added contents

This commit is contained in:
Mark Minas
2024-09-18 17:04:31 +02:00
parent d28b17eba5
commit 71a4ac8d12
176 changed files with 51198 additions and 0 deletions

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plugins {
id 'buildlogic.jme-application-conventions'
}
description = 'Battleship Client'
dependencies {
implementation project(":jme-common")
implementation project(":battleship:model")
implementation libs.jme3.desktop
runtimeOnly libs.jme3.awt.dialogs
runtimeOnly libs.jme3.plugins
runtimeOnly libs.jme3.jogg
runtimeOnly libs.jme3.testdata
}
application {
mainClass = 'pp.battleship.client.BattleshipApp'
applicationName = 'battleship'
}

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########################################
## Programming project code
## UniBw M, 2022, 2023, 2024
## www.unibw.de/inf2
## (c) Mark Minas (mark.minas@unibw.de)
########################################
#
# Battleship client configuration
#
# Specifies the map used by the opponent in single mode.
# Single mode is activated if this property is set.
#map.opponent=maps/map2.json
#
# Specifies the map used by the player in single mode.
# The player must define their own map if this property is not set.
map.own=maps/map1.json
#
# Coordinates of the shots fired by the RobotClient in the order listed.
# Example:
# 2, 0,\
# 2, 1,\
# 2, 2,\
# 2, 3
# defines four shots, namely at the coordinates
# (x=2, y=0), (x=2, y=1), (x=2, y=2), and (x=2, y=3)
robot.targets=2, 0,\
2, 1,\
2, 2,\
2, 3
#
# Delay in milliseconds between each shot fired by the RobotClient.
robot.delay=500
#
# The dimensions of the game map used in single mode.
# 'map.width' defines the number of columns, and 'map.height' defines the number of rows.
map.width=10
map.height=10
#
# The number of ships of each length available in single mode.
# The value is a comma-separated list where each element corresponds to the number of ships
# with a specific length. For example:
# ship.nums=4, 3, 2, 1
# This configuration means:
# - 4 ships of length 1
# - 3 ships of length 2
# - 2 ships of length 3
# - 1 ship of length 4
ship.nums=4, 3, 2, 1
#
# Screen settings
#
# Color of the text displayed at the top of the overlay.
# The format is (red, green, blue, alpha) where each value ranges from 0 to 1.
overlay.top.color=1, 1, 1, 1
#
# Application settings configuration
# Determines whether the settings window is shown at startup.
settings.show=false
#
# Specifies the width of the application window in pixels.
settings.resolution.width=1200
#
# Specifies the height of the application window in pixels.
settings.resolution.height=800
#
# Determines whether the application runs in full-screen mode.
settings.full-screen=false
#
# Enables or disables gamma correction to improve color accuracy.
settings.use-gamma-correction=true
#
# Indicates whether the statistics window is displayed during gameplay.
statistics.show=false

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handlers=java.util.logging.ConsoleHandler
.level=INFO
pp.level=FINE
com.jme3.network.level=INFO
;com.jme3.util.TangentBinormalGenerator.level=SEVERE
java.util.logging.ConsoleHandler.level=FINER
java.util.logging.ConsoleHandler.formatter=java.util.logging.SimpleFormatter
;java.util.logging.SimpleFormatter.format=[%4$s %2$s] %5$s%n

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{
"width": 10,
"height": 10,
"ships": [
{
"length": 4,
"x": 2,
"y": 8,
"rot": "RIGHT"
},
{
"length": 3,
"x": 2,
"y": 5,
"rot": "DOWN"
},
{
"length": 3,
"x": 5,
"y": 6,
"rot": "RIGHT"
},
{
"length": 2,
"x": 4,
"y": 4,
"rot": "RIGHT"
},
{
"length": 2,
"x": 7,
"y": 4,
"rot": "RIGHT"
},
{
"length": 2,
"x": 4,
"y": 2,
"rot": "DOWN"
},
{
"length": 1,
"x": 6,
"y": 2,
"rot": "RIGHT"
},
{
"length": 1,
"x": 8,
"y": 2,
"rot": "RIGHT"
},
{
"length": 1,
"x": 6,
"y": 0,
"rot": "RIGHT"
},
{
"length": 1,
"x": 8,
"y": 0,
"rot": "RIGHT"
}
]
}

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{
"width": 10,
"height": 10,
"ships": [
{
"length": 4,
"x": 0,
"y": 5,
"rot": "DOWN"
},
{
"length": 3,
"x": 0,
"y": 9,
"rot": "DOWN"
},
{
"length": 3,
"x": 2,
"y": 6,
"rot": "RIGHT"
},
{
"length": 2,
"x": 4,
"y": 8,
"rot": "RIGHT"
},
{
"length": 2,
"x": 2,
"y": 4,
"rot": "DOWN"
},
{
"length": 2,
"x": 2,
"y": 1,
"rot": "DOWN"
},
{
"length": 1,
"x": 6,
"y": 2,
"rot": "RIGHT"
},
{
"length": 1,
"x": 8,
"y": 2,
"rot": "RIGHT"
},
{
"length": 1,
"x": 6,
"y": 0,
"rot": "RIGHT"
},
{
"length": 1,
"x": 8,
"y": 0,
"rot": "RIGHT"
}
]
}

