ziel erreicht hat
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public boolean isAtTarget() {
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return isAtTarget;
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}
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}
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@@ -0,0 +1,47 @@
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package pp.battleship.model;
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import com.jme3.math.Vector3f;
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import com.jme3.renderer.RenderManager;
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import com.jme3.renderer.ViewPort;
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import com.jme3.scene.Spatial;
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import com.jme3.scene.control.AbstractControl;
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public class ShellControl extends AbstractControl {
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private Shell shell; // Das Shell-Objekt, das die Bewegung des Geschosses enthält
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public ShellControl(Shell shell) {
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this.shell = shell;
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}
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// Die Methode wird in jedem Frame aufgerufen, um die Logik zu aktualisieren
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@Override
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protected void controlUpdate(float deltaTime) {
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if (shell != null) {
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// Aktualisiere die Position des Geschosses basierend auf der verstrichenen Zeit
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shell.updatePosition(deltaTime);
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// Setze die neue Position des Geschosses im 3D-Raum
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spatial.setLocalTranslation(shell.getCurrentPosition());
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// Optionale Animation oder Effekte hinzufügen (z.B. Rauch oder Funkenflug)
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// addParticleEffects();
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}
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}
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// Setze das Shell-Objekt neu, um es während des Spiels zu ändern
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public void setShell(Shell shell) {
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this.shell = shell;
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}
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// Gibt das aktuell verwendete Shell-Objekt zurück
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public Shell getShell() {
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return this.shell;
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}
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@Override
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protected void controlRender(RenderManager rm, ViewPort vp) {
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// TODO Auto-generated method stub
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}
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}
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