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4 Commits
7b82b20736
...
b_malkmus_
Author | SHA1 | Date | |
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a0dffbfc34 | ||
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7076e204af | ||
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50559f5785 | ||
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f5dc8a0f05 |
@@ -9,6 +9,8 @@ dependencies {
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implementation project(":battleship:model")
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implementation libs.jme3.desktop
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implementation 'com.simsilica:lemur:1.14.0'
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implementation 'com.simsilica:lemur-proto:1.10.0'
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runtimeOnly libs.jme3.awt.dialogs
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runtimeOnly libs.jme3.plugins
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@@ -0,0 +1,127 @@
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package pp.battleship.client;
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import com.jme3.app.Application;
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import com.jme3.app.state.AbstractAppState;
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import com.jme3.app.state.AppStateManager;
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import com.jme3.asset.AssetLoadException;
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import com.jme3.asset.AssetNotFoundException;
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import com.jme3.audio.AudioData;
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import com.jme3.audio.AudioNode;
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import pp.battleship.notification.GameEventListener;
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import pp.battleship.notification.SoundEvent;
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import java.lang.System.Logger;
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import java.lang.System.Logger.Level;
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import java.util.prefs.Preferences;
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import static pp.util.PreferencesUtils.getPreferences;
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/**
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* An application state that plays music.
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*/
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public class GameMusic extends AbstractAppState {
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private static final Logger LOGGER = System.getLogger(GameMusic.class.getName());
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private static final Preferences PREFERENCES = getPreferences(GameMusic.class);
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private static final String ENABLED_PREF = "enabled"; //NON-NLS
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private static final String VOLUME_PREF = "volume"; //NON-NLS
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private AudioNode piratenMusic;
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/**
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* Checks if sound is enabled in the preferences.
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*
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* @return {@code true} if sound is enabled, {@code false} otherwise.
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*/
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//Prüft, ob die Musik eingeschalten ist.
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public static boolean enabledInPreferences() {
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return PREFERENCES.getBoolean(ENABLED_PREF, true);
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}
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/**
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* Checks enabled volume in preferences.
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*
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* @return {@code float} if a volumePreference is set, the volume is set to the Value in PREFERENCES,
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* {@code 0.25f} if no volumePreference is set in PREFERENCES, the Volume is set to a default of 0.25f
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*
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*/
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//Standardeinstellung für Musik
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public static float volumePreference() {
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return PREFERENCES.getFloat(VOLUME_PREF, 0.33f);
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}
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/**
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* Toggles the game sound on or off.
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*/
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public void toggleSound() {
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setEnabled(!isEnabled());
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}
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/**
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* Sets the enabled state of this AppState.
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* Overrides {@link com.jme3.app.state.AbstractAppState#setEnabled(boolean)}
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*
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* @param enabled {@code true} to enable the AppState, {@code false} to disable it.
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*/
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@Override
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public void setEnabled(boolean enabled) {
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if (isEnabled() == enabled) return;
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else if (!isEnabled() && enabled) {
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if (piratenMusic != null) piratenMusic.play();
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} else if (isEnabled() && !enabled) {
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if (piratenMusic != null) piratenMusic.stop();
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}
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super.setEnabled(enabled);
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LOGGER.log(Level.INFO, "Music enabled: {0}", enabled); //NON-NLS
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PREFERENCES.putBoolean(ENABLED_PREF, enabled);
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}
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/**
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* Initializes the music.
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* Overrides {@link AbstractAppState#initialize(AppStateManager, Application)}
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*
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* @param stateManager The state manager
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* @param app The application
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*/
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@Override
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public void initialize(AppStateManager stateManager, Application app) {
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super.initialize(stateManager, app);
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piratenMusic =loadSound(app, "Sound/BackgroundMusic/Piratenmusik.ogg");
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setVolume(volumePreference());
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piratenMusic.setLooping(true);
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if (isEnabled() && piratenMusic != null) {
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piratenMusic.play();
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}
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}
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/**
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* Loads the music from the specified file.
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*
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* @param app The application
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* @param name The name of the sound file.
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* @return The loaded AudioNode.
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*/
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private AudioNode loadSound(Application app, String name) {
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try {
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final AudioNode sound = new AudioNode(app.getAssetManager(), name, AudioData.DataType.Buffer);
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sound.setLooping(false);
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sound.setPositional(false);
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return sound;
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}
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catch (AssetLoadException | AssetNotFoundException ex) {
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LOGGER.log(Level.ERROR, ex.getMessage(), ex);
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}
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return null;
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}
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//Einstellung der Lautstärke
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public void setVolume(float vol){
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piratenMusic.setVolume(vol);
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PREFERENCES.putFloat(VOLUME_PREF, vol);
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}
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}
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@@ -7,10 +7,14 @@
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package pp.battleship.client;
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import com.jme3.math.Vector3f;
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import com.simsilica.lemur.Button;
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import com.simsilica.lemur.Checkbox;
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import com.simsilica.lemur.Label;
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import com.simsilica.lemur.RangedValueModel;
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import com.simsilica.lemur.style.ElementId;
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import com.simsilica.lemur.Slider;
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import pp.battleship.client.gui.VolumeSlider;
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import pp.dialog.Dialog;
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import pp.dialog.StateCheckboxModel;
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import pp.dialog.TextInputDialog;
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@@ -33,6 +37,7 @@ class Menu extends Dialog {
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private final BattleshipApp app;
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private final Button loadButton = new Button(lookup("menu.map.load"));
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private final Button saveButton = new Button(lookup("menu.map.save"));
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private final VolumeSlider volumeSlider;
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/**
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* Constructs the Menu dialog for the Battleship application.