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////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client;
import com.jme3.app.DebugKeysAppState;
import com.jme3.app.SimpleApplication;
import com.jme3.app.StatsAppState;
import com.jme3.font.BitmapFont;
import com.jme3.font.BitmapText;
import com.jme3.input.KeyInput;
import com.jme3.input.MouseInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.input.controls.MouseButtonTrigger;
import com.jme3.system.AppSettings;
import com.simsilica.lemur.GuiGlobals;
import com.simsilica.lemur.style.BaseStyles;
import pp.battleship.client.gui.BattleAppState;
import pp.battleship.client.gui.EditorAppState;
import pp.battleship.client.gui.SeaAppState;
import pp.battleship.game.client.BattleshipClient;
import pp.battleship.game.client.ClientGameLogic;
import pp.battleship.game.client.ServerConnection;
import pp.battleship.game.singlemode.BattleshipClientConfig;
import pp.battleship.game.singlemode.ServerConnectionMockup;
import pp.battleship.notification.ClientStateEvent;
import pp.battleship.notification.GameEventListener;
import pp.battleship.notification.InfoTextEvent;
import pp.dialog.DialogBuilder;
import pp.dialog.DialogManager;
import pp.graphics.Draw;
import java.io.File;
import java.io.FileInputStream;
import java.io.IOException;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.logging.LogManager;
import static pp.battleship.Resources.lookup;
/**
* The main class for the Battleship client application.
* It manages the initialization, input setup, GUI setup, and game states for the client.
*/
public class BattleshipApp extends SimpleApplication implements BattleshipClient, GameEventListener {
/**
* Logger for logging messages within the application.
*/
private static final Logger LOGGER = System.getLogger(BattleshipApp.class.getName());
/**
* Path to the styles script for GUI elements.
*/
private static final String STYLES_SCRIPT = "Interface/Lemur/pp-styles.groovy"; //NON-NLS
/**
* Path to the font resource used in the GUI.
*/
private static final String FONT = "Interface/Fonts/Default.fnt"; //NON-NLS
/**
* Path to the client configuration file, if one exists.
*/
private static final File CONFIG_FILE = new File("client.properties");
/**
* Input mapping name for mouse clicks.
*/
public static final String CLICK = "CLICK";
/**
* Input mapping name for the Escape key.
*/
private static final String ESC = "ESC";
/**
* Manager for handling dialogs within the application.
*/
private final DialogManager dialogManager = new DialogManager(this);
/**
* The server connection instance, used for communicating with the game server.
*/
private final ServerConnection serverConnection;
/**
* Instance of the {@link Draw} class for rendering graphics.
*/
private Draw draw;
/**
* Text display at the top of the GUI for showing information to the user.
*/
private BitmapText topText;
/**
* Executor service for handling asynchronous tasks within the application.
*/
private ExecutorService executor;
/**
* Handler for managing the client's game logic.
*/
private final ClientGameLogic logic;
/**
* Configuration settings for the Battleship client application.
*/
private final BattleshipAppConfig config;
/**
* Listener for handling actions triggered by the Escape key.
*/
private final ActionListener escapeListener = (name, isPressed, tpf) -> escape(isPressed);
static {
// Configure logging
LogManager manager = LogManager.getLogManager();
try {
manager.readConfiguration(new FileInputStream("logging.properties"));
LOGGER.log(Level.INFO, "Successfully read logging properties"); //NON-NLS
}
catch (IOException e) {
LOGGER.log(Level.INFO, e.getMessage());
}
}
/**
* Starts the Battleship application.
*
* @param args Command-line arguments for launching the application.
*/
public static void main(String[] args) {
new BattleshipApp().start();
}
/**
* Constructs a new {@code BattleshipApp} instance.
* Initializes the configuration, server connection, and game logic listeners.
*/
private BattleshipApp() {
config = new BattleshipAppConfig();
config.readFromIfExists(CONFIG_FILE);
serverConnection = makeServerConnection();
logic = new ClientGameLogic(serverConnection);
logic.addListener(this);
setShowSettings(config.getShowSettings());
setSettings(makeSettings());
}
/**
* Creates and configures application settings from the client configuration.
*
* @return A configured {@link AppSettings} object.
*/
private AppSettings makeSettings() {
final AppSettings settings = new AppSettings(true);
settings.setTitle(lookup("battleship.name"));
settings.setResolution(config.getResolutionWidth(), config.getResolutionHeight());
settings.setFullscreen(config.fullScreen());
settings.setUseRetinaFrameBuffer(config.useRetinaFrameBuffer());
settings.setGammaCorrection(config.useGammaCorrection());
return settings;
}
/**
* Factory method for creating a server connection based on the current
* client configuration.
*
* @return A {@link ServerConnection} instance, which could be a real or mock server.
*/
private ServerConnection makeServerConnection() {
if (config.isSingleMode())
return new ServerConnectionMockup(this);
return new NetworkSupport(this);
}
/**
* Returns the dialog manager responsible for managing in-game dialogs.
*
* @return The {@link DialogManager} instance.
*/
DialogManager getDialogManager() {
return dialogManager;
}
/**
* Returns the game logic handler for the client.
*
* @return The {@link ClientGameLogic} instance.
*/
@Override
public ClientGameLogic getGameLogic() {
return logic;
}
/**
* Returns the current configuration settings for the Battleship client.
*
* @return The {@link BattleshipClientConfig} instance.
*/
@Override
public BattleshipAppConfig getConfig() {
return config;
}
/**
* Initializes the application.
* Sets up input mappings, GUI, game states, and connects to the server.
*/
@Override
public void simpleInitApp() {
setPauseOnLostFocus(false);
draw = new Draw(assetManager);
setupInput();
setupStates();
setupGui();
serverConnection.connect();
}
/**
* Sets up the graphical user interface (GUI) for the application.
*/
private void setupGui() {
GuiGlobals.initialize(this);
BaseStyles.loadStyleResources(STYLES_SCRIPT);
GuiGlobals.getInstance().getStyles().setDefaultStyle("pp"); //NON-NLS
final BitmapFont normalFont = assetManager.loadFont(FONT); //NON-NLS
topText = new BitmapText(normalFont);
final int height = context.getSettings().getHeight();
topText.setLocalTranslation(10f, height - 10f, 0f);
topText.setColor(config.getTopColor());
guiNode.attachChild(topText);
}
/**
* Configures input mappings and sets up listeners for user interactions.
*/
private void setupInput() {
inputManager.deleteMapping(INPUT_MAPPING_EXIT);
inputManager.setCursorVisible(false);
inputManager.addMapping(ESC, new KeyTrigger(KeyInput.KEY_ESCAPE));
inputManager.addMapping(CLICK, new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
inputManager.addListener(escapeListener, ESC);
}
/**
* Initializes and attaches the necessary application states for the game.
*/
private void setupStates() {
if (config.getShowStatistics()) {
final BitmapFont normalFont = assetManager.loadFont(FONT); //NON-NLS
final StatsAppState stats = new StatsAppState(guiNode, normalFont);
stateManager.attach(stats);
}
flyCam.setEnabled(false);
stateManager.detach(stateManager.getState(StatsAppState.class));
stateManager.detach(stateManager.getState(DebugKeysAppState.class));
attachGameSound();
stateManager.attachAll(new EditorAppState(), new BattleAppState(), new SeaAppState());
}
/**
* Attaches the game sound state and sets its initial enabled state.
*/
private void attachGameSound() {
final GameSound gameSound = new GameSound();
logic.addListener(gameSound);
gameSound.setEnabled(GameSound.enabledInPreferences());
stateManager.attach(gameSound);
}
/**
* Updates the application state every frame.
* This method is called once per frame during the game loop.
*
* @param tpf Time per frame in seconds.
*/
@Override
public void simpleUpdate(float tpf) {
super.simpleUpdate(tpf);
dialogManager.update(tpf);
logic.update(tpf);
}
/**
* Handles the Escape key action to either close the top dialog or show the main menu.
*
* @param isPressed Indicates whether the Escape key is pressed.
*/
private void escape(boolean isPressed) {
if (!isPressed) return;
if (dialogManager.showsDialog())
dialogManager.escape();
else
new Menu(this).open();
}
/**
* Returns the {@link Draw} instance used for rendering graphical elements in the game.
*
* @return The {@link Draw} instance.
*/
public Draw getDraw() {
return draw;
}
/**
* Handles a request to close the application.
* If the request is initiated by pressing ESC, this parameter is true.
*
* @param esc If true, the request is due to the ESC key being pressed.
*/
@Override
public void requestClose(boolean esc) { /* do nothing */ }
/**
* Closes the application, displaying a confirmation dialog if the client is connected to a server.
*/
public void closeApp() {
if (serverConnection.isConnected())
confirmDialog(lookup("confirm.leaving"), this::close);
else
close();
}
/**
* Closes the application, disconnecting from the server and stopping the application.
*/
private void close() {
serverConnection.disconnect();
stop();
}
/**
* Updates the informational text displayed in the GUI.
*
* @param text The information text to display.
*/
void setInfoText(String text) {
LOGGER.log(Level.DEBUG, "setInfoText {0}", text); //NON-NLS
topText.setText(text);
}
/**
* Updates the informational text in the GUI based on the key received in an {@link InfoTextEvent}.
*
* @param event The {@link InfoTextEvent} containing the key for the text to display.
*/
@Override
public void receivedEvent(InfoTextEvent event) {
LOGGER.log(Level.DEBUG, "received info text {0}", event.key()); //NON-NLS
setInfoText(lookup(event.key()));
}
/**
* Handles client state events to update the game states accordingly.
*
* @param event The {@link ClientStateEvent} representing the state change.
*/
@Override
public void receivedEvent(ClientStateEvent event) {
stateManager.getState(EditorAppState.class).setEnabled(logic.showEditor());
stateManager.getState(BattleAppState.class).setEnabled(logic.showBattle());
stateManager.getState(SeaAppState.class).setEnabled(logic.showBattle());
}
/**
* Returns the executor service used for handling multithreaded tasks.
*
* @return The {@link ExecutorService} instance.
*/
public ExecutorService getExecutor() {
if (executor == null)
executor = Executors.newCachedThreadPool();
return executor;
}
/**
* Stops the application, shutting down the executor service and halting execution.
*
* @param waitFor If true, waits for the application to stop before returning.
*/
@Override
public void stop(boolean waitFor) {
if (executor != null) executor.shutdownNow();
super.stop(waitFor);
}
/**
* Displays a confirmation dialog with a specified question and action for the "Yes" button.
*
* @param question The question to display in the dialog.
* @param yesAction The action to perform if "Yes" is selected.
*/
void confirmDialog(String question, Runnable yesAction) {
DialogBuilder.simple(dialogManager)
.setTitle(lookup("dialog.question"))
.setText(question)
.setOkButton(lookup("button.yes"), yesAction)
.setNoButton(lookup("button.no"))
.build()
.open();
}
/**
* Displays an error dialog with the specified error message.
*
* @param errorMessage The error message to display in the dialog.
*/
void errorDialog(String errorMessage) {
DialogBuilder.simple(dialogManager)
.setTitle(lookup("dialog.error"))
.setText(errorMessage)
.setOkButton(lookup("button.ok"))
.build()
.open();
}
}

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////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client;
import com.jme3.math.ColorRGBA;
import pp.battleship.game.singlemode.BattleshipClientConfig;
/**
* Provides access to the Battleship application configuration.
* Extends {@link BattleshipClientConfig} to include additional properties specific to the client,
* particularly those related to screen settings and visual customization.
* <p>
* <b>Note:</b> Attributes of this class should not be marked as {@code final}
* to ensure proper functionality when reading from a properties file.
* </p>
*/
public class BattleshipAppConfig extends BattleshipClientConfig {
/**
* Converts a string value found in the properties file into an object of the specified type.
* Extends the superclass method to support conversion to {@link ColorRGBA}.
*
* @param value the string value to be converted
* @param targetType the target type into which the value string is converted
* @return the converted object of the specified type
*/
@Override
protected Object convertToType(String value, Class<?> targetType) {
if (targetType == ColorRGBA.class)
return makeColorRGBA(value);
return super.convertToType(value, targetType);
}
/**
* Converts the specified string value to a corresponding {@link ColorRGBA} object.
*
* @param value the color in the format "red, green, blue, alpha" with all values in the range [0..1]
* @return a {@link ColorRGBA} object representing the color
* @throws IllegalArgumentException if the input string is not in the expected format
*/
private static ColorRGBA makeColorRGBA(String value) {
String[] split = value.split(",", -1);
try {
if (split.length == 4)
return new ColorRGBA(Float.parseFloat(split[0]),
Float.parseFloat(split[1]),
Float.parseFloat(split[2]),
Float.parseFloat(split[3]));
}
catch (NumberFormatException e) {
// deliberately left empty
}
throw new IllegalArgumentException(value + " should consist of exactly 4 numbers");
}
/**
* The width of the game view resolution in pixels.
*/
@Property("settings.resolution.width") //NON-NLS
private int resolutionWidth = 1200;
/**
* The height of the game view resolution in pixels.
*/
@Property("settings.resolution.height") //NON-NLS
private int resolutionHeight = 800;
/**
* Specifies whether the game should start in full-screen mode.
*/
@Property("settings.full-screen") //NON-NLS
private boolean fullScreen = false;
/**
* Specifies whether gamma correction should be enabled.
* If enabled, the main framebuffer is configured for sRGB colors,
* and sRGB images are linearized.
* <p>
* Requires a GPU that supports GL_ARB_framebuffer_sRGB; otherwise, this setting will be ignored.
* </p>
*/
@Property("settings.use-gamma-correction") //NON-NLS
private boolean useGammaCorrection = true;
/**
* Specifies whether full resolution framebuffers should be used on Retina displays.
* This setting is ignored on non-Retina platforms.
*/
@Property("settings.use-retina-framebuffer") //NON-NLS
private boolean useRetinaFrameBuffer = false;
/**
* Specifies whether the settings window should be shown for configuring the game.
*/
@Property("settings.show") //NON-NLS
private boolean showSettings = false;
/**
* Specifies whether the JME statistics window should be shown in the lower left corner of the screen.
*/
@Property("statistics.show") //NON-NLS
private boolean showStatistics = false;
/**
* The color of the top text during gameplay, represented as a {@link ColorRGBA} object.
*/
@Property("overlay.top.color") //NON-NLS
private ColorRGBA topColor = ColorRGBA.White;
/**
* Creates a default {@code BattleshipAppConfig} with predefined values.
*/
public BattleshipAppConfig() {
// Default constructor
}
/**
* Returns the width of the game view resolution in pixels.
*
* @return the width of the game view resolution in pixels
*/
public int getResolutionWidth() {
return resolutionWidth;
}
/**
* Returns the height of the game view resolution in pixels.
*
* @return the height of the game view resolution in pixels
*/
public int getResolutionHeight() {
return resolutionHeight;
}
/**
* Returns whether the game should start in full-screen mode.
*
* @return {@code true} if the game should start in full-screen mode; {@code false} otherwise
*/
public boolean fullScreen() {
return fullScreen;
}
/**
* Returns whether gamma correction is enabled.
* If enabled, the main framebuffer is configured for sRGB colors,
* and sRGB images are linearized.
*
* @return {@code true} if gamma correction is enabled; {@code false} otherwise
*/
public boolean useGammaCorrection() {
return useGammaCorrection;
}
/**
* Returns whether full resolution framebuffers should be used on Retina displays.
* This setting is ignored on non-Retina platforms.
*
* @return {@code true} if full resolution framebuffers should be used on Retina displays; {@code false} otherwise
*/
public boolean useRetinaFrameBuffer() {
return useRetinaFrameBuffer;
}
/**
* Returns whether the settings window should be shown for configuring the game.
*
* @return {@code true} if the settings window should be shown; {@code false} otherwise
*/
public boolean getShowSettings() {
return showSettings;
}
/**
* Returns whether the JME statistics window should be shown in the lower left corner of the screen.
*
* @return {@code true} if the statistics window should be shown; {@code false} otherwise
*/
public boolean getShowStatistics() {
return showStatistics;
}
/**
* Returns the color of the top text during gameplay as a {@link ColorRGBA} object.
*
* @return the color of the top text during gameplay
*/
public ColorRGBA getTopColor() {
return topColor;
}
}

