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@ -5,47 +5,13 @@
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## (c) Mark Minas (mark.minas@unibw.de)
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########################################
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#
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# Battleship client configuration
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#
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# Specifies the map used by the opponent in single mode.
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# Single mode is activated if this property is set.
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#map.opponent=maps/map2.json
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#
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# Specifies the map used by the player in single mode.
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# The player must define their own map if this property is not set.
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map.own=maps/map1.json
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#
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# Coordinates of the shots fired by the RobotClient in the order listed.
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# Example:
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# 2, 0,\
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# 2, 1,\
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# 2, 2,\
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# 2, 3
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# defines four shots, namely at the coordinates
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# (x=2, y=0), (x=2, y=1), (x=2, y=2), and (x=2, y=3)
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robot.targets=2, 0,\
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2, 1,\
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2, 2,\
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2, 3
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#
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# Delay in milliseconds between each shot fired by the RobotClient.
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robot.delay=500
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# Monopoly client configuration
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#
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# The dimensions of the game map used in single mode.
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# 'map.width' defines the number of columns, and 'map.height' defines the number of rows.
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map.width=10
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map.height=10
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#
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# The number of ships of each length available in single mode.
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# The value is a comma-separated list where each element corresponds to the number of ships
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# with a specific length. For example:
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# ship.nums=4, 3, 2, 1
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# This configuration means:
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# - 4 ships of length 1
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# - 3 ships of length 2
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# - 2 ships of length 3
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# - 1 ship of length 4
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ship.nums=4, 3, 2, 1
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#
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# Screen settings
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#
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@ -39,21 +39,22 @@ public class CameraController {
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* @param tpf Zeit pro Frame
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*/
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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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}
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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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@ -1,5 +1,9 @@
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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.math.ColorRGBA;
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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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app.getCamera(), // Die Kamera der App
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Vector3f.ZERO, // Fokus auf die Mitte des Spielfelds
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5, // Radius des Kreises
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3, // Höhe der Kamera
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0.5f // Geschwindigkeit der Bewegung
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4, // Radius des Kreises
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2, // Höhe der Kamera
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0 // Geschwindigkeit der Bewegung
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);
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// Füge die Toolbar hinzu
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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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* Aktualisiert die Kameraposition.
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*
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