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@@ -45,6 +50,26 @@ class Menu extends Dialog {
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addChild(new Label(lookup("battleship.name"), new ElementId("header"))); //NON-NLS
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addChild(new Checkbox(lookup("menu.sound-enabled"),
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new StateCheckboxModel(app, GameSound.class)));
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addChild(new Label(lookup("battleship.name"), new ElementId("header")));//NON-NLS
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addChild(new Checkbox(lookup("menu.sound-enabled"), new StateCheckboxModel(app, GameSound.class)));
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addChild(new Checkbox(lookup("menu.background-sound-enabled"), new StateCheckboxModel(app, GameMusic.class)));
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volumeSlider = new VolumeSlider(app.getStateManager().getState(GameMusic.class));
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addChild(volumeSlider);
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addChild(loadButton)
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.addClickCommands(s -> ifTopDialog(this::loadDialog));
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addChild(saveButton);
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saveButton.setEnabled(app.getGameLogic().maySaveMap());
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// Füge den Slider zum GUI hinzu
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addChild(volumeSlider);
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addChild(loadButton)
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.addClickCommands(s -> ifTopDialog(this::loadDialog));
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addChild(saveButton)
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@@ -140,4 +165,6 @@ class Menu extends Dialog {
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private void saveDialog() {
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fileDialog(app.getGameLogic()::saveMap, lookup("menu.map.save"));
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}
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}
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@@ -11,6 +11,8 @@ import com.simsilica.lemur.Container;
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import com.simsilica.lemur.Label;
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import com.simsilica.lemur.TextField;
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import com.simsilica.lemur.component.SpringGridLayout;
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import com.simsilica.lemur.Button;
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import pp.battleship.server.BattleshipServer;
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import pp.dialog.Dialog;
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import pp.dialog.DialogBuilder;
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import pp.dialog.SimpleDialog;
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@@ -33,6 +35,8 @@ class NetworkDialog extends SimpleDialog {
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private final NetworkSupport network;
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private final TextField host = new TextField(LOCALHOST);
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private final TextField port = new TextField(DEFAULT_PORT);
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// private final Button serverButton = new Button(lookup("client.server-star"));
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private final Button serverButton = new Button(lookup("client.server-start"));
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private String hostname;
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private int portNumber;
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private Future<Object> connectionFuture;
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@@ -65,6 +69,10 @@ class NetworkDialog extends SimpleDialog {
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.setOkClose(false)
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.setNoClose(false)
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.build(this);
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//Add the button to start the sever
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addChild(serverButton).addClickCommands(s -> ifTopDialog(this::startServerInThread));
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}
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/**
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@@ -150,4 +158,21 @@ class NetworkDialog extends SimpleDialog {
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network.getApp().errorDialog(lookup("server.connection.failed"));
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network.getApp().setInfoText(e.getLocalizedMessage());
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}
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/**
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* Starts the server in a separate thread.
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*/
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private void startServerInThread() {
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serverButton.setEnabled(false);
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Thread serverThread = new Thread(() -> {
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try {
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BattleshipServer.main(null);
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} catch (Exception e) {
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serverButton.setEnabled(true);
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LOGGER.log(Level.ERROR, "Server could not be started", e);
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network.getApp().errorDialog("Could not start server: " + e.getMessage());
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}
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});
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serverThread.start();
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}
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}
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@@ -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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@@ -32,9 +32,13 @@ import static pp.util.FloatMath.PI;
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* It extends the {@link ShipMapSynchronizer} to provide specific synchronization
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* logic for the sea map.
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*/
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//ANPASSEN!!!!
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class SeaSynchronizer extends ShipMapSynchronizer {
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private static final String UNSHADED = "Common/MatDefs/Misc/Unshaded.j3md"; //NON-NLS
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private static final String KING_GEORGE_V_MODEL = "Models/KingGeorgeV/KingGeorgeV.j3o"; //NON-NLS
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private static final String FLUGZEUGTRAEGER = "Models/Flugzeugträger_5er/Flugzeugträger.j3o";
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private static final String KORVETTE = "Models/Korvette_3er/Korvette.j3o";
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private static final String ZERSTOERER = "Models/Zerstörer_2er/Zerstörer.j3o";
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private static final String COLOR = "Color"; //NON-NLS
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private static final String SHIP = "ship"; //NON-NLS
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private static final String SHOT = "shot"; //NON-NLS
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@@ -44,6 +48,7 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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private final ShipMap map;
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private final BattleshipApp app;
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private final ParticleEffectFactory particleFactory;
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/**
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* Constructs a {@code SeaSynchronizer} object with the specified application, root node, and ship map.