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////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client;
import com.jme3.app.Application;
import com.jme3.app.state.AbstractAppState;
import com.jme3.app.state.AppStateManager;
import pp.battleship.game.client.ClientGameLogic;
/**
* Abstract class representing a state in the Battleship game.
* Extends the AbstractAppState from jMonkeyEngine to manage state behavior.
*/
public abstract class BattleshipAppState extends AbstractAppState {
private BattleshipApp app;
/**
* Creates a new BattleshipAppState that is initially disabled.
*
* @see #setEnabled(boolean)
*/
protected BattleshipAppState() {
setEnabled(false);
}
/**
* Initializes the state manager and application.
*
* @param stateManager The state manager
* @param application The application instance
*/
@Override
public void initialize(AppStateManager stateManager, Application application) {
super.initialize(stateManager, application);
this.app = (BattleshipApp) application;
if (isEnabled()) enableState();
}
/**
* Returns the BattleshipApp instance associated with this BattleshipAppState.
*
* @return The BattleshipApp instance.
*/
public BattleshipApp getApp() {
return app;
}
/**
* Returns the client game logic handler.
*
* @return the client game logic handler
*/
public ClientGameLogic getGameLogic() {
return app.getGameLogic();
}
/**
* Checks if any dialog is currently displayed.
*
* @return true if any dialog is currently shown, false otherwise
*/
public boolean showsDialog() {
return app.getDialogManager().showsDialog();
}
/**
* Sets the enabled state of the BattleshipAppState.
* If the new state is the same as the current state, the method returns.
*
* @param enabled The new enabled state.
*/
@Override
public void setEnabled(boolean enabled) {
if (isEnabled() == enabled) return;
super.setEnabled(enabled);
if (app != null) {
if (enabled)
enableState();
else
disableState();
}
}
/**
* This method is called when the state is enabled.
* It is meant to be overridden by subclasses to perform
* specific actions when the state is enabled.
*/
protected abstract void enableState();
/**
* This method is called when the state is disabled.
* It is meant to be overridden by subclasses to perform
* specific actions when the state is disabled.
*/
protected abstract void disableState();
}

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////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client;
import com.jme3.app.Application;
import com.jme3.app.state.AbstractAppState;
import com.jme3.app.state.AppStateManager;
import com.jme3.asset.AssetLoadException;
import com.jme3.asset.AssetNotFoundException;
import com.jme3.audio.AudioData;
import com.jme3.audio.AudioNode;
import pp.battleship.notification.GameEventListener;
import pp.battleship.notification.SoundEvent;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.prefs.Preferences;
import static pp.util.PreferencesUtils.getPreferences;
/**
* An application state that plays sounds.
*/
public class GameSound extends AbstractAppState implements GameEventListener {
private static final Logger LOGGER = System.getLogger(GameSound.class.getName());
private static final Preferences PREFERENCES = getPreferences(GameSound.class);
private static final String ENABLED_PREF = "enabled"; //NON-NLS
private AudioNode splashSound;
private AudioNode shipDestroyedSound;
private AudioNode explosionSound;
/**
* Checks if sound is enabled in the preferences.
*
* @return {@code true} if sound is enabled, {@code false} otherwise.
*/
public static boolean enabledInPreferences() {
return PREFERENCES.getBoolean(ENABLED_PREF, true);
}
/**
* Toggles the game sound on or off.
*/
public void toggleSound() {
setEnabled(!isEnabled());
}
/**
* Sets the enabled state of this AppState.
* Overrides {@link com.jme3.app.state.AbstractAppState#setEnabled(boolean)}
*
* @param enabled {@code true} to enable the AppState, {@code false} to disable it.
*/
@Override
public void setEnabled(boolean enabled) {
if (isEnabled() == enabled) return;
super.setEnabled(enabled);
LOGGER.log(Level.INFO, "Sound enabled: {0}", enabled); //NON-NLS
PREFERENCES.putBoolean(ENABLED_PREF, enabled);
}
/**
* Initializes the sound effects for the game.
* Overrides {@link AbstractAppState#initialize(AppStateManager, Application)}
*
* @param stateManager The state manager
* @param app The application
*/
@Override
public void initialize(AppStateManager stateManager, Application app) {
super.initialize(stateManager, app);
shipDestroyedSound = loadSound(app, "Sound/Effects/sunken.wav"); //NON-NLS
splashSound = loadSound(app, "Sound/Effects/splash.wav"); //NON-NLS
explosionSound = loadSound(app, "Sound/Effects/explosion.wav"); //NON-NLS
}
/**
* Loads a sound from the specified file.
*
* @param app The application
* @param name The name of the sound file.
* @return The loaded AudioNode.
*/
private AudioNode loadSound(Application app, String name) {
try {
final AudioNode sound = new AudioNode(app.getAssetManager(), name, AudioData.DataType.Buffer);
sound.setLooping(false);
sound.setPositional(false);
return sound;
}
catch (AssetLoadException | AssetNotFoundException ex) {
LOGGER.log(Level.ERROR, ex.getMessage(), ex);
}
return null;
}
/**
* Plays the splash sound effect.
*/
public void splash() {
if (isEnabled() && splashSound != null)
splashSound.playInstance();
}
/**
* Plays the explosion sound effect.
*/
public void explosion() {
if (isEnabled() && explosionSound != null)
explosionSound.playInstance();
}
/**
* Plays sound effect when a ship has been destroyed.
*/
public void shipDestroyed() {
if (isEnabled() && shipDestroyedSound != null)
shipDestroyedSound.playInstance();
}
@Override
public void receivedEvent(SoundEvent event) {
switch (event.sound()) {
case EXPLOSION -> explosion();
case SPLASH -> splash();
case DESTROYED_SHIP -> shipDestroyed();
}
}
}

