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Aufgabe 12: 1.Partikelsystem implementiert 2.Klasse SeaSyncronizer angepasst 3.Klasse SinkingControl implementiert Auftretendes Problem: Es ist nichtmehr möglich, Klassen zu erstellen. Weg über "Erstelle File->Name eingeben-> Rename file"
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@ -48,6 +48,7 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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private final ShipMap map;
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private final ShipMap map;
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private final BattleshipApp app;
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private final BattleshipApp app;
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private final ParticleEffectFactory particleFactory;
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/**
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/**
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* Constructs a {@code SeaSynchronizer} object with the specified application, root node, and ship map.
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* Constructs a {@code SeaSynchronizer} object with the specified application, root node, and ship map.
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@ -60,6 +61,7 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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super(app.getGameLogic().getOwnMap(), root);
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super(app.getGameLogic().getOwnMap(), root);
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this.app = app;
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this.app = app;
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this.map = map;
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this.map = map;
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this.particleFactory = new ParticleEffectFactory(app);
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addExisting();
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addExisting();
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}
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}
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@ -84,17 +86,95 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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* @return always null to prevent the representation from being attached
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* @return always null to prevent the representation from being attached
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* to the items node as well
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* to the items node as well
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*/
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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 = particleFactory.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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* @param shot a hit
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* @return always null to prevent the representation from being attached to the items node as well
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*/
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private Spatial handleHit(Shot shot) {
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private Spatial handleHit(Shot shot) {
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final Battleship ship = requireNonNull(map.findShipAt(shot), "Missing ship");
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final Battleship ship = requireNonNull(map.findShipAt(shot), "Missing ship");
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final Node shipNode = requireNonNull((Node) getSpatial(ship), "Missing ship node");
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final Node shipNode = requireNonNull((Node) getSpatial(ship), "Missing ship node");
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final Geometry representation = createCylinder(shot);
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representation.getLocalTranslation().subtractLocal(shipNode.getLocalTranslation());
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shipNode.attachChild(representation);
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// Create a new node specifically for the hit effects
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Node hitEffectNode = new Node("HitEffectNode");
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// Create particle effects
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ParticleEmitter flame = particleFactory.createFlame();
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ParticleEmitter flash = particleFactory.createFlash();
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ParticleEmitter spark = particleFactory.createSpark();
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ParticleEmitter roundSpark = particleFactory.createRoundSpark();
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ParticleEmitter smokeTrail = particleFactory.createSmokeTrail();
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ParticleEmitter debris = particleFactory.createDebris();
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ParticleEmitter shockwave = particleFactory.createShockwave();
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ParticleEmitter movingSmoke = particleFactory.createMovingSmokeEmitter();
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// Attach all effects to the hitEffectNode
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hitEffectNode.attachChild(flame);
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hitEffectNode.attachChild(flash);
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hitEffectNode.attachChild(spark);
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hitEffectNode.attachChild(roundSpark);
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hitEffectNode.attachChild(smokeTrail);
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hitEffectNode.attachChild(debris);
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hitEffectNode.attachChild(shockwave);
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hitEffectNode.attachChild(movingSmoke);
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// Set the local translation for the hit effect to the point of impact
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hitEffectNode.setLocalTranslation(shot.getY() + 0.5f - shipNode.getLocalTranslation().x,
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0.5f, // Adjust as needed for height above the ship
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shot.getX() + 0.5f - shipNode.getLocalTranslation().z);
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// Attach the hitEffectNode to the shipNode so it moves with the ship
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shipNode.attachChild(hitEffectNode);
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// Emit particles when the hit happens
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flash.emitAllParticles();
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spark.emitAllParticles();
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smokeTrail.emitAllParticles();
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debris.emitAllParticles();
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shockwave.emitAllParticles();
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flame.emitAllParticles();
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roundSpark.emitAllParticles();
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//Checks if ship is destroyed and triggers animation accordingly
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if (ship.isDestroyed()) {
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sinkAndRemoveShip(ship);
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}
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return null;
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return null;
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}
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}
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/**
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* Handles the sinking animation and removal of ship if destroyed
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* @param ship the ship to be sunk
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*/
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private void sinkAndRemoveShip(Battleship ship) {
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final Node shipNode = (Node) getSpatial(ship);
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if (shipNode == null) return;
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// Add sinking control to animate the sinking
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shipNode.addControl(new SinkingControl(shipNode));
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// Add particle effects
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ParticleEmitter bubbles = particleFactory.createWaterSplash();
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bubbles.setLocalTranslation(shipNode.getLocalTranslation());
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shipNode.attachChild(bubbles);
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bubbles.emitAllParticles();
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}
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/**
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/**
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* Creates a cylinder geometry representing the specified shot.
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* Creates a cylinder geometry representing the specified shot.
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* The appearance of the cylinder depends on whether the shot is a hit or a miss.
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* The appearance of the cylinder depends on whether the shot is a hit or a miss.
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@ -0,0 +1,53 @@
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package pp.battleship.client.gui;
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import com.jme3.scene.control.AbstractControl;
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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.Node;
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/**
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* Control that handles the sinking effect for destroyed ships.
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* It will gradually move the ship downwards and then remove it from the scene.
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*/
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class SinkingControl extends AbstractControl {
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private static final float SINK_DURATION = 5f; // Duration of the sinking animation
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private static final float SINK_SPEED = 0.1f; // Speed at which the ship sinks
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private float elapsedTime = 0;
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private final Node shipNode;
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/**
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* Constructs a {@code SinkingControl.java} object with the shipNode to be to be sunk
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* @param shipNode the node to handeld
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*/
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public SinkingControl(Node shipNode) {
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this.shipNode = shipNode;
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}
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/**
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* Updated the Map to sink the ship
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*
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* @param tpf time per frame
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*/
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@Override
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protected void controlUpdate(float tpf) {
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// Update the sinking effect
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elapsedTime += tpf;
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// Move the ship down over time
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Vector3f currentPos = shipNode.getLocalTranslation();
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shipNode.setLocalTranslation(currentPos.x, currentPos.y - SINK_SPEED * tpf, currentPos.z);
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// Check if sinking duration has passed
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if (elapsedTime >= SINK_DURATION) {
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// Remove the ship from the scene
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shipNode.removeFromParent();
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}
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}
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@Override
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protected void controlRender(RenderManager rm, ViewPort vp) {
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// No rendering-related code needed
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}
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}
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