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@@ -56,6 +61,7 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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super(app.getGameLogic().getOwnMap(), root);
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this.app = app;
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this.map = map;
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this.particleFactory = new ParticleEffectFactory(app);
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addExisting();
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}
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@@ -80,17 +86,95 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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* @return always null to prevent the representation from being attached
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* to the items node as well
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*/
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private Spatial handleMiss(Shot shot) {
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Node shotNode = new Node("ShotNode");
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Geometry shotCylinder = createCylinder(shot);
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shotNode.attachChild(shotCylinder);
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ParticleEmitter waterSplash = particleFactory.createWaterSplash();
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waterSplash.setLocalTranslation(shot.getY() + 0.5f, 0f, shot.getX() + 0.5f);
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shotNode.attachChild(waterSplash);
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waterSplash.emitAllParticles();
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return shotNode;
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}
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* @param shot a hit
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* @return always null to prevent the representation from being attached to the items node as well
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*/
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private Spatial handleHit(Shot shot) {
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final Battleship ship = requireNonNull(map.findShipAt(shot), "Missing ship");
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final Node shipNode = requireNonNull((Node) getSpatial(ship), "Missing ship node");
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final Geometry representation = createCylinder(shot);
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representation.getLocalTranslation().subtractLocal(shipNode.getLocalTranslation());
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shipNode.attachChild(representation);
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// Create a new node specifically for the hit effects
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Node hitEffectNode = new Node("HitEffectNode");
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// Create particle effects
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ParticleEmitter flame = particleFactory.createFlame();
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ParticleEmitter flash = particleFactory.createFlash();
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ParticleEmitter spark = particleFactory.createSpark();
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ParticleEmitter roundSpark = particleFactory.createRoundSpark();
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ParticleEmitter smokeTrail = particleFactory.createSmokeTrail();
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ParticleEmitter debris = particleFactory.createDebris();
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ParticleEmitter shockwave = particleFactory.createShockwave();
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ParticleEmitter movingSmoke = particleFactory.createMovingSmokeEmitter();
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// Attach all effects to the hitEffectNode
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hitEffectNode.attachChild(flame);
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hitEffectNode.attachChild(flash);
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hitEffectNode.attachChild(spark);
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hitEffectNode.attachChild(roundSpark);
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hitEffectNode.attachChild(smokeTrail);
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hitEffectNode.attachChild(debris);
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hitEffectNode.attachChild(shockwave);
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hitEffectNode.attachChild(movingSmoke);
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// Set the local translation for the hit effect to the point of impact
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hitEffectNode.setLocalTranslation(shot.getY() + 0.5f - shipNode.getLocalTranslation().x,
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0.5f, // Adjust as needed for height above the ship
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shot.getX() + 0.5f - shipNode.getLocalTranslation().z);
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// Attach the hitEffectNode to the shipNode so it moves with the ship
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shipNode.attachChild(hitEffectNode);
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// Emit particles when the hit happens
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flash.emitAllParticles();
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spark.emitAllParticles();
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smokeTrail.emitAllParticles();
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debris.emitAllParticles();
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shockwave.emitAllParticles();
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flame.emitAllParticles();
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roundSpark.emitAllParticles();
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//Checks if ship is destroyed and triggers animation accordingly
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if (ship.isDestroyed()) {
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sinkAndRemoveShip(ship);
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}
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return null;
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}
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/**
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* Handles the sinking animation and removal of ship if destroyed
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* @param ship the ship to be sunk
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*/
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private void sinkAndRemoveShip(Battleship ship) {
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final Node shipNode = (Node) getSpatial(ship);
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if (shipNode == null) return;
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// Add sinking control to animate the sinking
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shipNode.addControl(new SinkingControl(shipNode));
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// Add particle effects
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ParticleEmitter bubbles = particleFactory.createWaterSplash();
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bubbles.setLocalTranslation(shipNode.getLocalTranslation());
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shipNode.attachChild(bubbles);
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bubbles.emitAllParticles();
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}
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/**
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* Creates a cylinder geometry representing the specified shot.
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* The appearance of the cylinder depends on whether the shot is a hit or a miss.
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@@ -140,8 +224,14 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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* @param ship the battleship to be represented
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* @return the spatial representing the battleship
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*/
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//ANPASSEN!!!!!!
