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
184 changed files with 2876487 additions and 53 deletions

View File

@@ -7,6 +7,9 @@ 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
@@ -14,6 +17,8 @@ dependencies {
runtimeOnly libs.jme3.plugins
runtimeOnly libs.jme3.jogg
runtimeOnly libs.jme3.testdata
}
application {

View File

@@ -23,6 +23,7 @@ import com.simsilica.lemur.style.BaseStyles;
import pp.battleship.client.gui.BattleAppState;
import pp.battleship.client.gui.EditorAppState;
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;
@@ -267,6 +268,8 @@ public class BattleshipApp extends SimpleApplication implements BattleshipClient
stateManager.detach(stateManager.getState(DebugKeysAppState.class));
attachGameSound();
attachGameMusic();
stateManager.attachAll(new EditorAppState(), new BattleAppState(), new SeaAppState());
}
@@ -280,6 +283,15 @@ public class BattleshipApp extends SimpleApplication implements BattleshipClient
stateManager.attach(gameSound);
}
/**
* Attaches the music state and sets its initial enabled state.
*/
private void attachGameMusic() {
final GameMusic gameMusic = new GameMusic();
gameMusic.setEnabled(GameMusic.enabledInPreferences());
stateManager.attach(gameMusic);
}
/**
* Updates the application state every frame.
* This method is called once per frame during the game loop.

View File

@@ -0,0 +1,129 @@
package pp.battleship.client;
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 java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.prefs.Preferences;
import static pp.util.PreferencesUtils.getPreferences;
/**
* An application state that plays music.
*/
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 battleMusic;
private AudioNode menuMusicModern;
private AudioNode menuMusicTraditional;
/**
* 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);
}
/**
* 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
*
*/
public static float volumePreference() {
return PREFERENCES.getFloat(VOLUME_PREF, 0.25f);
}
/**
* 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
* @param app The application
*/
@Override
public void initialize(AppStateManager stateManager, Application app) {
super.initialize(stateManager, app);
menuMusicModern =loadSound(app, "Sound/BackgroundMusic/menu-music-modern.ogg");
setVolume(volumePreference());
menuMusicModern.setLooping(true);
if (isEnabled() && menuMusicModern != null) {
menuMusicModern.play();
}
}
/**
* Loads the music 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;
}
/**
* Sets the vol param to the level set in PREFERENCES
*
* @param vol Volume level of the music as indicated by the Volume control Slider
*
*/
public void setVolume(float vol){
menuMusicModern.setVolume(vol);
PREFERENCES.putFloat(VOLUME_PREF, vol);
}
}

View File

@@ -11,6 +11,7 @@ import com.simsilica.lemur.Button;
import com.simsilica.lemur.Checkbox;
import com.simsilica.lemur.Label;
import com.simsilica.lemur.style.ElementId;
import pp.battleship.client.gui.VolumeControl;
import pp.dialog.Dialog;
import pp.dialog.StateCheckboxModel;
import pp.dialog.TextInputDialog;
@@ -33,6 +34,7 @@ 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 VolumeControl volumeSlider;
/**
* Constructs the Menu dialog for the Battleship application.
@@ -42,9 +44,17 @@ class Menu extends Dialog {
public Menu(BattleshipApp app) {
super(app.getDialogManager());
this.app = app;
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 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)));
volumeSlider = new VolumeControl(app.getStateManager().getState(GameMusic.class));
addChild(volumeSlider);
addChild(loadButton)
.addClickCommands(s -> ifTopDialog(this::loadDialog));
addChild(saveButton)
@@ -65,6 +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) {
volumeSlider.update();
}
/**
* As an escape action, this method closes the menu if it is the top dialog.
*/

View File

@@ -7,10 +7,12 @@
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;
@@ -33,6 +35,7 @@ class NetworkDialog extends SimpleDialog {
private final NetworkSupport network;
private final TextField host = new TextField(LOCALHOST);
private final TextField port = new TextField(DEFAULT_PORT);
private static final Checkbox HOST = new Checkbox(lookup("server.host"));
private String hostname;
private int portNumber;
private Future<Object> connectionFuture;
@@ -56,6 +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"))
@@ -150,4 +154,22 @@ class NetworkDialog extends SimpleDialog {
network.getApp().errorDialog(lookup("server.connection.failed"));
network.getApp().setInfoText(e.getLocalizedMessage());
}
/**
* Starts the server of the client in a new thread and catches connectivity issues.
*/
private void startClientServer() {
HOST.setEnabled(false);
Thread serverThread = new Thread(() -> {
try {
BattleshipSelfhostServer.main(null);
} catch (Exception e) {
HOST.setEnabled(true);
LOGGER.log(Level.ERROR, "Server could not be started", e);
network.getApp().errorDialog("Could not start server: " + e.getMessage());
}
});
serverThread.start();
}
}

