mirror of
https://athene2.informatik.unibw-muenchen.de/progproj/gruppen-ht24/Gruppe-02.git
synced 2024-11-24 19:19:44 +01:00
Aufgabe 13: 1.Shell implementiert 2.ShellControl 3.ShellAnimation 4.State für Shell
This commit is contained in:
parent
7076e204af
commit
a0dffbfc34
@ -8,10 +8,12 @@
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package pp.battleship.client.gui;
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import com.jme3.math.ColorRGBA;
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import com.jme3.math.Vector3f;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.Node;
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import com.jme3.scene.Spatial;
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import pp.battleship.model.Battleship;
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import pp.battleship.model.Shell;
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import pp.battleship.model.Shot;
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import pp.util.Position;
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@ -36,6 +38,7 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
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// The MapView associated with this synchronizer
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private final MapView view;
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private Shell shell;
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/**
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* Constructs a new MapViewSynchronizer for the given MapView.
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@ -122,4 +125,19 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
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private Geometry shipLine(float x1, float y1, float x2, float y2, ColorRGBA color) {
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return view.getApp().getDraw().makeFatLine(x1, y1, x2, y2, SHIP_DEPTH, color, SHIP_LINE_WIDTH);
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}
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/**
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*
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* @param deltaTime
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*/
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public void update(float deltaTime) {
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if (shell != null) {
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shell.updatePosition(deltaTime);
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drawShell(shell.getCurrentPosition());
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}
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}
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private void drawShell(Vector3f position) {
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// Methode zum Zeichnen des Geschosses auf der 2D-Karte TODO
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}
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}
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@ -1,7 +1,7 @@
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# Blender 4.2.2 LTS MTL File: 'None'
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# www.blender.org
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newmtl Main
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newmtl Main.002
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Ns 319.999939
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Ka 1.000000 1.000000 1.000000
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Kd 0.490000 0.257495 0.132300
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@ -11,37 +11,7 @@ Ni 1.500000
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d 1.000000
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illum 2
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newmtl Mat
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Ns 319.999939
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Ka 1.000000 1.000000 1.000000
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Kd 0.340000 0.164333 0.000000
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Ks 1.000000 1.000000 1.000000
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Ke 0.000000 0.000000 0.000000
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Ni 1.500000
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d 1.000000
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illum 2
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newmtl Mat.1
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Ns 319.999939
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Ka 1.000000 1.000000 1.000000
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Kd 0.190000 0.077615 0.017100
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Ks 1.000000 1.000000 1.000000
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Ke 0.000000 0.000000 0.000000
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Ni 1.500000
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d 1.000000
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illum 2
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newmtl Mat.1_1
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Ns 319.999939
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Ka 1.000000 1.000000 1.000000
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Kd 0.320000 0.151520 0.060800
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Ks 1.000000 1.000000 1.000000
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Ke 0.000000 0.000000 0.000000
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Ni 1.500000
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d 1.000000
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illum 2
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newmtl Mat.2
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newmtl Mat.016
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Ns 319.999939
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Ka 1.000000 1.000000 1.000000
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Kd 0.000000 0.000000 0.000000
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@ -51,37 +21,17 @@ Ni 1.500000
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d 1.000000
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illum 2
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newmtl Mat.3
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newmtl Mat.017
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Ns 319.999939
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Ka 1.000000 1.000000 1.000000
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Kd 0.160000 0.151680 0.147200
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Kd 0.190000 0.077615 0.017100
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Ks 1.000000 1.000000 1.000000
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Ke 0.000000 0.000000 0.000000
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Ni 1.500000
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d 1.000000
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illum 2
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newmtl Mat.4
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Ns 319.999939
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Ka 1.000000 1.000000 1.000000
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Kd 0.990000 0.990000 0.990000
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Ks 1.000000 1.000000 1.000000
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Ke 0.000000 0.000000 0.000000
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Ni 1.500000
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d 1.000000
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illum 2
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newmtl Mat.5
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Ns 319.999939
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Ka 1.000000 1.000000 1.000000
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Kd 0.070000 0.062265 0.058100
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Ks 1.000000 1.000000 1.000000
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Ke 0.000000 0.000000 0.000000
