32 Commits

Author SHA1 Message Date
Yvonne Schmidt
6c8da2f4a0 fixed crash when starting animation in selfhost 2024-10-18 14:24:06 +02:00
Yvonne Schmidt
446cb43abb reworked the shell animation 2024-10-18 00:30:28 +02:00
Yvonne Schmidt
47610d9e11 added groundwork for shell animation 2024-10-14 05:31:20 +02:00
Yvonne Schmidt
563784dbab Merge remote-tracking branch 'origin/b_schmidt_yvonne' into b_schmidt_yvonne
# Conflicts:
#	Projekte/battleship/client/src/main/java/pp/battleship/client/gui/SeaSynchronizer.java
2024-10-14 00:45:01 +02:00
Yvonne Schmidt
0e5ffcc501 added very basic splash effect 2024-10-13 18:59:18 +02:00
Yvonne Schmidt
1288d6d1ca added missing documentation 2024-10-13 13:19:01 +02:00
Yvonne Schmidt
520b98f693 added a sinking effect for damaged ships 2024-10-13 13:19:01 +02:00
Yvonne Schmidt
8e02c3919e added fire and explosion effect, when a ship is hit 2024-10-13 13:19:01 +02:00
Yvonne Schmidt
4df5a1a7d1 added the option to host the server on a client 2024-10-13 13:19:01 +02:00
Yvonne Schmidt
3bdc9c20dc added missing comments to public void setVolume and
public void update. Also removed unused import statements.
2024-10-13 13:19:01 +02:00
Yvonne Schmidt
f541f3edc0 added background music 2024-10-13 13:19:01 +02:00
Yvonne Schmidt
c26d7b5422 removed superfluous models and cleaned up code 2024-10-13 13:19:01 +02:00
Yvonne Schmidt
2e294896d8 added new models and fixed loading of 3d interface 2024-10-13 13:19:00 +02:00
Yvonne Schmidt
f02a3107a0 added battlecruiser model 2024-10-13 13:18:59 +02:00
Yvonne Schmidt
141d817421 added u-boat model 2024-10-13 13:18:59 +02:00
Yvonne Schmidt
fe1bf7746b fixed model export for small Boat 2024-10-13 13:18:59 +02:00
Yvonne Schmidt
2c7820491a added small boat model 2024-10-13 13:18:59 +02:00
Yvonne Schmidt
2dd70c10b5 Server checks imported map
for invalid placements
2024-10-13 13:18:59 +02:00
Yvonne Schmidt
6475b63a22 fixed incorrect remove function and corrected a mistake during the initiation of a game over state 2024-10-13 13:18:58 +02:00
Yvonne Schmidt
ae41ec4007 added a sinking effect for damaged ships 2024-10-11 01:33:52 +02:00
Yvonne Schmidt
b9309b6f5f added fire and explosion effect, when a ship is hit 2024-10-10 23:31:32 +02:00
Yvonne Schmidt
ae5ba034fe added the option to host the server on a client 2024-10-10 15:48:14 +02:00
Yvonne Schmidt
682da199e8 added missing comments to public void setVolume and
public void update. Also removed unused import statements.
2024-10-08 22:45:28 +02:00
Yvonne Schmidt
8a7446d81c added background music 2024-10-08 22:17:29 +02:00
Yvonne Schmidt
cb57187f98 removed superfluous models and cleaned up code 2024-10-08 18:43:35 +02:00
Yvonne Schmidt
958f4f6a13 added new models and fixed loading of 3d interface 2024-10-08 18:37:46 +02:00
Yvonne Schmidt
af08a84dc3 added battlecruiser model 2024-10-08 00:55:35 +02:00
Yvonne Schmidt
53df6011db added u-boat model 2024-10-08 00:43:02 +02:00
Yvonne Schmidt
4bc3b3dc33 fixed model export for small Boat 2024-10-07 19:58:08 +02:00
Yvonne Schmidt
cf780f0995 added small boat model 2024-10-07 18:58:24 +02:00
Yvonne Schmidt
05618c0793 Server checks imported map
for invalid placements
2024-10-07 01:23:52 +02:00
Yvonne Schmidt
3ee095215a Assignment 7 ready 2024-10-06 14:52:33 +02:00
331 changed files with 953767 additions and 20396 deletions

1
.gitignore vendored
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@@ -4,7 +4,6 @@ build
# VSC
bin
.vscode
# IntelliJ
*.iml

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@@ -1,18 +0,0 @@
<component name="ProjectRunConfigurationManager">
<configuration default="false" name="MonopolyApp (Mac)" type="Application" factoryName="Application"
singleton="false">
<option name="MAIN_CLASS_NAME" value="pp.monopoly.client.MonopolyApp"/>
<module name="Projekte.monopoly.client.main"/>
<option name="VM_PARAMETERS" value="-XstartOnFirstThread"/>
<option name="WORKING_DIRECTORY" value="$MODULE_WORKING_DIR$"/>
<extension name="coverage">
<pattern>
<option name="PATTERN" value="pp.monopoly.client.*"/>
<option name="ENABLED" value="true"/>
</pattern>
</extension>
<method v="2">
<option name="Make" enabled="true"/>
</method>
</configuration>
</component>

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@@ -1,18 +0,0 @@
<component name="ProjectRunConfigurationManager">
<configuration default="false" name="MonopolyApp" type="Application" factoryName="Application" singleton="false"
nameIsGenerated="true">
<option name="MAIN_CLASS_NAME" value="pp.monopoly.client.MonopolyApp"/>
<module name="Projekte.monopoly.client.main"/>
<option name="VM_PARAMETERS" value="-Djava.util.logging.config.file=logging.properties"/>
<option name="WORKING_DIRECTORY" value="$MODULE_WORKING_DIR$"/>
<extension name="coverage">
<pattern>
<option name="PATTERN" value="pp.monopoly.client.*"/>
<option name="ENABLED" value="true"/>
</pattern>
</extension>
<method v="2">
<option name="Make" enabled="true"/>
</method>
</configuration>
</component>

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@@ -1,17 +0,0 @@
<component name="ProjectRunConfigurationManager">
<configuration default="false" name="MonopolyServer" type="Application" factoryName="Application"
nameIsGenerated="true">
<option name="MAIN_CLASS_NAME" value="pp.monopoly.server.MonopolyServer"/>
<module name="Projekte.monopoly.server.main"/>
<option name="WORKING_DIRECTORY" value="$MODULE_WORKING_DIR$"/>
<extension name="coverage">
<pattern>
<option name="PATTERN" value="pp.monopoly.server.*"/>
<option name="ENABLED" value="true"/>
</pattern>
</extension>
<method v="2">
<option name="Make" enabled="true"/>
</method>
</configuration>
</component>

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@@ -7,14 +7,18 @@ description = 'Battleship Client'
dependencies {
implementation project(":jme-common")
implementation project(":battleship:model")
implementation 'org.jmonkeyengine:jme3-core:3.6.0-stable'
implementation 'org.jmonkeyengine:jme3-effects:3.6.0-stable'
implementation libs.jme3.desktop
implementation libs.jme3.effects
runtimeOnly libs.jme3.awt.dialogs
runtimeOnly libs.jme3.plugins
runtimeOnly libs.jme3.jogg
runtimeOnly libs.jme3.testdata
}
application {

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@@ -22,8 +22,8 @@ import com.simsilica.lemur.GuiGlobals;
import com.simsilica.lemur.style.BaseStyles;
import pp.battleship.client.gui.BattleAppState;
import pp.battleship.client.gui.EditorAppState;
import pp.battleship.client.gui.GameMusic;
import pp.battleship.client.gui.SeaAppState;
import pp.battleship.client.GameMusic;
import pp.battleship.game.client.BattleshipClient;
import pp.battleship.game.client.ClientGameLogic;
import pp.battleship.game.client.ServerConnection;
@@ -269,6 +269,7 @@ public class BattleshipApp extends SimpleApplication implements BattleshipClient
attachGameSound();
attachGameMusic();
stateManager.attachAll(new EditorAppState(), new BattleAppState(), new SeaAppState());
}
@@ -283,12 +284,12 @@ public class BattleshipApp extends SimpleApplication implements BattleshipClient
}
/**
* Attaches the background music state and sets its initial enabled state.
* Attaches the music state and sets its initial enabled state.
*/
private void attachGameMusic() {
final GameMusic gameSound = new GameMusic();
gameSound.setEnabled(GameMusic.enabledInPreferences());
stateManager.attach(gameSound);
final GameMusic gameMusic = new GameMusic();
gameMusic.setEnabled(GameMusic.enabledInPreferences());
stateManager.attach(gameMusic);
}
/**

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@@ -1,10 +1,5 @@
package pp.battleship.client.gui;
package pp.battleship.client;
import static pp.util.PreferencesUtils.getPreferences;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.prefs.Preferences;
import com.jme3.app.Application;
import com.jme3.app.state.AbstractAppState;
@@ -14,16 +9,25 @@ import com.jme3.asset.AssetNotFoundException;
import com.jme3.audio.AudioData;
import com.jme3.audio.AudioNode;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.prefs.Preferences;
import static pp.util.PreferencesUtils.getPreferences;
/**
* Handles the background music beeing played. Is able to start and stop the music. Set the Volume of the Audio.
* An application state that plays music.
*/
public class GameMusic extends AbstractAppState{
public class GameMusic extends AbstractAppState {
private static final Logger LOGGER = System.getLogger(GameMusic.class.getName());
private static final Preferences PREFERENCES = getPreferences(GameMusic.class);
private static final String ENABLED_PREF = "enabled"; //NON-NLS
private static final String VOLUME_PREF = "volume"; //NON-NLS
private AudioNode music;
private AudioNode battleMusic;
private AudioNode menuMusicModern;
private AudioNode menuMusicTraditional;
/**
* Checks if sound is enabled in the preferences.
@@ -33,18 +37,47 @@ public class GameMusic extends AbstractAppState{
public static boolean enabledInPreferences() {
return PREFERENCES.getBoolean(ENABLED_PREF, true);
}
/**
* Checks if sound is enabled in the preferences.
/**
* Checks enabled volume in preferences.
*
* @return {@code float} if a volumePreference is set, the volume is set to the Value in PREFERENCES,
* {@code 0.25f} if no volumePreference is set in PREFERENCES, the Volume is set to a default of 0.25f
*
* @return float to which the volume is set
*/
public static float volumeInPreferences() {
return PREFERENCES.getFloat(VOLUME_PREF, 0.5f);
public static float volumePreference() {
return PREFERENCES.getFloat(VOLUME_PREF, 0.25f);
}
/**
* Initializes the sound effects for the game.
* Toggles the game sound on or off.
*/
public void toggleSound() {
setEnabled(!isEnabled());
}
/**
* Sets the enabled state of this AppState.
* Overrides {@link com.jme3.app.state.AbstractAppState#setEnabled(boolean)}
*
* @param enabled {@code true} to enable the AppState, {@code false} to disable it.
*/
@Override
public void setEnabled(boolean enabled) {
if (isEnabled() == enabled) return;
else if (!isEnabled() && enabled) {
if (menuMusicModern != null) menuMusicModern.play();
} else if (isEnabled() && !enabled) {
if (menuMusicModern != null) menuMusicModern.stop();
}
super.setEnabled(enabled);
LOGGER.log(Level.INFO, "Music enabled: {0}", enabled); //NON-NLS
PREFERENCES.putBoolean(ENABLED_PREF, enabled);
}
/**
* Initializes the music.
* Overrides {@link AbstractAppState#initialize(AppStateManager, Application)}
*
* @param stateManager The state manager
@@ -53,16 +86,17 @@ public class GameMusic extends AbstractAppState{
@Override
public void initialize(AppStateManager stateManager, Application app) {
super.initialize(stateManager, app);
music = loadSound(app, "Sound/background.ogg");
setVolume(volumeInPreferences());
music.setLooping(true);
if (isEnabled() && music != null) {
music.play();
menuMusicModern =loadSound(app, "Sound/BackgroundMusic/menu-music-modern.ogg");
setVolume(volumePreference());
menuMusicModern.setLooping(true);
if (isEnabled() && menuMusicModern != null) {
menuMusicModern.play();
}
}
/**
* Loads a sound from the specified file.
* Loads the music from the specified file.
*
* @param app The application
* @param name The name of the sound file.
@@ -82,41 +116,14 @@ public class GameMusic extends AbstractAppState{
}
/**
* Sets the enabled state of this AppState.
* Overrides {@link com.jme3.app.state.AbstractAppState#setEnabled(boolean)}
* Sets the vol param to the level set in PREFERENCES
*
* @param vol Volume level of the music as indicated by the Volume control Slider
*
* @param enabled {@code true} to enable the AppState, {@code false} to disable it.
*/
@Override
public void setEnabled(boolean enabled) {
if (isEnabled() == enabled) return;
if (music != null) {
if (enabled) {
music.play();
} else {
music.stop();
}
}
super.setEnabled(enabled);
LOGGER.log(Level.INFO, "Sound enabled: {0}", enabled); //NON-NLS
PREFERENCES.putBoolean(ENABLED_PREF, enabled);
}
/**
* Toggles the game sound on or off.
*/
public void toggleSound() {
setEnabled(!isEnabled());
}
/**
* Sets the volume of music
* @param vol the volume to which the music should be set
*/
public void setVolume(float vol){
music.setVolume(vol);
menuMusicModern.setVolume(vol);
PREFERENCES.putFloat(VOLUME_PREF, vol);
}
}
}

View File

@@ -34,7 +34,6 @@ public class GameSound extends AbstractAppState implements GameEventListener {
private AudioNode splashSound;
private AudioNode shipDestroyedSound;
private AudioNode explosionSound;
private AudioNode shellFlyingSound;
/**
* Checks if sound is enabled in the preferences.
@@ -79,7 +78,6 @@ public class GameSound extends AbstractAppState implements GameEventListener {
shipDestroyedSound = loadSound(app, "Sound/Effects/sunken.wav"); //NON-NLS
splashSound = loadSound(app, "Sound/Effects/splash.wav"); //NON-NLS
explosionSound = loadSound(app, "Sound/Effects/explosion.wav"); //NON-NLS
shellFlyingSound = loadSound(app, "Sound/Effects/shell_flying.wav");
}
/**
@@ -126,27 +124,12 @@ public class GameSound extends AbstractAppState implements GameEventListener {
shipDestroyedSound.playInstance();
}
/**
* Plays the shell flying sound effect.
*/
public void shellFly() {
if (isEnabled() && shellFlyingSound != null) {
shellFlyingSound.playInstance();
}
}
/**
* Handles a recieved {@code SoundEvent} and plays the according sound.
*
* @param event the Sound event to be processed
*/
@Override
public void receivedEvent(SoundEvent event) {
switch (event.sound()) {
case EXPLOSION -> explosion();
case SPLASH -> splash();
case DESTROYED_SHIP -> shipDestroyed();
case SHELL_FLYING -> shellFly();
}
}
}

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@@ -7,22 +7,20 @@
package pp.battleship.client;
import java.io.File;
import java.io.IOException;
import java.util.prefs.Preferences;
import com.simsilica.lemur.Button;
import com.simsilica.lemur.Checkbox;
import com.simsilica.lemur.Label;
import com.simsilica.lemur.style.ElementId;
import static pp.battleship.Resources.lookup;
import pp.battleship.client.gui.GameMusic;
import pp.battleship.client.gui.VolumeControl;
import pp.dialog.Dialog;
import pp.dialog.StateCheckboxModel;
import pp.dialog.TextInputDialog;
import pp.battleship.client.gui.VolumeSlider;
import java.io.File;
import java.io.IOException;
import java.util.prefs.Preferences;
import static pp.battleship.Resources.lookup;
import static pp.util.PreferencesUtils.getPreferences;
/**
@@ -36,29 +34,35 @@ class Menu extends Dialog {
private final BattleshipApp app;
private final Button loadButton = new Button(lookup("menu.map.load"));
private final Button saveButton = new Button(lookup("menu.map.save"));
private final VolumeSlider slider;
private final VolumeControl volumeSlider;
/**
* Constructs the Menu dialog for the Battleship application.+
* Constructs the Menu dialog for the Battleship application.
*
* @param app the BattleshipApp instance
*/
public Menu(BattleshipApp app) {
super(app.getDialogManager());
this.app = app;
slider = new VolumeSlider(app.getStateManager().getState(GameMusic.class));
addChild(new Label(lookup("battleship.name"), new ElementId("header"))); //NON-NLS
addChild(new Label(lookup("battleship.name"), new ElementId("header")));//NON-NLS
addChild(new Checkbox(lookup("menu.sound-enabled"), new StateCheckboxModel(app, GameSound.class)));
addChild(new Checkbox(lookup("menu.background-sound-enabled"), new StateCheckboxModel(app, GameMusic.class)));
addChild(slider);
addChild(loadButton).addClickCommands(s -> ifTopDialog(this::loadDialog));
addChild(saveButton).addClickCommands(s -> ifTopDialog(this::saveDialog));
addChild(new Button(lookup("menu.return-to-game"))).addClickCommands(s -> ifTopDialog(this::close));
addChild(new Button(lookup("menu.quit"))).addClickCommands(s -> ifTopDialog(app::closeApp));
volumeSlider = new VolumeControl(app.getStateManager().getState(GameMusic.class));
addChild(volumeSlider);
addChild(loadButton)
.addClickCommands(s -> ifTopDialog(this::loadDialog));
addChild(saveButton)
.addClickCommands(s -> ifTopDialog(this::saveDialog));
addChild(new Button(lookup("menu.return-to-game")))
.addClickCommands(s -> ifTopDialog(this::close));
addChild(new Button(lookup("menu.quit")))
.addClickCommands(s -> ifTopDialog(app::closeApp));
update();
}
@@ -71,11 +75,15 @@ class Menu extends Dialog {
saveButton.setEnabled(app.getGameLogic().maySaveMap());
}
/**
* Updates the position of the volume control slider.
*/
@Override
public void update(float delta) {
slider.update();
volumeSlider.update();
}
/**
* As an escape action, this method closes the menu if it is the top dialog.
*/

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@@ -7,22 +7,22 @@
package pp.battleship.client;
import com.simsilica.lemur.Checkbox;
import com.simsilica.lemur.Container;
import com.simsilica.lemur.Label;
import com.simsilica.lemur.TextField;
import com.simsilica.lemur.component.SpringGridLayout;
import pp.battleship.client.server.BattleshipSelfhostServer;
import pp.dialog.Dialog;
import pp.dialog.DialogBuilder;
import pp.dialog.SimpleDialog;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.concurrent.ExecutionException;
import java.util.concurrent.Future;
import com.simsilica.lemur.Button;
import com.simsilica.lemur.Container;
import com.simsilica.lemur.Label;
import com.simsilica.lemur.TextField;
import com.simsilica.lemur.component.SpringGridLayout;
import static pp.battleship.Resources.lookup;
import pp.battleship.server.BattleshipServer;
import pp.dialog.Dialog;
import pp.dialog.DialogBuilder;
import pp.dialog.SimpleDialog;
/**
* Represents a dialog for setting up a network connection in the Battleship game.
@@ -31,12 +31,11 @@ import pp.dialog.SimpleDialog;
class NetworkDialog extends SimpleDialog {
private static final Logger LOGGER = System.getLogger(NetworkDialog.class.getName());
private static final String LOCALHOST = "localhost"; //NON-NLS
private static final String DEFAULT_PORT = "42069"; //NON-NLS
private static final String DEFAULT_PORT = "1234"; //NON-NLS
private final NetworkSupport network;
private final TextField host = new TextField(LOCALHOST);
private final TextField port = new TextField(DEFAULT_PORT);
// private final Button serverButton = new Button(lookup("client.server-star"));
private final Button serverButton = new Button(lookup("client.server-start"));
private static final Checkbox HOST = new Checkbox(lookup("server.host"));
private String hostname;
private int portNumber;
private Future<Object> connectionFuture;
@@ -60,6 +59,7 @@ class NetworkDialog extends SimpleDialog {
input.addChild(host, 1);
input.addChild(new Label(lookup("port.number") + ": "));
input.addChild(port, 1);
input.addChild(HOST).addClickCommands(s -> ifTopDialog(this::startClientServer));
DialogBuilder.simple(app.getDialogManager())
.setTitle(lookup("server.dialog"))
@@ -69,9 +69,6 @@ class NetworkDialog extends SimpleDialog {
.setOkClose(false)
.setNoClose(false)
.build(this);
//Add the button to start the sever
addChild(serverButton).addClickCommands(s -> ifTopDialog(this::startServerInThread));
}
/**
@@ -159,15 +156,15 @@ class NetworkDialog extends SimpleDialog {
}
/**
* Starts the server in a separate thread.
* Starts the server of the client in a new thread and catches connectivity issues.
*/
private void startServerInThread() {
serverButton.setEnabled(false);
private void startClientServer() {
HOST.setEnabled(false);
Thread serverThread = new Thread(() -> {
try {
BattleshipServer.main(null);
BattleshipSelfhostServer.main(null);
} catch (Exception e) {
serverButton.setEnabled(true);
HOST.setEnabled(true);
LOGGER.log(Level.ERROR, "Server could not be started", e);
network.getApp().errorDialog("Could not start server: " + e.getMessage());
}
@@ -175,3 +172,4 @@ class NetworkDialog extends SimpleDialog {
serverThread.start();
}
}

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@@ -15,7 +15,6 @@ import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Sphere;
import pp.battleship.model.Battleship;
import pp.battleship.model.Shell;
import pp.battleship.model.Shot;
@@ -23,7 +22,6 @@ import pp.util.Position;
import static com.jme3.material.Materials.UNSHADED;
/**
* Synchronizes the visual representation of the ship map with the game model.
* It handles the rendering of ships and shots on the map view, updating the view
@@ -132,7 +130,7 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
return view.getApp().getDraw().makeFatLine(x1, y1, x2, y2, SHIP_DEPTH, color, SHIP_LINE_WIDTH);
}
/**
/**
* Creates and returns a Spatial representation of the given {@code Shell} object
* for 2D visualization in the game. The shell is represented as a circle.
*
@@ -150,5 +148,6 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
ellipse.setMaterial(mat);
ellipse.addControl(new Shell2DControl(view, shell));
return ellipse;
}
}
}

