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3 changed files with 53 additions and 27 deletions

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@ -5,13 +5,47 @@
## (c) Mark Minas (mark.minas@unibw.de) ## (c) Mark Minas (mark.minas@unibw.de)
######################################## ########################################
# #
# Monopoly client configuration # 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. # 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' defines the number of columns, and 'map.height' defines the number of rows.
map.width=10 map.width=10
map.height=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 # Screen settings
# #

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@ -39,22 +39,21 @@ public class CameraController {
* @param tpf Zeit pro Frame * @param tpf Zeit pro Frame
*/ */
public void update(float tpf) { public void update(float tpf) {
// Aktualisiere den Winkel basierend auf der Geschwindigkeit
angle += speed * tpf;
if (angle >= FastMath.TWO_PI) {
angle -= FastMath.TWO_PI; // Winkel zurücksetzen, um Überläufe zu vermeiden
}
// Berechne die neue Position der Kamera
float x = center.x + radius * FastMath.cos(angle);
float z = center.z + radius * FastMath.sin(angle);
float y = center.y + height;
// Setze die Kameraposition
camera.setLocation(new Vector3f(x, y, z));
// Lasse die Kamera auf den Fokuspunkt blicken
camera.lookAt(center, Vector3f.UNIT_Y); camera.lookAt(center, Vector3f.UNIT_Y);
} }
public void setPosition(int fieldID) {
camera.setLocation(fieldIdToVector(fieldID));
}
public void setPosition(float x, float y) {
camera.setLocation(new Vector3f(x,height,y));
}
private Vector3f fieldIdToVector(int fieldID) {
if (fieldID <= 10) return new Vector3f(4,height,0);
if (fieldID <= 20) return new Vector3f(0, height, 4);
if (fieldID <= 30) return new Vector3f(-4, height, 0);
if (fieldID <= 40) return new Vector3f(0, height, -4);
else throw new IllegalArgumentException();
}
} }

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@ -1,9 +1,5 @@
package pp.monopoly.client.gui; package pp.monopoly.client.gui;
import java.util.concurrent.Executors;
import java.util.concurrent.ScheduledExecutorService;
import java.util.concurrent.TimeUnit;
import com.jme3.material.Material; import com.jme3.material.Material;
import com.jme3.math.ColorRGBA; import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f; import com.jme3.math.Vector3f;
@ -47,18 +43,15 @@ public class TestWorld {
cameraController = new CameraController( cameraController = new CameraController(
app.getCamera(), // Die Kamera der App app.getCamera(), // Die Kamera der App
Vector3f.ZERO, // Fokus auf die Mitte des Spielfelds Vector3f.ZERO, // Fokus auf die Mitte des Spielfelds
4, // Radius des Kreises 5, // Radius des Kreises
2, // Höhe der Kamera 3, // Höhe der Kamera
0 // Geschwindigkeit der Bewegung 0.5f // Geschwindigkeit der Bewegung
); );
// Füge die Toolbar hinzu // Füge die Toolbar hinzu
new Toolbar(app, cube); new Toolbar(app, cube);
cameraController.setPosition(0);
} }
/** /**
* Aktualisiert die Kameraposition. * Aktualisiert die Kameraposition.
* *