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////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client;
import com.simsilica.lemur.Button;
import com.simsilica.lemur.Checkbox;
import com.simsilica.lemur.Label;
import com.simsilica.lemur.style.ElementId;
import pp.dialog.Dialog;
import pp.dialog.StateCheckboxModel;
import pp.dialog.TextInputDialog;
import java.io.File;
import java.io.IOException;
import java.util.prefs.Preferences;
import static pp.battleship.Resources.lookup;
import static pp.util.PreferencesUtils.getPreferences;
/**
* The Menu class represents the main menu in the Battleship game application.
* It extends the Dialog class and provides functionalities for loading, saving,
* returning to the game, and quitting the application.
*/
class Menu extends Dialog {
private static final Preferences PREFERENCES = getPreferences(Menu.class);
private static final String LAST_PATH = "last.file.path";
private final BattleshipApp app;
private final Button loadButton = new Button(lookup("menu.map.load"));
private final Button saveButton = new Button(lookup("menu.map.save"));
/**
* Constructs the Menu dialog for the Battleship application.
*
* @param app the BattleshipApp instance
*/
public Menu(BattleshipApp app) {
super(app.getDialogManager());
this.app = app;
addChild(new Label(lookup("battleship.name"), new ElementId("header"))); //NON-NLS
addChild(new Checkbox(lookup("menu.sound-enabled"),
new StateCheckboxModel(app, GameSound.class)));
addChild(loadButton)
.addClickCommands(s -> ifTopDialog(this::loadDialog));
addChild(saveButton)
.addClickCommands(s -> ifTopDialog(this::saveDialog));
addChild(new Button(lookup("menu.return-to-game")))
.addClickCommands(s -> ifTopDialog(this::close));
addChild(new Button(lookup("menu.quit")))
.addClickCommands(s -> ifTopDialog(app::closeApp));
update();
}
/**
* Updates the state of the load and save buttons based on the game logic.
*/
@Override
public void update() {
loadButton.setEnabled(app.getGameLogic().mayLoadMap());
saveButton.setEnabled(app.getGameLogic().maySaveMap());
}
/**
* As an escape action, this method closes the menu if it is the top dialog.
*/
@Override
public void escape() {
close();
}
/**
* Functional interface for file actions.
*/
@FunctionalInterface
private interface FileAction {
/**
* Executes a file action.
*
* @param file the file to be processed
* @throws IOException if an I/O error occurs
*/
void run(File file) throws IOException;
}
/**
* Handles the file action for the provided dialog.
*
* @param fileAction the file action to be executed
* @param dialog the dialog providing the file input
*/
private void handle(FileAction fileAction, TextInputDialog dialog) {
try {
final String path = dialog.getInput().getText();
PREFERENCES.put(LAST_PATH, path);
fileAction.run(new File(path));
dialog.close();
}
catch (IOException e) {
app.errorDialog(e.getLocalizedMessage());
}
}
/**
* Shows a file dialog for loading or saving files.
*
* @param fileAction the action to perform with the selected file
* @param label the label for the dialog
*/
private void fileDialog(FileAction fileAction, String label) {
final TextInputDialog dialog =
TextInputDialog.builder(app.getDialogManager())
.setLabel(lookup("label.file"))
.setFocus(TextInputDialog::getInput)
.setTitle(label)
.setOkButton(lookup("button.ok"), d -> handle(fileAction, d))
.setNoButton(lookup("button.cancel"))
.setOkClose(false)
.build();
final String path = PREFERENCES.get(LAST_PATH, null);
if (path != null)
dialog.getInput().setText(path.trim());
dialog.open();
}
/**
* Shows the load dialog for loading maps.
*/
private void loadDialog() {
fileDialog(app.getGameLogic()::loadMap, lookup("menu.map.load"));
}
/**
* Shows the save dialog for saving maps.
*/
private void saveDialog() {
fileDialog(app.getGameLogic()::saveMap, lookup("menu.map.save"));
}
}

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////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client;
import com.simsilica.lemur.Container;
import com.simsilica.lemur.Label;
import com.simsilica.lemur.TextField;
import com.simsilica.lemur.component.SpringGridLayout;
import pp.dialog.Dialog;
import pp.dialog.DialogBuilder;
import pp.dialog.SimpleDialog;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.concurrent.ExecutionException;
import java.util.concurrent.Future;
import static pp.battleship.Resources.lookup;
/**
* Represents a dialog for setting up a network connection in the Battleship game.
* Allows users to specify the host and port for connecting to a game server.
*/
class NetworkDialog extends SimpleDialog {
private static final Logger LOGGER = System.getLogger(NetworkDialog.class.getName());
private static final String LOCALHOST = "localhost"; //NON-NLS
private static final String DEFAULT_PORT = "1234"; //NON-NLS
private final NetworkSupport network;
private final TextField host = new TextField(LOCALHOST);
private final TextField port = new TextField(DEFAULT_PORT);
private String hostname;
private int portNumber;
private Future<Object> connectionFuture;
private Dialog progressDialog;
/**
* Constructs a new NetworkDialog.
*
* @param network The NetworkSupport instance to be used for network operations.
*/
NetworkDialog(NetworkSupport network) {
super(network.getApp().getDialogManager());
this.network = network;
host.setSingleLine(true);
host.setPreferredWidth(400f);
port.setSingleLine(true);
final BattleshipApp app = network.getApp();
final Container input = new Container(new SpringGridLayout());
input.addChild(new Label(lookup("host.name") + ": "));
input.addChild(host, 1);
input.addChild(new Label(lookup("port.number") + ": "));
input.addChild(port, 1);
DialogBuilder.simple(app.getDialogManager())
.setTitle(lookup("server.dialog"))
.setExtension(d -> d.addChild(input))
.setOkButton(lookup("button.connect"), d -> connect())
.setNoButton(lookup("button.cancel"), app::closeApp)
.setOkClose(false)
.setNoClose(false)
.build(this);
}
/**
* Handles the action for the connect button in the connection dialog.
* Tries to parse the port number and initiate connection to the server.
*/
private void connect() {
LOGGER.log(Level.INFO, "connect to host={0}, port={1}", host, port); //NON-NLS
try {
hostname = host.getText().trim().isEmpty() ? LOCALHOST : host.getText();
portNumber = Integer.parseInt(port.getText());
openProgressDialog();
connectionFuture = network.getApp().getExecutor().submit(this::initNetwork);
}
catch (NumberFormatException e) {
network.getApp().errorDialog(lookup("port.must.be.integer"));
}
}
/**
* Creates a dialog indicating that the connection is in progress.
*/
private void openProgressDialog() {
progressDialog = DialogBuilder.simple(network.getApp().getDialogManager())
.setText(lookup("label.connecting"))
.build();
progressDialog.open();
}
/**
* Tries to initialize the network connection.
*
* @throws RuntimeException If an error occurs when creating the client.
*/
private Object initNetwork() {
try {
network.initNetwork(hostname, portNumber);
return null;
}
catch (Exception e) {
throw new RuntimeException(e);
}
}
/**
* This method is called by {@linkplain pp.dialog.DialogManager#update(float)} for periodically
* updating this dialog. T
*/
@Override
public void update(float delta) {
if (connectionFuture != null && connectionFuture.isDone())
try {
connectionFuture.get();
success();
}
catch (ExecutionException e) {
failure(e.getCause());
}
catch (InterruptedException e) {
LOGGER.log(Level.WARNING, "Interrupted!", e); //NON-NLS
Thread.currentThread().interrupt();
}
}
/**
* Handles a successful connection to the game server.
*/
private void success() {
connectionFuture = null;
progressDialog.close();
this.close();
network.getApp().setInfoText(lookup("wait.for.an.opponent"));
}
/**
* Handles a failed connection attempt.
*
* @param e The cause of the failure.
*/
private void failure(Throwable e) {
connectionFuture = null;
progressDialog.close();
network.getApp().errorDialog(lookup("server.connection.failed"));
network.getApp().setInfoText(e.getLocalizedMessage());
}
}

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////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client;
import com.jme3.network.Client;
import com.jme3.network.ClientStateListener;
import com.jme3.network.Message;
import com.jme3.network.MessageListener;
import com.jme3.network.Network;
import pp.battleship.game.client.ServerConnection;
import pp.battleship.message.client.ClientMessage;
import pp.battleship.message.server.ServerMessage;
import java.io.IOException;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import static pp.battleship.Resources.lookup;
/**
* Manages the network connection for the Battleship application.
* Handles connecting to and disconnecting from the server, and sending messages.
*/
class NetworkSupport implements MessageListener<Client>, ClientStateListener, ServerConnection {
private static final Logger LOGGER = System.getLogger(NetworkSupport.class.getName());
private final BattleshipApp app;
private Client client;
/**
* Constructs a NetworkSupport instance for the given Battleship application.
*
* @param app The Battleship application instance.
*/
public NetworkSupport(BattleshipApp app) {
this.app = app;
}
/**
* Returns the Battleship application instance.
*
* @return Battleship application instance
*/
BattleshipApp getApp() {
return app;
}
/**
* Checks if there is a connection to the game server.
*
* @return true if there is a connection to the game server, false otherwise.
*/
@Override
public boolean isConnected() {
return client != null && client.isConnected();
}
/**
* Attempts to join the game if there is no connection yet.
* Opens a dialog for the user to enter the host and port information.
*/
@Override
public void connect() {
if (client == null)
new NetworkDialog(this).open();
}
/**
* Closes the client connection.
*/
@Override
public void disconnect() {
if (client == null) return;
client.close();
client = null;
LOGGER.log(Level.INFO, "client closed"); //NON-NLS
}
/**
* Initializes the network connection.
*
* @param host The server's address.
* @param port The server's port.
* @throws IOException If an I/O error occurs when creating the client.
*/
void initNetwork(String host, int port) throws IOException {
if (client != null)
throw new IllegalStateException("trying to join a game again");
client = Network.connectToServer(host, port);
client.start();
client.addMessageListener(this);
client.addClientStateListener(this);
}
/**
* Called when a message is received from the server.
*
* @param client The client instance that received the message.
* @param message The message received from the server.
*/
@Override
public void messageReceived(Client client, Message message) {
LOGGER.log(Level.INFO, "message received from server: {0}", message); //NON-NLS
if (message instanceof ServerMessage serverMessage)
app.enqueue(() -> serverMessage.accept(app.getGameLogic()));
}
/**
* Called when the client has successfully connected to the server.
*
* @param client The client that connected to the server.
*/
@Override
public void clientConnected(Client client) {
LOGGER.log(Level.INFO, "Client connected: {0}", client); //NON-NLS
}
/**
* Called when the client is disconnected from the server.
*
* @param client The client that was disconnected.
* @param disconnectInfo Information about the disconnection.
*/
@Override
public void clientDisconnected(Client client, DisconnectInfo disconnectInfo) {
LOGGER.log(Level.INFO, "Client {0} disconnected: {1}", client, disconnectInfo); //NON-NLS
if (this.client != client)
throw new IllegalArgumentException("parameter value must be client");
LOGGER.log(Level.INFO, "client still connected: {0}", client.isConnected()); //NON-NLS
this.client = null;
disconnect();
app.enqueue(() -> app.setInfoText(lookup("lost.connection.to.server")));
}
/**
* Sends the specified message to the server.
*
* @param message The message to be sent to the server.
*/
@Override
public void send(ClientMessage message) {
LOGGER.log(Level.INFO, "sending {0}", message); //NON-NLS
if (client == null)
app.errorDialog(lookup("lost.connection.to.server"));
else
client.send(message);
}
}