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Ni 1.500000
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d 1.000000
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illum 2
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newmtl Mat.6
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newmtl Mat.018
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Ns 319.999939
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Ka 1.000000 1.000000 1.000000
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Kd 0.266600 0.466860 0.620000
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@ -91,7 +41,47 @@ Ni 1.500000
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d 1.000000
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illum 2
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newmtl Mat.7
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newmtl Mat.019
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Ns 319.999939
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Ka 1.000000 1.000000 1.000000
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Kd 0.990000 0.990000 0.990000
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Ks 1.000000 1.000000 1.000000
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Ke 0.000000 0.000000 0.000000
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Ni 1.500000
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d 1.000000
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illum 2
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newmtl Mat.020
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Ns 319.999939
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Ka 1.000000 1.000000 1.000000
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Kd 0.070000 0.062265 0.058100
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Ks 1.000000 1.000000 1.000000
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Ke 0.000000 0.000000 0.000000
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Ni 1.500000
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d 1.000000
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illum 2
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newmtl Mat.021
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Ns 319.999939
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Ka 1.000000 1.000000 1.000000
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Kd 0.160000 0.151680 0.147200
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Ks 1.000000 1.000000 1.000000
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Ke 0.000000 0.000000 0.000000
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Ni 1.500000
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d 1.000000
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illum 2
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newmtl Mat.022
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Ns 319.999939
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Ka 1.000000 1.000000 1.000000
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Kd 0.340000 0.164333 0.000000
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Ks 1.000000 1.000000 1.000000
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Ke 0.000000 0.000000 0.000000
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Ni 1.500000
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d 1.000000
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illum 2
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newmtl Mat.023
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Ns 319.999939
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Ka 1.000000 1.000000 1.000000
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Kd 0.940000 0.561180 0.206800
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@ -101,7 +91,17 @@ Ni 1.500000
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d 1.000000
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illum 2
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newmtl Sail
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newmtl Mat.1_1.002
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Ns 319.999939
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Ka 1.000000 1.000000 1.000000
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Kd 0.320000 0.151520 0.060800
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Ks 1.000000 1.000000 1.000000
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Ke 0.000000 0.000000 0.000000
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Ni 1.500000
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d 1.000000
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illum 2
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newmtl Sail.002
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Ns 319.999939
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Ka 1.000000 1.000000 1.000000
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Kd 0.070000 0.070000 0.070000
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Load Diff
@ -1,7 +1,7 @@
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# Blender 4.2.2 LTS MTL File: 'None'
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# www.blender.org
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newmtl DeckStuff
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newmtl DeckStuff.003
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Ns 20.000006
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Ka 1.000000 1.000000 1.000000
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Kd 0.184314 0.600000 0.792157
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@ -11,7 +11,7 @@ Ni 1.500000
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d 1.000000
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illum 1
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newmtl Hull
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newmtl Hull.003
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Ns 20.000006
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Ka 1.000000 1.000000 1.000000
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Kd 0.701961 0.678431 0.019608
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@ -21,7 +21,7 @@ Ni 1.500000
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d 1.000000
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illum 1
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newmtl MastsRigging
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newmtl MastsRigging.003
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Ns 20.000006
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Ka 1.000000 1.000000 1.000000
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Kd 0.086275 0.768628 0.117647
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@ -31,7 +31,7 @@ Ni 1.500000
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d 1.000000
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illum 1
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newmtl Poopdeck
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newmtl Poopdeck.003
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Ns 20.000006
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Ka 1.000000 1.000000 1.000000
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Kd 0.976471 0.211765 0.211765
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@ -41,7 +41,7 @@ Ni 1.500000
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d 1.000000
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illum 1
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newmtl Sail
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newmtl Sail.007
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Ns 20.000006
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Ka 1.000000 1.000000 1.000000
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Kd 0.588000 0.588000 0.588000
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File diff suppressed because it is too large
Load Diff
@ -1,8 +1,8 @@
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# Blender MTL File: 'ShipV_0002.blend'
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# Material Count: 3
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# Blender 4.2.2 LTS MTL File: 'None'
