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"

This commit is contained in:
Dennis_Malkmus 2024-10-14 01:41:24 +02:00
parent 50559f5785
commit 7076e204af
2 changed files with 136 additions and 3 deletions

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@ -48,6 +48,7 @@ class SeaSynchronizer extends ShipMapSynchronizer {
private final ShipMap map;
private final BattleshipApp app;
private final ParticleEffectFactory particleFactory;
/**
* Constructs a {@code SeaSynchronizer} object with the specified application, root node, and ship map.
@ -60,6 +61,7 @@ class SeaSynchronizer extends ShipMapSynchronizer {
super(app.getGameLogic().getOwnMap(), root);
this.app = app;
this.map = map;
this.particleFactory = new ParticleEffectFactory(app);
addExisting();
}
@ -84,17 +86,95 @@ class SeaSynchronizer extends ShipMapSynchronizer {
* @return always null to prevent the representation from being attached
* to the items node as well
*/
private Spatial handleMiss(Shot shot) {
Node shotNode = new Node("ShotNode");
Geometry shotCylinder = createCylinder(shot);
shotNode.attachChild(shotCylinder);
ParticleEmitter waterSplash = particleFactory.createWaterSplash();
waterSplash.setLocalTranslation(shot.getY() + 0.5f, 0f, shot.getX() + 0.5f);
shotNode.attachChild(waterSplash);
waterSplash.emitAllParticles();
return shotNode;
}
* @param shot a hit
* @return always null to prevent the representation from being attached to the items node as well
*/
private Spatial handleHit(Shot shot) {
final Battleship ship = requireNonNull(map.findShipAt(shot), "Missing ship");
final Node shipNode = requireNonNull((Node) getSpatial(ship), "Missing ship node");
final Geometry representation = createCylinder(shot);
representation.getLocalTranslation().subtractLocal(shipNode.getLocalTranslation());
shipNode.attachChild(representation);
// Create a new node specifically for the hit effects
Node hitEffectNode = new Node("HitEffectNode");
// Create particle effects
ParticleEmitter flame = particleFactory.createFlame();
ParticleEmitter flash = particleFactory.createFlash();
ParticleEmitter spark = particleFactory.createSpark();
ParticleEmitter roundSpark = particleFactory.createRoundSpark();
ParticleEmitter smokeTrail = particleFactory.createSmokeTrail();
ParticleEmitter debris = particleFactory.createDebris();
ParticleEmitter shockwave = particleFactory.createShockwave();
ParticleEmitter movingSmoke = particleFactory.createMovingSmokeEmitter();
// Attach all effects to the hitEffectNode
hitEffectNode.attachChild(flame);
hitEffectNode.attachChild(flash);
hitEffectNode.attachChild(spark);
hitEffectNode.attachChild(roundSpark);
hitEffectNode.attachChild(smokeTrail);
hitEffectNode.attachChild(debris);
hitEffectNode.attachChild(shockwave);
hitEffectNode.attachChild(movingSmoke);
// Set the local translation for the hit effect to the point of impact
hitEffectNode.setLocalTranslation(shot.getY() + 0.5f - shipNode.getLocalTranslation().x,
0.5f, // Adjust as needed for height above the ship
shot.getX() + 0.5f - shipNode.getLocalTranslation().z);
// Attach the hitEffectNode to the shipNode so it moves with the ship
shipNode.attachChild(hitEffectNode);
// Emit particles when the hit happens
flash.emitAllParticles();
spark.emitAllParticles();
smokeTrail.emitAllParticles();
debris.emitAllParticles();
shockwave.emitAllParticles();
flame.emitAllParticles();
roundSpark.emitAllParticles();
//Checks if ship is destroyed and triggers animation accordingly
if (ship.isDestroyed()) {
sinkAndRemoveShip(ship);
}
return null;
}
/**
* Handles the sinking animation and removal of ship if destroyed
* @param ship the ship to be sunk
*/
private void sinkAndRemoveShip(Battleship ship) {
final Node shipNode = (Node) getSpatial(ship);
if (shipNode == null) return;
// Add sinking control to animate the sinking
shipNode.addControl(new SinkingControl(shipNode));
// Add particle effects
ParticleEmitter bubbles = particleFactory.createWaterSplash();
bubbles.setLocalTranslation(shipNode.getLocalTranslation());
shipNode.attachChild(bubbles);
bubbles.emitAllParticles();
}
/**
* Creates a cylinder geometry representing the specified shot.
* The appearance of the cylinder depends on whether the shot is a hit or a miss.

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@ -0,0 +1,53 @@
package pp.battleship.client.gui;
import com.jme3.scene.control.AbstractControl;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.Node;
/**
* Control that handles the sinking effect for destroyed ships.
* It will gradually move the ship downwards and then remove it from the scene.
*/
class SinkingControl extends AbstractControl {
private static final float SINK_DURATION = 5f; // Duration of the sinking animation
private static final float SINK_SPEED = 0.1f; // Speed at which the ship sinks
private float elapsedTime = 0;
private final Node shipNode;
/**
* Constructs a {@code SinkingControl.java} object with the shipNode to be to be sunk
* @param shipNode the node to handeld
*/
public SinkingControl(Node shipNode) {
this.shipNode = shipNode;
}
/**
* Updated the Map to sink the ship
*
* @param tpf time per frame
*/
@Override
protected void controlUpdate(float tpf) {
// Update the sinking effect
elapsedTime += tpf;
// Move the ship down over time
Vector3f currentPos = shipNode.getLocalTranslation();
shipNode.setLocalTranslation(currentPos.x, currentPos.y - SINK_SPEED * tpf, currentPos.z);
// Check if sinking duration has passed
if (elapsedTime >= SINK_DURATION) {
// Remove the ship from the scene
shipNode.removeFromParent();
}
}
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
// No rendering-related code needed
}
}