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////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client.gui;
import com.jme3.input.controls.ActionListener;
import com.jme3.scene.Node;
import com.jme3.system.AppSettings;
import pp.battleship.client.BattleshipAppState;
import pp.battleship.model.IntPoint;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import static pp.battleship.client.BattleshipApp.CLICK;
/**
* Represents the state responsible for managing the battle interface within the Battleship game.
* This state handles the display and interaction of the battle map, including the opponent's map.
* It manages GUI components, input events, and the layout of the interface when this state is enabled.
*/
public class BattleAppState extends BattleshipAppState {
private static final Logger LOGGER = System.getLogger(BattleAppState.class.getName());
private static final float DEPTH = 0f;
private static final float GAP = 20f;
/**
* A listener for handling click events in the battle interface.
* When a click is detected, it triggers the corresponding actions on the opponent's map.
*/
private final ActionListener clickListener = (name, isPressed, tpf) -> click(isPressed);
/**
* The root node for all GUI components in the battle state.
*/
private final Node battleNode = new Node("Battle"); //NON-NLS
/**
* A view representing the opponent's map in the GUI.
*/
private MapView opponentMapView;
/**
* Enables the battle state by initializing, laying out, and adding GUI components.
* Attaches the components to the GUI node and registers input listeners.
*/
@Override
protected void enableState() {
battleNode.detachAllChildren();
initializeGuiComponents();
layoutGuiComponents();
addGuiComponents();
getApp().getGuiNode().attachChild(battleNode);
getApp().getInputManager().addListener(clickListener, CLICK);
}
/**
* Disables the battle state by removing GUI components and unregistering input listeners.
* Also handles cleanup of resources, such as the opponent's map view.
*/
@Override
protected void disableState() {
getApp().getGuiNode().detachChild(battleNode);
getApp().getInputManager().removeListener(clickListener);
if (opponentMapView != null) {
opponentMapView.unregister();
opponentMapView = null;
}
}
/**
* Initializes the GUI components used in the battle state.
* Creates the opponent's map view and adds a grid overlay to it.
*/
private void initializeGuiComponents() {
opponentMapView = new MapView(getGameLogic().getOpponentMap(), getApp());
opponentMapView.addGrid();
}
/**
* Adds the initialized GUI components to the battle node.
* Currently, it attaches the opponent's map view to the node.
*/
private void addGuiComponents() {
battleNode.attachChild(opponentMapView.getNode());
}
/**
* Lays out the GUI components within the window, positioning them appropriately.
* The opponent's map view is positioned based on the window's dimensions and a specified gap.
*/
private void layoutGuiComponents() {
final AppSettings s = getApp().getContext().getSettings();
final float mapWidth = opponentMapView.getWidth();
final float mapHeight = opponentMapView.getHeight();
final float windowWidth = s.getWidth();
final float windowHeight = s.getHeight();
opponentMapView.getNode().setLocalTranslation(windowWidth - mapWidth - GAP,
windowHeight - mapHeight - GAP,
DEPTH);
}
/**
* Handles click events in the battle interface. If the event indicates a click (not a release),
* it translates the cursor position to the model's coordinate system and triggers the game logic
* for interacting with the opponent's map.
*
* @param isPressed whether the mouse button is currently pressed (true) or released (false)
*/
private void click(boolean isPressed) {
if (!isPressed || showsDialog())
return;
final IntPoint cursorPos = opponentMapView.mouseToModel(getApp().getInputManager().getCursorPosition());
LOGGER.log(Level.DEBUG, "click: {0}", cursorPos); //NON-NLS
getGameLogic().clickOpponentMap(cursorPos);
}
}

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////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client.gui;
import com.jme3.input.controls.ActionListener;
import com.jme3.math.Vector2f;
import com.jme3.scene.Node;
import com.jme3.system.AppSettings;
import com.simsilica.lemur.Button;
import com.simsilica.lemur.Container;
import pp.battleship.client.BattleshipAppState;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import static pp.battleship.Resources.lookup;
import static pp.battleship.client.BattleshipApp.CLICK;
/**
* EditorState manages the editor mode in the Battleship game,
* allowing players to place and rotate ships.
*/
public class EditorAppState extends BattleshipAppState {
private static final Logger LOGGER = System.getLogger(EditorAppState.class.getName());
private static final float DEPTH = 0f;
private static final float GAP = 20f;
private final ActionListener clickListener = (name, isPressed, tpf) -> click(isPressed);
private final Node editorNode = new Node("Editor"); //NON-NLS
private Container buttonContainer;
private Button rotateButton;
private Button readyButton;
private MapView ownMapView;
private MapView harborView;
private Vector2f oldCursorPosition;
/**
* Enables the editor state by attaching necessary nodes and listeners.
*/
@Override
protected void enableState() {
editorNode.detachAllChildren();
initializeGuiComponents();
addGuiComponents();
layoutGuiComponents();
getApp().getGuiNode().attachChild(editorNode);
getApp().getInputManager().addListener(clickListener, CLICK);
}
/**
* Disables the editor state by detaching nodes and removing listeners.
*/
@Override
protected void disableState() {
getApp().getGuiNode().detachChild(editorNode);
getApp().getInputManager().removeListener(clickListener);
if (ownMapView != null) {
ownMapView.unregister();
ownMapView = null;
}
if (harborView != null) {
harborView.unregister();
harborView = null;
}
}
/**
* Updates the editor state, handling cursor movement and enabling buttons.
*
* @param tpf Time per frame
*/
@Override
public void update(float tpf) {
super.update(tpf);
cursorMovement();
enableButtons();
}
/**
* Enables or disables buttons based on the logic state.
*/
private void enableButtons() {
readyButton.setEnabled(getGameLogic().isMapComplete());
rotateButton.setEnabled(getGameLogic().movingShip());
}
/**
* Handles cursor movement for previewing ship placement.
*/
private void cursorMovement() {
if (!getGameLogic().movingShip() || ownMapView == null || showsDialog())
return;
final Vector2f cursorPosition = getApp().getInputManager().getCursorPosition();
if (!cursorPosition.equals(oldCursorPosition)) {
oldCursorPosition = new Vector2f(cursorPosition);
getGameLogic().movePreview(ownMapView.mouseToModel(cursorPosition));
}
}
/**
* Initializes the GUI components for the editor.
*/
private void initializeGuiComponents() {
ownMapView = new MapView(getGameLogic().getOwnMap(), getApp());
harborView = new MapView(getGameLogic().getHarbor(), getApp());
ownMapView.addGrid();
rotateButton = new Button(lookup("button.rotate"));
readyButton = new Button(lookup("button.ready"));
rotateButton.addClickCommands(e -> {
if (!showsDialog())
getGameLogic().rotateShip();
});
readyButton.addClickCommands(e -> {
if (!showsDialog())
getGameLogic().mapFinished();
});
buttonContainer = new Container();
}
/**
* Adds the GUI components to the editor node.
*/
private void addGuiComponents() {
buttonContainer.addChild(rotateButton, 0, 0);
buttonContainer.addChild(readyButton, 0, 1);
editorNode.attachChild(ownMapView.getNode());
editorNode.attachChild(harborView.getNode());
editorNode.attachChild(buttonContainer);
}
/**
* Lays out the GUI components on the screen.
*/
private void layoutGuiComponents() {
final AppSettings s = getApp().getContext().getSettings();
final float harborWidth = harborView.getWidth();
final float harborHeight = harborView.getHeight();
final float ownMapWidth = ownMapView.getWidth();
final float ownMapHeight = ownMapView.getHeight();
final float windowWidth = s.getWidth();
final float windowHeight = s.getHeight();
ownMapView.getNode()
.setLocalTranslation(0.5f * (windowWidth - harborWidth - ownMapWidth - GAP),
0.5f * (windowHeight - ownMapHeight),
DEPTH);
harborView.getNode()
.setLocalTranslation(0.5f * (windowWidth - harborWidth + ownMapWidth + GAP),
0.5f * (windowHeight - harborHeight),
DEPTH);
buttonContainer.setLocalTranslation(0.5f * (windowWidth - harborWidth - ownMapWidth - GAP),
0.5f * (windowHeight - ownMapHeight - GAP),
DEPTH);
}
/**
* Handles click events to place or rotate ships on the maps.
*/
private void click(boolean isPressed) {
if (!isPressed || showsDialog()) return;
final Vector2f cursorPos = getApp().getInputManager().getCursorPosition();
LOGGER.log(Level.DEBUG, "click: {0}", cursorPos); //NON-NLS
getGameLogic().clickHarbor(harborView.mouseToModel(cursorPos));
getGameLogic().clickOwnMap(ownMapView.mouseToModel(cursorPos));
}
}