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# www.blender.org
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newmtl map_ShipV_001
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Ns 225.000000
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Ns 224.999985
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.144874 0.000708
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Ks 0.500000 0.500000 0.500000
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@ -12,7 +12,7 @@ d 1.000000
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illum 2
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newmtl map_ShipV_002
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Ns 225.000000
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Ns 224.999985
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.035888 0.004678
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Ks 0.500000 0.500000 0.500000
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@ -22,7 +22,7 @@ d 1.000000
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illum 2
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newmtl map_ShipV_003
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Ns 225.000000
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Ns 224.999985
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Ka 1.000000 1.000000 1.000000
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Kd 0.001405 0.006690 0.800000
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Ks 0.500000 0.500000 0.500000
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Load Diff
@ -0,0 +1,93 @@
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package pp.battleship.game.client;
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import pp.battleship.message.client.ShellAnimationFinishedMessage;
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import pp.battleship.message.server.EffectMessage;
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import pp.battleship.model.Shell;
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import java.lang.System.Logger.Level;
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/**
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* This class represents the client state during a shooting animation.
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* It handles the logic for the animation of a fired shell and ensures
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* that the client notifies the server when the animation is complete.
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*/
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public class ShootingAnimationState extends ClientState {
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// The shell object representing the fired shell's movement
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private final Shell shell;
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/**
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* Constructs the ShootingAnimationState with the given game logic and shell.
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*
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* @param logic the game logic instance managing the state
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* @param shell the shell object representing the fired projectile
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*/
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ShootingAnimationState(ClientGameLogic logic, Shell shell) {
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super(logic);
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this.shell = shell;
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}
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/**
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* Indicates that the battle scene should be shown in this state.
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*
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* @return true because the battle view is active during the shooting animation
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*/
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@Override
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public boolean showBattle() {
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return true;
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}
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/**
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* Handles the effect message received from the server.
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* Logs the received effect for debugging purposes.
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*
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* @param msg the effect message received from the server
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*/
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@Override
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void receivedEffect(EffectMessage msg) {
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ClientGameLogic.LOGGER.log(Level.INFO, "report effect: {0}", msg); //NON-NLS
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// Here, you could implement additional logic to display the effects of the shot,
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// like a visual indication of a hit or a miss.
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}
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/**
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* Called once per frame to update the shell's position and check if it has reached the target.
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* If the shell reaches the target, a message is sent to the server.
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*
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* @param deltaTime time in seconds since the last update call
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*/
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@Override
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public void update(float deltaTime) {
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if (shell != null) {
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// Update the position of the shell based on the elapsed time
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shell.updatePosition(deltaTime);
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// Check if the shell has reached its target
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if (shell.isAtTarget()) {
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// If the shell has reached the target, notify the server that the animation is complete
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sendAnimationCompleteMessage();
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}
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}
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}
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/**
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* Sends a message to the server indicating that the shooting animation has finished.
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*/
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private void sendAnimationCompleteMessage() {
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ShellAnimationFinishedMessage message = new ShellAnimationFinishedMessage();
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// Send the message to the server via the game's logic communication system
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logic.send(message);
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logic.setState(new BattleState(logic, true));
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ClientGameLogic.LOGGER.log(Level.INFO, "Shell animation complete, message sent to server.");
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}
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/**
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* Optionally, you can add an entry method if there is any setup that needs to happen when entering the state.
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* By default, this is empty.