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@@ -1,285 +0,0 @@
package pp.battleship.client.gui;
import com.jme3.effect.ParticleEmitter;
import com.jme3.effect.ParticleMesh.Type;
import com.jme3.effect.shapes.EmitterSphereShape;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.FastMath;
import com.jme3.math.Vector3f;
import pp.battleship.client.BattleshipApp;
/**
* Factory class responsible for creating particle effects used in the game.
* This centralizes the creation of various types of particle emitters.
*/
public class ParticleEffectFactory {
private static final int COUNT_FACTOR = 1;
private static final float COUNT_FACTOR_F = 1f;
private static final boolean POINT_SPRITE = true;
private static final Type EMITTER_TYPE = POINT_SPRITE ? Type.Point : Type.Triangle;
private final BattleshipApp app;
ParticleEffectFactory(BattleshipApp app) {
this.app = app;
}
/**
* Creates a flame particle emitter.
*
* @return a configured flame particle emitter
*/
ParticleEmitter createFlame() {
ParticleEmitter flame = new ParticleEmitter("Flame", EMITTER_TYPE, 32 * COUNT_FACTOR);
flame.setSelectRandomImage(true);
flame.setStartColor(new ColorRGBA(1f, 0.4f, 0.05f, (1f / COUNT_FACTOR_F)));
flame.setEndColor(new ColorRGBA(.4f, .22f, .12f, 0f));
flame.setStartSize(0.1f);
flame.setEndSize(0.5f);
flame.setShape(new EmitterSphereShape(Vector3f.ZERO, 1f));
flame.setParticlesPerSec(0);
flame.setGravity(0, -5, 0);
flame.setLowLife(.4f);
flame.setHighLife(.5f);
flame.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 7, 0));
flame.getParticleInfluencer().setVelocityVariation(1f);
flame.setImagesX(2);
flame.setImagesY(2);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/flame.png"));
mat.setBoolean("PointSprite", POINT_SPRITE);
flame.setMaterial(mat);
return flame;
}
/**
* Creates a flash particle emitter.
*
* @return a configured flash particle emitter
*/
ParticleEmitter createFlash() {
ParticleEmitter flash = new ParticleEmitter("Flash", EMITTER_TYPE, 24 * COUNT_FACTOR);
flash.setSelectRandomImage(true);
flash.setStartColor(new ColorRGBA(1f, 0.8f, 0.36f, 1f / COUNT_FACTOR_F));
flash.setEndColor(new ColorRGBA(1f, 0.8f, 0.36f, 0f));
flash.setStartSize(.1f);
flash.setEndSize(0.5f);
flash.setShape(new EmitterSphereShape(Vector3f.ZERO, .05f));
flash.setParticlesPerSec(0);
flash.setGravity(0, 0, 0);
flash.setLowLife(.2f);
flash.setHighLife(.2f);
flash.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 5f, 0));
flash.getParticleInfluencer().setVelocityVariation(1);
flash.setImagesX(2);
flash.setImagesY(2);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/flash.png"));
mat.setBoolean("PointSprite", POINT_SPRITE);
flash.setMaterial(mat);
return flash;
}
/**
* Creates a round spark particle emitter.
*
* @return a configured round spark particle emitter
*/
ParticleEmitter createRoundSpark() {
ParticleEmitter roundSpark = new ParticleEmitter("RoundSpark", EMITTER_TYPE, 20 * COUNT_FACTOR);
roundSpark.setStartColor(new ColorRGBA(1f, 0.29f, 0.34f, (float) (1.0 / COUNT_FACTOR_F)));
roundSpark.setEndColor(new ColorRGBA(0, 0, 0, 0.5f / COUNT_FACTOR_F));
roundSpark.setStartSize(0.2f);
roundSpark.setEndSize(0.8f);
roundSpark.setShape(new EmitterSphereShape(Vector3f.ZERO, 1f));
roundSpark.setParticlesPerSec(0);
roundSpark.setGravity(0, -.5f, 0);
roundSpark.setLowLife(1.8f);
roundSpark.setHighLife(2f);
roundSpark.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 3, 0));
roundSpark.getParticleInfluencer().setVelocityVariation(.5f);
roundSpark.setImagesX(1);
roundSpark.setImagesY(1);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/roundspark.png"));
mat.setBoolean("PointSprite", POINT_SPRITE);
roundSpark.setMaterial(mat);
return roundSpark;
}
/**
* Creates a spark particle emitter.
*
* @return a configured spark particle emitter
*/
ParticleEmitter createSpark() {
ParticleEmitter spark = new ParticleEmitter("Spark", Type.Triangle, 30 * COUNT_FACTOR);
spark.setStartColor(new ColorRGBA(1f, 0.8f, 0.36f, 1.0f / COUNT_FACTOR_F));
spark.setEndColor(new ColorRGBA(1f, 0.8f, 0.36f, 0f));
spark.setStartSize(.5f);
spark.setEndSize(.5f);
spark.setFacingVelocity(true);
spark.setParticlesPerSec(0);
spark.setGravity(0, 5, 0);
spark.setLowLife(1.1f);
spark.setHighLife(1.5f);
spark.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 20, 0));
spark.getParticleInfluencer().setVelocityVariation(1);
spark.setImagesX(1);
spark.setImagesY(1);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/spark.png"));
spark.setMaterial(mat);
return spark;
}
/**
* Creates a smoke trail particle emitter.
*
* @return a configured smoke trail particle emitter
*/
ParticleEmitter createSmokeTrail() {
ParticleEmitter smokeTrail = new ParticleEmitter("SmokeTrail", Type.Triangle, 22 * COUNT_FACTOR);
smokeTrail.setStartColor(new ColorRGBA(1f, 0.8f, 0.36f, 1.0f / COUNT_FACTOR_F));
smokeTrail.setEndColor(new ColorRGBA(1f, 0.8f, 0.36f, 0f));
smokeTrail.setStartSize(.2f);
smokeTrail.setEndSize(1f);
smokeTrail.setFacingVelocity(true);
smokeTrail.setParticlesPerSec(0);
smokeTrail.setGravity(0, 1, 0);
smokeTrail.setLowLife(.4f);
smokeTrail.setHighLife(.5f);
smokeTrail.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 12, 0));
smokeTrail.getParticleInfluencer().setVelocityVariation(1);
smokeTrail.setImagesX(1);
smokeTrail.setImagesY(3);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/smoketrail.png"));
smokeTrail.setMaterial(mat);
return smokeTrail;
}
/**
* Creates a debris particle emitter.
*
* @return a configured debris particle emitter
*/
ParticleEmitter createDebris() {
ParticleEmitter debris = new ParticleEmitter("Debris", Type.Triangle, 15 * COUNT_FACTOR);
debris.setSelectRandomImage(true);
debris.setRandomAngle(true);
debris.setRotateSpeed(FastMath.TWO_PI * 4);
debris.setStartColor(new ColorRGBA(1f, 0.59f, 0.28f, 1.0f / COUNT_FACTOR_F));
debris.setEndColor(new ColorRGBA(.5f, 0.5f, 0.5f, 0f));
debris.setStartSize(.10f);
debris.setEndSize(.15f);
debris.setParticlesPerSec(0);
debris.setGravity(0, 12f, 0);
debris.setLowLife(1.4f);
debris.setHighLife(1.5f);
debris.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 15, 0));
debris.getParticleInfluencer().setVelocityVariation(.60f);
debris.setImagesX(3);
debris.setImagesY(3);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/Debris.png"));
debris.setMaterial(mat);
return debris;
}
/**
* Creates a shockwave particle emitter.
*
* @return a configured shockwave particle emitter
*/
ParticleEmitter createShockwave() {
ParticleEmitter shockwave = new ParticleEmitter("Shockwave", Type.Triangle, 1 * COUNT_FACTOR);
shockwave.setFaceNormal(Vector3f.UNIT_Y);
shockwave.setStartColor(new ColorRGBA(.48f, 0.17f, 0.01f, .8f / COUNT_FACTOR_F));
shockwave.setEndColor(new ColorRGBA(.48f, 0.17f, 0.01f, 0f));
shockwave.setStartSize(0f);
shockwave.setEndSize(3f);
shockwave.setParticlesPerSec(0);
shockwave.setGravity(0, 0, 0);
shockwave.setLowLife(0.5f);
shockwave.setHighLife(0.5f);
shockwave.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 0, 0));
shockwave.getParticleInfluencer().setVelocityVariation(0f);
shockwave.setImagesX(1);
shockwave.setImagesY(1);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/shockwave.png"));
shockwave.setMaterial(mat);
return shockwave;
}
/**
* Creates a moving smoke emitter.
*
* @return a configured smoke emitter
*/
ParticleEmitter createMovingSmokeEmitter() {
ParticleEmitter smokeEmitter = new ParticleEmitter("SmokeEmitter", Type.Triangle, 300);
smokeEmitter.setGravity(0, 0, 0);
smokeEmitter.getParticleInfluencer().setVelocityVariation(1);
smokeEmitter.setLowLife(1);
smokeEmitter.setHighLife(1);
smokeEmitter.getParticleInfluencer().setInitialVelocity(new Vector3f(0, .5f, 0));
smokeEmitter.setImagesX(15); // Assuming the smoke texture is a sprite sheet with 15 frames
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Smoke/Smoke.png"));
smokeEmitter.setMaterial(mat);
return smokeEmitter;
}
/**
* Creates a one-time water splash particle emitter.
*
* @return a configured one-time water splash particle emitter
*/
public ParticleEmitter createWaterSplash() {
// Create a new particle emitter for the splash effect
ParticleEmitter waterSplash = new ParticleEmitter("WaterSplash", Type.Triangle, 30);
// Set the shape of the emitter, making particles emit from a point or small area
waterSplash.setShape(new EmitterSphereShape(Vector3f.ZERO, 0.2f));
// Start and end colors for water (blue, fading out)
waterSplash.setStartColor(new ColorRGBA(0.4f, 0.4f, 1f, 1f)); // Light blue at start
waterSplash.setEndColor(new ColorRGBA(0.4f, 0.4f, 1f, 0f)); // Transparent at the end
// Particle size: small at start, larger before fading out
waterSplash.setStartSize(0.1f);
waterSplash.setEndSize(0.3f);
// Particle lifespan (how long particles live)
waterSplash.setLowLife(0.5f);
waterSplash.setHighLife(1f);
// Gravity: Pull the water particles downwards
waterSplash.setGravity(0, -9.81f, 0); // Earth's gravity simulation
// Velocity: Give particles an initial burst upward (simulates splash)
waterSplash.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 3, 0));
waterSplash.getParticleInfluencer().setVelocityVariation(0.6f); // Add randomness to splash
// Set how many particles are emitted per second (0 to emit all particles at once)
waterSplash.setParticlesPerSec(0);
// Load a texture for the water splash (assuming a texture exists at this path)
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Splash/splash.png"));
waterSplash.setMaterial(mat);
return waterSplash;
}
}

View File

@@ -8,9 +8,13 @@
package pp.battleship.client.gui;
import com.jme3.effect.ParticleEmitter;
import com.jme3.effect.ParticleMesh.Type;
import com.jme3.effect.shapes.EmitterSphereShape;
import com.jme3.material.Material;
import com.jme3.material.RenderState.BlendMode;
import com.jme3.math.ColorRGBA;
import com.jme3.math.FastMath;
import com.jme3.math.Vector3f;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
@@ -30,16 +34,16 @@ import static pp.util.FloatMath.PI;
/**
* The {@code SeaSynchronizer} class is responsible for synchronizing the graphical
* representation of the ships and shots on the sea map with the underlying data model.
* representation of the ships and shots on the sea map with the underlying model.
* It extends the {@link ShipMapSynchronizer} to provide specific synchronization
* logic for the sea map.
*/
class SeaSynchronizer extends ShipMapSynchronizer {
private static final String UNSHADED = "Common/MatDefs/Misc/Unshaded.j3md"; //NON-NLS
private static final String KING_GEORGE_V_MODEL = "Models/KingGeorgeV/KingGeorgeV.j3o"; //NON-NLS
private static final String BOAT_SMALL_MODEL = "Models/BoatSmall/12219_boat_v2_L2.j3o"; //NON-NLS
private static final String CV_MODEL = "Models/CV/CV.j3o"; //NON-NLS
private static final String KING_GEORGE_V_MODEL = "Models/KingGeorgeV/KingGeorgeV.j3o";//NON-NLS
private static final String SMALL_BOAT_MODEL = "Models/BoatSmall/12219_boat_v2_L2.j3o";
private static final String BATTLE_MODEL = "Models/Battle/Battle.j3o"; //NON-NLS
private static final String CV_MODEL = "Models/CV/CV.j3o"; //NON-NLS
private static final String LIGHTING = "Common/MatDefs/Light/Lighting.j3md";
private static final String COLOR = "Color"; //NON-NLS
private static final String SHIP = "ship"; //NON-NLS
@@ -50,7 +54,273 @@ class SeaSynchronizer extends ShipMapSynchronizer {
private final ShipMap map;
private final BattleshipApp app;
private final ParticleEffectFactory particleFactory;
private Shell shell;
private Spatial shellModel;
private ParticleEmitter flame, flash, spark, roundspark, smoketrail, debris,
shockwave;
private static final int COUNT_FACTOR = 1;
private static final float COUNT_FACTOR_F = 1f;
private static final boolean POINT_SPRITE = true;
private static final Type EMITTER_TYPE = POINT_SPRITE ? Type.Point : Type.Triangle;
/**
* Creates a Flame texture with indefinite Lifetime
* @return flame texture
*/
private ParticleEmitter createFlame(){
flame = new ParticleEmitter("Flame", EMITTER_TYPE, 32 * COUNT_FACTOR);
flame.setSelectRandomImage(true);
flame.setStartColor(new ColorRGBA(1f, 0.4f, 0.05f, (1f / COUNT_FACTOR_F)));
flame.setEndColor(new ColorRGBA(.4f, .22f, .12f, 0f));
flame.setStartSize(0.1f);
flame.setEndSize(0.5f);
flame.setShape(new EmitterSphereShape(Vector3f.ZERO, 1f));
flame.setParticlesPerSec(0);
flame.setGravity(0, -5, 0);
flame.setLowLife(.4f);
flame.setHighLife(.5f);
flame.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 7, 0));
flame.getParticleInfluencer().setVelocityVariation(1f);
flame.setImagesX(2);
flame.setImagesY(2);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/flame.png"));
mat.setBoolean("PointSprite", POINT_SPRITE);
flame.setMaterial(mat);
return flame;
}
/**
* Creates a Flash texture
* @return flash texture
*/
private ParticleEmitter createFlash(){
flash = new ParticleEmitter("Flash", EMITTER_TYPE, 24 * COUNT_FACTOR);
flash.setSelectRandomImage(true);
flash.setStartColor(new ColorRGBA(1f, 0.8f, 0.36f, 1f / COUNT_FACTOR_F));
flash.setEndColor(new ColorRGBA(1f, 0.8f, 0.36f, 0f));
flash.setStartSize(.1f);
flash.setEndSize(0.5f);
flash.setShape(new EmitterSphereShape(Vector3f.ZERO, .05f));
flash.setParticlesPerSec(0);
flash.setGravity(0, 0, 0);
flash.setLowLife(.2f);
flash.setHighLife(.2f);
flash.getParticleInfluencer()
.setInitialVelocity(new Vector3f(0, 5f, 0));
flash.getParticleInfluencer().setVelocityVariation(1);
flash.setImagesX(2);
flash.setImagesY(2);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/flash.png"));
mat.setBoolean("PointSprite", POINT_SPRITE);
flash.setMaterial(mat);
return flash;
}
/**
* Creates small spark particles, that dissipate into the air
* @return spark texture
*/
private ParticleEmitter createRoundSpark(){
roundspark = new ParticleEmitter("RoundSpark", EMITTER_TYPE, 20 * COUNT_FACTOR);
roundspark.setStartColor(new ColorRGBA(1f, 0.29f, 0.34f, (float) (1.0 / COUNT_FACTOR_F)));
roundspark.setEndColor(new ColorRGBA(0, 0, 0, 0.5f / COUNT_FACTOR_F));
roundspark.setStartSize(0.2f);
roundspark.setEndSize(0.8f);
roundspark.setShape(new EmitterSphereShape(Vector3f.ZERO, 1f));
roundspark.setParticlesPerSec(0);
roundspark.setGravity(0, -.5f, 0);
roundspark.setLowLife(1.8f);
roundspark.setHighLife(2f);
roundspark.getParticleInfluencer()
.setInitialVelocity(new Vector3f(0, 3, 0));
roundspark.getParticleInfluencer().setVelocityVariation(.5f);
roundspark.setImagesX(1);
roundspark.setImagesY(1);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/roundspark.png"));
mat.setBoolean("PointSprite", POINT_SPRITE);
roundspark.setMaterial(mat);
return roundspark;
}
/**
* Creates small, thin smoke trails that enhance the flying debris
* @return crates a thin smoke trail texture
*/
private ParticleEmitter createSpark(){
spark = new ParticleEmitter("Spark", Type.Triangle, 30 * COUNT_FACTOR);
spark.setStartColor(new ColorRGBA(1f, 0.8f, 0.36f, 1.0f / COUNT_FACTOR_F));
spark.setEndColor(new ColorRGBA(1f, 0.8f, 0.36f, 0f));
spark.setStartSize(.5f);
spark.setEndSize(.5f);
spark.setFacingVelocity(true);
spark.setParticlesPerSec(0);
spark.setGravity(0, 5, 0);
spark.setLowLife(1.1f);
spark.setHighLife(1.5f);
spark.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 20, 0));
spark.getParticleInfluencer().setVelocityVariation(1);
spark.setImagesX(1);
spark.setImagesY(1);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/spark.png"));
spark.setMaterial(mat);
return spark;
}
/**
* Creates a dynamic smoke trail
* @return smoke texture
*/
private ParticleEmitter createSmokeTrail(){
smoketrail = new ParticleEmitter("SmokeTrail", Type.Triangle, 22 * COUNT_FACTOR);
smoketrail.setStartColor(new ColorRGBA(1f, 0.8f, 0.36f, 1.0f / COUNT_FACTOR_F));
smoketrail.setEndColor(new ColorRGBA(1f, 0.8f, 0.36f, 0f));
smoketrail.setStartSize(.2f);
smoketrail.setEndSize(1f);
// smoketrail.setShape(new EmitterSphereShape(Vector3f.ZERO, 1f));
smoketrail.setFacingVelocity(true);
smoketrail.setParticlesPerSec(0);
smoketrail.setGravity(0, 1, 0);
smoketrail.setLowLife(.4f);
smoketrail.setHighLife(.5f);
smoketrail.getParticleInfluencer()
.setInitialVelocity(new Vector3f(0, 12, 0));
smoketrail.getParticleInfluencer().setVelocityVariation(1);
smoketrail.setImagesX(1);
smoketrail.setImagesY(3);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/smoketrail.png"));
smoketrail.setMaterial(mat);
return smoketrail;
}
/**
* creates flying debris particles
* @return debris texture
*/
private ParticleEmitter createDebris(){
debris = new ParticleEmitter("Debris", Type.Triangle, 15 * COUNT_FACTOR);
debris.setSelectRandomImage(true);
debris.setRandomAngle(true);
debris.setRotateSpeed(FastMath.TWO_PI * 4);
debris.setStartColor(new ColorRGBA(1f, 0.59f, 0.28f, 1.0f / COUNT_FACTOR_F));
debris.setEndColor(new ColorRGBA(.5f, 0.5f, 0.5f, 0f));
debris.setStartSize(.10f);
debris.setEndSize(.15f);
// debris.setShape(new EmitterSphereShape(Vector3f.ZERO, .05f));
debris.setParticlesPerSec(0);
debris.setGravity(0, 12f, 0);
debris.setLowLife(1.4f);
debris.setHighLife(1.5f);
debris.getParticleInfluencer()
.setInitialVelocity(new Vector3f(0, 15, 0));
debris.getParticleInfluencer().setVelocityVariation(.60f);
debris.setImagesX(3);
debris.setImagesY(3);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/Debris.png"));
debris.setMaterial(mat);
return debris;
}
/**
* Creates an expanding circular shockwave
* @return shockwave texture
*/
private ParticleEmitter createShockwave(){
shockwave = new ParticleEmitter("Shockwave", Type.Triangle, 1 * COUNT_FACTOR);
// shockwave.setRandomAngle(true);
shockwave.setFaceNormal(Vector3f.UNIT_Y);
shockwave.setStartColor(new ColorRGBA(.48f, 0.17f, 0.01f, .8f / COUNT_FACTOR_F));
shockwave.setEndColor(new ColorRGBA(.48f, 0.17f, 0.01f, 0f));
shockwave.setStartSize(0f);
shockwave.setEndSize(3f);
shockwave.setParticlesPerSec(0);
shockwave.setGravity(0, 0, 0);
shockwave.setLowLife(0.5f);
shockwave.setHighLife(0.5f);
shockwave.getParticleInfluencer()
.setInitialVelocity(new Vector3f(0, 0, 0));
shockwave.getParticleInfluencer().setVelocityVariation(0f);
shockwave.setImagesX(1);
shockwave.setImagesY(1);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/shockwave.png"));
shockwave.setMaterial(mat);
return shockwave;
}
/**
* Creates an animated smoke column.
* @return moving smoke texture
*/
private ParticleEmitter createMovingSmokeEmitter() {
ParticleEmitter smokeEmitter = new ParticleEmitter("SmokeEmitter", Type.Triangle, 300);
smokeEmitter.setGravity(0, 0, 0);
smokeEmitter.getParticleInfluencer().setVelocityVariation(1);
smokeEmitter.setLowLife(1);
smokeEmitter.setHighLife(1);
smokeEmitter.getParticleInfluencer().setInitialVelocity(new Vector3f(0, .5f, 0));
smokeEmitter.setImagesX(15); // Assuming the smoke texture is a sprite sheet with 15 frames
// Set the material for the emitter
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Smoke/Smoke.png"));
smokeEmitter.setMaterial(mat);
return smokeEmitter;
}
/**
* Creates a small burst of bubbles.
*
* @return bubbling water texture.
*/
public ParticleEmitter createWaterSplash() {
ParticleEmitter waterSplash = new ParticleEmitter("WaterSplash", Type.Triangle, 30);
waterSplash.setShape(new EmitterSphereShape(Vector3f.ZERO, 0.2f));
waterSplash.setStartColor(new ColorRGBA(0.4f, 0.4f, 1f, 1f)); // Light blue at start
waterSplash.setEndColor(new ColorRGBA(0.4f, 0.4f, 1f, 0f)); // Transparent at the end
waterSplash.setStartSize(0.05f);
waterSplash.setEndSize(0.1f);
waterSplash.setLowLife(0.5f);
waterSplash.setHighLife(1f);
waterSplash.setGravity(0, 0, 0); // No gravity to simulate a horizontal water splash
waterSplash.getParticleInfluencer().setInitialVelocity(new Vector3f(1f, 0f, 1f)); // Horizontal spread
waterSplash.getParticleInfluencer().setVelocityVariation(1f); // Add randomness to splash
waterSplash.setParticlesPerSec(0);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Splash/splash.png"));
waterSplash.setMaterial(mat);
return waterSplash;
}
/**
* Constructs a {@code SeaSynchronizer} object with the specified application, root node, and ship map.
@@ -63,7 +333,6 @@ class SeaSynchronizer extends ShipMapSynchronizer {
super(app.getGameLogic().getOwnMap(), root);
this.app = app;
this.map = map;
this.particleFactory = new ParticleEffectFactory(app);
addExisting();
}
@@ -80,49 +349,13 @@ class SeaSynchronizer extends ShipMapSynchronizer {
return shot.isHit() ? handleHit(shot) : handleMiss(shot);
}
/**
* Handles a miss by representing it with a blue cylinder
* and attaching a water splash effect to it.
* @param shot the shot to be processed
* @return a Spatial simulating a miss with water splash effect
*/
private Spatial handleMiss(Shot shot) {
Node shotNode = new Node("ShotNode");
Geometry shotCylinder = createCylinder(shot);
shotNode.attachChild(shotCylinder);
ParticleEmitter waterSplash = particleFactory.createWaterSplash();
waterSplash.setLocalTranslation(shot.getY() + 0.5f, 0f, shot.getX() + 0.5f);
shotNode.attachChild(waterSplash);
waterSplash.emitAllParticles();
return shotNode;
}
/**
* Handles the sinking animation and removal of ship if destroyed
* @param ship the ship to be sunk
*/
private void sinkAndRemoveShip(Battleship ship) {
Battleship wilkeningklaunichtmeinencode = ship;
final Node shipNode = (Node) getSpatial(wilkeningklaunichtmeinencode);
if (shipNode == null) return;
// Add sinking control to animate the sinking
shipNode.addControl(new SinkingControl(shipNode));
// Add particle effects
ParticleEmitter bubbles = particleFactory.createWaterSplash();
bubbles.setLocalTranslation(shipNode.getLocalTranslation());
shipNode.attachChild(bubbles);
bubbles.emitAllParticles();
}
/**
* Handles a hit by attaching its representation to the node that
* contains the ship model as a child so that it moves with the ship.
*
* @param shot a hit
* @return always null to prevent the representation from being attached to the items node as well
* @return always null to prevent the representation from being attached
* to the items node as well
*/
private Spatial handleHit(Shot shot) {
final Battleship ship = requireNonNull(map.findShipAt(shot), "Missing ship");
@@ -134,14 +367,14 @@ class SeaSynchronizer extends ShipMapSynchronizer {
Node hitEffectNode = new Node("HitEffectNode");
// Create particle effects
ParticleEmitter flame = particleFactory.createFlame();
ParticleEmitter flash = particleFactory.createFlash();
ParticleEmitter spark = particleFactory.createSpark();
ParticleEmitter roundSpark = particleFactory.createRoundSpark();
ParticleEmitter smokeTrail = particleFactory.createSmokeTrail();
ParticleEmitter debris = particleFactory.createDebris();
ParticleEmitter shockwave = particleFactory.createShockwave();
ParticleEmitter movingSmoke = particleFactory.createMovingSmokeEmitter();
ParticleEmitter flame = createFlame();
ParticleEmitter flash = createFlash();
ParticleEmitter spark = createSpark();
ParticleEmitter roundSpark = createRoundSpark();
ParticleEmitter smokeTrail = createSmokeTrail();
ParticleEmitter debris = createDebris();
ParticleEmitter shockwave = createShockwave();
ParticleEmitter movingSmoke = createMovingSmokeEmitter(); // New moving smoke emitter
// Attach all effects to the hitEffectNode
hitEffectNode.attachChild(flame);
@@ -170,14 +403,36 @@ class SeaSynchronizer extends ShipMapSynchronizer {
flame.emitAllParticles();
roundSpark.emitAllParticles();
//Checks if ship is destroyed and triggers animation accordingly
if (ship.isDestroyed()) {
sinkAndRemoveShip(ship);
// Add ShipSinkingControl to the shipNode
ShipSinkingControl sinkingControl = new ShipSinkingControl(2f, 5f, -5f, 60f);
shipNode.addControl(sinkingControl);
sinkingControl.startSinking(); // Start the sinking process
}
return null;
}
/**
* Handles a miss by representing it with a blue cylinder
* and attaching a water splash effect to it.
* @param shot the shot to be processed
* @return a Spatial simulating a miss with water splash effect
*/
private Spatial handleMiss(Shot shot) {
Node shotNode = new Node("ShotNode");
Geometry shotCylinder = createCylinder(shot);
shotNode.attachChild(shotCylinder);
ParticleEmitter waterSplash = createWaterSplash();
waterSplash.setLocalTranslation(shot.getY() + 0.5f, 0f, shot.getX() + 0.5f);
shotNode.attachChild(waterSplash);
waterSplash.emitAllParticles();
return shotNode;
}
/**
* Creates a cylinder geometry representing the specified shot.
* The appearance of the cylinder depends on whether the shot is a hit or a miss.
@@ -229,11 +484,17 @@ class SeaSynchronizer extends ShipMapSynchronizer {
*/
private Spatial createShip(Battleship ship) {
switch (ship.getLength()) {
case 4: return createBattleship(ship);
case 3: return createCV(ship);
case 2: return createBattle(ship);
case 1: return createSmallship(ship);
default: return createBox(ship);
case 4:
return createBattleship(ship);
case 3:
return createCV(ship);
case 2:
return createBattle(ship);
case 1:
return createSmallShip(ship);
default:
return createBox(ship);
}
}
@@ -277,27 +538,26 @@ class SeaSynchronizer extends ShipMapSynchronizer {
* Creates a detailed 3D model to represent a "King George V" battleship.
*
* @param ship the battleship to be represented
* @return the spatial representing the "King George V" battleship
* @return the spatial representing the "King George V" battleship.
*/
private Spatial createBattleship(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(KING_GEORGE_V_MODEL);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
model.scale(1.48f);
// model.scale(0.0007f);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* Creates a detailed 3D model to represent a small tug boat.
* Creates a detailed 3D model to represent a small tugboat.
*
* @param ship the battleship to be represented
* @return the spatial representing a small tug boat
* @return the spatial representing the small tugboat.
*/
private Spatial createSmallship(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(BOAT_SMALL_MODEL);
private Spatial createSmallShip(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(SMALL_BOAT_MODEL);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
model.scale(0.0005f);
@@ -307,10 +567,27 @@ class SeaSynchronizer extends ShipMapSynchronizer {
}
/**
* Creates a detailed 3D model to represent a "German WWII UBoat".
* Creates a detailed 3D model to represent a U-Boat .
*
* @param ship the battleship to be represented
* @return the spatial representing the "German WWII UBoat"
* @return the spatial representing the U-Boat.
*/
private Spatial createBattle(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(BATTLE_MODEL);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
// model.move(0f, -0.05f, 0f);
model.scale(0.27f);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* Creates a detailed 3D model to represent an aircraft carrier
*
* @param ship the battleship to be represented
* @return the spatial representing the aircraft carrier.
*/
private Spatial createCV(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(CV_MODEL);
@@ -323,23 +600,6 @@ class SeaSynchronizer extends ShipMapSynchronizer {
return model;
}
/**
* Creates a detailed 3D model to represent a battleship.
*
* @param ship the battleship to be represented
* @return the spatial representing a battleship
*/
private Spatial createBattle(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(BATTLE_MODEL);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
model.move(0f, -0.06f, 0f);
model.scale(0.27f);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* Calculates the rotation angle for the specified rotation.
*
@@ -375,4 +635,5 @@ class SeaSynchronizer extends ShipMapSynchronizer {
model.addControl(new ShellControl(shell));
return model;
}
}