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private Spatial createShip(Battleship ship) {
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return ship.getLength() == 4 ? createBattleship(ship) : createBox(ship);
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if( ship.getLength() == 4){ createBox(ship); return createBattleship(ship); }
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else if(ship.getLength()==5){createBox(ship);return createFlugzeugtraeger(ship); }
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else if(ship.getLength()==3){createBox(ship);return createKorvette(ship); }
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else if(ship.getLength()==2){createBox(ship);return createZerstoerer(ship); }
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else if(ship.getLength()==1){createBox(ship);return createZerstoerer(ship); }
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else throw new IllegalArgumentException("Deine Länge ist nicht definiert!");
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}
|
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|
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/**
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@@ -186,6 +276,7 @@ class SeaSynchronizer extends ShipMapSynchronizer {
|
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* @param ship the battleship to be represented
|
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* @return the spatial representing the "King George V" battleship
|
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*/
|
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//ANPASSEN!!!!
|
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private Spatial createBattleship(Battleship ship) {
|
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final Spatial model = app.getAssetManager().loadModel(KING_GEORGE_V_MODEL);
|
||||
|
||||
@@ -196,6 +287,36 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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return model;
|
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}
|
||||
|
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private Spatial createFlugzeugtraeger(Battleship ship) {
|
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final Spatial model = app.getAssetManager().loadModel(FLUGZEUGTRAEGER);
|
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|
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model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
|
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model.scale(1.48f);
|
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model.setShadowMode(ShadowMode.CastAndReceive);
|
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|
||||
return model;
|
||||
}
|
||||
|
||||
private Spatial createKorvette(Battleship ship) {
|
||||
final Spatial model = app.getAssetManager().loadModel(KORVETTE);
|
||||
|
||||
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
|
||||
model.scale(1.48f);
|
||||
model.setShadowMode(ShadowMode.CastAndReceive);
|
||||
|
||||
return model;
|
||||
}
|
||||
|
||||
private Spatial createZerstoerer(Battleship ship) {
|
||||
final Spatial model = app.getAssetManager().loadModel(ZERSTOERER);
|
||||
|
||||
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.
|
||||
*
|
||||
|
@@ -0,0 +1,53 @@
|
||||
package pp.battleship.client.gui;
|
||||
|
||||
import com.jme3.scene.control.AbstractControl;
|
||||
import com.jme3.math.Vector3f;
|
||||
import com.jme3.renderer.RenderManager;
|
||||
import com.jme3.renderer.ViewPort;
|
||||
import com.jme3.scene.Node;
|
||||
|
||||
/**
|
||||
* Control that handles the sinking effect for destroyed ships.
|
||||
* It will gradually move the ship downwards and then remove it from the scene.
|
||||
*/
|
||||
class SinkingControl extends AbstractControl {
|
||||
private static final float SINK_DURATION = 5f; // Duration of the sinking animation
|
||||
private static final float SINK_SPEED = 0.1f; // Speed at which the ship sinks
|
||||
private float elapsedTime = 0;
|
||||
|
||||
private final Node shipNode;
|
||||
|
||||
/**
|
||||
* Constructs a {@code SinkingControl.java} object with the shipNode to be to be sunk
|
||||
* @param shipNode the node to handeld
|
||||
*/
|
||||
public SinkingControl(Node shipNode) {
|
||||
this.shipNode = shipNode;
|
||||
}
|
||||
|
||||
/**
|
||||
* Updated the Map to sink the ship
|
||||
*
|
||||
* @param tpf time per frame
|
||||
*/
|
||||
@Override
|
||||
protected void controlUpdate(float tpf) {
|
||||
// Update the sinking effect
|
||||
elapsedTime += tpf;
|
||||
|
||||
// Move the ship down over time
|
||||
Vector3f currentPos = shipNode.getLocalTranslation();
|
||||
shipNode.setLocalTranslation(currentPos.x, currentPos.y - SINK_SPEED * tpf, currentPos.z);
|
||||
|
||||
// Check if sinking duration has passed
|
||||
if (elapsedTime >= SINK_DURATION) {
|
||||
// Remove the ship from the scene
|
||||
shipNode.removeFromParent();
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void controlRender(RenderManager rm, ViewPort vp) {
|
||||
// No rendering-related code needed
|
||||
}
|
||||
}
|
@@ -0,0 +1,29 @@
|
||||
package pp.battleship.client.gui;
|
||||
|
||||
import com.simsilica.lemur.Slider;
|
||||
import pp.battleship.client.GameMusic;
|
||||
|
||||
|
||||
public class VolumeSlider extends Slider {
|
||||
|
||||
private final GameMusic piratenMusic;
|
||||
|
||||
private double vol;
|
||||
|
||||
public VolumeSlider(GameMusic music) {
|
||||