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////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client.gui;
import com.jme3.material.Material;
import com.jme3.material.RenderState.BlendMode;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial.CullHint;
import com.jme3.scene.shape.Quad;
import pp.battleship.client.BattleshipApp;
import pp.battleship.model.IntPoint;
import pp.battleship.model.ShipMap;
import pp.util.FloatPoint;
import pp.util.Position;
/**
* Represents the visual view of a {@link ShipMap}, used to display the map structure such as the player's map, harbor,
* and opponent's map. This class handles the graphical representation of the map, including background setup, grid lines,
* and interaction between the model and the view.
*/
class MapView {
private static final float FIELD_SIZE = 40f;
private static final float GRID_LINE_WIDTH = 2f;
private static final float BACKGROUND_DEPTH = -4f;
private static final float GRID_DEPTH = -1f;
private static final ColorRGBA BACKGROUND_COLOR = new ColorRGBA(0, 0.05f, 0.05f, 0.5f);
private static final ColorRGBA GRID_COLOR = ColorRGBA.Green;
// Reference to the main application and the ship map being visualized
private final BattleshipApp app;
private final Node mapNode = new Node("map"); // NON-NLS
private final ShipMap map;
private final MapViewSynchronizer synchronizer;
/**
* Constructs a new MapView for a given {@link ShipMap} and {@link BattleshipApp}.
* Initializes the view by setting up the background and registering a synchronizer to listen to changes in the map.
*
* @param map the ship map to visualize
* @param app the main application instance
*/
MapView(ShipMap map, BattleshipApp app) {
this.map = map;
this.app = app;
this.synchronizer = new MapViewSynchronizer(this);
setupBackground();
app.getGameLogic().addListener(synchronizer);
}
/**
* Unregisters the {@link MapViewSynchronizer} from the listener list of the ClientGameLogic,
* stopping the view from receiving updates when the underlying {@link ShipMap} changes.
* After calling this method, this MapView instance should no longer be used.
*/
void unregister() {
app.getGameLogic().removeListener(synchronizer);
}
/**
* Gets the {@link ShipMap} associated with this view.
*
* @return the ship map
*/
public ShipMap getMap() {
return map;
}
/**
* Gets the {@link BattleshipApp} instance associated with this view.
*
* @return the main application instance
*/
public BattleshipApp getApp() {
return app;
}
/**
* Sets up the background of the map view using a quad geometry.
* The background is configured with a semi-transparent color and placed at a specific depth.
*/
private void setupBackground() {
final Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md"); // NON-NLS
mat.setColor("Color", BACKGROUND_COLOR); // NON-NLS
mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
final Position corner = modelToView(map.getWidth(), map.getHeight());
final Geometry background = new Geometry("MapBackground", new Quad(corner.getX(), corner.getY()));
background.setMaterial(mat);
background.setLocalTranslation(0f, 0f, BACKGROUND_DEPTH);
background.setCullHint(CullHint.Never);
mapNode.attachChild(background);
}
/**
* Adds grid lines to the map view to visually separate the fields within the map.
* The grid lines are drawn based on the dimensions of the ship map.
*/
public void addGrid() {
for (int x = 0; x <= map.getWidth(); x++) {
final Position f = modelToView(x, 0);
final Position t = modelToView(x, map.getHeight());
mapNode.attachChild(gridLine(f, t));
}
for (int y = 0; y <= map.getHeight(); y++) {
final Position f = modelToView(0, y);
final Position t = modelToView(map.getWidth(), y);
mapNode.attachChild(gridLine(f, t));
}
}
/**
* Gets the root node containing all visual elements in this map view.
*
* @return the root node for the map view
*/
public Node getNode() {
return mapNode;
}
/**
* Gets the total width of the map in view coordinates.
*
* @return the width of the map in view coordinates
*/
public float getWidth() {
return FIELD_SIZE * map.getWidth();
}
/**
* Gets the total height of the map in view coordinates.
*
* @return the height of the map in view coordinates
*/
public float getHeight() {
return FIELD_SIZE * map.getHeight();
}
/**
* Converts coordinates from view coordinates to model coordinates.
*
* @param x the x-coordinate in view space
* @param y the y-coordinate in view space
* @return the corresponding model coordinates as an {@link IntPoint}
*/
public IntPoint viewToModel(float x, float y) {
return new IntPoint((int) Math.floor(x / FIELD_SIZE), (int) Math.floor(y / FIELD_SIZE));
}
/**
* Converts coordinates from model coordinates to view coordinates.
*
* @param x the x-coordinate in model space
* @param y the y-coordinate in model space
* @return the corresponding view coordinates as a {@link Position}
*/
public Position modelToView(float x, float y) {
return new FloatPoint(x * FIELD_SIZE, y * FIELD_SIZE);
}
/**
* Converts the mouse position to model coordinates.
* This method takes into account the map's transformation in the 3D scene.
*
* @param pos the 2D vector representing the mouse position in the view
* @return the corresponding model coordinates as an {@link IntPoint}
*/
public IntPoint mouseToModel(Vector2f pos) {
final Vector3f world = new Vector3f(pos.getX(), pos.getY(), 0f);
final Vector3f view = mapNode.getWorldTransform().transformInverseVector(world, null);
return viewToModel(view.getX(), view.getY());
}
/**
* Creates a visual representation of a grid line between two positions.
*
* @param p1 the start position of the grid line
* @param p2 the end position of the grid line
* @return a {@link Geometry} representing the grid line
*/
private Geometry gridLine(Position p1, Position p2) {
return app.getDraw().makeFatLine(p1, p2, GRID_DEPTH, GRID_COLOR, GRID_LINE_WIDTH);
}
}

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////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client.gui;
import com.jme3.math.ColorRGBA;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import pp.battleship.model.Battleship;
import pp.battleship.model.Shot;
import pp.util.Position;
/**
* Synchronizes the visual representation of the ship map with the game model.
* It handles the rendering of ships and shots on the map view, updating the view
* whenever changes occur in the model.
*/
class MapViewSynchronizer extends ShipMapSynchronizer {
// Constants for rendering properties
private static final float SHIP_LINE_WIDTH = 6f;
private static final float SHOT_DEPTH = -2f;
private static final float SHIP_DEPTH = 0f;
private static final float INDENT = 4f;
// Colors used for different visual elements
private static final ColorRGBA HIT_COLOR = ColorRGBA.Red;
private static final ColorRGBA MISS_COLOR = ColorRGBA.Blue;
private static final ColorRGBA SHIP_BORDER_COLOR = ColorRGBA.White;
private static final ColorRGBA PREVIEW_COLOR = ColorRGBA.Gray;
private static final ColorRGBA ERROR_COLOR = ColorRGBA.Red;
// The MapView associated with this synchronizer
private final MapView view;
/**
* Constructs a new MapViewSynchronizer for the given MapView.
* Initializes the synchronizer and adds existing elements from the model to the view.
*
* @param view the MapView to synchronize with the game model
*/
public MapViewSynchronizer(MapView view) {
super(view.getMap(), view.getNode());
this.view = view;
addExisting();
}
/**
* Creates a visual representation of a shot on the map.
* A hit shot is represented in red, while a miss is represented in blue.
*
* @param shot the Shot object representing the shot in the model
* @return a Spatial representing the shot on the map
*/
@Override
public Spatial visit(Shot shot) {
// Convert the shot's model coordinates to view coordinates
final Position p1 = view.modelToView(shot.getX(), shot.getY());
final Position p2 = view.modelToView(shot.getX() + 1, shot.getY() + 1);
final ColorRGBA color = shot.isHit() ? HIT_COLOR : MISS_COLOR;
// Create and return a rectangle representing the shot
return view.getApp().getDraw().makeRectangle(p1.getX(), p1.getY(),
SHOT_DEPTH,
p2.getX() - p1.getX(), p2.getY() - p1.getY(),
color);
}
/**
* Creates a visual representation of a battleship on the map.
* The ship's border color depends on its status: normal, valid preview, or invalid preview.
*
* @param ship the Battleship object representing the ship in the model
* @return a Spatial representing the ship on the map
*/
@Override
public Spatial visit(Battleship ship) {
// Create a node to represent the ship
final Node shipNode = new Node("ship"); //NON-NLS
// Convert the ship's model coordinates to view coordinates
final Position p1 = view.modelToView(ship.getMinX(), ship.getMinY());
final Position p2 = view.modelToView(ship.getMaxX() + 1, ship.getMaxY() + 1);
// Calculate the coordinates for the ship's bounding box
final float x1 = p1.getX() + INDENT;
final float y1 = p1.getY() + INDENT;
final float x2 = p2.getX() - INDENT;
final float y2 = p2.getY() - INDENT;
// Determine the color based on the ship's status
final ColorRGBA color = switch (ship.getStatus()) {
case NORMAL -> SHIP_BORDER_COLOR;
case VALID_PREVIEW -> PREVIEW_COLOR;
case INVALID_PREVIEW -> ERROR_COLOR;
};
// Add the ship's borders to the node
shipNode.attachChild(shipLine(x1, y1, x2, y1, color));
shipNode.attachChild(shipLine(x1, y2, x2, y2, color));
shipNode.attachChild(shipLine(x1, y1, x1, y2, color));
shipNode.attachChild(shipLine(x2, y1, x2, y2, color));
// Return the complete ship representation
return shipNode;
}
/**
* Creates a line geometry representing part of the ship's border.
*
* @param x1 the starting x-coordinate of the line
* @param y1 the starting y-coordinate of the line
* @param x2 the ending x-coordinate of the line
* @param y2 the ending y-coordinate of the line
* @param color the color of the line
* @return a Geometry representing the line
*/
private Geometry shipLine(float x1, float y1, float x2, float y2, ColorRGBA color) {
return view.getApp().getDraw().makeFatLine(x1, y1, x2, y2, SHIP_DEPTH, color, SHIP_LINE_WIDTH);
}
}