View File

@@ -42,16 +42,9 @@ public class Shell2DControl extends AbstractControl {
spatial.setLocalTranslation(viewPos.getX() + MapView.FIELD_SIZE / 2, viewPos.getY() + MapView.FIELD_SIZE / 2, 0);
}
/**
* This method is called during the rendering phase, but it does not perform any
* operations in this implementation as the control only influences the spatial's
* transformation, not its rendering process.
*
* @param rm the RenderManager rendering the controlled Spatial (not null)
* @param vp the ViewPort being rendered (not null)
*/
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
// No rendering-specific behavior required for this control
}
}

View File

@@ -43,16 +43,9 @@ public class ShellControl extends AbstractControl {
spatial.rotate(PI/2,0,0);
}
/**
* This method is called during the rendering phase, but it does not perform any
* operations in this implementation as the control only influences the spatial's
* transformation, not its rendering process.
*
* @param rm the RenderManager rendering the controlled Spatial (not null)
* @param vp the ViewPort being rendered (not null)
*/
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
// No rendering-specific behavior required for this control
}
}

View File

@@ -0,0 +1,116 @@
package pp.battleship.client.gui;
import com.jme3.math.FastMath;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.control.AbstractControl;
/**
* Controls the burning, tilting, and sinking behavior of a battleship.
* The ship will burn and tilt for a specified duration, then sink below the water surface.
*/
public class ShipSinkingControl extends AbstractControl {
private float elapsedTime = 0f;
private final float burnTiltDuration;
private final float sinkDuration;
private final float sinkDepth;
private final float tiltAngle;
private final Vector3f initialPosition;
private boolean sinkingStarted = false;
/**
* Constructs a new ShipSinkingControl instance.
*
* @param burnTiltDuration Time in seconds for the ship to burn and tilt on the surface
* @param sinkDuration Time in seconds for the ship to fully sink
* @param sinkDepth Depth below the water to sink the ship
* @param tiltAngle Final tilt angle in degrees
*/
public ShipSinkingControl(float burnTiltDuration, float sinkDuration, float sinkDepth, float tiltAngle) {
this.burnTiltDuration = burnTiltDuration;
this.sinkDuration = sinkDuration;
this.sinkDepth = sinkDepth;
this.tiltAngle = tiltAngle;
this.initialPosition = new Vector3f(); // Placeholder; will be set in controlUpdate
}
/**
* Overrides controlUpdate in AbstractControl
* regulates the burn and tilt timeframe
* @param tpf time per frame (in seconds)
*/
@Override
protected void controlUpdate(float tpf) {
if (spatial == null) return;
elapsedTime += tpf;
if (elapsedTime < burnTiltDuration) {
float progress = elapsedTime / burnTiltDuration;
float angleInRadians = FastMath.DEG_TO_RAD * FastMath.interpolateLinear(progress, 0f, -tiltAngle);
Quaternion tiltRotation = new Quaternion().fromAngles(angleInRadians, 0, 0);
spatial.setLocalRotation(tiltRotation);
return;
}
// Start sinking if it hasn't started yet
if (!sinkingStarted) {
sinkingStarted = true;
// Save the initial position when sinking starts
initialPosition.set(spatial.getLocalTranslation());
// Remove the hitEffectNode
Node parentNode = (Node) spatial;
Spatial hitEffects = parentNode.getChild("HitEffectNode");
if (hitEffects != null) {
parentNode.detachChild(hitEffects);
}
}
// Calculate the progress of the sinking (0 to 1)
float progress = Math.min((elapsedTime - burnTiltDuration) / sinkDuration, 1f);
// Apply the tilt angle (remains constant during sinking)
Quaternion tiltRotation = new Quaternion().fromAngles(-FastMath.DEG_TO_RAD * tiltAngle, 0, 0);
spatial.setLocalRotation(tiltRotation);
// Sink the ship by interpolating the Y position
float currentY = FastMath.interpolateLinear(progress, initialPosition.y, sinkDepth);
spatial.setLocalTranslation(initialPosition.x, currentY, initialPosition.z);
if (currentY <= sinkDepth) {
Node parentNode = (Node) spatial.getParent();
if (parentNode != null) {
parentNode.detachChild(spatial);
}
spatial.removeControl(this);
}
}
/**
* This method is called during the rendering phase, but it does not perform any
* operations in this implementation as the control only influences the spatial's
* transformation, not its rendering process.
*
* @param rm the RenderManager rendering the controlled Spatial (not null)
* @param vp the ViewPort being rendered (not null)
*/
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
// No rendering logic is needed for this control
}
/**
* Starts the sinking process for the ship.
*/
public void startSinking() {
// Nothing to do here as the control update handles the timing and sequence
}
}

View File

@@ -1,61 +0,0 @@
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} 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();
}
}
/**
* This method is called during the rendering phase, but it does not perform any
* operations in this implementation as the control only influences the spatial's
* transformation, not its rendering process.
*
* @param rm the RenderManager rendering the controlled Spatial (not null)
* @param vp the ViewPort being rendered (not null)
*/
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
// No rendering-related code needed
}
}

View File

@@ -0,0 +1,34 @@
package pp.battleship.client.gui;
import com.simsilica.lemur.Slider;
import pp.battleship.client.GameMusic;
public class VolumeControl extends Slider {
private final GameMusic menuMusicModern;
private double vol;
public VolumeControl(GameMusic music) {
super();
this.menuMusicModern = music;
vol = GameMusic.volumePreference();
getModel().setPercent(vol);
}
/**
* Updates the volume of the music to the appropriate level set by the User through the Volume control Slider
*
*/
public void update() {
if (vol != getModel().getPercent()) {
vol = getModel().getPercent();
menuMusicModern.setVolume( (float) vol);
}
}
}

View File

@@ -1,36 +0,0 @@
package pp.battleship.client.gui;
import com.simsilica.lemur.Slider;
/**
* The VolumeSlider class represents the Volume Slider in the Menu.
* It extends the Slider class and provides functionalities for setting the music volume,
* with the help of the Slider in the GUI
*/
public class VolumeSlider extends Slider {
private final GameMusic music;
private double vol;
/**
* Constructs the Volume Slider for the Menu dialog
* @param music the music instance
*/
public VolumeSlider(GameMusic music) {
super();
this.music = music;
vol = GameMusic.volumeInPreferences();
getModel().setPercent(vol);
}
/**
* when triggered it updates the volume to the value set with the slider
*/
public void update() {
if (vol != getModel().getPercent()) {
vol = getModel().getPercent();
music.setVolume( (float) vol);
}
}
}

View File

@@ -5,7 +5,7 @@
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.server;
package pp.battleship.client.server;
import com.jme3.network.ConnectionListener;
import com.jme3.network.HostedConnection;
@@ -42,14 +42,14 @@ import java.util.logging.LogManager;
/**
* Server implementing the visitor pattern as MessageReceiver for ClientMessages
*/
public class BattleshipServer implements MessageListener<HostedConnection>, ConnectionListener, ServerSender {
private static final Logger LOGGER = System.getLogger(BattleshipServer.class.getName());
public class BattleshipSelfhostServer implements MessageListener<HostedConnection>, ConnectionListener, ServerSender {
private static final Logger LOGGER = System.getLogger(BattleshipSelfhostServer.class.getName());
private static final File CONFIG_FILE = new File("server.properties");
private final BattleshipConfig config = new BattleshipConfig();
private Server myServer;
private final ServerGameLogic logic;
private final BlockingQueue<ReceivedMessage> pendingMessages = new LinkedBlockingQueue<>();
private final BlockingQueue<ReceivedMessageSelfhost> pendingMessages = new LinkedBlockingQueue<>();
static {
// Configure logging
@@ -64,16 +64,16 @@ public class BattleshipServer implements MessageListener<HostedConnection>, Conn
}
/**
* Starts the Battleships server.
* Starts the server.
*/
public static void main(String[] args) {
new BattleshipServer().run();
new BattleshipSelfhostServer().run();
}
/**
* Creates the server.
*/
BattleshipServer() {
BattleshipSelfhostServer() {
config.readFromIfExists(CONFIG_FILE);
LOGGER.log(Level.INFO, "Configuration: {0}", config); //NON-NLS
logic = new ServerGameLogic(this, config);
@@ -133,7 +133,7 @@ public class BattleshipServer implements MessageListener<HostedConnection>, Conn
public void messageReceived(HostedConnection source, Message message) {
LOGGER.log(Level.INFO, "message received from {0}: {1}", source.getId(), message); //NON-NLS
if (message instanceof ClientMessage clientMessage)
pendingMessages.add(new ReceivedMessage(clientMessage, source.getId()));
pendingMessages.add(new ReceivedMessageSelfhost(clientMessage, source.getId()));
}
@Override

View File

@@ -5,12 +5,12 @@
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.server;
package pp.battleship.client.server;
import pp.battleship.message.client.ClientInterpreter;
import pp.battleship.message.client.ClientMessage;
record ReceivedMessage(ClientMessage message, int from) {
record ReceivedMessageSelfhost(ClientMessage message, int from) {
void process(ClientInterpreter interpreter) {
message.accept(interpreter, from);
}

View File

@@ -0,0 +1,16 @@
# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
# File Created: 29.03.2012 14:25:39
newmtl default
Ns 35.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 1.0000 1.0000 1.0000
Kd 1.0000 1.0000 1.0000
Ks 0.5400 0.5400 0.5400
Ke 0.0000 0.0000 0.0000
map_Ka 14084_WWII_ship_German_Type_II_U-boat_diff.jpg
map_Kd 14084_WWII_ship_German_Type_II_U-boat_diff.jpg

View File

@@ -0,0 +1,104 @@
# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
# File Created: 16.12.2011 14:18:52
newmtl white
Ns 53.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.6667 0.6667 0.6667
Kd 0.6667 0.6667 0.6667
Ks 0.1800 0.1800 0.1800
Ke 0.0000 0.0000 0.0000
newmtl boat_elements_black
Ns 55.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.0000 0.0000 0.0000
Kd 0.0000 0.0000 0.0000
Ks 0.3600 0.3600 0.3600
Ke 0.0000 0.0000 0.0000
newmtl boat_glass
Ns 60.0000
Ni 7.0000
d 0.4000
Tr 0.6000
Tf 0.4000 0.4000 0.4000
illum 2
Ka 0.1059 0.1569 0.1451
Kd 0.1059 0.1569 0.1451
Ks 0.6750 0.6750 0.6750
Ke 0.0000 0.0000 0.0000
newmtl boat_screw_hooks_bronze
Ns 80.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.2941 0.2157 0.0510
Kd 0.2941 0.2157 0.0510
Ks 0.7200 0.7200 0.7200
Ke 0.0000 0.0000 0.0000
newmtl boat_silver
Ns 80.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.3333 0.3333 0.3333
Kd 0.3333 0.3333 0.3333
Ks 0.7200 0.7200 0.7200
Ke 0.0000 0.0000 0.0000
newmtl boat_buffer
Ns 10.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 1.0000 1.0000 1.0000
Kd 1.0000 1.0000 1.0000
Ks 0.2700 0.2700 0.2700
Ke 0.0000 0.0000 0.0000
map_Ka boat_buffer_diffuse.jpg
map_Kd boat_buffer_diffuse.jpg
newmtl boat_roof_accessory
Ns 15.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 1.0000 1.0000 1.0000
Kd 1.0000 1.0000 1.0000
Ks 0.3600 0.3600 0.3600
Ke 0.0000 0.0000 0.0000
map_Ka boat_roof_accessory_diffuse.jpg
map_Kd boat_roof_accessory_diffuse.jpg
newmtl boat_body
Ns 55.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 1.0000 1.0000 1.0000
Kd 1.0000 1.0000 1.0000
Ks 0.3600 0.3600 0.3600
Ke 0.0000 0.0000 0.0000
map_Ka boat_body_diffuse.jpg
map_Kd boat_body_diffuse.jpg

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After

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View File

@@ -0,0 +1,180 @@
newmtl Model001_Material001
map_Kd Yorktown_paint6.png
map_bump bumpmap_flat.png
newmtl Model001_Material002
map_Kd diff_null_7.png
map_bump bumpmap_flat.png
newmtl Model001_Material003
map_Kd diff_null_14.png
map_bump bumpmap_flat.png
newmtl Model001_Material004
map_Kd diff_null_Color005.png
map_bump bumpmap_flat.png
newmtl Model001_Material005
map_Kd diff_null_8.png
map_bump bumpmap_flat.png
newmtl Model001_Material006
map_Kd diff_null_Color007.png
map_bump bumpmap_flat.png
newmtl Model001_Material007
map_Kd diff_null_17.png
map_bump bumpmap_flat.png
newmtl Model001_Material008
map_Kd diff_null_FrontColor.png
map_bump bumpmap_flat.png
newmtl Model001_Material009
map_Kd diff_null_BackColor.png
map_bump bumpmap_flat.png
newmtl Model001_Material010
map_Kd diff_null_4.png
map_bump bumpmap_flat.png
newmtl Model001_Material011
map_Kd Color_004.png
map_bump bumpmap_flat.png
newmtl Model001_Material012
map_Kd diff_null_Gray1.png
map_bump bumpmap_flat.png
newmtl Model001_Material013
map_Kd diff_null_3.png
map_bump bumpmap_flat.png
newmtl Model001_Material014
map_Kd Metal_Rough.png
map_bump bumpmap_flat.png
newmtl Model001_Material015
map_Kd diff_null_12.png
map_bump bumpmap_flat.png
newmtl Model001_Material016
map_Kd diff_null_19.png
map_bump bumpmap_flat.png
newmtl Model001_Material017
map_Kd diff_null_Color003.png
map_bump bumpmap_flat.png
newmtl Model001_Material018
map_Kd diff_null_mat1.png
map_bump bumpmap_flat.png
newmtl Model001_Material019
map_Kd diff_null_1.png
map_bump bumpmap_flat.png
newmtl Model001_Material020
map_Kd diff_null_2.png
map_bump bumpmap_flat.png
newmtl Model001_Material021
map_Kd diff_null_Black1.png
map_bump bumpmap_flat.png
newmtl Model001_Material022
map_Kd diff_null_Model001Materia.png
map_bump bumpmap_flat.png
newmtl Model001_Material023
map_Kd diff_null_Model001Mate1.png
map_bump bumpmap_flat.png
newmtl Model001_Material024
map_Kd diff_null_13.png
map_bump bumpmap_flat.png
newmtl Model001_Material025
map_Kd _6.png
map_bump bumpmap_flat.png
newmtl Model001_Material026
map_Kd Metal_Aluminum_Anodized.png
map_bump bumpmap_flat.png
newmtl Model001_Material027
map_Kd diff_null_Color006.png
map_bump bumpmap_flat.png
newmtl Model001_Material028
map_Kd Blinds_Vertical_Stripe_Gray.png
map_bump bumpmap_flat.png
newmtl Model001_Material029
map_Kd diff_null_15.png
map_bump bumpmap_flat.png
newmtl Model001_Material030
map_Kd diff_null_Color002.png
map_bump bumpmap_flat.png
newmtl Model001_Material031
map_Kd Cladding_Siding_Tan.png
map_bump bumpmap_flat.png
newmtl Model001_Material032
map_Kd diff_null_Color008.png
map_bump bumpmap_flat.png
newmtl Model001_Material033
map_Kd diff_null_16.png
map_bump bumpmap_flat.png
newmtl Model001_Material034
map_Kd _2.png
map_bump bumpmap_flat.png
newmtl Model001_Material035
map_Kd Blinds_Roman_Hobbled_Blue.png
map_bump bumpmap_flat.png
newmtl Model001_Material036
map_Kd Blinds_Wood_White.png
map_bump bumpmap_flat.png
newmtl Model001_Material037
map_Kd Metal_Seamed.png
map_bump bumpmap_flat.png
newmtl Model001_Material038
map_Kd image_16.png
map_bump bumpmap_flat.png
newmtl Model001_Material039
map_Kd diff_null_9.png
map_bump bumpmap_flat.png
newmtl Model001_Material040
map_Kd image_15.png
map_bump bumpmap_flat.png
newmtl Model001_Material041
map_Kd _Blinds_Roman_Hobbled_Blue_1.png
map_bump bumpmap_flat.png
newmtl Model001_Material042
map_Kd diff_null_10.png
map_bump bumpmap_flat.png
newmtl Model001_Material043
map_Kd diff_null_Material5.png
map_bump bumpmap_flat.png
newmtl Model001_Material044
map_Kd diff_null_Material1.png
map_bump bumpmap_flat.png
newmtl Model001_Material045
map_Kd diff_null_11.png
map_bump bumpmap_flat.png

File diff suppressed because it is too large Load Diff

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@@ -41,16 +41,14 @@ public class ModelExporter extends SimpleApplication {
*/
@Override
public void simpleInitApp() {
export("Models/KingGeorgeV/King_George_V.obj", "KingGeorgeV.j3o"); //NON-NLS
export("Models/BoatSmall/12219_boat_v2_L2.obj", "BoatSmall.j3o"); //NON-NLS
export("Models/KingGeorgeV/King_George_V.obj", "KingGeorgeV.j3o");//NON-NLS
export("Models/BoatSmall/12219_boat_v2_L2.obj", "12219_boat_v2_L2.j3o");
export("Models/Battle/14084_WWII_Ship_German_Type_II_U-boat_v2_L1.obj", "Battle.j3o"); //NON-NLS
export("Models/CV/essex_scb-125_generic.obj", "CV.j3o"); //NON-NLS
export("Models/Figures/Würfel_blau.obj", "Würfel_blau.j30");
export("Models/Figures/Würfel_gelb.obj", "Würfel_gelb.j30");
export("Models/Figures/Würfel_grün.obj", "Würfel_grün.j30");
export("Models/Figures/Würfel_rosa.obj", "Würfel_rosa.j30");
export("Models/Figures/Würfel_rot.obj", "Würfel_rot.j30");
export("Models/Figures/Würfel_schwarz.obj", "Würfel_schwarz.j30");
export("Models/Shell/Shell/45.obj", "Shell.j3o");
stop();
}

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View File

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# Blender 4.2.2 LTS MTL File: 'Hotel.V.1.2.blend'
# www.blender.org
newmtl Material
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newmtl Material.011
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illum 2
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newmtl Material.013
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newmtl Material.024
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map_Kd -o 0 0.6 0 -s 4.15 3.9 0 Hotel_texture1.jpeg
newmtl Material.025
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View File

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# Blender 4.2.2 LTS
# www.blender.org
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vt 0.625000 0.000000
vt 0.625000 0.250000
vt 0.375000 0.250000
vt 0.625000 0.500000
vt 0.375000 0.500000
vt 0.625000 0.750000
vt 0.375000 0.750000
vt 0.625000 1.000000
vt 0.375000 1.000000
vt 0.125000 0.500000
vt 0.125000 0.750000
vt 0.875000 0.500000
vt 0.875000 0.750000
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vt 0.625000 1.000000
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vt 0.125000 0.500000
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vt 0.875000 0.750000
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vt 0.375000 0.750000
vt 0.625000 1.000000
vt 0.375000 1.000000
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vt 0.125000 0.750000
vt 0.875000 0.500000
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@@ -7,11 +7,12 @@
package pp.battleship;
import static java.lang.Math.max;
import pp.util.config.Config;
import java.util.Map;
import java.util.TreeMap;
import pp.util.config.Config;
import static java.lang.Math.max;
/**
* Provides access to the configuration settings for the Battleship game.
@@ -30,7 +31,7 @@ public class BattleshipConfig extends Config {
* The default port number for the Battleship server.
*/
@Property("port")
private int port = 12234;
private int port = 1234;
/**
* The width of the game map in terms of grid units.