super();
|
||||
this.piratenMusic = music;
|
||||
vol = GameMusic.volumePreference();
|
||||
getModel().setPercent(vol);
|
||||
}
|
||||
|
||||
public void update() {
|
||||
if (vol != getModel().getPercent()) {
|
||||
vol = getModel().getPercent();
|
||||
piratenMusic.setVolume( (float) vol);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
@@ -42,10 +42,13 @@ public class ModelExporter extends SimpleApplication {
|
||||
@Override
|
||||
public void simpleInitApp() {
|
||||
export("Models/KingGeorgeV/King_George_V.obj", "KingGeorgeV.j3o"); //NON-NLS
|
||||
|
||||
export("Models/Flugzeugträger_5er/Flugzeugträger.obj", "Flugzeugträger.j3o");
|
||||
export("Models/Korvette_3er/caravel.obj", "Korvette.j3o");
|
||||
export("Models/Zerstörer_2er/ShipV_LOW.obj", "Zerstörer.j3o");
|
||||
stop();
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Exports spatial into a file
|
||||
*
|
||||
|
@@ -0,0 +1,112 @@
|
||||
# Blender 4.2.2 LTS MTL File: 'None'
|
||||
# www.blender.org
|
||||
|
||||
newmtl Main.002
|
||||
Ns 319.999939
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.490000 0.257495 0.132300
|
||||
Ks 1.000000 1.000000 1.000000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.500000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl Mat.016
|
||||
Ns 319.999939
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.000000 0.000000 0.000000
|
||||
Ks 1.000000 1.000000 1.000000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.500000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl Mat.017
|
||||
Ns 319.999939
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.190000 0.077615 0.017100
|
||||
Ks 1.000000 1.000000 1.000000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.500000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl Mat.018
|
||||
Ns 319.999939
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.266600 0.466860 0.620000
|
||||
Ks 1.000000 1.000000 1.000000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.500000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl Mat.019
|
||||
Ns 319.999939
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.990000 0.990000 0.990000
|
||||
Ks 1.000000 1.000000 1.000000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.500000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl Mat.020
|
||||
Ns 319.999939
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.070000 0.062265 0.058100
|
||||
Ks 1.000000 1.000000 1.000000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.500000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl Mat.021
|
||||
Ns 319.999939
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.160000 0.151680 0.147200
|
||||
Ks 1.000000 1.000000 1.000000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.500000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl Mat.022
|
||||
Ns 319.999939
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.340000 0.164333 0.000000
|
||||
Ks 1.000000 1.000000 1.000000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.500000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl Mat.023
|
||||
Ns 319.999939
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.940000 0.561180 0.206800
|
||||
Ks 1.000000 1.000000 1.000000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.500000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl Mat.1_1.002
|
||||
Ns 319.999939
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.320000 0.151520 0.060800
|
||||
Ks 1.000000 1.000000 1.000000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.500000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl Sail.002
|
||||
Ns 319.999939
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.070000 0.070000 0.070000
|
||||
Ks 1.000000 1.000000 1.000000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.500000
|
||||
d 1.000000
|
||||
illum 2
|
@@ -0,0 +1,52 @@
|
||||
# Blender 4.2.2 LTS MTL File: 'None'
|
||||
# www.blender.org
|
||||
|
||||
newmtl DeckStuff.003
|
||||
Ns 20.000006
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.184314 0.600000 0.792157
|
||||
Ks 0.000000 0.000000 0.000000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.500000
|
||||
d 1.000000
|
||||
illum 1
|
||||
|
||||
newmtl Hull.003
|
||||
Ns 20.000006
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.701961 0.678431 0.019608
|
||||
Ks 0.000000 0.000000 0.000000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.500000
|
||||
d 1.000000
|
||||
illum 1
|
||||
|
||||
newmtl MastsRigging.003
|
||||
Ns 20.000006
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.086275 0.768628 0.117647
|
||||
Ks 0.000000 0.000000 0.000000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.500000
|
||||
d 1.000000
|
||||
illum 1
|
||||
|
||||
newmtl Poopdeck.003
|
||||
Ns 20.000006
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.976471 0.211765 0.211765
|
||||
Ks 0.000000 0.000000 0.000000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.500000
|
||||
d 1.000000
|
||||
illum 1
|
||||
|
||||
newmtl Sail.007
|
||||
Ns 20.000006
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.588000 0.588000 0.588000
|
||||
Ks 0.000000 0.000000 0.000000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.500000
|
||||
d 1.000000
|
||||
illum 1
|
After Width: | Height: | Size: 1.1 MiB |
After Width: | Height: | Size: 2.7 MiB |
After Width: | Height: | Size: 48 KiB |
After Width: | Height: | Size: 1.5 MiB |
After Width: | Height: | Size: 4.5 MiB |
After Width: | Height: | Size: 18 KiB |
After Width: | Height: | Size: 1.7 MiB |