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*/
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@Override
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void entry() {
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super.entry(); // Call the parent entry method
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ClientGameLogic.LOGGER.log(Level.INFO, "Entered ShootingAnimationState.");
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}
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}
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@ -9,7 +9,9 @@ package pp.battleship.game.server;
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import pp.battleship.BattleshipConfig;
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import pp.battleship.message.client.ClientInterpreter;
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import pp.battleship.message.client.ClientMessage;
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import pp.battleship.message.client.MapMessage;
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import pp.battleship.message.client.ShellAnimationFinishedMessage;
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import pp.battleship.message.client.ShootMessage;
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import pp.battleship.message.server.EffectMessage;
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import pp.battleship.message.server.GameDetails;
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@ -35,6 +37,7 @@ public class ServerGameLogic implements ClientInterpreter {
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private final BattleshipConfig config;
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private final List<Player> players = new ArrayList<>(2);
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private final Set<Player> readyPlayers = new HashSet<>();
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private Set<Integer> playersFinishedShellAnimation = new HashSet<>();
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private final ServerSender serverSender;
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private Player activePlayer;
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private ServerState state = ServerState.WAIT;
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@ -196,6 +199,11 @@ public class ServerGameLogic implements ClientInterpreter {
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*/
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void shoot(Player p, IntPoint pos) {
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if (p != activePlayer) return;
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setState(ServerState.SHELL_IN_FLIGHT);
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// setState(ServerState.BATTLE);
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final Player otherPlayer = getOpponent(activePlayer);
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final Battleship selectedShip = otherPlayer.getMap().findShipAt(pos);
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if (selectedShip == null) {
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@ -225,5 +233,30 @@ public class ServerGameLogic implements ClientInterpreter {
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}
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}
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}
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/**
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* Handles the reception of ShellAnimationFinishedMessage.
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* This method is called when a client signals that its shell animation is complete.
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*
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* @param msg the received ShellAnimationFinishedMessage
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* @param from the ID of the sender client
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*/
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@Override
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public void received(ShellAnimationFinishedMessage msg, int from) {
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// Add the player to the set of players who have finished the animation
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playersFinishedShellAnimation.add(from);
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// Check if both players have finished the shell animation
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if (playersFinishedShellAnimation.size() == 2) {
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// Clear the set of players who have finished the animation for the next shot
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playersFinishedShellAnimation.clear();
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// Transition back to the BATTLE state
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setState(ServerState.BATTLE);
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// Log the completion of the shell animation
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LOGGER.log(Level.INFO, "Both players finished shell animation. Returning to BATTLE state.");
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}
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}
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}
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@ -29,5 +29,8 @@ enum ServerState {
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/**
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* The game has ended because all the ships of one player have been destroyed.
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*/
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GAME_OVER
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GAME_OVER,
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//Game stays frozen as long as firing animation is running
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SHELL_IN_FLIGHT
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}
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@ -10,6 +10,7 @@ package pp.battleship.game.singlemode;
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import pp.battleship.message.client.ClientInterpreter;