View File

@@ -10,8 +10,8 @@ package pp.battleship.game.client;
import pp.battleship.message.client.ShootMessage;
import pp.battleship.message.server.EffectMessage;
import pp.battleship.model.IntPoint;
import pp.battleship.model.Shell;
import pp.battleship.model.ShipMap;
import pp.battleship.model.Shell;
import pp.battleship.notification.Sound;
import java.lang.System.Logger.Level;
@@ -54,13 +54,13 @@ class BattleState extends ClientState {
@Override
public void receivedEffect(EffectMessage msg) {
ClientGameLogic.LOGGER.log(Level.INFO, "report effect: {0}", msg); //NON-NLS
myTurn = msg.isMyTurn();
logic.setInfoText(msg.getInfoTextKey());
Shell shell = new Shell(msg.getShot());
affectedMap(msg).add(shell);
logic.playSound(Sound.SHELL_FLYING);
logic.setState(new ShootingState(logic, shell, myTurn, msg));
}
/**

View File

@@ -8,10 +8,10 @@
package pp.battleship.game.server;
import pp.battleship.BattleshipConfig;
import pp.battleship.message.client.AnimationFinishedMessage;
import pp.battleship.message.client.ClientInterpreter;
import pp.battleship.message.client.MapMessage;
import pp.battleship.message.client.ShootMessage;
import pp.battleship.message.client.AnimationFinishedMessage;
import pp.battleship.message.server.EffectMessage;
import pp.battleship.message.server.GameDetails;
import pp.battleship.message.server.ServerMessage;
@@ -36,10 +36,10 @@ 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<Player> waitPlayers = new HashSet<>();
private final ServerSender serverSender;
private Player activePlayer;
private ServerState state = ServerState.WAIT;
private Set<Player> waitPlayers = new HashSet<>();
/**
* Constructs a ServerGameLogic with the specified sender and configuration.
@@ -136,6 +136,7 @@ public class ServerGameLogic implements ClientInterpreter {
/**
* Handles the reception of a MapMessage.
* Also tests valid ship placement on the Map.
*
* @param msg the received MapMessage
* @param from the ID of the sender client
@@ -153,8 +154,85 @@ public class ServerGameLogic implements ClientInterpreter {
send(players.get(from), new GameDetails(config));
}
}
}
/**
* Handles the reception of a ShootMessage.
*
* @param msg the received ShootMessage
* @param from the ID of the sender client
*/
@Override
public void received(ShootMessage msg, int from) {
if (state != ServerState.BATTLE)
LOGGER.log(Level.ERROR, "shoot not allowed in {0}", state); //NON-NLS
else{
setState(ServerState.ANIMATION);
shoot(getPlayerById(from), msg.getPosition());
}
}
/**
* Marks the player as ready and sets their ships.
* Transitions the state to PLAY if both players are ready.
*
* @param player the player who is ready
* @param ships the list of ships placed by the player
*/
void playerReady(Player player, List<Battleship> ships) {
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));
setState(ServerState.BATTLE);
}
}
/**
* Handles the shooting action by the player.
*
* @param p the player who shot
* @param pos the position of the shot
*/
void shoot(Player p, IntPoint pos) {
if (p != activePlayer) return;
final Player otherPlayer = getOpponent(activePlayer);
final Battleship selectedShip = otherPlayer.getMap().findShipAt(pos);
if (selectedShip == null) {
// shot missed
send(activePlayer, EffectMessage.miss(true, pos));
send(otherPlayer, EffectMessage.miss(false, pos));
activePlayer = otherPlayer;
}
else {
// shot hit a ship
selectedShip.hit(pos);
if (otherPlayer.getMap().getRemainingShips().isEmpty()) {
// game is over
send(activePlayer, EffectMessage.won(pos, selectedShip));
send(otherPlayer, EffectMessage.lost(pos, selectedShip, activePlayer.getMap().getRemainingShips()));
setState(ServerState.GAME_OVER);
}
else if (selectedShip.isDestroyed()) {
// ship has been destroyed, but game is not yet over
send(activePlayer, EffectMessage.shipDestroyed(true, pos, selectedShip));
send(otherPlayer, EffectMessage.shipDestroyed(false, pos, selectedShip));
}
else {
// ship has been hit, but it hasn't been destroyed
send(activePlayer, EffectMessage.hit(true, pos));
send(otherPlayer, EffectMessage.hit(false, pos));
}
}
}
/**
* Handles the reception of a AnimationFinishedMessage.
*
@@ -212,79 +290,4 @@ public class ServerGameLogic implements ClientInterpreter {
}
return true;
}
/**
* Handles the reception of a ShootMessage.
*
* @param msg the received ShootMessage
* @param from the ID of the sender client
*/
@Override
public void received(ShootMessage msg, int from) {
if (state != ServerState.BATTLE)
LOGGER.log(Level.ERROR, "shoot not allowed in {0}", state); //NON-NLS
else{
setState(ServerState.ANIMATION);
shoot(getPlayerById(from), msg.getPosition());
}
}
/**
* Marks the player as ready and sets their ships.
* Transitions the state to PLAY if both players are ready.
*
* @param player the player who is ready
* @param ships the list of ships placed by the player
*/
void playerReady(Player player, List<Battleship> ships) {
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));
setState(ServerState.BATTLE);
}
}
/**
* Handles the shooting action by the player.
*
* @param p the player who shot
* @param pos the position of the shot
*/
void shoot(Player p, IntPoint pos) {
if (p != activePlayer) return;
final Player otherPlayer = getOpponent(activePlayer);
final Battleship selectedShip = otherPlayer.getMap().findShipAt(pos);
if (selectedShip == null) {
// shot missed
send(activePlayer, EffectMessage.miss(true, pos));
send(otherPlayer, EffectMessage.miss(false, pos));
activePlayer = otherPlayer;
}
else {
// shot hit a ship
selectedShip.hit(pos);
if (otherPlayer.getMap().getRemainingShips().isEmpty()) {
// game is over
send(activePlayer, EffectMessage.won(pos, selectedShip));
send(otherPlayer, EffectMessage.lost(pos, selectedShip, activePlayer.getMap().getRemainingShips()));
setState(ServerState.GAME_OVER);
}
else if (selectedShip.isDestroyed()) {
// ship has been destroyed, but game is not yet over
send(activePlayer, EffectMessage.shipDestroyed(true, pos, selectedShip));
send(otherPlayer, EffectMessage.shipDestroyed(false, pos, selectedShip));
}
else {
// ship has been hit, but it hasn't been destroyed
send(activePlayer, EffectMessage.hit(true, pos));
send(otherPlayer, EffectMessage.hit(false, pos));
}
}
}
}

View File

@@ -31,8 +31,9 @@ enum ServerState {
*/
ANIMATION,
/**
* The game has ended because all the ships of one player have been destroyed.
*/
GAME_OVER
GAME_OVER,
}

View File

@@ -7,11 +7,11 @@
package pp.battleship.game.singlemode;
import pp.battleship.message.client.AnimationFinishedMessage;
import pp.battleship.message.client.ClientInterpreter;
import pp.battleship.message.client.ClientMessage;
import pp.battleship.message.client.MapMessage;
import pp.battleship.message.client.ShootMessage;
import pp.battleship.message.client.AnimationFinishedMessage;
import pp.battleship.model.Battleship;
/**
@@ -69,6 +69,7 @@ class Copycat implements ClientInterpreter {
copiedMessage = msg;
}
/**
* Creates a copy of the provided {@link Battleship}.
*
@@ -78,4 +79,5 @@ class Copycat implements ClientInterpreter {
private static Battleship copy(Battleship ship) {
return new Battleship(ship.getLength(), ship.getX(), ship.getY(), ship.getRot());
}
}

View File

@@ -1,9 +1,9 @@
package pp.battleship.game.singlemode;
import pp.battleship.game.client.BattleshipClient;
import pp.battleship.message.client.AnimationFinishedMessage;
import pp.battleship.message.client.MapMessage;
import pp.battleship.message.client.ShootMessage;
import pp.battleship.message.client.AnimationFinishedMessage;
import pp.battleship.message.server.EffectMessage;
import pp.battleship.message.server.GameDetails;
import pp.battleship.message.server.ServerInterpreter;
@@ -72,7 +72,6 @@ class RobotClient implements ServerInterpreter {
* Makes the RobotClient take a shot by sending a ShootMessage with the target position.
*/
private void robotShot() {
connection.sendRobotMessage(new ShootMessage(getShotPosition()));
}

View File

@@ -30,8 +30,8 @@ public interface ClientInterpreter {
/**
* Processes a received AnimationFinishedMessage.
*
* @param msg the MapMessage to be processed
* @param animationFinishedMessage the MapMessage to be processed
* @param from the connection ID from which the message was received
*/
void received(AnimationFinishedMessage msg, int from);
void received(AnimationFinishedMessage animationFinishedMessage, int from);
}

View File

@@ -123,3 +123,4 @@ public class Shell implements Item {
visitor.visit(this);
}
}

View File

@@ -78,15 +78,6 @@ public class ShipMap {
addItem(ship);
}
/**
* Registers a shot on the map and triggers an item addition event.
*
* @param shell the shell to be registered on the map
*/
public void add(Shell shell) {
addItem(shell);
}
/**
* Registers a shot on the map, updates the state of the affected ship (if any),
* and triggers an item addition event.
@@ -100,6 +91,16 @@ public class ShipMap {
addItem(shot);
}
/**
* Registers a shot on the map and triggers an item addition event.
*
* @param shell the shell to be registered on the map
*/
public void add(Shell shell) {
addItem(shell);
}
/**
* Removes an item from the map and triggers an item removal event.
*

View File

@@ -28,12 +28,14 @@ public interface Visitor<T> {
* @return the result of visiting the Battleship element
*/
T visit(Battleship ship);
/**
* Visits a Shell element
*
*
* @param shell the Shell element to visit
* @return the result of visitung the Battleship element
*/
T visit(Shell shell);
}

View File

@@ -27,8 +27,9 @@ public interface VoidVisitor {
void visit(Battleship ship);
/**
* Visits a Shell element
* * Visits a Shell element
* @param shell the Shell element to visit
*/
void visit(Shell shell);
}

View File

@@ -27,4 +27,5 @@ public enum Sound {
* Sound of a shell flying
*/
SHELL_FLYING
}

View File

@@ -25,11 +25,12 @@ button.cancel=Cancel
server.dialog=Server
host.name=Host
port.number=Port
server.host= Self-Host Game
wait.its.not.your.turn=Wait, it's not your turn!!
menu.quit=Quit game
menu.return-to-game=Return to game
menu.sound-enabled=Sound switched on
menu.background-sound-enabled=Background music switched on
menu.background-sound-enabled=Music switched on
menu.map.load=Load map from file...
menu.map.save=Save map in file...
label.file=File:
@@ -38,4 +39,3 @@ dialog.error=Error
dialog.question=Question
port.must.be.integer=Port must be an integer number
map.doesnt.fit=The map doesn't fit to this game
client.server-start=Start server

View File

@@ -25,11 +25,12 @@ button.cancel=Abbruch
server.dialog=Server
host.name=Host
port.number=Port
server.host= Spiel selbst hosten
wait.its.not.your.turn=Warte, Du bist nicht dran!!
menu.quit=Spiel beenden
menu.return-to-game=Zurück zum Spiel
menu.sound-enabled=Sound eingeschaltet
menu.background-sound-enabled=Hintergrundmusik eingeschaltet
menu.background-sound-enabled=Musik eingeschaltet
menu.map.load=Karte von Datei laden...
menu.map.save=Karte in Datei speichern...
label.file=Datei:
@@ -38,4 +39,3 @@ dialog.error=Fehler
dialog.question=Frage
port.must.be.integer=Der Port muss eine ganze Zahl sein
map.doesnt.fit=Diese Karte passt nicht zu diesem Spiel
client.server-start=Server starten

View File

@@ -10,7 +10,7 @@
# This file defines the configuration settings for the Battleship server.
#
# The port number on which the server will listen for incoming connections.
port=42069
port=1234
#
# The dimensions of the game map.
# 'map.width' defines the number of columns, and 'map.height' defines the number of rows.

View File

@@ -18,10 +18,10 @@ import pp.battleship.BattleshipConfig;
import pp.battleship.game.server.Player;
import pp.battleship.game.server.ServerGameLogic;
import pp.battleship.game.server.ServerSender;
import pp.battleship.message.client.AnimationFinishedMessage;
import pp.battleship.message.client.ClientMessage;
import pp.battleship.message.client.MapMessage;
import pp.battleship.message.client.ShootMessage;
import pp.battleship.message.client.AnimationFinishedMessage;
import pp.battleship.message.server.EffectMessage;
import pp.battleship.message.server.GameDetails;
import pp.battleship.message.server.ServerMessage;
@@ -81,8 +81,9 @@ public class BattleshipServer implements MessageListener<HostedConnection>, Conn
public void run() {
startServer();
while (true)
while (true) {
processNextMessage();
}
}
private void startServer() {
@@ -120,6 +121,7 @@ public class BattleshipServer implements MessageListener<HostedConnection>, Conn
Serializer.registerClass(Battleship.class);
Serializer.registerClass(IntPoint.class);
Serializer.registerClass(Shot.class);
}
private void registerListeners() {

View File

@@ -111,7 +111,7 @@ public class DialogManager {
*
* @param dialog the dialog to open
*/
public void open(Dialog dialog) {
void open(Dialog dialog) {
dialogStack.push(dialog);
dialog.update();
app.getGuiNode().attachChild(dialog);
@@ -133,7 +133,7 @@ public class DialogManager {
* @param dialog the dialog to close
* @throws IllegalArgumentException if the specified dialog is not the top dialog
*/
public void close(Dialog dialog) {
void close(Dialog dialog) {
if (!isTop(dialog))
throw new IllegalArgumentException(dialog + " is not the top dialog");
dialogStack.pop();

View File

@@ -1,11 +1,7 @@
// Styling of Lemur components
// For documentation, see:
// For documentation, see
// https://github.com/jMonkeyEngine-Contributions/Lemur/wiki/Styling
import com.jme3.math.ColorRGBA
import com.jme3.texture.Texture
import com.simsilica.lemur.*
import com.simsilica.lemur.component.QuadBackgroundComponent
import com.simsilica.lemur.Button
import com.simsilica.lemur.Button.ButtonAction
import com.simsilica.lemur.Command
@@ -13,24 +9,15 @@ import com.simsilica.lemur.HAlignment
import com.simsilica.lemur.Insets3f
import com.simsilica.lemur.component.QuadBackgroundComponent
import com.simsilica.lemur.component.TbtQuadBackgroundComponent
import pp.monopoly.client.MonopolyApp
import pp.monopoly.game.server.Player
def bgColor = color(1, 1, 1, 1)
def buttonEnabledColor = color(0, 0, 0, 1)
def bgColor = color(0.25, 0.5, 0.5, 1)
def buttonEnabledColor = color(0.8, 0.9, 1, 1)
def buttonDisabledColor = color(0.8, 0.9, 1, 0.2)
def buttonBgColor = color(1, 1, 1, 1)
def buttonBgColor = color(0, 0.75, 0.75, 1)
def sliderColor = color(0.6, 0.8, 0.8, 1)
def sliderBgColor = color(0.5, 0.75, 0.75, 1)
def gradientColor = color(0.5, 0.75, 0.85, 0.5)
def tabbuttonEnabledColor = color(0.4, 0.45, 0.5, 1)
def solidWhiteBackground = new QuadBackgroundComponent(new ColorRGBA(1, 1, 1, 1))
def greyBackground = new QuadBackgroundComponent(new ColorRGBA(0.1f, 0.1f, 0.1f, 1.0f));
def lightGreyBackground = new QuadBackgroundComponent(new ColorRGBA(0.4f, 0.4f, 0.4f, 1.0f));
def lightGrey = color(0.6, 0.6, 0.6, 1.0)
def gradient = TbtQuadBackgroundComponent.create(
texture(name: "/com/simsilica/lemur/icons/bordered-gradient.png",
@@ -40,32 +27,7 @@ def gradient = TbtQuadBackgroundComponent.create(
def doubleGradient = new QuadBackgroundComponent(gradientColor)
doubleGradient.texture = texture(name: "/com/simsilica/lemur/icons/double-gradient-128.png",
generateMips: false)
//doubleGradient.color = color(0, 0, 0, 1)
def orangeBorder = TbtQuadBackgroundComponent.create(
texture(name: "/com/simsilica/lemur/icons/border.png", // Replace with an appropriate texture if needed
generateMips: false),
1, 1, 1, 126, 126,
1f, false)
orangeBorder.color = color(1, 0.5, 0, 1) // Orange color
def createCustomBackground(app) {
// Load the texture from the assets
Texture texture = app.getAssetManager().loadTexture("Pictures/kontobg.png")
// Create the TbtQuadBackgroundComponent
def backgroundCustom = TbtQuadBackgroundComponent.create(
texture, // The texture to use
1, 1, 1, // Insets for the 9-patch behavior
126, 126, // The size of the texture
1f, // The scale factor
false // No tiling
)
return backgroundCustom
}
generateMips: false)
selector("pp") {
font = font("Interface/Fonts/Metropolis/Metropolis-Regular-32.fnt")
@@ -76,63 +38,18 @@ selector("label", "pp") {
color = buttonEnabledColor
}
selector("label-Bold", "pp") {
insets = new Insets3f(2, 2, 2, 2)
font = font("Interface/Fonts/Metropolis/Metropolis-Bold-32.fnt")
fontSize = 30
color = buttonEnabledColor
textHAlignment = HAlignment.Center
textVAlignment = VAlignment.Center
}
selector("label-toolbar", "pp") {
insets = new Insets3f(2, 2, 2, 2)
font = font("Interface/Fonts/Metropolis/Metropolis-Bold-32.fnt")
fontSize = 25
color = new ColorRGBA(ColorRGBA.White)
textHAlignment = HAlignment.Center
textVAlignment = VAlignment.Center
}
selector("label-Text", "pp") {
insets = new Insets3f(2, 2, 2, 2)
fontSize = 25
color = buttonEnabledColor
}
selector("label-account", "pp") {
insets = new Insets3f(2, 2, 2, 2)
fontSize = 25
color = new ColorRGBA(ColorRGBA.White)
textHAlignment = HAlignment.Center
textVAlignment = VAlignment.Center
}
selector("card-label", "pp") {
insets = new Insets3f(2, 2, 2, 2)
color = ColorRGBA.Black
}
selector("header", "pp") {
font = font("Interface/Fonts/Metropolis/Metropolis-Bold-42.fnt")
insets = new Insets3f(2, 2, 2, 2)
color = color(1, 0.5, 0, 1)
textHAlignment = HAlignment.Center
textVAlignment = VAlignment.Center
}
selector("container", "pp") {
background = solidWhiteBackground.clone()
background.setColor(bgColor)
}
selector("toolbar") {
background = gradient.clone()
background.setColor(bgColor)
//color = (new ColorRGBA(0.4157f, 0.4235f, 0.4392f, 1.0f))
}
selector("slider", "pp") {
background = gradient.clone()
background.setColor(bgColor)
@@ -198,26 +115,20 @@ selector("title", "pp") {
shadowOffset = vec3(2, -2, -1)
background = new QuadBackgroundComponent(color(0.5, 0.75, 0.85, 1))
background.texture = texture(name: "/com/simsilica/lemur/icons/double-gradient-128.png",
generateMips: false)
generateMips: false)
insets = new Insets3f(2, 2, 2, 2)
textHAlignment = HAlignment.Center
textVAlignment = VAlignment.Center
buttonCommands = stdButtonCommands
}
selector("button", "pp") {
def outerBackground = new QuadBackgroundComponent(color(1, 0.5, 0, 1)) // Orange border
def innerBackground = new QuadBackgroundComponent(buttonBgColor) // Inner button background
background = gradient.clone()
color = buttonEnabledColor
background.setColor(buttonBgColor)
insets = new Insets3f(2, 2, 2, 2)
// Apply the outer border as the main background
background = outerBackground
// Use insets to create a margin/padding effect for the inner background
insets = new Insets3f(3, 3, 3, 3) // Adjust the border thickness
textHAlignment = HAlignment.Center
textVAlignment = VAlignment.Center
buttonCommands = stdButtonCommands
}
selector("slider", "pp") {
@@ -265,7 +176,6 @@ selector("slider.down.button", "pp") {
selector("checkbox", "pp") {
color = buttonEnabledColor
fontSize = 20
}
selector("rollup", "pp") {
@@ -282,119 +192,10 @@ selector("tabbedPanel.container", "pp") {
}
selector("tab.button", "pp") {
background = solidWhiteBackground.clone()
background = gradient.clone()
background.setColor(bgColor)
color = tabbuttonEnabledColor
insets = new Insets3f(4, 2, 0, 2)
buttonCommands = stdButtonCommands
}
selector("settings-title", "pp") {
def outerBackground = new QuadBackgroundComponent(color(1, 0.5, 0, 1)) // Grey inner border
def innerBackground = new QuadBackgroundComponent(buttonBgColor) // White outer border background
background = outerBackground
fontSize = 40
insets = new Insets3f(3, 3, 3, 3)
textHAlignment = HAlignment.Center
textVAlignment = VAlignment.Center
}
selector("warning-title", "pp") {
def outerBackground = new QuadBackgroundComponent(color(1, 0.5, 0, 1)) // Grey inner border
def innerBackground = new QuadBackgroundComponent(buttonBgColor) // White outer border background
font = font("Interface/Fonts/Metropolis/Metropolis-Bold-42.fnt")
background = outerBackground
fontSize = 40
insets = new Insets3f(3, 3, 3, 3)
textHAlignment = HAlignment.Center
textVAlignment = VAlignment.Center
}
selector("menu-button", "pp") {
fontSize = 40 // Set font size
textHAlignment = HAlignment.Center
textVAlignment = VAlignment.Center
buttonCommands = stdButtonCommands
}
// Style for Selector text
selector("selector.item.label") {
color = color(0, 0, 0, 1) // Black text
fontSize = 16 // Optional: Adjust the text size if needed
textHAlignment = HAlignment.Left // Optional: Align text to the left
insets = new Insets3f(2, 2, 2, 2) // Optional: Add padding around text
}
// Style the popup container background
selector("selector.popup") {
background = new QuadBackgroundComponent(new ColorRGBA(1, 1, 1, 0.8f)) // Translucent white background
insets = new Insets3f(5, 5, 5, 5) // Padding inside the popup container
}
// Style the text of dropdown options
selector("selector.item.label") {
color = color(0, 0, 0, 1) // Black text
fontSize = 16 // Optional: Adjust font size
textHAlignment = HAlignment.Left // Align text to the left
insets = new Insets3f(2, 5, 2, 5) // Add padding for each option
}
// Style the hover state of dropdown options
selector("selector.item.label", "hover") {
color = color(1, 1, 1, 1) // White text when hovered
background = new QuadBackgroundComponent(new ColorRGBA(0.2f, 0.6f, 1.0f, 0.9f)) // Highlighted background
}
def enabledCommandToolbar = new Command<Button>() {
MonopolyApp app // Pass the app instance to access player details
void execute(Button source) {
// Get the current player's color
Player currentPlayer = app.getGameLogic().getPlayerHandler().getPlayerById(app.getId());
ColorRGBA playerColor = Player.getColor(currentPlayer.getId()).getColor();
if (source.isEnabled()) {
source.setColor(ColorRGBA.White);
def playerBackground = new QuadBackgroundComponent(playerColor); // Use player's color
source.setBackground(playerBackground);
} else {
source.setColor(ColorRGBA.White);
def grayBackground = new QuadBackgroundComponent(ColorRGBA.Gray); // Use gray when disabled
source.setBackground(grayBackground);
}
}
}
def stdButtonCommandsToolbar = [
(ButtonAction.Down) : [pressedCommand],
(ButtonAction.Up) : [pressedCommand],
(ButtonAction.Enabled) : [enabledCommandToolbar],
(ButtonAction.Disabled): [enabledCommandToolbar]
]
selector("button-toolbar", "pp") {
def outerBackground = new QuadBackgroundComponent(color(1, 0.5, 0, 1)) // Orange border
def innerBackground = new QuadBackgroundComponent(buttonBgColor) // Inner button background
// Apply the outer border as the main background
background = outerBackground
// Use insets to create a margin/padding effect for the inner background
insets = new Insets3f(3, 3, 3, 3) // Adjust the border thickness
textHAlignment = HAlignment.Center
textVAlignment = VAlignment.Center
buttonCommands = stdButtonCommandsToolbar
}
selector("button-clear", "pp") { playerColor ->
def validColor = playerColor ?: new ColorRGBA(0, 0, 0, 0) // Vollständig transparent
def playerGradientBackground = new QuadBackgroundComponent(validColor)
// Kein Hintergrundbild, komplett transparent
playerGradientBackground.setColor(new ColorRGBA(0, 0, 0, 0)) // RGBA (Rot, Grün, Blau, Alpha)
background = playerGradientBackground.clone() // Setze den Hintergrund
insets = new Insets3f(-3, -3, -3, -3) // Optional: Ränder
textHAlignment = HAlignment.Center // Text-Zentrierung
textVAlignment = VAlignment.Center // Text-Zentrierung
}