After Width: | Height: | Size: 472 KiB |
After Width: | Height: | Size: 1.6 MiB |
After Width: | Height: | Size: 48 KiB |
After Width: | Height: | Size: 727 KiB |
After Width: | Height: | Size: 4.1 MiB |
After Width: | Height: | Size: 52 KiB |
After Width: | Height: | Size: 1003 KiB |
After Width: | Height: | Size: 415 KiB |
After Width: | Height: | Size: 12 KiB |
After Width: | Height: | Size: 4.2 KiB |
After Width: | Height: | Size: 1.5 MiB |
After Width: | Height: | Size: 8.4 KiB |
After Width: | Height: | Size: 249 KiB |
After Width: | Height: | Size: 658 KiB |
After Width: | Height: | Size: 1.8 MiB |
After Width: | Height: | Size: 48 KiB |
After Width: | Height: | Size: 16 KiB |
After Width: | Height: | Size: 4.8 MiB |
After Width: | Height: | Size: 17 KiB |
After Width: | Height: | Size: 755 KiB |
After Width: | Height: | Size: 76 KiB |
After Width: | Height: | Size: 472 KiB |
After Width: | Height: | Size: 12 KiB |
After Width: | Height: | Size: 4.2 KiB |
After Width: | Height: | Size: 1.9 MiB |
After Width: | Height: | Size: 4.2 KiB |
After Width: | Height: | Size: 260 KiB |
@@ -0,0 +1,32 @@
|
||||
# Blender 4.2.2 LTS MTL File: 'None'
|
||||
# www.blender.org
|
||||
|
||||
newmtl map_ShipV_001
|
||||
Ns 224.999985
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.800000 0.144874 0.000708
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl map_ShipV_002
|
||||
Ns 224.999985
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.800000 0.035888 0.004678
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl map_ShipV_003
|
||||
Ns 224.999985
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.001405 0.006690 0.800000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
d 1.000000
|
||||
illum 2
|
After Width: | Height: | Size: 1.7 MiB |
After Width: | Height: | Size: 4.0 MiB |
After Width: | Height: | Size: 589 B |
After Width: | Height: | Size: 3.8 MiB |
After Width: | Height: | Size: 1.4 MiB |
After Width: | Height: | Size: 1.6 MiB |
After Width: | Height: | Size: 3.0 MiB |
After Width: | Height: | Size: 40 KiB |
After Width: | Height: | Size: 2.7 MiB |
After Width: | Height: | Size: 1.2 MiB |
After Width: | Height: | Size: 2.2 MiB |
After Width: | Height: | Size: 6.3 MiB |
After Width: | Height: | Size: 589 B |
After Width: | Height: | Size: 7.5 MiB |
After Width: | Height: | Size: 1.9 MiB |
@@ -72,7 +72,7 @@ class BattleState extends ClientState {
|
||||
* @return the map (either the opponent's or player's own map) that is affected by the shot
|
||||
*/
|
||||
private ShipMap affectedMap(EffectMessage msg) {
|
||||
return msg.isOwnShot() ? logic.getOpponentMap() : logic.getOwnMap();
|
||||
return msg.isOwnShot() ? logic.getOpponentMap() : logic.getOpponentMap();
|
||||
}
|
||||
|
||||
/**
|
||||
|
@@ -0,0 +1,93 @@
|
||||
package pp.battleship.game.client;
|
||||
|
||||
import pp.battleship.message.client.ShellAnimationFinishedMessage;
|
||||
import pp.battleship.message.server.EffectMessage;
|
||||
import pp.battleship.model.Shell;
|
||||
|
||||
import java.lang.System.Logger.Level;
|
||||
|
||||
/**
|
||||
* This class represents the client state during a shooting animation.
|
||||
* It handles the logic for the animation of a fired shell and ensures
|
||||
* that the client notifies the server when the animation is complete.
|
||||
*/
|
||||
public class ShootingAnimationState extends ClientState {
|
||||
|
||||
// The shell object representing the fired shell's movement
|
||||
private final Shell shell;
|
||||
|
||||
/**
|
||||
* Constructs the ShootingAnimationState with the given game logic and shell.
|
||||
*
|
||||
* @param logic the game logic instance managing the state
|
||||
* @param shell the shell object representing the fired projectile
|
||||
*/
|
||||
ShootingAnimationState(ClientGameLogic logic, Shell shell) {
|
||||
super(logic);
|
||||
this.shell = shell;
|
||||
}
|
||||
|
||||
/**
|
||||
* Indicates that the battle scene should be shown in this state.
|
||||
*
|
||||
* @return true because the battle view is active during the shooting animation
|
||||
*/
|
||||
@Override
|
||||
public boolean showBattle() {
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles the effect message received from the server.
|
||||
* Logs the received effect for debugging purposes.
|
||||
*
|
||||
* @param msg the effect message received from the server
|
||||
*/
|
||||
@Override
|
||||
void receivedEffect(EffectMessage msg) {
|
||||
ClientGameLogic.LOGGER.log(Level.INFO, "report effect: {0}", msg); //NON-NLS
|
||||
// Here, you could implement additional logic to display the effects of the shot,
|
||||
// like a visual indication of a hit or a miss.
|
||||
}
|
||||
|
||||
/**
|
||||
* Called once per frame to update the shell's position and check if it has reached the target.
|
||||
* If the shell reaches the target, a message is sent to the server.
|
||||
*
|
||||
* @param deltaTime time in seconds since the last update call
|
||||
*/
|
||||
@Override
|
||||
public void update(float deltaTime) {
|
||||
if (shell != null) {
|
||||
// Update the position of the shell based on the elapsed time
|
||||
shell.updatePosition(deltaTime);
|
||||
|
||||
// Check if the shell has reached its target
|
||||
if (shell.isAtTarget()) {
|
||||
// If the shell has reached the target, notify the server that the animation is complete
|
||||
sendAnimationCompleteMessage();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Sends a message to the server indicating that the shooting animation has finished.