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////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client.gui;
import com.jme3.app.Application;
import com.jme3.app.state.AppStateManager;
import com.jme3.asset.AssetManager;
import com.jme3.light.AmbientLight;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.renderer.Camera;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import com.jme3.shadow.DirectionalLightShadowRenderer;
import com.jme3.shadow.EdgeFilteringMode;
import com.jme3.texture.Texture;
import com.jme3.util.SkyFactory;
import com.jme3.util.TangentBinormalGenerator;
import pp.battleship.client.BattleshipAppState;
import pp.battleship.model.ShipMap;
import pp.util.FloatMath;
import static pp.util.FloatMath.TWO_PI;
import static pp.util.FloatMath.cos;
import static pp.util.FloatMath.sin;
import static pp.util.FloatMath.sqrt;
/**
* Manages the rendering and visual aspects of the sea and sky in the Battleship game.
* This state is responsible for setting up and updating the sea, sky, and lighting
* conditions, and controls the camera to create a dynamic view of the game environment.
*/
public class SeaAppState extends BattleshipAppState {
/**
* The path to the sea texture material.
*/
private static final String SEA_TEXTURE = "Textures/Terrain/Water/Water.j3m"; //NON-NLS
private static final float ABOVE_SEA_LEVEL = 4f;
private static final float INCLINATION = 2.5f;
/**
* The root node for all visual elements in this state.
*/
private final Node viewNode = new Node("view"); //NON-NLS
/**
* The node containing the scene elements, such as the sea surface.
*/
private final Node sceneNode = new Node("scene"); //NON-NLS
/**
* Synchronizes the sea's visual representation with the game logic.
*/
private SeaSynchronizer synchronizer;
/**
* The current angle of the camera around the center of the map.
*/
private float cameraAngle;
/**
* Initializes the state by setting up the sky, lights, and other visual components.
* This method is called when the state is first attached to the state manager.
*
* @param stateManager the state manager
* @param application the application
*/
@Override
public void initialize(AppStateManager stateManager, Application application) {
super.initialize(stateManager, application);
viewNode.attachChild(sceneNode);
setupLights();
setupSky();
}
/**
* Enables the sea and sky state, setting up the scene and registering any necessary listeners.
* This method is called when the state is set to active.
*/
@Override
protected void enableState() {
sceneNode.detachAllChildren();
setupScene();
if (synchronizer == null) {
synchronizer = new SeaSynchronizer(getApp(), sceneNode, getGameLogic().getOwnMap());
getGameLogic().addListener(synchronizer);
}
getApp().getRootNode().attachChild(viewNode);
}
/**
* Disables the sea and sky state, removing visual elements from the scene and unregistering listeners.
* This method is called when the state is set to inactive.
*/
@Override
protected void disableState() {
getApp().getRootNode().detachChild(viewNode);
if (synchronizer != null) {
getGameLogic().removeListener(synchronizer);
synchronizer = null;
}
}
/**
* Updates the state each frame, moving the camera to simulate it circling around the map.
*
* @param tpf the time per frame (seconds)
*/
@Override
public void update(float tpf) {
super.update(tpf);
cameraAngle += TWO_PI * 0.05f * tpf;
adjustCamera();
}
/**
* Sets up the lighting for the scene, including directional and ambient lights.
* Also configures shadows to enhance the visual depth of the scene.
*/
private void setupLights() {
final AssetManager assetManager = getApp().getAssetManager();
final DirectionalLightShadowRenderer shRend = new DirectionalLightShadowRenderer(assetManager, 2048, 3);
shRend.setLambda(0.55f);
shRend.setShadowIntensity(0.6f);
shRend.setEdgeFilteringMode(EdgeFilteringMode.Bilinear);
getApp().getViewPort().addProcessor(shRend);
final DirectionalLight sun = new DirectionalLight();
sun.setDirection(new Vector3f(-1f, -0.7f, -1f).normalizeLocal());
viewNode.addLight(sun);
shRend.setLight(sun);
final AmbientLight ambientLight = new AmbientLight(new ColorRGBA(0.3f, 0.3f, 0.3f, 0f));
viewNode.addLight(ambientLight);
}
/**
* Sets up the sky in the scene using a skybox with textures for all six directions.
* This creates a realistic and immersive environment for the sea.
*/
private void setupSky() {
final AssetManager assetManager = getApp().getAssetManager();
final Texture west = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_west.jpg"); //NON-NLS
final Texture east = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_east.jpg"); //NON-NLS
final Texture north = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_north.jpg"); //NON-NLS
final Texture south = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_south.jpg"); //NON-NLS
final Texture up = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_up.jpg"); //NON-NLS
final Texture down = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_down.jpg"); //NON-NLS
final Spatial sky = SkyFactory.createSky(assetManager, west, east, north, south, up, down);
sky.rotate(0f, FloatMath.PI, 0f);
viewNode.attachChild(sky);
}
/**
* Sets up the sea surface in the scene. This includes creating the sea mesh,
* applying textures, and enabling shadows.
*/
private void setupScene() {
final ShipMap ownMap = getGameLogic().getOwnMap();
final float x = 0.5f * ownMap.getWidth();
final float y = 0.5f * ownMap.getHeight();
final Box seaMesh = new Box(y + 0.5f, 0.1f, x + 0.5f);
final Geometry seaGeo = new Geometry("sea", seaMesh); //NON-NLS
seaGeo.setLocalTranslation(new Vector3f(y, -0.1f, x));
seaMesh.scaleTextureCoordinates(new Vector2f(4f, 4f));
final Material seaMat = getApp().getAssetManager().loadMaterial(SEA_TEXTURE);
seaGeo.setMaterial(seaMat);
seaGeo.setShadowMode(ShadowMode.CastAndReceive);
TangentBinormalGenerator.generate(seaGeo);
sceneNode.attachChild(seaGeo);
}
/**
* Adjusts the camera position and orientation to create a circular motion around
* the center of the map. This provides a dynamic view of the sea and surrounding environment.
*/
private void adjustCamera() {
final ShipMap ownMap = getGameLogic().getOwnMap();
final float mx = 0.5f * ownMap.getWidth();
final float my = 0.5f * ownMap.getHeight();
final float radius = 2f * sqrt(mx * mx + my + my);
final float cos = radius * cos(cameraAngle);
final float sin = radius * sin(cameraAngle);
final float x = mx - cos;
final float y = my - sin;
final Camera camera = getApp().getCamera();
camera.setLocation(new Vector3f(y, ABOVE_SEA_LEVEL, x));
camera.getRotation().lookAt(new Vector3f(sin, -INCLINATION, cos),
Vector3f.UNIT_Y);
camera.update();
}
}