View File

@@ -28,7 +28,7 @@ import pp.util.Position;
* and interaction between the model and the view.
*/
class MapView {
private static final float FIELD_SIZE = 40f;
public static final float FIELD_SIZE = 40f;
private static final float GRID_LINE_WIDTH = 2f;
private static final float BACKGROUND_DEPTH = -4f;
private static final float GRID_DEPTH = -1f;

View File

@@ -7,14 +7,21 @@
package pp.battleship.client.gui;
import com.jme3.material.Material;
import com.jme3.material.RenderState;
import com.jme3.material.RenderState.BlendMode;
import com.jme3.math.ColorRGBA;
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;
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
@@ -122,4 +129,25 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
private Geometry shipLine(float x1, float y1, float x2, float y2, ColorRGBA color) {
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.
*
* @param shell The {@code Shell} object to be visualized.
* @return A {@code Spatial} object representing the shell on the map.
*/
@Override
public Spatial visit(Shell shell) {
final ColorRGBA color = ColorRGBA.Black;
Geometry ellipse = new Geometry("ellipse", new Sphere(50, 50, MapView.FIELD_SIZE / 2 * 0.8f));
Material mat = new Material(view.getApp().getAssetManager(), UNSHADED); //NON-NLS
mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
mat.getAdditionalRenderState().setFaceCullMode(RenderState.FaceCullMode.Off);
mat.setColor("Color", color);
ellipse.setMaterial(mat);
ellipse.addControl(new Shell2DControl(view, shell));
return ellipse;
}
}

View File

@@ -7,9 +7,14 @@
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;
@@ -19,6 +24,7 @@ import com.jme3.scene.shape.Cylinder;
import pp.battleship.client.BattleshipApp;
import pp.battleship.model.Battleship;
import pp.battleship.model.Rotation;
import pp.battleship.model.Shell;
import pp.battleship.model.ShipMap;
import pp.battleship.model.Shot;
@@ -28,13 +34,17 @@ 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 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
private static final String SHOT = "shot"; //NON-NLS
@@ -44,6 +54,273 @@ class SeaSynchronizer extends ShipMapSynchronizer {
private final ShipMap map;
private final BattleshipApp app;
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.
@@ -69,7 +346,7 @@ class SeaSynchronizer extends ShipMapSynchronizer {
*/
@Override
public Spatial visit(Shot shot) {
return shot.isHit() ? handleHit(shot) : createCylinder(shot);
return shot.isHit() ? handleHit(shot) : handleMiss(shot);
}
/**
@@ -84,13 +361,78 @@ class SeaSynchronizer extends ShipMapSynchronizer {
final Battleship ship = requireNonNull(map.findShipAt(shot), "Missing ship");
final Node shipNode = requireNonNull((Node) getSpatial(ship), "Missing ship node");
final Geometry representation = createCylinder(shot);
representation.getLocalTranslation().subtractLocal(shipNode.getLocalTranslation());
shipNode.attachChild(representation);
// Create a new node specifically for the hit effects
Node hitEffectNode = new Node("HitEffectNode");
// Create particle effects
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);
hitEffectNode.attachChild(flash);
hitEffectNode.attachChild(spark);
hitEffectNode.attachChild(roundSpark);
hitEffectNode.attachChild(smokeTrail);
hitEffectNode.attachChild(debris);
hitEffectNode.attachChild(shockwave);
hitEffectNode.attachChild(movingSmoke);
// Set the local translation for the hit effect to the point of impact
hitEffectNode.setLocalTranslation(shot.getY() + 0.5f - shipNode.getLocalTranslation().x,
0.5f, // Adjust as needed for height above the ship
shot.getX() + 0.5f - shipNode.getLocalTranslation().z);
// Attach the hitEffectNode to the shipNode so it moves with the ship
shipNode.attachChild(hitEffectNode);
// Emit particles when the hit happens
flash.emitAllParticles();
spark.emitAllParticles();
smokeTrail.emitAllParticles();
debris.emitAllParticles();
shockwave.emitAllParticles();
flame.emitAllParticles();
roundSpark.emitAllParticles();
if (ship.isDestroyed()) {
// 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.
@@ -141,7 +483,19 @@ class SeaSynchronizer extends ShipMapSynchronizer {
* @return the spatial representing the battleship
*/
private Spatial createShip(Battleship ship) {
return ship.getLength() == 4 ? createBattleship(ship) : createBox(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);
}
}
/**
@@ -184,7 +538,7 @@ 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);
@@ -196,6 +550,56 @@ class SeaSynchronizer extends ShipMapSynchronizer {
return model;
}
/**
* Creates a detailed 3D model to represent a small tugboat.
*
* @param ship the battleship to be represented
* @return the spatial representing the small tugboat.
*/
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);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* Creates a detailed 3D model to represent a U-Boat .
*
* @param ship the battleship to be represented
* @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);
model.rotate(0f, calculateRotationAngle(ship.getRot()), 0f);
model.move(0f, 0.25f, 0f);
model.scale(0.85f);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* Calculates the rotation angle for the specified rotation.
*
@@ -210,4 +614,26 @@ class SeaSynchronizer extends ShipMapSynchronizer {
case UP -> PI;
};
}
/**
* Creates and returns a 3D model representation of the given {@code Shell} object
* for visualization in the game.
*
* @param shell The {@code Shell} object to be visualized.
* @return A {@code Spatial} object representing the 3D model of the shell.
*/
@Override
public Spatial visit(Shell shell) {
final Spatial model = app.getAssetManager().loadModel("Models/Shell/shell.j3o");
model.setLocalScale(.05f);
model.setShadowMode(ShadowMode.CastAndReceive);
Material mat = new Material(app.getAssetManager(), LIGHTING);
mat.setTexture("DiffuseMap", app.getAssetManager().loadTexture("Models/Shell/shell_color.png"));
mat.setReceivesShadows(true);
model.setMaterial(mat);
model.addControl(new ShellControl(shell));
return model;
}
}