|
||||
*/
|
||||
private void sendAnimationCompleteMessage() {
|
||||
ShellAnimationFinishedMessage message = new ShellAnimationFinishedMessage();
|
||||
// Send the message to the server via the game's logic communication system
|
||||
logic.send(message);
|
||||
logic.setState(new BattleState(logic, true));
|
||||
ClientGameLogic.LOGGER.log(Level.INFO, "Shell animation complete, message sent to server.");
|
||||
}
|
||||
|
||||
/**
|
||||
* Optionally, you can add an entry method if there is any setup that needs to happen when entering the state.
|
||||
* By default, this is empty.
|
||||
*/
|
||||
@Override
|
||||
void entry() {
|
||||
super.entry(); // Call the parent entry method
|
||||
ClientGameLogic.LOGGER.log(Level.INFO, "Entered ShootingAnimationState.");
|
||||
}
|
||||
}
|
@@ -8,6 +8,7 @@
|
||||
package pp.battleship.game.server;
|
||||
|
||||
import pp.battleship.BattleshipConfig;
|
||||
import pp.battleship.model.Battleship;
|
||||
import pp.battleship.model.ShipMap;
|
||||
|
||||
/**
|
||||
@@ -51,4 +52,9 @@ public class Player {
|
||||
public ShipMap getMap() {
|
||||
return map;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
@@ -9,7 +9,9 @@ package pp.battleship.game.server;
|
||||
|
||||
import pp.battleship.BattleshipConfig;
|
||||
import pp.battleship.message.client.ClientInterpreter;
|
||||
import pp.battleship.message.client.ClientMessage;
|
||||
import pp.battleship.message.client.MapMessage;
|
||||
import pp.battleship.message.client.ShellAnimationFinishedMessage;
|
||||
import pp.battleship.message.client.ShootMessage;
|
||||
import pp.battleship.message.server.EffectMessage;
|
||||
import pp.battleship.message.server.GameDetails;
|
||||
@@ -35,6 +37,7 @@ public class ServerGameLogic implements ClientInterpreter {
|
||||
private final BattleshipConfig config;
|
||||
private final List<Player> players = new ArrayList<>(2);
|
||||
private final Set<Player> readyPlayers = new HashSet<>();
|
||||
private Set<Integer> playersFinishedShellAnimation = new HashSet<>();
|
||||
private final ServerSender serverSender;
|
||||
private Player activePlayer;
|
||||
private ServerState state = ServerState.WAIT;
|
||||
@@ -168,11 +171,19 @@ public class ServerGameLogic implements ClientInterpreter {
|
||||
* @param ships the list of ships placed by the player
|
||||
*/
|
||||
void playerReady(Player player, List<Battleship> ships) {
|
||||
// Überprüfe, ob die Karte des Spielers gültig ist
|
||||
if (!player.getMap().isValid2(ships)) {
|
||||
LOGGER.log(Level.ERROR, "Invalid map configuration for player {0}", player); //NON-NLS
|
||||
return;
|
||||
}
|
||||
|
||||
if (!readyPlayers.add(player)) {
|
||||
LOGGER.log(Level.ERROR, "{0} was already ready", player); //NON-NLS
|
||||
return;
|
||||
}
|
||||
|
||||
ships.forEach(player.getMap()::add);
|
||||
|
||||
if (readyPlayers.size() == 2) {
|
||||
for (Player p : players)
|
||||
send(p, new StartBattleMessage(p == activePlayer));
|
||||
@@ -188,6 +199,11 @@ public class ServerGameLogic implements ClientInterpreter {
|
||||
*/
|
||||
void shoot(Player p, IntPoint pos) {
|
||||
if (p != activePlayer) return;
|
||||
|
||||
setState(ServerState.SHELL_IN_FLIGHT);
|
||||
// setState(ServerState.BATTLE);
|
||||
|
||||
|
||||
final Player otherPlayer = getOpponent(activePlayer);
|
||||
final Battleship selectedShip = otherPlayer.getMap().findShipAt(pos);
|
||||
if (selectedShip == null) {
|
||||
@@ -217,4 +233,30 @@ public class ServerGameLogic implements ClientInterpreter {
|
||||
}
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Handles the reception of ShellAnimationFinishedMessage.
|
||||
* This method is called when a client signals that its shell animation is complete.
|
||||
*
|
||||
* @param msg the received ShellAnimationFinishedMessage
|
||||
* @param from the ID of the sender client
|
||||
*/
|
||||
@Override
|
||||
public void received(ShellAnimationFinishedMessage msg, int from) {
|
||||
// Add the player to the set of players who have finished the animation
|
||||
playersFinishedShellAnimation.add(from);
|
||||
|
||||
// Check if both players have finished the shell animation
|
||||
if (playersFinishedShellAnimation.size() == 2) {
|
||||
// Clear the set of players who have finished the animation for the next shot
|
||||
playersFinishedShellAnimation.clear();
|
||||
|
||||
// Transition back to the BATTLE state
|
||||
setState(ServerState.BATTLE);
|
||||
|
||||
// Log the completion of the shell animation
|
||||
LOGGER.log(Level.INFO, "Both players finished shell animation. Returning to BATTLE state.");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
@@ -29,5 +29,8 @@ enum ServerState {
|
||||
/**
|
||||
* The game has ended because all the ships of one player have been destroyed.
