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https://athene2.informatik.unibw-muenchen.de/progproj/gruppen-ht24/Gruppe-02.git
synced 2024-11-25 02:19:45 +01:00
Added effect for not hitting ships
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@ -238,4 +238,47 @@ public class ParticleCreator {
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return smokeEmitter;
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}
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/**
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* Creates a one-time water splash particle emitter.
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*
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* @return a configured one-time water splash particle emitter
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*/
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public ParticleEmitter createWaterSplash() {
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// Create a new particle emitter for the splash effect
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ParticleEmitter waterSplash = new ParticleEmitter("WaterSplash", Type.Triangle, 30);
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// Set the shape of the emitter, making particles emit from a point or small area
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waterSplash.setShape(new EmitterSphereShape(Vector3f.ZERO, 0.2f));
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// Start and end colors for water (blue, fading out)
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waterSplash.setStartColor(new ColorRGBA(0.4f, 0.4f, 1f, 1f)); // Light blue at start
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waterSplash.setEndColor(new ColorRGBA(0.4f, 0.4f, 1f, 0f)); // Transparent at the end
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// Particle size: small at start, larger before fading out
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waterSplash.setStartSize(0.1f);
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waterSplash.setEndSize(0.3f);
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// Particle lifespan (how long particles live)
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waterSplash.setLowLife(0.5f);
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waterSplash.setHighLife(1f);
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// Gravity: Pull the water particles downwards
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waterSplash.setGravity(0, -9.81f, 0); // Earth's gravity simulation
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// Velocity: Give particles an initial burst upward (simulates splash)
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waterSplash.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 3, 0));
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waterSplash.getParticleInfluencer().setVelocityVariation(0.6f); // Add randomness to splash
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// Set how many particles are emitted per second (0 to emit all particles at once)
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waterSplash.setParticlesPerSec(0);
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// Load a texture for the water splash (assuming a texture exists at this path)
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Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
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mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Splash/splash.png"));
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waterSplash.setMaterial(mat);
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return waterSplash;
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}
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}
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@ -76,9 +76,28 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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*/
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@Override
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public Spatial visit(Shot shot) {
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return shot.isHit() ? handleHit(shot) : createCylinder(shot);
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return shot.isHit() ? handleHit(shot) : handleMiss(shot);
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}
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/**
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* Handles a miss by representing it with a blue cylinder
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* and attaching a water splash effect to it.
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* @param shot the shot to be processed
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* @return a Spatial simulating a miss with water splash effect
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*/
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private Spatial handleMiss(Shot shot) {
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Node shotNode = new Node("ShotNode");
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Geometry shotCylinder = createCylinder(shot);
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shotNode.attachChild(shotCylinder);
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ParticleEmitter waterSplash = particlecreator.createWaterSplash();
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waterSplash.setLocalTranslation(shot.getY() + 0.5f, 0f, shot.getX() + 0.5f);
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shotNode.attachChild(waterSplash);
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waterSplash.emitAllParticles();
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return shotNode;
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}
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/**
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* Handles a hit by attaching its representation to the node that
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* contains the ship model as a child so that it moves with the ship.
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