View File

@@ -0,0 +1,50 @@
package pp.battleship.client.gui;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.control.AbstractControl;
import pp.battleship.model.Shell;
import pp.util.Position;
/**
* Controls the 2D representation of a {@code Shell} in the game, updating its position
* based on the shell's current state in the game model. The {@code Shell2DControl} class
* is responsible for translating the shell's 3D position to a 2D view position within
* the game's map view.
*/
public class Shell2DControl extends AbstractControl {
private final Shell shell;
private final MapView view;
/**
* Constructs a new {@code Shell2DControl} to manage the 2D visualization of the given {@code Shell}.
*
* @param view The {@code MapView} used to get information about the map to display.
* @param shell The {@code Shell} being visualized.
*/
public Shell2DControl(MapView view, Shell shell){
this.shell = shell;
this.view = view;
}
/**
* Updates the position of the shell's 2D representation based on the shell's current
* 3D position in the game model. The position is mapped from model space to view space
* coordinates and translated to the appropriate location within the {@code MapView}.
*
* @param tpf Time per frame, representing the time elapsed since the last frame.
*/
@Override
protected void controlUpdate(float tpf) {
Vector3f shellPos = shell.getPosition();
Position viewPos = view.modelToView(shellPos.x, shellPos.z);
spatial.setLocalTranslation(viewPos.getX() + MapView.FIELD_SIZE / 2, viewPos.getY() + MapView.FIELD_SIZE / 2, 0);
}
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
// No rendering-specific behavior required for this control
}
}

View File

@@ -0,0 +1,51 @@
package pp.battleship.client.gui;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.control.AbstractControl;
import pp.battleship.model.Shell;
import static pp.util.FloatMath.PI;
/**
* Controls the 3D representation of a {@code Shell} in the game, updating its position
* and rotation based on the shell's current state in the game model. The {@code ShellControl}
* class ensures that the spatial associated with the shell is positioned and oriented correctly
* within the world.
*/
public class ShellControl extends AbstractControl {
private final Shell shell;
/**
* Constructs a new {@code ShellControl} to manage the 3D visualization of the given {@code Shell}.
*
* @param shell The {@code Shell} being visualized and controlled.
*/
public ShellControl(Shell shell){
super();
this.shell = shell;
}
/**
* Updates the 3D position and rotation of the shell based on its current state.
* Converts map coordinates to world coordinates and applies the shell's orientation.
*
* @param tpf Time per frame, representing the elapsed time since the last update.
*/
@Override
protected void controlUpdate(float tpf) {
Vector3f pos = shell.getPosition();
Vector3f fixed = new Vector3f(pos.z + 0.5f, pos.y, pos.x + 0.5f);
fixed.setY(pos.y);
spatial.setLocalTranslation(fixed);
spatial.setLocalRotation(shell.getRotation());
spatial.rotate(PI/2,0,0);
}
@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