|
||||
*/
|
||||
GAME_OVER
|
||||
GAME_OVER,
|
||||
|
||||
//Game stays frozen as long as firing animation is running
|
||||
SHELL_IN_FLIGHT
|
||||
}
|
||||
|
@@ -10,6 +10,7 @@ package pp.battleship.game.singlemode;
|
||||
import pp.battleship.message.client.ClientInterpreter;
|
||||
import pp.battleship.message.client.ClientMessage;
|
||||
import pp.battleship.message.client.MapMessage;
|
||||
import pp.battleship.message.client.ShellAnimationFinishedMessage;
|
||||
import pp.battleship.message.client.ShootMessage;
|
||||
import pp.battleship.model.Battleship;
|
||||
|
||||
@@ -72,4 +73,11 @@ class Copycat implements ClientInterpreter {
|
||||
private static Battleship copy(Battleship ship) {
|
||||
return new Battleship(ship.getLength(), ship.getX(), ship.getY(), ship.getRot());
|
||||
}
|
||||
|
||||
@Override
|
||||
public void received(ShellAnimationFinishedMessage shellAnimationFinishedMessage, int from) {
|
||||
// TODO Auto-generated method stub
|
||||
throw new UnsupportedOperationException("Unimplemented method 'received'");
|
||||
}
|
||||
|
||||
}
|
||||
|
@@ -25,5 +25,7 @@ public interface ClientInterpreter {
|
||||
* @param msg the MapMessage to be processed
|
||||
* @param from the connection ID from which the message was received
|
||||
*/
|
||||
void received(MapMessage msg, int from);
|
||||
// TODO
|
||||
void received(ShellAnimationFinishedMessage shellAnimationFinishedMessage, int from);
|
||||
|
||||
}
|
||||
|
@@ -0,0 +1,10 @@
|
||||
package pp.battleship.message.client;
|
||||
|
||||
public class ShellAnimationFinishedMessage extends ClientMessage{
|
||||
|
||||
@Override
|
||||
public void accept(ClientInterpreter interpreter, int from) {
|
||||
interpreter.received(this, from);
|
||||
}
|
||||
|
||||
}
|
@@ -0,0 +1,46 @@
|
||||
package pp.battleship.model;
|
||||
|
||||
import com.jme3.math.Vector3f;
|
||||
|
||||
public class Shell {
|
||||
private Vector3f startPosition;
|
||||
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
|
||||
}
|
||||
}
|
@@ -10,6 +10,7 @@ package pp.battleship.model;
|
||||
import pp.battleship.notification.GameEvent;
|
||||
import pp.battleship.notification.GameEventBroker;
|
||||
import pp.battleship.notification.ItemAddedEvent;
|
||||
import pp.battleship.notification.ItemRemovedEvent;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.Collections;
|
||||
@@ -97,7 +98,7 @@ public class ShipMap {
|
||||
*/
|
||||
public void remove(Item item) {
|
||||
items.remove(item);
|
||||
notifyListeners(new ItemAddedEvent(item, this));
|
||||
notifyListeners(new ItemRemovedEvent(item, this));
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -184,6 +185,35 @@ public class ShipMap {
|
||||
getShips().filter(s -> s != ship).noneMatch(ship::collidesWith);
|
||||
}
|
||||
|
||||
//ich brauche eine zweite isValid Methode, da in der ServerGameLogic eine Liste von Schiffen und
|
||||
//kein einzelnes übergeben wird. Da ich keinen Bock habe, dort eine for Schleife zu bauen, mache ich
|
||||
//das hier.
|
||||
public boolean isValid2(List<Battleship> ships) {
|
||||
// Überprüfe, ob jedes Schiff innerhalb der Spielfeldgrenzen liegt
|
||||
//istWithinBounds kommt 20 Zeilen weiter unten. Minas gab uns schon Code vor, um das ganze zu lösen.
|
||||
for (Battleship ship : ships) {
|
||||
if (!isShipWithinBounds(ship)) {
|
||||
return false; // Ein Schiff liegt außerhalb der Grenzen
|
||||
}
|
||||
}
|
||||
// Überprüfe, ob sich keine Schiffe überlappen
|
||||
for (int i = 0; i < ships.size(); i++) {
|
||||
Battleship ship1 = ships.get(i);
|
||||
for (int j = i + 1; j < ships.size(); j++) {
|
||||
Battleship ship2 = ships.get(j);
|
||||
if (ship1.collidesWith(ship2)) {
|
||||
return false; // Schiffe überlappen sich
|
||||
}
|
||||
}
|
||||
}
|
||||
return true; // Alle Schiffe sind korrekt platziert
|
||||
}
|
||||
|
||||
private boolean isShipWithinBounds(Battleship ship) {
|
||||
return isValid(ship.getMinX(), ship.getMinY()) &&
|
||||
isValid(ship.getMaxX(), ship.getMaxY());
|
||||
}
|
||||
|
||||
/**
|
||||
* Finds a battleship at the specified coordinates.
|
||||
*
|
||||
|