View File

@@ -1,38 +0,0 @@
plugins {
id 'buildlogic.jme-application-conventions'
id 'com.github.johnrengelman.shadow' version '8.1.1'
}
description = 'Monopoly Client'
dependencies {
implementation project(":jme-common")
implementation project(":monopoly:model")
implementation project(":monopoly:server")
implementation 'com.simsilica:lemur-proto:1.13.0'
implementation libs.jme3.desktop
implementation libs.lemur
implementation libs.lemurproto
implementation libs.selenium
runtimeOnly libs.jme3.awt.dialogs
runtimeOnly libs.jme3.plugins
runtimeOnly libs.jme3.jogg
runtimeOnly libs.jme3.testdata
}
application {
mainClass = 'pp.monopoly.client.MonopolyApp'
applicationName = 'monopoly'
}
shadowJar {
manifest {
attributes(
'Main-Class': 'pp.monopoly.client.MonopolyApp'
)
}
}

View File

@@ -1,39 +0,0 @@
########################################
## Programming project code
## UniBw M, 2022, 2023, 2024
## www.unibw.de/inf2
## (c) Mark Minas (mark.minas@unibw.de)
########################################
#
# Monopoly client configuration
#
# 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=10
map.height=10
#
#
# Screen settings
#
# Color of the text displayed at the top of the overlay.
# The format is (red, green, blue, alpha) where each value ranges from 0 to 1.
overlay.top.color=1, 1, 1, 1
#
# Application settings configuration
# Determines whether the settings window is shown at startup.
settings.show=false
#
# Specifies the width of the application window in pixels.
settings.resolution.width=1200
#
# Specifies the height of the application window in pixels.
settings.resolution.height=800
#
# Determines whether the application runs in full-screen mode.
settings.full-screen=false
#
# Enables or disables gamma correction to improve color accuracy.
settings.use-gamma-correction=true
#
# Indicates whether the statistics window is displayed during gameplay.
statistics.show=false

View File

@@ -1,8 +0,0 @@
handlers=java.util.logging.ConsoleHandler
.level=INFO
pp.level=FINE
com.jme3.network.level=INFO
;com.jme3.util.TangentBinormalGenerator.level=SEVERE
java.util.logging.ConsoleHandler.level=FINER
java.util.logging.ConsoleHandler.formatter=java.util.logging.SimpleFormatter
;java.util.logging.SimpleFormatter.format=[%4$s %2$s] %5$s%n

View File

@@ -1,215 +0,0 @@
package pp.monopoly.client;
import com.jme3.app.Application;
import com.jme3.app.state.AppStateManager;
import com.jme3.asset.AssetManager;
import com.jme3.light.AmbientLight;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.FastMath;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;
import com.jme3.renderer.Camera;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import com.jme3.shadow.DirectionalLightShadowRenderer;
import com.jme3.shadow.EdgeFilteringMode;
import com.jme3.texture.Texture;
import com.jme3.util.SkyFactory;
import com.jme3.util.TangentBinormalGenerator;
import pp.monopoly.client.gui.BobTheBuilder;
import pp.monopoly.client.gui.Toolbar;
import pp.monopoly.model.Board;
import static pp.util.FloatMath.TWO_PI;
import static pp.util.FloatMath.cos;
import static pp.util.FloatMath.sin;
import static pp.util.FloatMath.sqrt;
/**
* Manages the rendering and visual aspects of the sea and sky in the Battleship game.
* This state is responsible for setting up and updating the sea, sky, and lighting
* conditions, and controls the camera to create a dynamic view of the game environment.
*/
public class BoardAppState extends MonopolyAppState {
/**
* The path to the unshaded texture material.
*/
private static final String UNSHADED = "Common/MatDefs/Misc/Unshaded.j3md"; //NON-NLS
/**
* The path to the sea texture material.
*/
private static final String BoardTexture = "Pictures/board2.png"; //NON-NLS
/**
* The root node for all visual elements in this state.
*/
private final Node viewNode = new Node("view"); //NON-NLS
/**
* The node containing the scene elements, such as the sea surface.
*/
private final Node sceneNode = new Node("scene"); //NON-NLS
/**
* Synchronizes the buildings's visual representation with the game logic.
*/
private BobTheBuilder bobTheBuilder;
/**
* The pop-up manager for displaying messages and notifications.
*/
private PopUpManager popUpManager;;
/**
* Initializes the state by setting up the sky, lights, and other visual components.
* This method is called when the state is first attached to the state manager.
*
* @param stateManager the state manager
* @param application the application
*/
@Override
public void initialize(AppStateManager stateManager, Application application) {
super.initialize(stateManager, application);
popUpManager = new PopUpManager(getApp());
viewNode.attachChild(sceneNode);
setupLights();
setupSky();
}
/**
* Enables the sea and sky state, setting up the scene and registering any necessary listeners.
* This method is called when the state is set to active.
*/
@Override
protected void enableState() {
getApp().getRootNode().detachAllChildren();
getApp().getGuiNode().detachAllChildren();
new Toolbar(getApp()).open();
sceneNode.detachAllChildren();
setupScene();
if (bobTheBuilder == null) {
bobTheBuilder = new BobTheBuilder(getApp(), getApp().getRootNode());
System.out.println("LISTENER IS REGISTEDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD");
getGameLogic().addListener(bobTheBuilder);
}
getApp().getRootNode().attachChild(viewNode);
}
//TODO remove this only for camera testing
private static final float ABOVE_SEA_LEVEL = 10f;
private static final float INCLINATION = 2.5f;
private float cameraAngle;
/**
* Adjusts the camera position and orientation to create a circular motion around
* the center of the map. This provides a dynamic view of the sea and surrounding environment.
*/
private void adjustCamera() {
final Board board = getGameLogic().getBoard();
final float mx = 0.5f * board.getWidth();
final float my = 0.5f * board.getHeight();
final float radius = 2f * sqrt(mx * mx + my + my);
final float cos = radius * cos(cameraAngle);
final float sin = radius * sin(cameraAngle);
final float x = mx - cos;
final float y = my - sin;
final Camera camera = getApp().getCamera();
camera.setLocation(new Vector3f(x, ABOVE_SEA_LEVEL, y));
camera.lookAt(new Vector3f(0,0, 0),
Vector3f.UNIT_Y);
camera.update();
}
/**
* Disables the sea and sky state, removing visual elements from the scene and unregistering listeners.
* This method is called when the state is set to inactive.
*/
@Override
protected void disableState() {
getApp().getRootNode().detachChild(viewNode);
if (bobTheBuilder != null) {
getGameLogic().removeListener(bobTheBuilder);
bobTheBuilder = null;
}
}
/**
* Updates the state each frame, moving the camera to simulate it circling around the map.
*
* @param tpf the time per frame (seconds)
*/
@Override
public void update(float tpf) {
super.update(tpf);
//TODO remove this only for camera testing
cameraAngle += TWO_PI * 0.05f * tpf;
adjustCamera();
}
/**
* Sets up the lighting for the scene, including directional and ambient lights.
* Also configures shadows to enhance the visual depth of the scene.
*/
private void setupLights() {
final AssetManager assetManager = getApp().getAssetManager();
final DirectionalLightShadowRenderer shRend = new DirectionalLightShadowRenderer(assetManager, 2048, 3);
shRend.setLambda(0.55f);
shRend.setShadowIntensity(0.6f);
shRend.setEdgeFilteringMode(EdgeFilteringMode.Bilinear);
getApp().getViewPort().addProcessor(shRend);
final DirectionalLight sun = new DirectionalLight();
sun.setDirection(new Vector3f(-1f, -0.7f, -1f).normalizeLocal());
viewNode.addLight(sun);
shRend.setLight(sun);
final AmbientLight ambientLight = new AmbientLight(new ColorRGBA(1f, 1f, 1f, 1f));
viewNode.addLight(ambientLight);
}
/**
* Sets up the sky in the scene using a skybox with textures for all six directions.
* This creates a realistic and immersive environment for the sea.
*/
private void setupSky() {
final AssetManager assetManager = getApp().getAssetManager();
final Texture west = assetManager.loadTexture("Pictures/Backdrop/west.jpg"); //NON-NLS
final Texture east = assetManager.loadTexture("Pictures/Backdrop/ost.jpg"); //NON-NLS
final Texture north = assetManager.loadTexture("Pictures/Backdrop/nord.jpg"); //NON-NLS
final Texture south = assetManager.loadTexture("Pictures/Backdrop/sued.jpg"); //NON-NLS
final Texture up = assetManager.loadTexture("Pictures/Backdrop/sued.jpg"); //NON-NLS
final Texture down = assetManager.loadTexture("Pictures/Backdrop/sued.jpg"); //NON-NLS
final Spatial sky = SkyFactory.createSky(assetManager, west, east, north, south, up, down);
// sky.rotate(0, PI, 0);
viewNode.attachChild(sky);
}
/**
* Sets up the sea surface in the scene. This includes creating the sea mesh,
* applying textures, and enabling shadows.
*/
private void setupScene() {
final Board board = getGameLogic().getBoard();
final float x = board.getWidth();
final float y = board.getHeight();
final Box seaMesh = new Box(y, 0.1f, x);
final Geometry seaGeo = new Geometry("sea", seaMesh); //NONs-NLS
seaGeo.setLocalTranslation(new Vector3f(0, -0.1f, 0));
Quaternion rotation = new com.jme3.math.Quaternion();
rotation.fromAngleAxis(FastMath.HALF_PI, com.jme3.math.Vector3f.UNIT_Y);
seaGeo.setLocalRotation(rotation);
final Material seaMat = new Material(getApp().getAssetManager(), "Common/MatDefs/Light/Lighting.j3md");
Texture texture = getApp().getAssetManager().loadTexture("Pictures/board2.png");
seaMat.setTexture("DiffuseMap", texture);
seaGeo.setMaterial(seaMat);
seaGeo.setShadowMode(ShadowMode.CastAndReceive);
TangentBinormalGenerator.generate(seaGeo);
sceneNode.attachChild(seaGeo);
}
}

View File

@@ -1,203 +0,0 @@
package pp.monopoly.client;
import static pp.util.PreferencesUtils.getPreferences;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.prefs.Preferences;
import com.jme3.app.Application;
import com.jme3.app.state.AbstractAppState;
import com.jme3.app.state.AppStateManager;
import com.jme3.asset.AssetLoadException;
import com.jme3.asset.AssetNotFoundException;
import com.jme3.audio.AudioData;
import com.jme3.audio.AudioNode;
/**
* Handles the background and secondary music in the game.
* Allows playing, stopping, and toggling between background music and a secondary track.
*/
public class GameMusic extends AbstractAppState {
private static final Logger LOGGER = System.getLogger(pp.monopoly.client.GameMusic.class.getName());
private static final Preferences PREFERENCES = getPreferences(pp.monopoly.client.GameMusic.class);
private static final String ENABLED_PREF = "enabled"; // NON-NLS
private static final String VOLUME_PREF = "volume"; // NON-NLS
private AudioNode mainMusic;
private AudioNode secondaryMusic;
private boolean isMainMusicPlaying = false;
private boolean isSecondaryMusicPlaying = false;
/**
* Initializes the GameMusic app state and loads the background music.
*
* @param stateManager The state manager
* @param app The application instance
*/
@Override
public void initialize(AppStateManager stateManager, Application app) {
super.initialize(stateManager, app);
mainMusic = loadSound(app, "Sound/background.ogg");
secondaryMusic = loadSound(app, "Sound/ChooseYourCharakter.ogg");
setVolume(volumeInPreferences());
if (isEnabled()) {
playMainMusic();
}
}
/**
* Loads a sound from the specified file.
*
* @param app The application
* @param name The name of the sound file.
* @return The loaded AudioNode.
*/
private AudioNode loadSound(Application app, String name) {
try {
final AudioNode sound = new AudioNode(app.getAssetManager(), name, AudioData.DataType.Buffer);
sound.setLooping(true);
sound.setPositional(false);
return sound;
}
catch (AssetLoadException | AssetNotFoundException ex) {
LOGGER.log(Level.ERROR, ex.getMessage(), ex);
}
return null;
}
/**
* Plays the main music.
*/
public void playMainMusic() {
if (!isEnabled()) {
return; // Sound is disabled
}
if (mainMusic != null && !isMainMusicPlaying) {
mainMusic.play();
isMainMusicPlaying = true;
}
}
/**
* Stops the main music.
*/
private void stopMainMusic() {
if (mainMusic != null && isMainMusicPlaying) {
mainMusic.stop();
isMainMusicPlaying = false;
}
}
/**
* Plays the secondary music and stops the main music.
*
*/
public void playSecondaryMusic() {
if (!isEnabled()) {
stopAllMusic();
return;
}
if (isSecondaryMusicPlaying) {
return; // Secondary music is already playing
}
stopMainMusic();
if (secondaryMusic != null) {
secondaryMusic.setVolume(volumeInPreferences());
secondaryMusic.play();
isSecondaryMusicPlaying = true;
}
}
/**
* Stops the secondary music.
*/
public void stopSecondaryMusic() {
if (secondaryMusic != null && isSecondaryMusicPlaying) {
secondaryMusic.stop();
isSecondaryMusicPlaying = false;
}
}
/**
* Toggles between the background music and the secondary track.
* If the secondary track is playing, it stops and resumes the background music.
* If the background music is playing, it pauses and plays the secondary track.
*
*/
public void toggleMusic() {
if (!isEnabled()) {
stopAllMusic();
return;
}
if (isSecondaryMusicPlaying) {
stopSecondaryMusic();
playMainMusic();
} else {
stopMainMusic();
playSecondaryMusic();
}
}
/**
* Sets the audio volume for both the main and secondary tracks.
*
* @param vol The volume level (0.0f to 1.0f)
*/
public void setVolume(float vol) {
if (mainMusic != null) mainMusic.setVolume(vol);
if (secondaryMusic != null) secondaryMusic.setVolume(vol);
PREFERENCES.putFloat(VOLUME_PREF, vol);
}
/**
* Stops all music (both main and secondary).
*/
public void stopAllMusic() {
stopMainMusic();
stopSecondaryMusic();
}
/**
* Enables or disables the sound system.
* When disabled, all music stops.
*
* @param enabled {@code true} to enable, {@code false} to disable
*/
@Override
public void setEnabled(boolean enabled) {
if (isEnabled() == enabled) return; // Avoid redundant operations
PREFERENCES.putBoolean(ENABLED_PREF, enabled);
if (enabled) {
playMainMusic();
} else {
stopAllMusic();
}
super.setEnabled(enabled);
LOGGER.log(Level.INFO, "Sound enabled: {0}", enabled); // NON-NLS
PREFERENCES.putBoolean(ENABLED_PREF, enabled);
}
/**
* Retrieves the current sound volume preference.
*
* @return The volume level (0.0f to 1.0f)
*/
public static float volumeInPreferences() {
return PREFERENCES.getFloat(VOLUME_PREF, 0.5f);
}
/**
* Checks if sound is enabled in the preferences.
*
* @return {@code true} if sound is enabled, {@code false} otherwise
*/
public static boolean enabledInPreferences() {
return PREFERENCES.getBoolean(ENABLED_PREF, true);
}
}

View File

@@ -1,263 +0,0 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.client;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.prefs.Preferences;
import com.jme3.app.Application;
import com.jme3.app.state.AbstractAppState;
import com.jme3.app.state.AppStateManager;
import com.jme3.asset.AssetLoadException;
import com.jme3.asset.AssetNotFoundException;
import com.jme3.audio.AudioData;
import com.jme3.audio.AudioNode;
import pp.monopoly.notification.GameEventListener;
import pp.monopoly.notification.SoundEvent;
import static pp.util.PreferencesUtils.getPreferences;
/**
* An application state that plays sounds.
*/
public class GameSound extends AbstractAppState implements GameEventListener {
/**
* Logger instance for logging messages related to GameSound.
*/
private static final Logger LOGGER = System.getLogger(GameSound.class.getName());
/**
* Preferences instance for managing GameSound-related settings.
*/
private static final Preferences PREFERENCES = getPreferences(GameSound.class);
/**
* Preference key for enabling or disabling GameSound.
*/
private static final String ENABLED_PREF = "enabled"; //NON-NLS
/**
* Preference key for storing the volume level of GameSound.
*/
private static final String VOLUME_PREF = "volume"; //NON-NLS
private AudioNode passStartSound;
private AudioNode eventCardSound;
private AudioNode gulagSound;
private AudioNode diceRollSound;
private AudioNode moneyCollectSound;
private AudioNode moneyLostSound;
private AudioNode tradeAcceptedSound;
private AudioNode tradeRejectedSound;
private AudioNode winnerSound;
private AudioNode looserSound;
private AudioNode buttonSound;
/**
* Checks if sound is enabled in the preferences.
*
* @return {@code true} if sound is enabled, {@code false} otherwise.
*/
public static boolean enabledInPreferences() {
return PREFERENCES.getBoolean(ENABLED_PREF, true);
}
/**
* Toggles the game sound on or off.
*/
public void toggleSound() {
setEnabled(!isEnabled());
}
/**
* Checks if sound is enabled in the preferences.
*
* @return float to which the volume is set
*/
public static float volumeInPreferences() {
return PREFERENCES.getFloat(VOLUME_PREF, 0.5f);
}
/**
* Sets the enabled state of this AppState.
* Overrides {@link com.jme3.app.state.AbstractAppState#setEnabled(boolean)}
*
* @param enabled {@code true} to enable the AppState, {@code false} to disable it.
*/
@Override
public void setEnabled(boolean enabled) {
if (isEnabled() == enabled) return;
super.setEnabled(enabled);
LOGGER.log(Level.INFO, "Sound enabled: {0}", enabled); //NON-NLS
PREFERENCES.putBoolean(ENABLED_PREF, enabled);
}
/**
* Initializes the sound effects for the game.
* Overrides {@link AbstractAppState#initialize(AppStateManager, Application)}
*
* @param stateManager The state manager
* @param app The application
*/
@Override
public void initialize(AppStateManager stateManager, Application app) {
super.initialize(stateManager, app);
passStartSound = loadSound(app, "Sound/Effects/passStart.ogg");
eventCardSound = loadSound(app, "Sound/Effects/eventCard.ogg");
gulagSound = loadSound(app, "Sound/Effects/gulag.ogg");
diceRollSound = loadSound(app, "Sound/Effects/diceRoll.ogg");
moneyCollectSound = loadSound(app, "Sound/Effects/moneyCollect.ogg");
moneyLostSound = loadSound(app, "Sound/Effects/moneyLost.ogg");
tradeAcceptedSound = loadSound(app, "Sound/Effects/tradeAccepted.ogg");
tradeRejectedSound = loadSound(app, "Sound/Effects/tradeRejected.ogg");
winnerSound = loadSound(app, "Sound/Effects/winner.ogg");
looserSound = loadSound(app, "Sound/Effects/loser.ogg");
buttonSound = loadSound(app, "Sound/Effects/button.ogg");
}
/**
* Loads a sound from the specified file.
*
* @param app The application
* @param name The name of the sound file.
* @return The loaded AudioNode.
*/
private AudioNode loadSound(Application app, String name) {
try {
final AudioNode sound = new AudioNode(app.getAssetManager(), name, AudioData.DataType.Buffer);
sound.setLooping(false);
sound.setPositional(false);
return sound;
}
catch (AssetLoadException | AssetNotFoundException ex) {
LOGGER.log(Level.ERROR, ex.getMessage(), ex);
}
return null;
}
/**
* Plays the passStart sound effect.
*/
public void passStart() {
if (isEnabled() && passStartSound != null)
passStartSound.playInstance();
}
/**
* Plays the eventCard sound effect.
*/
public void eventCard() {
if (isEnabled() && eventCardSound != null)
eventCardSound.playInstance();
}
/**
* Plays the gulag sound effect.
*/
public void gulag() {
if (isEnabled() && gulagSound != null)
gulagSound.playInstance();
}
/**
* Plays the diceRoll sound effect.
*/
public void diceRoll() {
if (isEnabled() && diceRollSound != null)
diceRollSound.playInstance();
}
/**
* Plays the moneyCollect sound effect.
*/
public void moneyCollect() {
if (isEnabled() && moneyCollectSound != null)
moneyCollectSound.playInstance();
}
/**
* Plays the moneyLost sound effect.
*/
public void moneyLost() {
if (isEnabled() && moneyLostSound != null)
moneyLostSound.playInstance();
}
/**
* Plays the tradeAccepted sound effect.
*/
public void tradeAccepted() {
if (isEnabled() && tradeAcceptedSound != null)
tradeAcceptedSound.playInstance();
}
/**
* Plays the tradeRejected sound effect.
*/
public void tradeRejected() {
if (isEnabled() && tradeRejectedSound != null)
tradeRejectedSound.playInstance();
}
/**
* Plays the winner sound effect.
*/
public void winner() {
if (isEnabled() && winnerSound != null)
winnerSound.playInstance();
}
/**
* Plays the looser sound effect.
*/
public void looser() {
if (isEnabled() && looserSound != null)
looserSound.playInstance();
}
/**
* Plays the button sound effect.
*/
public void button() {
if (isEnabled() && buttonSound != null)
buttonSound.playInstance();
}
/**
* Sets the volume of the sounds
* @param vol the volume to which the sounds should be set
*/
public void setVolume(float vol){
passStartSound.setVolume(vol);
eventCardSound.setVolume(vol);
gulagSound.setVolume(vol);
diceRollSound.setVolume(vol);
moneyCollectSound.setVolume(vol);
moneyLostSound.setVolume(vol);
tradeAcceptedSound.setVolume(vol);
tradeRejectedSound.setVolume(vol);
winnerSound.setVolume(vol);
looserSound.setVolume(vol);
buttonSound.setVolume(vol);
PREFERENCES.putFloat(VOLUME_PREF, vol);
}
/**
* Overrides {@link SoundEvent#notifyListener(GameEventListener)}
* @param event the received event
*/
@Override
public void receivedEvent(SoundEvent event) {
switch (event.sound()) {
case PASS_START -> passStart();
case EVENT_CARD -> eventCard();
case GULAG -> gulag();
case DICE_ROLL -> diceRoll();
case MONEY_COLLECTED -> moneyCollect();
case MONEY_LOST -> moneyLost();
case TRADE_ACCEPTED -> tradeAccepted();
case TRADE_REJECTED -> tradeRejected();
case WINNER -> winner();
case LOSER -> looser();
case BUTTON -> button();
}
}
}

