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https://athene2.informatik.unibw-muenchen.de/progproj/gruppen-ht24/Gruppe-02.git
synced 2024-11-24 22:49:44 +01:00
added Move Camera based on player position
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@ -39,21 +39,22 @@ public class CameraController {
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* @param tpf Zeit pro Frame
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* @param tpf Zeit pro Frame
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*/
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*/
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public void update(float tpf) {
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public void update(float tpf) {
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// Aktualisiere den Winkel basierend auf der Geschwindigkeit
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angle += speed * tpf;
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if (angle >= FastMath.TWO_PI) {
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angle -= FastMath.TWO_PI; // Winkel zurücksetzen, um Überläufe zu vermeiden
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}
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// Berechne die neue Position der Kamera
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float x = center.x + radius * FastMath.cos(angle);
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float z = center.z + radius * FastMath.sin(angle);
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float y = center.y + height;
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// Setze die Kameraposition
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camera.setLocation(new Vector3f(x, y, z));
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// Lasse die Kamera auf den Fokuspunkt blicken
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camera.lookAt(center, Vector3f.UNIT_Y);
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camera.lookAt(center, Vector3f.UNIT_Y);
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}
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}
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public void setPosition(int fieldID) {
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camera.setLocation(fieldIdToVector(fieldID));
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}
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public void setPosition(float x, float y) {
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camera.setLocation(new Vector3f(x,height,y));
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}
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private Vector3f fieldIdToVector(int fieldID) {
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if (fieldID <= 10) return new Vector3f(4,height,0);
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if (fieldID <= 20) return new Vector3f(0, height, 4);
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if (fieldID <= 30) return new Vector3f(-4, height, 0);
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if (fieldID <= 40) return new Vector3f(0, height, -4);
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else throw new IllegalArgumentException();
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}
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}
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}
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@ -1,5 +1,9 @@
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package pp.monopoly.client.gui;
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package pp.monopoly.client.gui;
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import java.util.concurrent.Executors;
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import java.util.concurrent.ScheduledExecutorService;
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import java.util.concurrent.TimeUnit;
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import com.jme3.material.Material;
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import com.jme3.material.Material;
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import com.jme3.math.ColorRGBA;
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import com.jme3.math.ColorRGBA;
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import com.jme3.math.Vector3f;
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import com.jme3.math.Vector3f;
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@ -43,15 +47,18 @@ public class TestWorld {
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cameraController = new CameraController(
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cameraController = new CameraController(
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app.getCamera(), // Die Kamera der App
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app.getCamera(), // Die Kamera der App
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Vector3f.ZERO, // Fokus auf die Mitte des Spielfelds
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Vector3f.ZERO, // Fokus auf die Mitte des Spielfelds
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5, // Radius des Kreises
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4, // Radius des Kreises
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3, // Höhe der Kamera
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2, // Höhe der Kamera
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0.5f // Geschwindigkeit der Bewegung
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0 // Geschwindigkeit der Bewegung
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);
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);
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// Füge die Toolbar hinzu
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// Füge die Toolbar hinzu
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new Toolbar(app, cube);
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new Toolbar(app, cube);
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cameraController.setPosition(0);
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}
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}
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/**
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/**
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* Aktualisiert die Kameraposition.
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* Aktualisiert die Kameraposition.
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*
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*
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