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////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client.gui;
import com.jme3.material.Material;
import com.jme3.material.RenderState.BlendMode;
import com.jme3.math.ColorRGBA;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Cylinder;
import pp.battleship.client.BattleshipApp;
import pp.battleship.model.Battleship;
import pp.battleship.model.Rotation;
import pp.battleship.model.ShipMap;
import pp.battleship.model.Shot;
import static java.util.Objects.requireNonNull;
import static pp.util.FloatMath.HALF_PI;
import static pp.util.FloatMath.PI;
/**
* The {@code SeaSynchronizer} class is responsible for synchronizing the graphical
* representation of the ships and shots on the sea map with the underlying data model.
* It extends the {@link ShipMapSynchronizer} to provide specific synchronization
* logic for the sea map.
*/
class SeaSynchronizer extends ShipMapSynchronizer {
private static final String UNSHADED = "Common/MatDefs/Misc/Unshaded.j3md"; //NON-NLS
private static final String KING_GEORGE_V_MODEL = "Models/KingGeorgeV/KingGeorgeV.j3o"; //NON-NLS
private static final String COLOR = "Color"; //NON-NLS
private static final String SHIP = "ship"; //NON-NLS
private static final String SHOT = "shot"; //NON-NLS
private static final ColorRGBA BOX_COLOR = ColorRGBA.Gray;
private static final ColorRGBA SPLASH_COLOR = new ColorRGBA(0f, 0f, 1f, 0.4f);
private static final ColorRGBA HIT_COLOR = new ColorRGBA(1f, 0f, 0f, 0.4f);
private final ShipMap map;
private final BattleshipApp app;
/**
* Constructs a {@code SeaSynchronizer} object with the specified application, root node, and ship map.
*
* @param app the Battleship application
* @param root the root node to which graphical elements will be attached
* @param map the ship map containing the ships and shots
*/
public SeaSynchronizer(BattleshipApp app, Node root, ShipMap map) {
super(app.getGameLogic().getOwnMap(), root);
this.app = app;
this.map = map;
addExisting();
}
/**
* Visits a {@link Shot} and creates a graphical representation of it.
* If the shot is a hit, it attaches the representation to the ship node.
*
* @param shot the shot to be represented
* @return the graphical representation of the shot, or null if the shot is a hit
* and the representation has been attached to the ship node
*/
@Override
public Spatial visit(Shot shot) {
return shot.isHit() ? handleHit(shot) : createCylinder(shot);
}
/**
* Handles a hit by attaching its representation to the node that
* contains the ship model as a child so that it moves with the ship.
*
* @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);
return null;
}
/**
* Creates a cylinder geometry representing the specified shot.
* The appearance of the cylinder depends on whether the shot is a hit or a miss.
*
* @param shot the shot to be represented
* @return the geometry representing the shot
*/
private Geometry createCylinder(Shot shot) {
final ColorRGBA color = shot.isHit() ? HIT_COLOR : SPLASH_COLOR;
final float height = shot.isHit() ? 1.2f : 0.1f;
final Cylinder cylinder = new Cylinder(2, 20, 0.45f, height, true);
final Geometry geometry = new Geometry(SHOT, cylinder);
geometry.setMaterial(createColoredMaterial(color));
geometry.rotate(HALF_PI, 0f, 0f);
// compute the center of the shot in world coordinates
geometry.setLocalTranslation(shot.getY() + 0.5f, 0f, shot.getX() + 0.5f);
return geometry;
}
/**
* Visits a {@link Battleship} and creates a graphical representation of it.
* The representation is either a 3D model or a simple box depending on the
* type of battleship.
*
* @param ship the battleship to be represented
* @return the node containing the graphical representation of the battleship
*/
@Override
public Spatial visit(Battleship ship) {
final Node node = new Node(SHIP);
node.attachChild(createShip(ship));
// compute the center of the ship in world coordinates
final float x = 0.5f * (ship.getMinY() + ship.getMaxY() + 1f);
final float z = 0.5f * (ship.getMinX() + ship.getMaxX() + 1f);
node.setLocalTranslation(x, 0f, z);
node.addControl(new ShipControl(ship));
return node;
}
/**
* Creates the appropriate graphical representation of the specified battleship.
* The representation is either a detailed model or a simple box based on the length of the ship.
*
* @param ship the battleship to be represented
* @return the spatial representing the battleship
*/
private Spatial createShip(Battleship ship) {
return ship.getLength() == 4 ? createBattleship(ship) : createBox(ship);
}
/**
* Creates a simple box to represent a battleship that is not of the "King George V" type.
*
* @param ship the battleship to be represented
* @return the geometry representing the battleship as a box
*/
private Spatial createBox(Battleship ship) {
final Box box = new Box(0.5f * (ship.getMaxY() - ship.getMinY()) + 0.3f,
0.3f,
0.5f * (ship.getMaxX() - ship.getMinX()) + 0.3f);
final Geometry geometry = new Geometry(SHIP, box);
geometry.setMaterial(createColoredMaterial(BOX_COLOR));
geometry.setShadowMode(ShadowMode.CastAndReceive);
return geometry;
}
/**
* Creates a new {@link Material} with the specified color.
* If the color includes transparency (i.e., alpha value less than 1),
* the material's render state is set to use alpha blending, allowing for
* semi-transparent rendering.
*
* @param color the {@link ColorRGBA} to be applied to the material. If the alpha value
* of the color is less than 1, the material will support transparency.
* @return a {@link Material} instance configured with the specified color and,
* if necessary, alpha blending enabled.
*/
private Material createColoredMaterial(ColorRGBA color) {
final Material material = new Material(app.getAssetManager(), UNSHADED);
if (color.getAlpha() < 1f)
material.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
material.setColor(COLOR, color);
return material;
}
/**
* Creates a detailed 3D model to represent a "King George V" battleship.
*
* @param ship the battleship to be represented
* @return the spatial representing the "King George V" battleship
*/
private Spatial createBattleship(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(KING_GEORGE_V_MODEL);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
model.scale(1.48f);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* Calculates the rotation angle for the specified rotation.
*
* @param rot the rotation of the battleship
* @return the rotation angle in radians
*/
private static float calculateRotationAngle(Rotation rot) {
return switch (rot) {
case RIGHT -> HALF_PI;
case DOWN -> 0f;
case LEFT -> -HALF_PI;
case UP -> PI;
};
}
}

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////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client.gui;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.control.AbstractControl;
import pp.battleship.model.Battleship;
import static pp.util.FloatMath.DEG_TO_RAD;
import static pp.util.FloatMath.TWO_PI;
import static pp.util.FloatMath.sin;
/**
* Controls the oscillating pitch motion of a battleship model in the game.
* The ship oscillates to simulate a realistic movement on water, based on its orientation and length.
*/
class ShipControl extends AbstractControl {
/**
* The axis of rotation for the ship's pitch (tilting forward and backward).
*/
private final Vector3f axis;
/**
* The duration of one complete oscillation cycle in seconds.
*/
private final float cycle;
/**
* The amplitude of the pitch oscillation in radians, determining how much the ship tilts.
*/
private final float amplitude;
/**
* A quaternion representing the ship's current pitch rotation.
*/
private final Quaternion pitch = new Quaternion();
/**
* The current time within the oscillation cycle, used to calculate the ship's pitch angle.
*/
private float time;
/**
* Constructs a new ShipControl instance for the specified Battleship.
* The ship's orientation determines the axis of rotation, while its length influences
* the cycle duration and amplitude of the oscillation.
*
* @param ship the Battleship object to control
*/
public ShipControl(Battleship ship) {
// Determine the axis of rotation based on the ship's orientation
axis = switch (ship.getRot()) {
case LEFT, RIGHT -> Vector3f.UNIT_X;
case UP, DOWN -> Vector3f.UNIT_Z;
};
// Set the cycle duration and amplitude based on the ship's length
cycle = ship.getLength() * 2f;
amplitude = 5f * DEG_TO_RAD / ship.getLength();
}
/**
* Updates the ship's pitch oscillation each frame. The ship's pitch is adjusted
* to create a continuous tilting motion, simulating the effect of waves.
*
* @param tpf time per frame (in seconds), used to calculate the new pitch angle
*/
@Override
protected void controlUpdate(float tpf) {
// If spatial is null, do nothing
if (spatial == null) return;
// Update the time within the oscillation cycle
time = (time + tpf) % cycle;
// Calculate the current angle of the oscillation
final float angle = amplitude * sin(time * TWO_PI / cycle);
// Update the pitch Quaternion with the new angle
pitch.fromAngleAxis(angle, axis);
// Apply the pitch rotation to the spatial
spatial.setLocalRotation(pitch);
}
/**
* This method is called during the rendering phase, but it does not perform any
* operations in this implementation as the control only influences the spatial's
* transformation, not its rendering process.
*
* @param rm the RenderManager rendering the controlled Spatial (not null)
* @param vp the ViewPort being rendered (not null)
*/
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
// No rendering logic is needed for this control
}
}

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////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client.gui;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import pp.battleship.model.Item;
import pp.battleship.model.ShipMap;
import pp.battleship.model.Visitor;
import pp.battleship.notification.GameEventListener;
import pp.battleship.notification.ItemAddedEvent;
import pp.battleship.notification.ItemRemovedEvent;
import pp.view.ModelViewSynchronizer;
/**
* Abstract base class for synchronizing the visual representation of a {@link ShipMap} with its model state.
* This class handles the addition and removal of items from the ship map, ensuring that changes in the model
* are accurately reflected in the view.
* <p>
* Subclasses are responsible for providing the specific implementation of how each item in the map
* is represented visually by implementing the {@link Visitor} interface.
* </p>
*/
abstract class ShipMapSynchronizer extends ModelViewSynchronizer<Item> implements Visitor<Spatial>, GameEventListener {
// The ship map that this synchronizer is responsible for
private final ShipMap shipMap;
/**
* Constructs a new ShipMapSynchronizer.
* Initializes the synchronizer with the provided ship map and the root node for attaching view representations.
*
* @param map the ship map to be synchronized
* @param root the root node to which the view representations of the ship map items are attached
*/
protected ShipMapSynchronizer(ShipMap map, Node root) {
super(root);
this.shipMap = map;
}
/**
* Translates a model item into its corresponding visual representation.
* The specific visual representation is determined by the concrete implementation of the {@link Visitor} interface.
*
* @param item the item from the model to be translated
* @return the visual representation of the item as a {@link Spatial}
*/
@Override
protected Spatial translate(Item item) {
return item.accept(this);
}
/**
* Adds the existing items from the ship map to the view.
* This method should be called during initialization to ensure that all current items in the ship map
* are visually represented.
*/
protected void addExisting() {
shipMap.getItems().forEach(this::add);
}
/**
* Handles the event when an item is removed from the ship map.
* Removes the visual representation of the item from the view if it belongs to the synchronized ship map.
*
* @param event the event indicating that an item has been removed from the ship map
*/
@Override
public void receivedEvent(ItemRemovedEvent event) {
if (shipMap == event.map())
delete(event.item());
}
/**
* Handles the event when an item is added to the ship map.
* Adds the visual representation of the new item to the view if it belongs to the synchronized ship map.
*
* @param event the event indicating that an item has been added to the ship map
*/
@Override
public void receivedEvent(ItemAddedEvent event) {
if (shipMap == event.map())
add(event.item());
}
}

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based on:
https://free3d.com/3d-model/wwii-ship-uk-king-george-v-class-battleship-v1--185381.html
License: Free Personal Use Only

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based on:
water 002
by Katsukagi on 29/11/2018
https://3dtextures.me/2018/11/29/water-002/

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Material Water : Common/MatDefs/Light/Lighting.j3md {
MaterialParameters {
Shininess : 64
DiffuseMap : Repeat Textures/Terrain/Water/Water_002_COLOR.jpg
NormalMap : Repeat Textures/Terrain/Water/Water_002_NORM.jpg
SpecularMap : Repeat Textures/Terrain/Water/Water_002_ROUGH.jpg
ParallaxMap : Repeat Textures/Terrain/Water/Water_002_DISP.png
// PackedNormalParallax : true
// UseMaterialColors : true
Ambient : 0.5 0.5 0.5 1.0
Diffuse : 1.0 1.0 1.0 1.0
Specular : 1.0 1.0 1.0 1.0
}
}

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