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@@ -1,488 +0,0 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.client;
import java.io.File;
import java.io.FileInputStream;
import java.io.IOException;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.logging.LogManager;
import com.jme3.app.DebugKeysAppState;
import com.jme3.app.SimpleApplication;
import com.jme3.app.StatsAppState;
import com.jme3.font.BitmapFont;
import com.jme3.font.BitmapText;
import com.jme3.input.KeyInput;
import com.jme3.input.MouseInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.input.controls.MouseButtonTrigger;
import com.jme3.system.AppSettings;
import com.simsilica.lemur.GuiGlobals;
import com.simsilica.lemur.style.BaseStyles;
import pp.dialog.DialogBuilder;
import pp.dialog.DialogManager;
import pp.graphics.Draw;
import static pp.monopoly.Resources.lookup;
import pp.monopoly.client.gui.SettingsMenu;
import pp.monopoly.client.gui.StartMenu;
import pp.monopoly.game.client.ClientGameLogic;
import pp.monopoly.game.client.MonopolyClient;
import pp.monopoly.game.client.ServerConnection;
import pp.monopoly.message.client.NotificationAnswer;
import pp.monopoly.notification.ClientStateEvent;
import pp.monopoly.notification.GameEventListener;
import pp.monopoly.notification.InfoTextEvent;
import pp.monopoly.notification.Sound;
/**
* The main class for the Monopoly client application.
* It manages the initialization, input setup, GUI setup, and game states for the client.
*/
public class MonopolyApp extends SimpleApplication implements MonopolyClient, GameEventListener {
/**
* Logger for logging messages within the application.
*/
private static final Logger LOGGER = System.getLogger(MonopolyApp.class.getName());
/**
* Path to the styles script for GUI elements.
*/
private static final String STYLES_SCRIPT = "Interface/Lemur/pp-styles.groovy"; //NON-NLS
/**
* Path to the font resource used in the GUI.
*/
private static final String FONT = "Interface/Fonts/Default.fnt"; //NON-NLS
/**
* Path to the client configuration file, if one exists.
*/
private static final File CONFIG_FILE = new File("client.properties");
/**
* Input mapping name for mouse clicks.
*/
public static final String CLICK = "CLICK";
/**
* Input mapping name for the Escape key.
*/
private static final String ESC = "ESC";
/**
* Manager for handling dialogs within the application.
*/
private final DialogManager dialogManager = new DialogManager(this);
/**
* The server connection instance, used for communicating with the game server.
*/
private final ServerConnection serverConnection;
/**
* Instance of the {@link Draw} class for rendering graphics.
*/
private Draw draw;
/**
* Text display at the top of the GUI for showing information to the user.
*/
private BitmapText topText;
/**
* Executor service for handling asynchronous tasks within the application.
*/
private ExecutorService executor;
/**
* Handler for managing the client's game logic.
*/
private final ClientGameLogic logic;
/**
* Configuration settings for the Battleship client application.
*/
private final MonopolyAppConfig config;
/**
* Listener for handling actions triggered by the Escape key.
*/
private final ActionListener escapeListener = (name, isPressed, tpf) -> escape(isPressed);
/**
* Listener for handeling Demo Mode (Minas mode)
*/
private final ActionListener f8Listener = (name, isPressed, tpf) -> handleF8(isPressed);
static {
// Configure logging
LogManager manager = LogManager.getLogManager();
try {
manager.readConfiguration(new FileInputStream("logging.properties"));
LOGGER.log(Level.INFO, "Successfully read logging properties"); //NON-NLS
}
catch (IOException e) {
LOGGER.log(Level.INFO, e.getMessage());
}
}
/**
* Starts the Monopoly application.
*
* @param args Command-line arguments for launching the application.
*/
public static void main(String[] args) {
new MonopolyApp().start();
}
/**
* Constructs a new {@code MonopolyApp} instance.
* Initializes the configuration, server connection, and game logic listeners.
*/
public MonopolyApp() {
config = new MonopolyAppConfig();
config.readFromIfExists(CONFIG_FILE);
serverConnection = makeServerConnection();
logic = new ClientGameLogic(serverConnection);
logic.addListener(this);
setShowSettings(config.getShowSettings());
setSettings(makeSettings());
}
/**
* Creates and configures application settings from the client configuration.
*
* @return A configured {@link AppSettings} object.
*/
private AppSettings makeSettings() {
final AppSettings settings = new AppSettings(true);
settings.setTitle(lookup("monopoly.name"));
settings.setResolution(config.getResolutionWidth(), config.getResolutionHeight());
settings.setFullscreen(config.fullScreen());
settings.setUseRetinaFrameBuffer(config.useRetinaFrameBuffer());
settings.setGammaCorrection(config.useGammaCorrection());
return settings;
}
/**
* Factory method for creating a server connection based on the current
* client configuration.
*
* @return A {@link ServerConnection} instance, which could be a real or mock server.
*/
private ServerConnection makeServerConnection() {
return new NetworkSupport(this);
}
/**
* Returns the dialog manager responsible for managing in-game dialogs.
*
* @return The {@link DialogManager} instance.
*/
public DialogManager getDialogManager() {
return dialogManager;
}
/**
* Returns the game logic handler for the client.
*
* @return The {@link ClientGameLogic} instance.
*/
@Override
public ClientGameLogic getGameLogic() {
return logic;
}
/**
* Returns the current configuration settings for the Monopoly client.
*
* @return The {@link pp.monopoly.game.client.MonopolyClientConfig} instance.
*/
@Override
public MonopolyAppConfig getConfig() {
return config;
}
/**
* Initializes the application.
* Sets up input mappings, GUI, game states, and connects to the server.
*/
@Override
public void simpleInitApp() {
setPauseOnLostFocus(false);
draw = new Draw(assetManager);
setupInput();
setupStates();
setupGui();
new StartMenu(this).open();
}
/**
* Sets up the graphical user interface (GUI) for the application.
*/
private void setupGui() {
GuiGlobals.initialize(this);
BaseStyles.loadStyleResources(STYLES_SCRIPT);
BaseStyles.loadGlassStyle();
GuiGlobals.getInstance().getStyles().setDefaultStyle("pp"); //NON-NLS
final BitmapFont normalFont = assetManager.loadFont(FONT); //NON-NLS
topText = new BitmapText(normalFont);
final int height = context.getSettings().getHeight();
topText.setLocalTranslation(10f, height - 10f, 0f);
topText.setColor(config.getTopColor());
guiNode.attachChild(topText);
}
/**
* Configures input mappings and sets up listeners for user interactions.
*/
private void setupInput() {
inputManager.deleteMapping(INPUT_MAPPING_EXIT);
inputManager.setCursorVisible(false);
inputManager.addMapping(ESC, new KeyTrigger(KeyInput.KEY_ESCAPE));
inputManager.addMapping(CLICK, new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
inputManager.addMapping("F8", new KeyTrigger(KeyInput.KEY_F8));
inputManager.addListener(f8Listener, "F8");
inputManager.addListener(escapeListener, ESC);
}
/**
* Handles the action on alt m for demo mode
* @param isPressed {@code true} is alt + m is pressed, {@code false} otherwise
*/
private void handleF8(boolean isPressed) {
if (isPressed) {
LOGGER.log(Level.INFO, "F detected."); // Debug logging
getGameLogic().send(new NotificationAnswer("hack"));
}
}
/**
* Initializes and attaches the necessary application states for the game.
*/
private void setupStates() {
if (config.getShowStatistics()) {
final BitmapFont normalFont = assetManager.loadFont(FONT); //NON-NLS
final StatsAppState stats = new StatsAppState(guiNode, normalFont);
stateManager.attach(stats);
}
flyCam.setEnabled(false);
stateManager.detach(stateManager.getState(StatsAppState.class));
stateManager.detach(stateManager.getState(DebugKeysAppState.class));
attachGameSound();
attachGameMusic();
stateManager.attach(new BoardAppState());
}
/**
* Attaches the game sound state and sets its initial enabled state.
*/
private void attachGameSound() {
final GameSound gameSound = new GameSound();
logic.addListener(gameSound);
gameSound.setEnabled(GameSound.enabledInPreferences());
stateManager.attach(gameSound);
}
/**
* Attaches the background music state and sets its initial enabled state.
*/
private void attachGameMusic() {
final GameMusic gameSound = new GameMusic();
gameSound.setEnabled(GameMusic.enabledInPreferences());
stateManager.attach(gameSound);
}
/**
* Updates the application state every frame.
* This method is called once per frame during the game loop.
*
* @param tpf Time per frame in seconds.
*/
@Override
public void simpleUpdate(float tpf) {
super.simpleUpdate(tpf);
dialogManager.update(tpf);
logic.update(tpf);
stateManager.update(tpf);
}
/**
* Handles the Escape key action to either close the top dialog or show the main menu.
*
* @param isPressed Indicates whether the Escape key is pressed.
*/
public void escape(boolean isPressed) {
if (!isPressed) return;
if (dialogManager.showsDialog())
dialogManager.escape();
else
new SettingsMenu(this).open();
}
/**
* Returns the {@link Draw} instance used for rendering graphical elements in the game.
*
* @return The {@link Draw} instance.
*/
public Draw getDraw() {
return draw;
}
/**
* Tries to connect
*/
public void connect() {
serverConnection.connect();
}
/**
* Handles a request to close the application.
* If the request is initiated by pressing ESC, this parameter is true.
*
* @param esc If true, the request is due to the ESC key being pressed.
*/
@Override
public void requestClose(boolean esc) { /* do nothing */ }
/**
* Closes the application, displaying a confirmation dialog if the client is connected to a server.
*/
public void closeApp() {
if (serverConnection.isConnected())
confirmDialog(lookup("confirm.leaving"), this::close);
else
close();
}
/**
* Closes the application, disconnecting from the server and stopping the application.
*/
private void close() {
serverConnection.disconnect();
stop();
}
/**
* Updates the informational text displayed in the GUI.
*
* @param text The information text to display.
*/
public void setInfoText(String text) {
LOGGER.log(Level.DEBUG, "setInfoText {0}", text); //NON-NLS
topText.setText(text);
}
/**
* Updates the informational text in the GUI based on the key received in an {@link InfoTextEvent}.
*
* @param event The {@link InfoTextEvent} containing the key for the text to display.
*/
@Override
public void receivedEvent(InfoTextEvent event) {
LOGGER.log(Level.DEBUG, "received info text {0}", event.key()); //NON-NLS
setInfoText(lookup(event.key()));
}
/**
* Handles client state events to update the game states accordingly.
*
* @param event The {@link ClientStateEvent} representing the state change.
*/
@Override
public void receivedEvent(ClientStateEvent event) {
stateManager.getState(BoardAppState.class).setEnabled(logic.isTurn());
}
/**
* Returns the executor service used for handling multithreaded tasks.
*
* @return The {@link ExecutorService} instance.
*/
public ExecutorService getExecutor() {
if (executor == null)
executor = Executors.newCachedThreadPool();
return executor;
}
/**
* Stops the application, shutting down the executor service and halting execution.
*
* @param waitFor If true, waits for the application to stop before returning.
*/
@Override
public void stop(boolean waitFor) {
if (executor != null) executor.shutdownNow();
super.stop(waitFor);
}
/**
* Displays a confirmation dialog with a specified question and action for the "Yes" button.
*
* @param question The question to display in the dialog.
* @param yesAction The action to perform if "Yes" is selected.
*/
public void confirmDialog(String question, Runnable yesAction) {
DialogBuilder.simple(dialogManager)
.setTitle(lookup("dialog.question"))
.setText(question)
.setOkButton(lookup("button.yes"), d -> {
getGameLogic().playSound(Sound.BUTTON); // Play sound
yesAction.run(); // Execute the original yesAction
})
.setNoButton(lookup("button.no"), d -> getGameLogic().playSound(Sound.BUTTON))
.build()
.open();
}
/**
* Displays an error dialog with the specified error message.
*
* @param errorMessage The error message to display in the dialog.
*/
public void errorDialog(String errorMessage) {
DialogBuilder.simple(dialogManager)
.setTitle(lookup("dialog.error"))
.setText(errorMessage)
.setOkButton(lookup("button.ok"), d -> getGameLogic().playSound(Sound.BUTTON))
.build()
.open();
}
/**
* Disconnects the current server connection.
*
* This method delegates the disconnection operation to the `disconnect` method of the
* `serverConnection` object.
*
*/
public void disconnect() {
serverConnection.disconnect();
}
/**
* Retrieves the unique identifier associated with the server connection.
*
* Checks if a Server is connected and returns 0 if there is no connection
*
* @return the ID of the connected Server instance.
*/
public int getId() {
if (serverConnection != null && serverConnection instanceof NetworkSupport) return ((NetworkSupport) serverConnection).getId();
return 0;
}
}

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@@ -1,190 +0,0 @@
package pp.monopoly.client;
import com.jme3.math.ColorRGBA;
import pp.monopoly.game.client.MonopolyClientConfig;
/**
* Provides access to the Monopoly application configuration.
* Extends {@link MonopolyClientConfig} to include additional properties specific to the client,
* particularly those related to screen settings and visual customization.
* <p>
* <b>Note:</b> Attributes of this class should not be marked as {@code final}
* to ensure proper functionality when reading from a properties file.
* </p>
*/
public class MonopolyAppConfig extends MonopolyClientConfig {
/**
* Converts a string value found in the properties file into an object of the specified type.
* Extends the superclass method to support conversion to {@link ColorRGBA}.
*
* @param value the string value to be converted
* @param targetType the target type into which the value string is converted
* @return the converted object of the specified type
*/
@Override
protected Object convertToType(String value, Class<?> targetType) {
if (targetType == ColorRGBA.class)
return makeColorRGBA(value);
return super.convertToType(value, targetType);
}
/**
* Converts the specified string value to a corresponding {@link ColorRGBA} object.
*
* @param value the color in the format "red, green, blue, alpha" with all values in the range [0..1]
* @return a {@link ColorRGBA} object representing the color
* @throws IllegalArgumentException if the input string is not in the expected format
*/
private static ColorRGBA makeColorRGBA(String value) {
String[] split = value.split(",", -1);
try {
if (split.length == 4)
return new ColorRGBA(Float.parseFloat(split[0]),
Float.parseFloat(split[1]),
Float.parseFloat(split[2]),
Float.parseFloat(split[3]));
}
catch (NumberFormatException e) {
// deliberately left empty
}
throw new IllegalArgumentException(value + " should consist of exactly 4 numbers");
}
/**
* The width of the game view resolution in pixels.
*/
@Property("settings.resolution.width") //NON-NLS
private int resolutionWidth = 1200;
/**
* The height of the game view resolution in pixels.
*/
@Property("settings.resolution.height") //NON-NLS
private int resolutionHeight = 800;
/**
* Specifies whether the game should start in full-screen mode.
*/
@Property("settings.full-screen") //NON-NLS
private boolean fullScreen = false;
/**
* Specifies whether gamma correction should be enabled.
* If enabled, the main framebuffer is configured for sRGB colors,
* and sRGB images are linearized.
* <p>
* Requires a GPU that supports GL_ARB_framebuffer_sRGB; otherwise, this setting will be ignored.
* </p>
*/
@Property("settings.use-gamma-correction") //NON-NLS
private boolean useGammaCorrection = true;
/**
* Specifies whether full resolution framebuffers should be used on Retina displays.
* This setting is ignored on non-Retina platforms.
*/
@Property("settings.use-retina-framebuffer") //NON-NLS
private boolean useRetinaFrameBuffer = false;
/**
* Specifies whether the settings window should be shown for configuring the game.
*/
@Property("settings.show") //NON-NLS
private boolean showSettings = false;
/**
* Specifies whether the JME statistics window should be shown in the lower left corner of the screen.
*/
@Property("statistics.show") //NON-NLS
private boolean showStatistics = false;
/**
* The color of the top text during gameplay, represented as a {@link ColorRGBA} object.
*/
@Property("overlay.top.color") //NON-NLS
private ColorRGBA topColor = ColorRGBA.White;
/**
* Creates a default {@code MonopolyAppConfig} with predefined values.
*/
public MonopolyAppConfig() {
// Default constructor
}
/**
* Returns the width of the game view resolution in pixels.
*
* @return the width of the game view resolution in pixels
*/
public int getResolutionWidth() {
return resolutionWidth;
}
/**
* Returns the height of the game view resolution in pixels.
*
* @return the height of the game view resolution in pixels
*/
public int getResolutionHeight() {
return resolutionHeight;
}
/**
* Returns whether the game should start in full-screen mode.
*
* @return {@code true} if the game should start in full-screen mode; {@code false} otherwise
*/
public boolean fullScreen() {
return fullScreen;
}
/**
* Returns whether gamma correction is enabled.
* If enabled, the main framebuffer is configured for sRGB colors,
* and sRGB images are linearized.
*
* @return {@code true} if gamma correction is enabled; {@code false} otherwise
*/
public boolean useGammaCorrection() {
return useGammaCorrection;
}
/**
* Returns whether full resolution framebuffers should be used on Retina displays.
* This setting is ignored on non-Retina platforms.
*
* @return {@code true} if full resolution framebuffers should be used on Retina displays; {@code false} otherwise
*/
public boolean useRetinaFrameBuffer() {
return useRetinaFrameBuffer;
}
/**
* Returns whether the settings window should be shown for configuring the game.
*
* @return {@code true} if the settings window should be shown; {@code false} otherwise
*/
public boolean getShowSettings() {
return showSettings;
}
/**
* Returns whether the JME statistics window should be shown in the lower left corner of the screen.
*
* @return {@code true} if the statistics window should be shown; {@code false} otherwise
*/
public boolean getShowStatistics() {
return showStatistics;
}
/**
* Returns the color of the top text during gameplay as a {@link ColorRGBA} object.
*
* @return the color of the top text during gameplay
*/
public ColorRGBA getTopColor() {
return topColor;
}
}

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@@ -1,84 +0,0 @@
package pp.monopoly.client;
import com.jme3.app.Application;
import com.jme3.app.state.AbstractAppState;
import com.jme3.app.state.AppStateManager;
import pp.monopoly.game.client.ClientGameLogic;
/**
* Abstract class representing a state in the Monopoly game.
* Extends the AbstractAppState from jMonkeyEngine to manage state behavior.
*/
public abstract class MonopolyAppState extends AbstractAppState {
private MonopolyApp app;
/**
* Creates a new MonopolyAppState that is initially disabled.
*/
protected MonopolyAppState() {
setEnabled(false);
}
/**
* Initializes the state manager and application.
*
* @param stateManager The state manager
* @param application The application instance
*/
@Override
public void initialize(AppStateManager stateManager, Application application) {
super.initialize(stateManager, application);
this.app = (MonopolyApp) application;
if (isEnabled()) {
enableState();
}
}
/**
* Returns the MonopolyApp instance associated with this MonopolyAppState.
*
* @return The MonopolyApp instance.
*/
public MonopolyApp getApp() {
return app;
}
/**
* Returns the client game logic handler.
*
* @return the client game logic handler
*/
public ClientGameLogic getGameLogic() {
return app.getGameLogic();
}
/**
* Sets the enabled state of the MonopolyAppState.
* If the new state is the same as the current state, the method returns.
*
* @param enabled The new enabled state.
*/
@Override
public void setEnabled(boolean enabled) {
if (isEnabled() == enabled) return;
super.setEnabled(enabled);
if (app != null) {
if (enabled) {
enableState();
} else {
disableState();
}
}
}
/**
* Called when the state is enabled. Override to define specific behavior.
*/
protected abstract void enableState();
/**
* Called when the state is disabled. Override to define specific behavior.
*/
protected abstract void disableState();
}

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@@ -1,164 +0,0 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.client;
import com.jme3.network.Client;
import com.jme3.network.ClientStateListener;
import com.jme3.network.Message;
import com.jme3.network.MessageListener;
import com.jme3.network.Network;
import pp.monopoly.client.gui.CreateGameMenu;
import pp.monopoly.game.client.ServerConnection;
import pp.monopoly.message.client.ClientMessage;
import pp.monopoly.message.server.ServerMessage;
import java.io.IOException;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import static pp.monopoly.Resources.lookup;
/**
* Manages the network connection for the Monopoly application.
* Handles connecting to and disconnecting from the server, and sending messages.
*/
public class NetworkSupport implements MessageListener<Client>, ClientStateListener, ServerConnection {
private static final Logger LOGGER = System.getLogger(NetworkSupport.class.getName());
private final MonopolyApp app;
private Client client;
/**
* Constructs a NetworkSupport instance for the given Monopoly application.
*
* @param app The Monopoly application instance.
*/
public NetworkSupport(MonopolyApp app) {
this.app = app;
}
/**
* Return the client connections Id
*
* @return the client id
*/
public int getId() {
if (client == null) return 0;
return client.getId();
}
/**
* Returns the Monopoly application instance.
*
* @return Monopoly application instance
*/
public MonopolyApp getApp() {
return app;
}
/**
* Checks if there is a connection to the game server.
*
* @return true if there is a connection to the game server, false otherwise.
*/
@Override
public boolean isConnected() {
return client != null && client.isConnected();
}
/**
* Attempts to join the game if there is no connection yet.
* Opens a dialog for the user to enter the host and port information.
*/
@Override
public void connect() {
if (client == null)
new CreateGameMenu(this).open();
}
/**
* Closes the client connection.
*/
@Override
public void disconnect() {
if (client == null) return;
client.close();
client = null;
LOGGER.log(Level.INFO, "client closed"); //NON-NLS
}
/**
* Initializes the network connection.
*
* @param host The server's address.
* @param port The server's port.
* @throws IOException If an I/O error occurs when creating the client.
*/
public void initNetwork(String host, int port) throws IOException {
if (client != null)
throw new IllegalStateException("trying to join a game again");
client = Network.connectToServer(host, port);
client.start();
client.addMessageListener(this);
client.addClientStateListener(this);
}
/**
* Called when a message is received from the server.
*
* @param client The client instance that received the message.
* @param message The message received from the server.
*/
@Override
public void messageReceived(Client client, Message message) {
LOGGER.log(Level.INFO, "message received from server: {0}", message); //NON-NLS
if (message instanceof ServerMessage serverMessage)
app.enqueue(() -> serverMessage.accept(app.getGameLogic()));
}
/**
* Called when the client has successfully connected to the server.
*
* @param client The client that connected to the server.
*/
@Override
public void clientConnected(Client client) {
LOGGER.log(Level.INFO, "Client connected: {0}", client); //NON-NLS
}
/**
* Called when the client is disconnected from the server.
*
* @param client The client that was disconnected.
* @param disconnectInfo Information about the disconnection.
*/
@Override
public void clientDisconnected(Client client, DisconnectInfo disconnectInfo) {
LOGGER.log(Level.INFO, "Client {0} disconnected: {1}", client, disconnectInfo); //NON-NLS
if (this.client != client)
throw new IllegalArgumentException("parameter value must be client");
LOGGER.log(Level.INFO, "client still connected: {0}", client.isConnected()); //NON-NLS
this.client = null;
disconnect();
app.enqueue(() -> app.setInfoText(lookup("lost.connection.to.server")));
}
/**
* Sends the specified message to the server.
*
* @param message The message to be sent to the server.
*/
@Override
public void send(ClientMessage message) {
LOGGER.log(Level.INFO, "sending {0}", message); //NON-NLS
if (client == null)
app.errorDialog(lookup("lost.connection.to.server"));
else
client.send(message);
}
}

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@@ -1,97 +0,0 @@
package pp.monopoly.client;
import java.util.Timer;
import java.util.TimerTask;
import pp.monopoly.client.gui.popups.AcceptTrade;
import pp.monopoly.client.gui.popups.BuildingPropertyCard;
import pp.monopoly.client.gui.popups.ConfirmTrade;
import pp.monopoly.client.gui.popups.EventCardPopup;
import pp.monopoly.client.gui.popups.FoodFieldCard;
import pp.monopoly.client.gui.popups.GateFieldCard;
import pp.monopoly.client.gui.popups.Gulag;
import pp.monopoly.client.gui.popups.GulagInfo;
import pp.monopoly.client.gui.popups.LooserPopUp;
import pp.monopoly.client.gui.popups.NoMoneyWarning;
import pp.monopoly.client.gui.popups.ReceivedRent;
import pp.monopoly.client.gui.popups.RejectTrade;
import pp.monopoly.client.gui.popups.Rent;
import pp.monopoly.client.gui.popups.TimeOut;
import pp.monopoly.client.gui.popups.WinnerPopUp;
import pp.monopoly.message.server.NotificationMessage;
import pp.monopoly.message.server.TradeReply;
import pp.monopoly.model.fields.BuildingProperty;
import pp.monopoly.model.fields.FoodField;
import pp.monopoly.model.fields.GateField;
import pp.monopoly.notification.EventCardEvent;
import pp.monopoly.notification.GameEventListener;
import pp.monopoly.notification.PopUpEvent;
public class PopUpManager implements GameEventListener {
private final MonopolyApp app;
public PopUpManager(MonopolyApp app) {
this.app = app;
app.getGameLogic().addListener(this);
}
@Override
public void receivedEvent(PopUpEvent event) {
if (event.msg().equals("Buy")) {
Timer timer = new Timer();
timer.schedule(new TimerTask() {
@Override
public void run() {
app.enqueue(() -> {
int field = app.getGameLogic().getPlayerHandler().getPlayerById(app.getId()).getFieldID();
Object fieldObject = app.getGameLogic().getBoardManager().getFieldAtIndex(field);
if (fieldObject instanceof BuildingProperty) {
new BuildingPropertyCard(app).open();
} else if (fieldObject instanceof GateField) {
new GateFieldCard(app).open();
} else if (fieldObject instanceof FoodField) {
new FoodFieldCard(app).open();
}
});
}
}, 2500);
} else if (event.msg().equals("Winner")) {
new WinnerPopUp(app).open();
} else if (event.msg().equals("Looser")) {
new LooserPopUp(app).open();
} else if (event.msg().equals("timeout")) {
new TimeOut(app).open();
} else if (event.msg().equals("tradeRequest")) {
new ConfirmTrade(app).open();
} else if (event.msg().equals("goingToJail")) {
new Gulag(app).open();
} else if (event.msg().equals("NoMoneyWarning")) {
new NoMoneyWarning(app).open();
} else if(event.msg().equals("rent")) {
new Rent(app, ( (NotificationMessage) event.message()).getRentOwner(), ( (NotificationMessage) event.message()).getRentAmount() ).open();
} else if (event.msg().equals("jailtryagain")) {
new GulagInfo(app, 1).open();
} else if (event.msg().equals("jailpay")) {
new GulagInfo(app, 3).open();
} else if (event.msg().equals("tradepos")) {
new AcceptTrade(app, (TradeReply) event.message()).open();
} else if (event.msg().equals("tradeneg")) {
new RejectTrade(app, (TradeReply) event.message()).open();
} else if (event.msg().equals("ReceivedRent")) {
new ReceivedRent(app, ( (NotificationMessage) event.message()).getRentOwner(), ( (NotificationMessage) event.message()).getRentAmount() ).open();
}
}
@Override
public void receivedEvent(EventCardEvent event) {
Timer timer = new Timer();
timer.schedule(new TimerTask() {
@Override
public void run() {
app.enqueue(() -> new EventCardPopup(app, event.description()).open());
}
}, 2500);
}
}