@@ -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);
}
}
}

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@@ -0,0 +1,182 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client.server;
import com.jme3.network.ConnectionListener;
import com.jme3.network.HostedConnection;
import com.jme3.network.Message;
import com.jme3.network.MessageListener;
import com.jme3.network.Network;
import com.jme3.network.Server;
import com.jme3.network.serializing.Serializer;
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.server.EffectMessage;
import pp.battleship.message.server.GameDetails;
import pp.battleship.message.server.ServerMessage;
import pp.battleship.message.server.StartBattleMessage;
import pp.battleship.model.Battleship;
import pp.battleship.model.IntPoint;
import pp.battleship.model.Shot;
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.BlockingQueue;
import java.util.concurrent.LinkedBlockingQueue;
import java.util.logging.LogManager;
/**
* Server implementing the visitor pattern as MessageReceiver for ClientMessages
*/
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<ReceivedMessageSelfhost> pendingMessages = new LinkedBlockingQueue<>();
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 server.
*/
public static void main(String[] args) {
new BattleshipSelfhostServer().run();
}
/**
* Creates the server.
*/
BattleshipSelfhostServer() {
config.readFromIfExists(CONFIG_FILE);
LOGGER.log(Level.INFO, "Configuration: {0}", config); //NON-NLS
logic = new ServerGameLogic(this, config);
}
public void run() {
startServer();
while (true)
processNextMessage();
}
private void startServer() {
try {
LOGGER.log(Level.INFO, "Starting server..."); //NON-NLS
myServer = Network.createServer(config.getPort());
initializeSerializables();
myServer.start();
registerListeners();
LOGGER.log(Level.INFO, "Server started: {0}", myServer.isRunning()); //NON-NLS
}
catch (IOException e) {
LOGGER.log(Level.ERROR, "Couldn't start server: {0}", e.getMessage()); //NON-NLS
exit(1);
}
}
private void processNextMessage() {
try {
pendingMessages.take().process(logic);
}
catch (InterruptedException ex) {
LOGGER.log(Level.INFO, "Interrupted while waiting for messages"); //NON-NLS
Thread.currentThread().interrupt();
}
}
private void initializeSerializables() {
Serializer.registerClass(GameDetails.class);
Serializer.registerClass(StartBattleMessage.class);
Serializer.registerClass(MapMessage.class);
Serializer.registerClass(ShootMessage.class);
Serializer.registerClass(EffectMessage.class);
Serializer.registerClass(AnimationFinishedMessage.class);
Serializer.registerClass(Battleship.class);
Serializer.registerClass(IntPoint.class);
Serializer.registerClass(Shot.class);
}
private void registerListeners() {
myServer.addMessageListener(this, MapMessage.class);
myServer.addMessageListener(this, ShootMessage.class);
myServer.addMessageListener(this, AnimationFinishedMessage.class);
myServer.addConnectionListener(this);
}
@Override
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 ReceivedMessageSelfhost(clientMessage, source.getId()));
}
@Override
public void connectionAdded(Server server, HostedConnection hostedConnection) {
LOGGER.log(Level.INFO, "new connection {0}", hostedConnection); //NON-NLS
logic.addPlayer(hostedConnection.getId());
}
@Override
public void connectionRemoved(Server server, HostedConnection hostedConnection) {
LOGGER.log(Level.INFO, "connection closed: {0}", hostedConnection); //NON-NLS
final Player player = logic.getPlayerById(hostedConnection.getId());
if (player == null)
LOGGER.log(Level.INFO, "closed connection does not belong to an active player"); //NON-NLS
else { //NON-NLS
LOGGER.log(Level.INFO, "closed connection belongs to {0}", player); //NON-NLS
exit(0);
}
}
private void exit(int exitValue) { //NON-NLS
LOGGER.log(Level.INFO, "close request"); //NON-NLS
if (myServer != null)
for (HostedConnection client : myServer.getConnections()) //NON-NLS
if (client != null) client.close("Game over"); //NON-NLS
System.exit(exitValue);
}
/**
* Send the specified message to the specified connection.
*
* @param id the connection id
* @param message the message
*/
public void send(int id, ServerMessage message) {
if (myServer == null || !myServer.isRunning()) {
LOGGER.log(Level.ERROR, "no server running when trying to send {0}", message); //NON-NLS
return;
}
final HostedConnection connection = myServer.getConnection(id);
if (connection != null)
connection.send(message);
else
LOGGER.log(Level.ERROR, "there is no connection with id={0}", id); //NON-NLS
}
}

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@@ -0,0 +1,17 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client.server;
import pp.battleship.message.client.ClientInterpreter;
import pp.battleship.message.client.ClientMessage;
record ReceivedMessageSelfhost(ClientMessage message, int from) {
void process(ClientInterpreter interpreter) {
message.accept(interpreter, from);
}
}

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# 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

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# 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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@@ -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

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@@ -41,7 +41,13 @@ public class ModelExporter extends SimpleApplication {
*/
@Override
public void simpleInitApp() {
export("Models/KingGeorgeV/King_George_V.obj", "KingGeorgeV.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/Shell/Shell/45.obj", "Shell.j3o");
stop();
}

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# 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

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# 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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