mirror of
https://athene2.informatik.unibw-muenchen.de/progproj/gruppen-ht24/Gruppe-02.git
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Merge branch 'revert-f248a77c' into 'b_schmelz_johannes'
Revert "states for shell logic implemented" See merge request progproj/gruppen-ht24/Gruppe-02!2
This commit is contained in:
commit
6b2b917864
@ -8,12 +8,10 @@
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package pp.battleship.client.gui;
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import com.jme3.math.ColorRGBA;
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import com.jme3.math.Vector3f;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.Node;
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import com.jme3.scene.Spatial;
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import pp.battleship.model.Battleship;
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import pp.battleship.model.Shell;
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import pp.battleship.model.Shot;
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import pp.util.Position;
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@ -38,7 +36,6 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
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// The MapView associated with this synchronizer
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private final MapView view;
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private Shell shell;
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/**
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* Constructs a new MapViewSynchronizer for the given MapView.
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@ -125,19 +122,4 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
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private Geometry shipLine(float x1, float y1, float x2, float y2, ColorRGBA color) {
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return view.getApp().getDraw().makeFatLine(x1, y1, x2, y2, SHIP_DEPTH, color, SHIP_LINE_WIDTH);
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}
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/**
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*
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* @param deltaTime
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*/
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public void update(float deltaTime) {
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if (shell != null) {
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shell.updatePosition(deltaTime);
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drawShell(shell.getCurrentPosition());
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}
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}
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private void drawShell(Vector3f position) {
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// Methode zum Zeichnen des Geschosses auf der 2D-Karte TODO
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}
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}
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@ -1,93 +0,0 @@
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package pp.battleship.game.client;
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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.model.Shell;
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import java.lang.System.Logger.Level;
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/**
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* This class represents the client state during a shooting animation.
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* It handles the logic for the animation of a fired shell and ensures
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* that the client notifies the server when the animation is complete.
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*/
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public class ShootingAnimationState extends ClientState {
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// The shell object representing the fired shell's movement
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private final Shell shell;
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/**
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* Constructs the ShootingAnimationState with the given game logic and shell.
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*
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* @param logic the game logic instance managing the state
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* @param shell the shell object representing the fired projectile
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*/
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ShootingAnimationState(ClientGameLogic logic, Shell shell) {
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super(logic);
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this.shell = shell;
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}
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/**
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* Indicates that the battle scene should be shown in this state.
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*
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* @return true because the battle view is active during the shooting animation
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*/
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@Override
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public boolean showBattle() {
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return true;
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}
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/**
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* Handles the effect message received from the server.
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* Logs the received effect for debugging purposes.
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*
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* @param msg the effect message received from the server
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*/
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@Override
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void receivedEffect(EffectMessage msg) {
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ClientGameLogic.LOGGER.log(Level.INFO, "report effect: {0}", msg); //NON-NLS
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// Here, you could implement additional logic to display the effects of the shot,
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// like a visual indication of a hit or a miss.
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}
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/**
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* Called once per frame to update the shell's position and check if it has reached the target.
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* If the shell reaches the target, a message is sent to the server.
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*
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* @param deltaTime time in seconds since the last update call
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*/
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@Override
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public void update(float deltaTime) {
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if (shell != null) {
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// Update the position of the shell based on the elapsed time
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shell.updatePosition(deltaTime);
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// Check if the shell has reached its target
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if (shell.isAtTarget()) {
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// If the shell has reached the target, notify the server that the animation is complete
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sendAnimationCompleteMessage();
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}
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}
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}
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/**
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* Sends a message to the server indicating that the shooting animation has finished.
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*/
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private void sendAnimationCompleteMessage() {
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ShellAnimationFinishedMessage message = new ShellAnimationFinishedMessage();
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// Send the message to the server via the game's logic communication system
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logic.send(message);
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logic.setState(new BattleState(logic, true));
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ClientGameLogic.LOGGER.log(Level.INFO, "Shell animation complete, message sent to server.");
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}
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/**
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* Optionally, you can add an entry method if there is any setup that needs to happen when entering the state.
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* By default, this is empty.
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*/
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@Override
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void entry() {
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super.entry(); // Call the parent entry method
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ClientGameLogic.LOGGER.log(Level.INFO, "Entered ShootingAnimationState.");
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}
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}
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@ -9,8 +9,8 @@ package pp.battleship.game.server;
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import pp.battleship.BattleshipConfig;
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import pp.battleship.message.client.ClientInterpreter;
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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.ShellAnimationFinishedMessage;
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import pp.battleship.message.client.ShootMessage;
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import pp.battleship.message.server.EffectMessage;
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import pp.battleship.message.server.GameDetails;
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@ -36,7 +36,6 @@ 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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@ -241,10 +240,6 @@ 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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@ -274,29 +269,4 @@ public class ServerGameLogic implements ClientInterpreter {
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}
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}
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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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@ -29,9 +29,5 @@ 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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/**
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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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GAME_OVER
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}
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@ -10,7 +10,6 @@ package pp.battleship.game.singlemode;
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import pp.battleship.message.client.ClientInterpreter;
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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.ShellAnimationFinishedMessage;
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import pp.battleship.message.client.ShootMessage;
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import pp.battleship.model.Battleship;
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@ -73,10 +72,4 @@ 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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@ -26,7 +26,4 @@ public interface ClientInterpreter {
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* @param from the connection ID from which the message was received
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*/
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void received(MapMessage 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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@ -1,10 +0,0 @@
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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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@ -1,47 +0,0 @@
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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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@ -1,48 +0,0 @@
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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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