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@@ -1,146 +0,0 @@
package pp.monopoly.client.gui;
import com.jme3.material.Material;
import com.jme3.material.RenderState.BlendMode;
import com.jme3.math.ColorRGBA;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import pp.monopoly.client.MonopolyApp;
import pp.monopoly.model.Figure;
import pp.monopoly.model.Hotel;
import pp.monopoly.model.House;
import pp.monopoly.model.Item;
import pp.monopoly.notification.UpdatePlayerView;
public class BobTheBuilder extends GameBoardSynchronizer {
private static final String UNSHADED = "Common/MatDefs/Misc/Unshaded.j3md"; //NON-NLS
private static final String COLOR = "Color"; //NON-NLS
private static final String FIGURE = "figure"; //NON-NLS
private static final String HOUSE = "house"; //NON-NLS
private static final String HOTEL = "hotel"; //NON-NLS
private final MonopolyApp app;
public BobTheBuilder(MonopolyApp app, Node root) {
super(app.getGameLogic().getBoard(), root);
this.app = app;
addExisting();
}
@Override
public Spatial visit(Figure figure) {
final Node node = new Node(FIGURE);
node.attachChild(createFigure(figure));
// Setze die Position basierend auf der Feld-ID
node.setLocalTranslation(figure.getPos());
// Setze die Rotation basierend auf der Feld-ID
node.setLocalRotation(figure.getRot().toQuaternion());
node.addControl(new FigureControl(figure));
return node;
}
@Override
public Spatial visit(Hotel hotel) {
final Node node = new Node(HOTEL);
node.attachChild(createHotel(hotel));
// Setze die Position basierend auf der Feld-ID
node.setLocalTranslation(hotel.getPos());
// Setze die Rotation basierend auf der Feld-ID
node.setLocalRotation(hotel.getRot().toQuaternion());
return node;
}
@Override
public Spatial visit(House house) {
final Node node = new Node(HOUSE);
node.attachChild(createHouse(house));
// Setze die Position basierend auf der Feld-ID
node.setLocalTranslation(house.getPos());
// Setze die Rotation basierend auf der Feld-ID
node.setLocalRotation(house.getAlignment());
return node;
}
private Spatial createFigure(Figure figure) {
// Lade das Modell
Spatial model = app.getAssetManager().loadModel("models/" + "Spielfiguren/" + figure.getType() + "/" + figure.getType() + ".j3o");
// Skaliere und positioniere das Modell
model.scale(0.5f);
return model;
}
private Spatial createHotel(Hotel hotel) {
Spatial model = app.getAssetManager().loadModel("models/Hotel/Hotel.j3o");
model.scale(0.2f);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
private Spatial createHouse(House house) {
Spatial model = app.getAssetManager().loadModel("models/Haus/"+house.getStage()+"Haus.j3o");
model.scale(0.5f);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* Creates a simple box to represent a battleship that is not of the "King George V" type.
*
* @param ship the battleship to be represented
* @return the geometry representing the battleship as a box
*/
private Spatial createBox(Item item) {
final Box box = new Box(3,
3f,
3);
final Geometry geometry = new Geometry(FIGURE, box);
geometry.setMaterial(createColoredMaterial(ColorRGBA.Blue));
geometry.setShadowMode(ShadowMode.CastAndReceive);
geometry.setLocalTranslation(0, 2, 0);
return geometry;
}
/**
* Creates a new {@link Material} with the specified color.
* If the color includes transparency (i.e., alpha value less than 1),
* the material's render state is set to use alpha blending, allowing for
* semi-transparent rendering.
*
* @param color the {@link ColorRGBA} to be applied to the material. If the alpha value
* of the color is less than 1, the material will support transparency.
* @return a {@link Material} instance configured with the specified color and,
* if necessary, alpha blending enabled.
*/
private Material createColoredMaterial(ColorRGBA color) {
final Material material = new Material(app.getAssetManager(), UNSHADED);
if (color.getAlpha() < 1f)
material.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
material.setColor(COLOR, color);
return material;
}
@Override
public void receivedEvent(UpdatePlayerView event) {
//TODO player move animation
}
}

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@@ -1,221 +0,0 @@
package pp.monopoly.client.gui;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.shape.Quad;
import com.jme3.texture.Texture;
import com.simsilica.lemur.*;
import com.simsilica.lemur.component.QuadBackgroundComponent;
import com.simsilica.lemur.component.SpringGridLayout;
import com.simsilica.lemur.style.ElementId;
import pp.dialog.Dialog;
import pp.monopoly.client.MonopolyApp;
import pp.monopoly.client.gui.popups.BuyHouse;
import pp.monopoly.client.gui.popups.RepayMortage;
import pp.monopoly.client.gui.popups.SellHouse;
import pp.monopoly.client.gui.popups.TakeMortage;
import pp.monopoly.notification.Sound;
/**
* Represents the building administration menu in the Monopoly application.
* <p>
* Provides options to manage properties, including building houses, demolishing houses,
* taking mortgages, repaying mortgages, and viewing an overview of owned properties.
* </p>
*/
public class BuildingAdminMenu extends Dialog {
/** Reference to the Monopoly application instance. */
private final MonopolyApp app;
/** Main container for the menu's UI components. */
private final Container mainContainer;
/** Background geometry for the menu. */
private Geometry background;
/** Button to navigate back to the previous menu. */
private final Button backButton = new Button("Zurück");
/** Button to build houses on properties. */
private final Button buildButton = new Button("Bauen");
/** Button to demolish houses on properties. */
private final Button demolishButton = new Button("Abriss");
/** Button to take out a mortgage on properties. */
private final Button takeMortgageButton = new Button("Hypothek aufnehmen");
/** Button to repay a mortgage on properties. */
private final Button payMortgageButton = new Button("Hypothek bezahlen");
/** Button to open the property overview menu. */
private final Button overviewButton = new Button("Übersicht");
/**
* Constructs the building administration menu.
*
* @param app the Monopoly application instance
*/
public BuildingAdminMenu(MonopolyApp app) {
super(app.getDialogManager());
this.app = app;
// Background Image
addBackgroundImage();
// Main container for the UI components
mainContainer = new Container(new SpringGridLayout(Axis.Y, Axis.X));
mainContainer.setPreferredSize(new Vector3f(800, 600, 0));
mainContainer.setBackground(new QuadBackgroundComponent(new ColorRGBA(1, 1, 1, 0.7f))); // Translucent white background
// Add header
mainContainer.addChild(createHeaderContainer());
// Add content
mainContainer.addChild(createContent());
// Attach main container to GUI node
app.getGuiNode().attachChild(mainContainer);
mainContainer.setLocalTranslation(
(app.getCamera().getWidth() - mainContainer.getPreferredSize().x) / 2,
(app.getCamera().getHeight() + mainContainer.getPreferredSize().y) / 2,
7
);
}
/**
* Creates the header container.
*
* @return The header container.
*/
private Container createHeaderContainer() {
Container headerContainer = new Container(new SpringGridLayout(Axis.X, Axis.Y));
headerContainer.setPreferredSize(new Vector3f(800, 100, 0));
Label headerLabel = headerContainer.addChild(new Label("Grundstücke Verwalten", new ElementId("header")));
headerLabel.setFontSize(45);
headerLabel.setInsets(new Insets3f(10, 10, 10, 10));
return headerContainer;
}
/**
* Creates the main content container with columns for Overview, Build, and Mortgage.
*
* @return The content container.
*/
private Container createContent() {
Container contentContainer = new Container(new SpringGridLayout(Axis.X, Axis.Y));
contentContainer.setPreferredSize(new Vector3f(800, 500, 0));
// Overview Column
Container overviewColumn = new Container(new SpringGridLayout(Axis.Y, Axis.X));
overviewColumn.addChild(new Label("Übersicht:")).setFontSize(30);
//Building Overview Button
overviewButton.setPreferredSize(new Vector3f(200, 50, 0));
overviewButton.addClickCommands(s -> ifTopDialog(() -> {
app.getGameLogic().playSound(Sound.BUTTON);
new PropertyOverviewMenu(app).open();
}));
overviewColumn.addChild(overviewButton);
// Back Button
backButton.setPreferredSize(new Vector3f(200, 50, 0));
backButton.addClickCommands(s -> ifTopDialog(() -> {
app.getGameLogic().playSound(Sound.BUTTON);
close();
}));
overviewColumn.addChild(backButton);
contentContainer.addChild(overviewColumn);
// Build Column
Container buildColumn = new Container(new SpringGridLayout(Axis.Y, Axis.X));
buildColumn.addChild(new Label("Bauen:")).setFontSize(30);
// Build Houses Button
buildButton.setPreferredSize(new Vector3f(200, 50, 0));
buildButton.addClickCommands(s -> ifTopDialog(() -> {
app.getGameLogic().playSound(Sound.BUTTON);
new BuyHouse(app).open();
}));
buildColumn.addChild(buildButton);
//Demolish Houses Button
demolishButton.setPreferredSize(new Vector3f(200, 50, 0));
demolishButton.addClickCommands(s -> ifTopDialog(() -> {
app.getGameLogic().playSound(Sound.BUTTON);
new SellHouse(app).open();
}));
buildColumn.addChild(demolishButton);
contentContainer.addChild(buildColumn);
// Mortgage Column
Container mortgageColumn = new Container(new SpringGridLayout(Axis.Y, Axis.X));
mortgageColumn.addChild(new Label("Hypotheken:")).setFontSize(30);
// Lend Mortgage Button
takeMortgageButton.setPreferredSize(new Vector3f(200, 50, 0));
takeMortgageButton.addClickCommands(s -> ifTopDialog(() -> {
app.getGameLogic().playSound(Sound.BUTTON);
new TakeMortage(app).open();
}));
mortgageColumn.addChild(takeMortgageButton);
//Repay Mortgage Button
payMortgageButton.setPreferredSize(new Vector3f(200, 50, 0));
payMortgageButton.addClickCommands(s -> ifTopDialog(() -> {
app.getGameLogic().playSound(Sound.BUTTON);
new RepayMortage(app).open();
}));
mortgageColumn.addChild(payMortgageButton);
contentContainer.addChild(mortgageColumn);
return contentContainer;
}
/**
* Adds a background image to the dialog.
*/
private void addBackgroundImage() {
Texture backgroundImage = app.getAssetManager().loadTexture("Pictures/unibw-Bib2.png");
Quad quad = new Quad(app.getCamera().getWidth(), app.getCamera().getHeight());
background = new Geometry("Background", quad);
Material backgroundMaterial = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
backgroundMaterial.setTexture("ColorMap", backgroundImage);
background.setMaterial(backgroundMaterial);
background.setLocalTranslation(0, 0, 6); // Position behind other GUI elements
app.getGuiNode().attachChild(background);
}
/**
* Closes the building administration menu and detaches its elements from the GUI.
*/
@Override
public void close() {
app.getGuiNode().detachChild(mainContainer);
app.getGuiNode().detachChild(background);
super.close();
}
/**
* Opens the settings menu when the escape key is pressed.
*/
@Override
public void escape() {
new SettingsMenu(app).open();
}
/**
* Periodic updates for the menu, if required.
*
* @param delta Time since the last update in seconds.
*/
@Override
public void update(float delta) {
// Periodic updates if necessary
}
}

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@@ -1,66 +0,0 @@
package pp.monopoly.client.gui;
import com.jme3.math.Vector3f;
import com.jme3.renderer.Camera;
/**
* Controls the movement of the camera within the scene.
*/
public class CameraController {
private final Camera camera;
private final float height = 25; // Height of the camera above the game board
/**
* Constructor for the CameraController.
*
* @param camera The camera to be controlled
*/
public CameraController(Camera camera) {
this.camera = camera;
setPosition(0);
camera.lookAt(Vector3f.ZERO, Vector3f.UNIT_Y);
}
/**
* Updates the camera's position and orientation.
*
* @param tpf Time per frame
*/
public void update(float tpf) {
camera.lookAt(Vector3f.ZERO, Vector3f.UNIT_Y);
}
/**
* Sets the camera's position based on the field ID.
*
* @param fieldID The ID of the field to which the camera should move
*/
public void setPosition(int fieldID) {
camera.setLocation(fieldIdToVector(fieldID));
}
/**
* Sets the camera's position using specific coordinates.
*
* @param x The X-coordinate of the new camera position
* @param y The Y-coordinate of the new camera position
*/
public void setPosition(float x, float y) {
camera.setLocation(new Vector3f(x, height, y));
}
/**
* Maps a field ID to its corresponding position in the game world.
*
* @param fieldID The ID of the field
* @return The position of the field as a {@link Vector3f}
* @throws IllegalArgumentException If the field ID is invalid
*/
private Vector3f fieldIdToVector(int fieldID) {
if (fieldID <= 10) return new Vector3f(30, height, 0);
if (fieldID <= 20) return new Vector3f(0, height, 30);
if (fieldID <= 30) return new Vector3f(-30, height, 0);
if (fieldID <= 40) return new Vector3f(0, height, -30);
else throw new IllegalArgumentException();
}
}

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@@ -1,60 +0,0 @@
//package pp.monopoly.client.gui;
//
//import com.jme3.input.InputManager;
//import com.jme3.input.KeyInput;
//import com.jme3.input.controls.ActionListener;
//import com.jme3.input.controls.KeyTrigger;
//
///**
// * Handhabt die Eingaben für die Kamera.
// */
//public class CameraInputHandler {
//
// private CameraController cameraController; // Kamera-Controller
//
// /**
// * Konstruktor für den CameraInputHandler.
// *
// * @param cameraController Der Kamera-Controller, der gesteuert werden soll.
// * @param inputManager Der InputManager, um Eingaben zu registrieren.
// */
// public CameraInputHandler(CameraController cameraController, InputManager inputManager) {
// if (cameraController == null || inputManager == null) {
// throw new IllegalArgumentException("CameraController und InputManager dürfen nicht null sein");
// }
// this.cameraController = cameraController;
//
// // Mappings für Kamerasteuerung
// inputManager.addMapping("FocusCurrentPlayer", new KeyTrigger(KeyInput.KEY_1)); // Modus 1
// inputManager.addMapping("FocusSelf", new KeyTrigger(KeyInput.KEY_2)); // Modus 2
// inputManager.addMapping("FreeCam", new KeyTrigger(KeyInput.KEY_3)); // Modus 3
//
// // Listener für die Kameramodi
// inputManager.addListener(actionListener, "FocusCurrentPlayer", "FocusSelf", "FreeCam");
// }
//
// /**
// * ActionListener für die Kamerasteuerung.
// */
// private final ActionListener actionListener = (name, isPressed, tpf) -> {
// if (!isPressed) return;
//
// // Umschalten der Kamera-Modi basierend auf der Eingabe
// switch (name) {
// case "FocusCurrentPlayer" -> {
// cameraController.setMode(CameraController.CameraMode.FOCUS_CURRENT_PLAYER);
// System.out.println("Kameramodus: Fokus auf aktuellen Spieler");
// }
// case "FocusSelf" -> {
// cameraController.setMode(CameraController.CameraMode.FOCUS_SELF);
// System.out.println("Kameramodus: Fokus auf eigene Figur");
// }
// case "FreeCam" -> {
// cameraController.setMode(CameraController.CameraMode.FREECAM);
// System.out.println("Kameramodus: Freie Kamera");
// }
// default -> System.err.println("Unbekannter Kameramodus: " + name);
// }
// };
//}
//

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@@ -1,224 +0,0 @@
package pp.monopoly.client.gui;
import java.util.Set;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.shape.Quad;
import com.jme3.texture.Texture;
import com.simsilica.lemur.*;
import com.simsilica.lemur.component.QuadBackgroundComponent;
import com.simsilica.lemur.component.SpringGridLayout;
import com.simsilica.lemur.core.VersionedList;
import com.simsilica.lemur.core.VersionedReference;
import com.simsilica.lemur.style.ElementId;
import pp.dialog.Dialog;
import pp.monopoly.client.MonopolyApp;
import pp.monopoly.game.server.Player;
import pp.monopoly.message.client.ViewAssetsRequest;
import pp.monopoly.model.TradeHandler;
import pp.monopoly.notification.Sound;
public class ChoosePartner extends Dialog {
private final MonopolyApp app;
private Selector<String> playerSelector;
private final Button cancelButton = new Button("Abbrechen");
private final Button confirmButton = new Button("Bestätigen");
private final Container mainContainer;
private Container lowerLeftMenu;
private Container lowerRightMenu;
private Geometry background;
private TradeHandler tradeHandler;
private VersionedReference<Set<Integer>> selectionRef; // Reference to track selector changes
private String lastSelected = ""; // To keep track of the last selected value
QuadBackgroundComponent translucentWhiteBackground =
new QuadBackgroundComponent(new ColorRGBA(1.0f, 1.0f, 1.0f, 0.5f));
/**
* Constructs the ChoosePartner dialog.
*
* @param app The Monopoly application instance.
*/
public ChoosePartner(MonopolyApp app) {
super(app.getDialogManager());
this.app = app;
tradeHandler = new TradeHandler(app.getGameLogic().getPlayerHandler().getPlayerById(app.getId()));
app.getGameLogic().send(new ViewAssetsRequest());
// Background Image
addBackgroundImage();
// Main container for the UI components
mainContainer = new Container(new SpringGridLayout(Axis.Y, Axis.X));
mainContainer.setPreferredSize(new Vector3f(1000, 600, 0));
mainContainer.setBackground(translucentWhiteBackground);
// Add title with background
Label headerLabel = mainContainer.addChild(new Label("Wähle deinen Handelspartner:", new ElementId("label-Bold")));
headerLabel.setFontSize(40);
headerLabel.setBackground(new QuadBackgroundComponent(new ColorRGBA(1.0f, 1.0f, 1.0f, 0.5f)));
// Dropdown for player selection
mainContainer.addChild(createDropdown());
// Add buttons
mainContainer.addChild(createButtonContainer());
// Attach main container to GUI node
app.getGuiNode().attachChild(mainContainer);
mainContainer.setLocalTranslation(
(app.getCamera().getWidth() - mainContainer.getPreferredSize().x) / 2,
(app.getCamera().getHeight() + mainContainer.getPreferredSize().y) / 2,
4
);
// Initialize selection reference for tracking changes
selectionRef = playerSelector.getSelectionModel().createReference();
}
/**
* Creates the dropdown menu for selecting a partner.
*
* @return The dropdown container.
*/
private Container createDropdown() {
Container dropdownContainer = new Container(new SpringGridLayout(Axis.Y, Axis.X));
dropdownContainer.setPreferredSize(new Vector3f(100, 80, 0));
dropdownContainer.setBackground(new QuadBackgroundComponent(new ColorRGBA(ColorRGBA.Black)));
VersionedList<String> playerOptions = new VersionedList<>();
for (Player player : app.getGameLogic().getPlayerHandler().getPlayers()) {
if (player.getId() != app.getId()) {
playerOptions.add(player.getName() + " (ID: " + player.getId() + ")");
}
}
playerSelector = new Selector<>(playerOptions, "glass");
dropdownContainer.addChild(playerSelector);
Vector3f dimens = dropdownContainer.getPreferredSize();
Vector3f dimens2 = playerSelector.getPopupContainer().getPreferredSize();
dimens2.setX(dimens.getX());
playerSelector.getPopupContainer().setPreferredSize(new Vector3f(200, 200, 3));
playerSelector.setLocalTranslation(0, 0, 5);
// Set initial selection
if (!playerOptions.isEmpty()) {
onDropdownSelectionChanged(playerOptions.get(0));
}
return dropdownContainer;
}
/**
* Creates the button container with cancel and confirm buttons.
*
* @return The button container.
*/
private Container createButtonContainer() {
Container buttonContainer = new Container(new SpringGridLayout(Axis.X, Axis.Y));
buttonContainer.setBackground(translucentWhiteBackground);
// "Abbrechen" button
lowerLeftMenu = new Container();
cancelButton.setPreferredSize(new Vector3f(200, 60, 0));
cancelButton.setFontSize(30);
cancelButton.addClickCommands(s -> ifTopDialog(() -> {
app.getGameLogic().playSound(Sound.BUTTON);
close();
}));
lowerLeftMenu.addChild(cancelButton);
// Position the container near the bottom-left corner
lowerLeftMenu.setLocalTranslation(new Vector3f(120, 170, 5)); // Adjust X and Y to align with the bottom-left corner
app.getGuiNode().attachChild(lowerLeftMenu);
// "Bestätigen" button
lowerRightMenu = new Container();
confirmButton.setPreferredSize(new Vector3f(200, 60, 0));
confirmButton.setFontSize(30);
confirmButton.addClickCommands(s -> ifTopDialog(() -> {
app.getGameLogic().playSound(Sound.BUTTON);
close();
new TradeMenu(app, tradeHandler).open();
}));
lowerRightMenu.addChild(confirmButton);
// Position the container near the bottom-right corner
lowerRightMenu.setLocalTranslation(new Vector3f(app.getCamera().getWidth() - 320, 170, 5)); // X: 220px from the right, Y: 50px above the bottom
app.getGuiNode().attachChild(lowerRightMenu);
return buttonContainer;
}
/**
* Adds a background image to the dialog.
*/
private void addBackgroundImage() {
Texture backgroundImage = app.getAssetManager().loadTexture("Pictures/unibw-Bib2.png");
Quad quad = new Quad(app.getCamera().getWidth(), app.getCamera().getHeight());
background = new Geometry("Background", quad);
Material backgroundMaterial = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
backgroundMaterial.setTexture("ColorMap", backgroundImage);
background.setMaterial(backgroundMaterial);
background.setLocalTranslation(0, 0, 3); // Position behind other GUI elements
app.getGuiNode().attachChild(background);
}
/**
* Handles the escape action for the dialog.
*/
@Override
public void escape() {
new SettingsMenu(app).open();
}
/**
* Updates the dialog periodically, called by the dialog manager.
*
* @param delta The time elapsed since the last update.
*/
@Override
public void update(float delta) {
// Check if the selection has changed
if (selectionRef.update()) {
String selected = playerSelector.getSelectedItem();
if (!selected.equals(lastSelected)) {
lastSelected = selected;
onDropdownSelectionChanged(selected);
}
}
}
@Override
public void close() {
app.getGuiNode().detachChild(playerSelector);
app.getGuiNode().detachChild(lowerLeftMenu);
app.getGuiNode().detachChild(lowerRightMenu);
app.getGuiNode().detachChild(mainContainer);
app.getGuiNode().detachChild(background);
super.close();
}
/**
* Callback for when the dropdown selection changes.
*/
private void onDropdownSelectionChanged(String selected) {
app.getGameLogic().playSound(Sound.BUTTON);
int idStart = selected.indexOf("(ID: ") + 5; // Find start of the ID
int idEnd = selected.indexOf(")", idStart); // Find end of the ID
String idStr = selected.substring(idStart, idEnd); // Extract the ID as a string
int playerId = Integer.parseInt(idStr); // Convert the ID to an integer
// Find the player by ID
Player selectedPlayer = app.getGameLogic().getPlayerHandler().getPlayerById(playerId);
if (selectedPlayer != null) {
tradeHandler.setReceiver(selectedPlayer); // Set the receiver in TradeHandler
}
}
}