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import pp.battleship.message.client.ClientMessage;
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import pp.battleship.message.client.MapMessage;
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import pp.battleship.message.client.ShellAnimationFinishedMessage;
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import pp.battleship.message.client.ShootMessage;
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import pp.battleship.model.Battleship;
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@ -72,4 +73,11 @@ class Copycat implements ClientInterpreter {
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private static Battleship copy(Battleship ship) {
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return new Battleship(ship.getLength(), ship.getX(), ship.getY(), ship.getRot());
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}
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@Override
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public void received(ShellAnimationFinishedMessage shellAnimationFinishedMessage, int from) {
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// TODO Auto-generated method stub
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throw new UnsupportedOperationException("Unimplemented method 'received'");
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}
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}
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@ -25,5 +25,7 @@ public interface ClientInterpreter {
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* @param msg the MapMessage to be processed
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* @param from the connection ID from which the message was received
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*/
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void received(MapMessage msg, int from);
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// TODO
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void received(ShellAnimationFinishedMessage shellAnimationFinishedMessage, int from);
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}
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@ -0,0 +1,10 @@
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package pp.battleship.message.client;
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public class ShellAnimationFinishedMessage extends ClientMessage{
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@Override
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public void accept(ClientInterpreter interpreter, int from) {
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interpreter.received(this, from);
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}
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}
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@ -0,0 +1,46 @@
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package pp.battleship.model;
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import com.jme3.math.Vector3f;
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public class Shell {
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private Vector3f startPosition;
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||||
private Vector3f targetPosition;
|
||||
private Vector3f currentPosition;
|
||||
private float speed;
|
||||
private boolean isAtTarget;
|
||||
|
||||
public Shell(Vector3f startPosition, Vector3f targetPosition, float speed) {
|
||||
this.startPosition = startPosition;
|
||||
this.targetPosition = targetPosition;
|
||||
this.currentPosition = new Vector3f(startPosition);
|
||||
this.speed = speed;
|
||||
this.isAtTarget = true;
|
||||
}
|
||||
|
||||
// Aktualisiert die Position des Geschosses basierend auf der verstrichenen Zeit
|
||||
public void updatePosition(float deltaTime) {
|
||||
if (!isAtTarget) {
|
||||
// Berechne die Richtung des Geschosses
|
||||
Vector3f direction = targetPosition.subtract(currentPosition).normalize();
|
||||
// Berechne die Bewegung basierend auf der Geschwindigkeit und der verstrichenen Zeit
|
||||
Vector3f movement = direction.mult(speed * deltaTime);
|
||||
currentPosition.addLocal(movement);
|
||||
|
||||
// Prüfe, ob das Geschoss das Ziel erreicht hat
|
||||
if (currentPosition.distance(targetPosition) < speed * deltaTime) {
|
||||
currentPosition.set(targetPosition);
|
||||
isAtTarget = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Gibt die aktuelle Position des Geschosses zurück
|
||||
public Vector3f getCurrentPosition() {
|
||||
return currentPosition;
|
||||
}
|
||||
|
||||
// Überprüft, ob das Geschoss das Ziel erreicht hat
|
||||
public boolean isAtTarget() {
|
||||
return isAtTarget;
|
||||
}
|
||||
}
|
@ -0,0 +1,47 @@
|
||||
package pp.battleship.model;
|
||||
|
||||
import com.jme3.math.Vector3f;
|
||||
import com.jme3.renderer.RenderManager;
|
||||
import com.jme3.renderer.ViewPort;
|
||||
import com.jme3.scene.Spatial;
|
||||
import com.jme3.scene.control.AbstractControl;
|
||||
|
||||
public class ShellControl extends AbstractControl {
|
||||
|
||||
private Shell shell; // Das Shell-Objekt, das die Bewegung des Geschosses enthält
|
||||
|
||||
public ShellControl(Shell shell) {
|
||||
this.shell = shell;
|
||||
}
|
||||
|
||||
// Die Methode wird in jedem Frame aufgerufen, um die Logik zu aktualisieren
|
||||
@Override
|
||||
protected void controlUpdate(float deltaTime) {
|
||||
if (shell != null) {
|
||||
// Aktualisiere die Position des Geschosses basierend auf der verstrichenen Zeit
|
||||
shell.updatePosition(deltaTime);
|
||||
|
||||
// Setze die neue Position des Geschosses im 3D-Raum
|
||||
spatial.setLocalTranslation(shell.getCurrentPosition());
|
||||
|
||||
// Optionale Animation oder Effekte hinzufügen (z.B. Rauch oder Funkenflug)
|
||||
// addParticleEffects();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Setze das Shell-Objekt neu, um es während des Spiels zu ändern
|
||||
public void setShell(Shell shell) {
|
||||
this.shell = shell;
|
||||
}
|
||||
|
||||
// Gibt das aktuell verwendete Shell-Objekt zurück
|
||||
public Shell getShell() {
|
||||
return this.shell;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void controlRender(RenderManager rm, ViewPort vp) {
|
||||
// TODO Auto-generated method stub
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user