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@@ -1,226 +0,0 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.client.gui;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.concurrent.ExecutionException;
import java.util.concurrent.Future;
import com.jme3.material.Material;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.shape.Quad;
import com.jme3.texture.Texture;
import com.simsilica.lemur.Button;
import com.simsilica.lemur.Container;
import com.simsilica.lemur.Label;
import com.simsilica.lemur.TextField;
import com.simsilica.lemur.component.SpringGridLayout;
import static pp.monopoly.Resources.lookup;
import com.simsilica.lemur.style.ElementId;
import pp.monopoly.client.MonopolyApp;
import pp.monopoly.client.NetworkSupport;
import pp.monopoly.notification.Sound;
import pp.monopoly.server.MonopolyServer;
import pp.dialog.Dialog;
import pp.dialog.DialogBuilder;
/**
* Represents a dialog for setting up a network connection in the Battleship game.
* Allows users to specify the host and port for connecting to a game server.
*/
public class CreateGameMenu extends Dialog {
private static final Logger LOGGER = System.getLogger(CreateGameMenu.class.getName());
private static final String LOCALHOST = "localhost"; //NON-NLS
private static final String DEFAULT_PORT = "42069"; //NON-NLS
private final NetworkSupport network;
private final TextField host = new TextField(LOCALHOST);
private final TextField port = new TextField(DEFAULT_PORT);
private final Button serverButton = new Button("Selber hosten");
private final Button cancelButton = new Button("Abbrechen");
private final Button joinButton = new Button("Beitreten");
private String hostname;
private int portNumber;
private Future<Object> connectionFuture;
private Dialog progressDialog;
/**
* Constructs a new CreateGameMenu.
*
* @param network The NetworkSupport instance to be used for network operations.
*/
public CreateGameMenu(NetworkSupport network) {
super(network.getApp().getDialogManager());
this.network = network;
host.setSingleLine(true);
host.setPreferredWidth(400f);
port.setSingleLine(true);
final MonopolyApp app = network.getApp();
int screenWidth = app.getContext().getSettings().getWidth();
int screenHeight = app.getContext().getSettings().getHeight();
// Set up the background image
Texture backgroundImage = app.getAssetManager().loadTexture("Pictures/unibw-Bib2.png");
Quad quad = new Quad(screenWidth, screenHeight);
Geometry background = new Geometry("Background", quad);
Material backgroundMaterial = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
backgroundMaterial.setTexture("ColorMap", backgroundImage);
background.setMaterial(backgroundMaterial);
background.setLocalTranslation(0, 0, -1); // Ensure it is behind other GUI elements
app.getGuiNode().attachChild(background);
addChild(new Label("Spiel erstellen", new ElementId("header"))); //NON-NLS
final Container input = new Container(new SpringGridLayout());
input.addChild(new Label(lookup("host.name") + ": "));
input.addChild(host, 1);
input.addChild(new Label(lookup("port.number") + ": "));
input.addChild(port, 1);
addChild(input);
// "Abbrechen"-Button
cancelButton.setPreferredSize(new Vector3f(120, 40, 0));
cancelButton.addClickCommands(s -> ifTopDialog(() -> {
app.getGameLogic().playSound(Sound.BUTTON);
this.close();
new StartMenu(network.getApp()).open();
}));
addChild(cancelButton);
// "Selber hosten"-Button
serverButton.addClickCommands(s -> ifTopDialog( () -> {
network.getApp().getGameLogic().playSound(Sound.BUTTON);
startServerInThread();
} ));
addChild(serverButton);
// "Beitreten"-Button
joinButton.setPreferredSize(new Vector3f(120, 40, 0));
joinButton.addClickCommands(s -> ifTopDialog( () -> {
app.getGameLogic().playSound(Sound.BUTTON);
connect();
}));
addChild(joinButton);
}
/**
* Handles the action for the connect button in the connection dialog.
* Tries to parse the port number and initiate connection to the server.
*/
private void connect() {
LOGGER.log(Level.INFO, "connect to host={0}, port={1}", host, port); //NON-NLS
try {
hostname = host.getText().trim().isEmpty() ? LOCALHOST : host.getText();
portNumber = Integer.parseInt(port.getText());
openProgressDialog();
connectionFuture = network.getApp().getExecutor().submit(this::initNetwork);
}
catch (NumberFormatException e) {
network.getApp().errorDialog(lookup("port.must.be.integer"));
}
}
/**
* Creates a dialog indicating that the connection is in progress.
*/
private void openProgressDialog() {
progressDialog = DialogBuilder.simple(network.getApp().getDialogManager())
.setText(lookup("label.connecting"))
.build();
progressDialog.open();
}
/**
* Tries to initialize the network connection.
*
* @throws RuntimeException If an error occurs when creating the client.
*/
private Object initNetwork() {
try {
network.initNetwork(hostname, portNumber);
return null;
}
catch (Exception e) {
throw new RuntimeException(e);
}
}
@Override
public void escape() {
new SettingsMenu(network.getApp()).open();
}
/**
* This method is called by {@linkplain pp.dialog.DialogManager#update(float)} for periodically
* updating this dialog. T
*/
@Override
public void update(float delta) {
if (connectionFuture != null && connectionFuture.isDone())
try {
connectionFuture.get();
success();
}
catch (ExecutionException e) {
failure(e.getCause());
}
catch (InterruptedException e) {
LOGGER.log(Level.WARNING, "Interrupted!", e); //NON-NLS
Thread.currentThread().interrupt();
}
}
/**
* Handles a successful connection to the game server.
*/
private void success() {
connectionFuture = null;
progressDialog.close();
this.close();
new LobbyMenu(network.getApp()).open();
}
/**
* Handles a failed connection attempt.
*
* @param e The cause of the failure.
*/
private void failure(Throwable e) {
connectionFuture = null;
progressDialog.close();
network.getApp().errorDialog(lookup("server.connection.failed"));
network.getApp().setInfoText(e.getLocalizedMessage());
}
/**
* Starts the server in a separate thread.
*/
private void startServerInThread() {
serverButton.setEnabled(false);
Thread serverThread = new Thread(() -> {
try {
MonopolyServer.main(null);
} catch (Exception e) {
serverButton.setEnabled(true);
LOGGER.log(Level.ERROR, "Server could not be started", e);
network.getApp().errorDialog("Could not start server: " + e.getMessage());
}
});
serverThread.start();
try {
Thread.sleep(2000);
} catch (InterruptedException e) {
e.printStackTrace();
}
connect();
}
}

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@@ -1,28 +0,0 @@
package pp.monopoly.client.gui;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.control.AbstractControl;
import pp.monopoly.model.Figure;
public class FigureControl extends AbstractControl {
private final Figure figure;
public FigureControl(Figure figure) {
super();
this.figure = figure;
}
@Override
protected void controlUpdate(float tpf) {
//TODO: animation
}
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
// No rendering required
}
}

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@@ -1,87 +0,0 @@
package pp.monopoly.client.gui;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import pp.monopoly.model.Item;
import pp.monopoly.model.Visitor;
import pp.monopoly.notification.DiceRollEvent;
import pp.monopoly.notification.GameEventListener;
import pp.monopoly.notification.ItemAddedEvent;
import pp.monopoly.notification.ItemRemovedEvent;
import pp.monopoly.notification.UpdatePlayerView;
import pp.monopoly.model.Board;
import pp.monopoly.model.Figure;
import pp.view.ModelViewSynchronizer;
/**
* Abstract base class for synchronizing the visual representation of a {@link Board} with its model state.
* This class handles the addition and removal of items from the board, ensuring that changes in the model
* are accurately reflected in the view.
* <p>
* Subclasses are responsible for providing the specific implementation of how each item in the map
* is represented visually by implementing the {@link Visitor} interface.
* </p>
*/
abstract class GameBoardSynchronizer extends ModelViewSynchronizer<Item> implements Visitor<Spatial>, GameEventListener {
// The board that this synchronizer is responsible for
protected final Board board;
/**
* Constructs a new GameBoardSynchronizer.
* Initializes the synchronizer with the provided board and the root node for attaching view representations.
*
* @param map the board to be synchronized
* @param root the root node to which the view representations of the board items are attached
*/
protected GameBoardSynchronizer(Board board, Node root) {
super(root);
this.board = board;
}
/**
* Translates a model item into its corresponding visual representation.
* The specific visual representation is determined by the concrete implementation of the {@link Visitor} interface.
*
* @param item the item from the model to be translated
* @return the visual representation of the item as a {@link Spatial}
*/
@Override
protected Spatial translate(Item item) {
return item.accept(this);
}
/**
* Adds the existing items from the board to the view.
* This method should be called during initialization to ensure that all current items in the board
* are visually represented.
*/
protected void addExisting() {
board.getItems().forEach(this::add);
}
/**
* Handles the event when an item is removed from the ship map.
* Removes the visual representation of the item from the view if it belongs to the synchronized ship map.
*
* @param event the event indicating that an item has been removed from the ship map
*/
@Override
public void receivedEvent(ItemRemovedEvent event) {
if (board == event.board())
delete(event.item());
}
/**
* Handles the event when an item is added to the ship map.
* Adds the visual representation of the new item to the view if it belongs to the synchronized ship map.
*
* @param event the event indicating that an item has been added to the ship map
*/
@Override
public void receivedEvent(ItemAddedEvent event) {
if (board == event.board()){
add(event.item());
}
}
}

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package pp.monopoly.client.gui;
import com.jme3.texture.Texture;
import com.simsilica.lemur.Button;
import com.simsilica.lemur.Command;
import com.simsilica.lemur.component.QuadBackgroundComponent;
import pp.monopoly.client.MonopolyApp;
import pp.monopoly.game.server.Player;
import pp.monopoly.game.server.PlayerColor;
import pp.monopoly.notification.Sound;
public class ImageButton extends Button {
private final MonopolyApp app;
private final String functionality;
private final PlayerColor playerColor;
public ImageButton(String functionality, MonopolyApp app) {
super("", "button-clear");
this.app = app;
this.functionality = functionality;
this.playerColor = Player.getColor(app.getId());
updateButtonAppearance(ButtonState.ENABLED);
addButtonCommands();
}
/**
* Updates the button's appearance based on its state.
*
* @param state the current button state
*/
private void updateButtonAppearance(ButtonState state) {
setBackgroundTexture(state.name().toLowerCase());
}
/**
* Adds button commands for state-specific actions like hover, press, enable, and disable.
*/
private void addButtonCommands() {
addCommands(ButtonAction.Enabled, source -> updateButtonAppearance(ButtonState.ENABLED));
addCommands(ButtonAction.Disabled, source -> updateButtonAppearance(ButtonState.DISABLED));
addCommands(ButtonAction.Hover, source -> {
if (isEnabled()) {
updateButtonAppearance(ButtonState.HOVER);
}
});
addCommands(ButtonAction.HighlightOff, source -> updateButtonAppearance(isEnabled() ? ButtonState.ENABLED : ButtonState.DISABLED));
addCommands(ButtonAction.Up, source -> updateButtonAppearance(isEnabled() ? ButtonState.ENABLED : ButtonState.DISABLED));
addCommands(ButtonAction.Down, source -> {
if (isEnabled()) {
app.getGameLogic().playSound(Sound.BUTTON);
}
});
}
/**
* Sets the background texture for the button based on the given state.
*
* @param state the button state (e.g., "enabled", "disabled", "hover")
*/
private void setBackgroundTexture(String state) {
String texturePath = buildTexturePath(state);
Texture texture = app.getAssetManager().loadTexture(texturePath);
setBackground(new QuadBackgroundComponent(texture));
}
/**
* Builds the file path for the button texture.
*
* @param state the button state (e.g., "enabled", "disabled", "hover")
* @return the full file path to the texture
*/
private String buildTexturePath(String state) {
return String.format("Pictures/Buttons/Button_%s_%s_%s.png", functionality, playerColor.getColorName(), state);
}
/**
* Button states for handling appearance transitions.
*/
private enum ButtonState {
ENABLED, DISABLED, HOVER
}
public void addClickCommands( Command<? super Button> command ) {
super.addCommands(ButtonAction.Down, command);
}
@SuppressWarnings("unchecked") // because Java doesn't like var-arg generics
public void addClickCommands( Command<? super Button>... commands ) {
super.addCommands(ButtonAction.Down, commands);
}
}

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package pp.monopoly.client.gui;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.shape.Quad;
import com.jme3.scene.shape.Sphere;
import com.jme3.texture.Texture;
import com.simsilica.lemur.Axis;
import com.simsilica.lemur.Button;
import com.simsilica.lemur.Container;
import com.simsilica.lemur.Insets3f;
import com.simsilica.lemur.Label;
import com.simsilica.lemur.Selector;
import com.simsilica.lemur.TextField;
import com.simsilica.lemur.component.QuadBackgroundComponent;
import com.simsilica.lemur.component.SpringGridLayout;
import com.simsilica.lemur.core.VersionedList;
import com.simsilica.lemur.core.VersionedReference;
import com.simsilica.lemur.style.ElementId;
import pp.dialog.Dialog;
import pp.monopoly.client.GameMusic;
import pp.monopoly.client.MonopolyApp;
import pp.monopoly.game.server.Player;
import pp.monopoly.message.client.PlayerReady;
import pp.monopoly.notification.Sound;
import java.util.Set;
/**
* Represents the lobby menu in the Monopoly application.
* <p>
* Provides functionality for player configuration, including input for starting capital,
* player name, and figure selection, as well as options to ready up or exit the game.
* </p>
*/
public class LobbyMenu extends Dialog {
/** Reference to the Monopoly application instance. */
private final MonopolyApp app;
/** Main container for the lobby menu UI. */
private final Container menuContainer;
/** Background geometry for the menu. */
private Geometry background;
/** Colored circle displayed between input fields and dropdown menus. */
private Geometry circle;
/** Container for the lower-left section of the menu. */
private Container lowerLeftMenu;
/** Container for the lower-right section of the menu. */
private Container lowerRightMenu;
/** Text field for entering the player's name. */
private TextField playerInputField;
/** Text field for entering the starting capital. */
private TextField startingCapital = new TextField("15000");
/** Selected player figure. */
private String figure;
private VersionedReference<Set<Integer>> selectionRef;
private Selector<String> figureDropdown;
/**
* Constructs the lobby menu for player configuration.
*
* @param app the Monopoly application instance
*/
public LobbyMenu(MonopolyApp app) {
super(app.getDialogManager());
this.app = app;
GameMusic music = app.getStateManager().getState(GameMusic.class);
if (music != null && music.isEnabled()) {
music.playSecondaryMusic();
}
playerInputField = new TextField("Spieler "+(app.getId()+1));
// Hintergrundbild laden und hinzufügen
addBackgroundImage();
QuadBackgroundComponent translucentWhiteBackground =
new QuadBackgroundComponent(new ColorRGBA(1.0f, 1.0f, 1.0f, 0.5f));
menuContainer = new Container(new SpringGridLayout(Axis.Y, Axis.X));
menuContainer.setPreferredSize(new Vector3f(1000, 600, 0)); // Fixed size of the container
menuContainer.setBackground(translucentWhiteBackground);
// Create a smaller horizontal container for the label, input field, and spacers
Container horizontalContainer = menuContainer.addChild(new Container(new SpringGridLayout(Axis.X, Axis.Y)));
horizontalContainer.setPreferredSize(new Vector3f(600, 40, 0)); // Adjust container size
horizontalContainer.setBackground(null);
Label title = horizontalContainer.addChild(new Label("Startkapital:", new ElementId("label-Bold")));
title.setFontSize(40);
// Add a spacer between the title and the input field
Label spacerBeforeInput = horizontalContainer.addChild(new Label("")); // Invisible spacer
spacerBeforeInput.setPreferredSize(new Vector3f(20, 1, 0)); // Width of the spacer
// Add an input field (TextField)
horizontalContainer.addChild(startingCapital);
startingCapital.setPreferredWidth(100); // Set the width of the input field
startingCapital.setPreferredSize(new Vector3f(150, 50, 0));
startingCapital.setInsets(new Insets3f(5, 10, 5, 10)); // Add padding around the text inside the field
// Add a spacer after the input field
Label spacerAfterInput = horizontalContainer.addChild(new Label("")); // Invisible spacer
spacerAfterInput.setPreferredSize(new Vector3f(20, 1, 0)); // Width of the spacer
menuContainer.setLocalTranslation(
(app.getCamera().getWidth() - menuContainer.getPreferredSize().x) / 2,
(app.getCamera().getHeight() + menuContainer.getPreferredSize().y) / 2,
1
);
app.getGuiNode().attachChild(menuContainer);
// Dropdowns and Labels
Container dropdownContainer = menuContainer.addChild(new Container(new SpringGridLayout(Axis.X, Axis.Y)));
dropdownContainer.setBackground(new QuadBackgroundComponent(new ColorRGBA(ColorRGBA.Black)));
dropdownContainer.setPreferredSize(new Vector3f(800, 200, 0));
dropdownContainer.setBackground(null);
dropdownContainer.setInsets(new Insets3f(10, 0, 0, 0));
// Player Input Field
Container playerInputContainer = dropdownContainer.addChild(new Container(new SpringGridLayout(Axis.Y, Axis.X)));
playerInputContainer.addChild(new Label("Spieler:"));
playerInputContainer.setBackground(null);
playerInputField.setPreferredSize(new Vector3f(100, 20, 0));
playerInputField.setInsets(new Insets3f(5, 10, 5, 10)); // Add padding for the text inside the field
playerInputField.setBackground(new QuadBackgroundComponent(ColorRGBA.Black));
playerInputContainer.addChild(playerInputField);
// Spacer (Center Circle Area)
Label spacer = dropdownContainer.addChild(new Label(""));
spacer.setPreferredSize(new Vector3f(200, 200, 0)); // Adjust this to fit the center graphic
// Figur Dropdown
Container figureDropdownContainer = dropdownContainer.addChild(new Container(new SpringGridLayout(Axis.Y, Axis.X)));
figureDropdownContainer.addChild(new Label("Figur:"));
figureDropdownContainer.setBackground(null);
VersionedList<String> figures = new VersionedList<>();
figures.add("Computer");
figures.add("Flugzeug");
figures.add("Jägermeister");
figures.add("Katze");
figures.add("OOP");
figures.add("Handyholster");
figureDropdown = new Selector<>(figures, "glass");
figureDropdown.setBackground(new QuadBackgroundComponent(ColorRGBA.DarkGray));
figureDropdown.setPreferredSize(new Vector3f(100, 20, 0));
figureDropdownContainer.addChild(figureDropdown);
Vector3f dimens = dropdownContainer.getPreferredSize();
Vector3f dimens2 = figureDropdown.getPopupContainer().getPreferredSize();
dimens2.setX( dimens.getX() );
figureDropdown.getPopupContainer().setPreferredSize(new Vector3f(200,200,5));
// Create selection ref for updating
selectionRef = figureDropdown.getSelectionModel().createReference();
// Set default
figureDropdown.getSelectionModel().setSelection(0);
onDropdownSelectionChanged(figureDropdown);
Container buttonContainer = menuContainer.addChild(new Container(new SpringGridLayout(Axis.X, Axis.Y)));
buttonContainer.setPreferredSize(new Vector3f(100, 40, 0));
buttonContainer.setInsets(new Insets3f(20, 0, 10, 0)); // Add spacing above the buttons
buttonContainer.setBackground(null);
// Lower-left container for "Abbrechen" button
lowerLeftMenu = new Container();
Button cancelButton = new Button("Beenden");
cancelButton.setPreferredSize(new Vector3f(200, 60, 0)); // Set size to match the appearance in the image
cancelButton.setFontSize(18); // Adjust font size
cancelButton.addClickCommands(s -> ifTopDialog(() -> {
app.closeApp();
app.getGameLogic().playSound(Sound.BUTTON);
}));
lowerLeftMenu.addChild(cancelButton);
// Position the container near the bottom-left corner
lowerLeftMenu.setLocalTranslation(new Vector3f(120, 170, 3)); // Adjust X and Y to align with the bottom-left corner
app.getGuiNode().attachChild(lowerLeftMenu);
// Lower-right container for "Bereit" button
lowerRightMenu = new Container();
Button readyButton = new Button("Bereit");
readyButton.setPreferredSize(new Vector3f(200, 60, 0)); // Set size to match the appearance in the image
readyButton.setFontSize(18); // Adjust font size
readyButton.setBackground(new QuadBackgroundComponent(ColorRGBA.Green)); // Add color to match the style
readyButton.addClickCommands(s -> ifTopDialog(() -> {
music.toggleMusic();
toggleReady();
app.getGameLogic().playSound(Sound.BUTTON);
readyButton.setBackground(new QuadBackgroundComponent(ColorRGBA.DarkGray));
}));
lowerRightMenu.addChild(readyButton);
// Position the container near the bottom-right corner
lowerRightMenu.setLocalTranslation(new Vector3f(app.getCamera().getWidth() - 320, 170, 3)); // X: 220px from the right, Y: 50px above the bottom
app.getGuiNode().attachChild(lowerRightMenu);
// Add a colored circle between the input field and the dropdown menu
circle = createCircle(); // 50 is the diameter, Red is the color
circle.setLocalTranslation(new Vector3f(
(app.getCamera().getWidth()) / 2, // Center horizontally
(app.getCamera().getHeight() / 2) - 90, // Adjust Y position
2 // Ensure it's in front of the background but behind the dropdown
));
app.getGuiNode().attachChild(circle); // Attach to the GUI node
// Zentrierung des Containers
menuContainer.setLocalTranslation(
(app.getCamera().getWidth() - menuContainer.getPreferredSize().x) / 2,
(app.getCamera().getHeight() + menuContainer.getPreferredSize().y) / 2,
1 // Höhere Z-Ebene für den Vordergrund
);
app.getGuiNode().attachChild(menuContainer);
}
/**
* Adds a background image to the lobby menu.
*/
private void addBackgroundImage() {
Texture backgroundImage = app.getAssetManager().loadTexture("Pictures/lobby.png");
Quad quad = new Quad(app.getCamera().getWidth(), app.getCamera().getHeight());
background = new Geometry("Background", quad);
Material backgroundMaterial = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
backgroundMaterial.setTexture("ColorMap", backgroundImage);
background.setMaterial(backgroundMaterial);
background.setLocalTranslation(0, 0, -1); // Hintergrundebene
app.getGuiNode().attachChild(background);
}
/**
* Creates a circle graphic element for the menu.
*
* @return the created circle geometry
*/
private Geometry createCircle() {
Sphere sphere = new Sphere(90,90,60.0f);
Geometry circleGeometry = new Geometry("Circle", sphere);
// Create a material with a solid color
Material material = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
material.setColor("Color", Player.getColor(app.getId()).getColor()); // Set the desired color
circleGeometry.setMaterial(material);
return circleGeometry;
}
/**
* Toggles the player's ready state and sends the configuration to the server.
*/
private void toggleReady() {
app.getGameLogic().send(new PlayerReady(true, playerInputField.getText(), figure, Integer.parseInt(startingCapital.getText())));
}
/**
* Opens the settings menu when the escape key is pressed.
*/
@Override
public void escape() {
new SettingsMenu(app).open();
}
/**
* Updates the menu at regular intervals.
* Checks if the dropdown selection has been updated and invokes the selection change handler.
*
* @param tpf Time per frame, in seconds, since the last update.
*/
@Override
public void update(float tpf) {
if (selectionRef.update()) {
onDropdownSelectionChanged(figureDropdown);
}
}
/**
* Closes the current menu and transitions music playback.
* Stops the secondary music (if playing) and resumes the main background music
* if music is enabled in the preferences. Ensures smooth transitions in audio.
*/
@Override
public void close() {
GameMusic music = app.getStateManager().getState(GameMusic.class);
if (music != null) {
music.stopSecondaryMusic();
if (music.isEnabled()) {
music.playMainMusic();
}
}
super.close();
}
/**
* Updates the selected figure based on the dropdown menu selection.
*
* @param selector the selected figure
*/
private void onDropdownSelectionChanged(Selector<String> selector) {
app.getGameLogic().playSound(Sound.BUTTON);
switch (selector.getSelectedItem()) {
case "Jägermeister":
figure = "Jaegermeister";
break;
case "Handyholster":
figure = "Holster";
break;
default:
figure = selector.getSelectedItem();
break;
}
System.out.println("FIGUR:::::"+figure);
}
/**
* Functional interface for handling selection changes in dropdown menus.
*
* @param <T> the type of the selection
*/
@FunctionalInterface
private interface SelectionActionListener<T> {
/**
* Triggered when the selection changes.
*
* @param selection the new selection
*/
void onSelectionChanged(T selection);
}
}

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