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			b_malkmus_
		
	
	| Author | SHA1 | Date | |
|---|---|---|---|
|  | a0dffbfc34 | ||
|  | 7076e204af | ||
|  | 50559f5785 | ||
|  | f5dc8a0f05 | 
| @@ -9,6 +9,8 @@ dependencies { | ||||
|     implementation project(":battleship:model") | ||||
|  | ||||
|     implementation libs.jme3.desktop | ||||
|     implementation 'com.simsilica:lemur:1.14.0' | ||||
|     implementation 'com.simsilica:lemur-proto:1.10.0' | ||||
|  | ||||
|     runtimeOnly libs.jme3.awt.dialogs | ||||
|     runtimeOnly libs.jme3.plugins | ||||
|   | ||||
| @@ -0,0 +1,127 @@ | ||||
| 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 pp.battleship.notification.GameEventListener; | ||||
| import pp.battleship.notification.SoundEvent; | ||||
|  | ||||
| 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 piratenMusic; | ||||
|  | ||||
|  | ||||
|     /** | ||||
|      * Checks if sound is enabled in the preferences. | ||||
|      * | ||||
|      * @return {@code true} if sound is enabled, {@code false} otherwise. | ||||
|      */ | ||||
|  | ||||
|     //Prüft, ob die Musik eingeschalten ist. | ||||
|     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 | ||||
|      * | ||||
|      */ | ||||
|  | ||||
|     //Standardeinstellung für Musik | ||||
|     public static float volumePreference() { | ||||
|         return PREFERENCES.getFloat(VOLUME_PREF, 0.33f); | ||||
|     } | ||||
|  | ||||
|     /** | ||||
|      * 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 (piratenMusic != null) piratenMusic.play(); | ||||
|         } else if (isEnabled() && !enabled) { | ||||
|             if (piratenMusic != null) piratenMusic.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); | ||||
|         piratenMusic =loadSound(app, "Sound/BackgroundMusic/Piratenmusik.ogg"); | ||||
|         setVolume(volumePreference()); | ||||
|         piratenMusic.setLooping(true); | ||||
|         if (isEnabled() && piratenMusic != null) { | ||||
|             piratenMusic.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; | ||||
|     } | ||||
|  | ||||
|     //Einstellung der Lautstärke | ||||
|     public void setVolume(float vol){ | ||||
|         piratenMusic.setVolume(vol); | ||||
|         PREFERENCES.putFloat(VOLUME_PREF, vol); | ||||
|     } | ||||
|  | ||||
| } | ||||
|  | ||||
| @@ -7,10 +7,14 @@ | ||||
|  | ||||
| package pp.battleship.client; | ||||
|  | ||||
| import com.jme3.math.Vector3f; | ||||
| import com.simsilica.lemur.Button; | ||||
| import com.simsilica.lemur.Checkbox; | ||||
| import com.simsilica.lemur.Label; | ||||
| import com.simsilica.lemur.RangedValueModel; | ||||
| import com.simsilica.lemur.style.ElementId; | ||||
| import com.simsilica.lemur.Slider; | ||||
| import pp.battleship.client.gui.VolumeSlider; | ||||
| import pp.dialog.Dialog; | ||||
| import pp.dialog.StateCheckboxModel; | ||||
| import pp.dialog.TextInputDialog; | ||||
| @@ -33,6 +37,7 @@ 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 VolumeSlider volumeSlider; | ||||
|  | ||||
|     /** | ||||
|      * Constructs the Menu dialog for the Battleship application. | ||||
| @@ -45,6 +50,26 @@ class Menu extends Dialog { | ||||
|         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 VolumeSlider(app.getStateManager().getState(GameMusic.class)); | ||||
|  | ||||
|         addChild(volumeSlider); | ||||
|  | ||||
|         addChild(loadButton) | ||||
|                 .addClickCommands(s -> ifTopDialog(this::loadDialog)); | ||||
|         addChild(saveButton); | ||||
|         saveButton.setEnabled(app.getGameLogic().maySaveMap()); | ||||
|  | ||||
|  | ||||
|  | ||||
|     // Füge den Slider zum GUI hinzu | ||||
|         addChild(volumeSlider); | ||||
|  | ||||
|         addChild(loadButton) | ||||
|                 .addClickCommands(s -> ifTopDialog(this::loadDialog)); | ||||
|         addChild(saveButton) | ||||
| @@ -140,4 +165,6 @@ class Menu extends Dialog { | ||||
|     private void saveDialog() { | ||||
|         fileDialog(app.getGameLogic()::saveMap, lookup("menu.map.save")); | ||||
|     } | ||||
|  | ||||
|  | ||||
| } | ||||
|   | ||||
| @@ -11,6 +11,8 @@ import com.simsilica.lemur.Container; | ||||
| import com.simsilica.lemur.Label; | ||||
| import com.simsilica.lemur.TextField; | ||||
| import com.simsilica.lemur.component.SpringGridLayout; | ||||
| import com.simsilica.lemur.Button; | ||||
| import pp.battleship.server.BattleshipServer; | ||||
| import pp.dialog.Dialog; | ||||
| import pp.dialog.DialogBuilder; | ||||
| import pp.dialog.SimpleDialog; | ||||
| @@ -33,6 +35,8 @@ class NetworkDialog extends SimpleDialog { | ||||
|     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 String hostname; | ||||
|     private int portNumber; | ||||
|     private Future<Object> connectionFuture; | ||||
| @@ -65,6 +69,10 @@ class NetworkDialog extends SimpleDialog { | ||||
|                      .setOkClose(false) | ||||
|                      .setNoClose(false) | ||||
|                      .build(this); | ||||
|  | ||||
|         //Add the button to start the sever | ||||
|         addChild(serverButton).addClickCommands(s -> ifTopDialog(this::startServerInThread)); | ||||
|  | ||||
|     } | ||||
|  | ||||
|     /** | ||||
| @@ -150,4 +158,21 @@ class NetworkDialog extends SimpleDialog { | ||||
|         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 { | ||||
|                 BattleshipServer.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(); | ||||
|     } | ||||
| } | ||||
|   | ||||
| @@ -8,10 +8,12 @@ | ||||
| package pp.battleship.client.gui; | ||||
|  | ||||
| import com.jme3.math.ColorRGBA; | ||||
| import com.jme3.math.Vector3f; | ||||
| import com.jme3.scene.Geometry; | ||||
| import com.jme3.scene.Node; | ||||
| import com.jme3.scene.Spatial; | ||||
| import pp.battleship.model.Battleship; | ||||
| import pp.battleship.model.Shell; | ||||
| import pp.battleship.model.Shot; | ||||
| import pp.util.Position; | ||||
|  | ||||
| @@ -36,6 +38,7 @@ class MapViewSynchronizer extends ShipMapSynchronizer { | ||||
|  | ||||
|     // The MapView associated with this synchronizer | ||||
|     private final MapView view; | ||||
|     private Shell shell; | ||||
|  | ||||
|     /** | ||||
|      * Constructs a new MapViewSynchronizer for the given MapView. | ||||
| @@ -122,4 +125,19 @@ 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); | ||||
|     } | ||||
|     /** | ||||
|      * | ||||
|      * @param deltaTime | ||||
|      */ | ||||
|     public void update(float deltaTime) { | ||||
|         if (shell != null) { | ||||
|             shell.updatePosition(deltaTime); | ||||
|             drawShell(shell.getCurrentPosition()); | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     private void drawShell(Vector3f position) { | ||||
|         // Methode zum Zeichnen des Geschosses auf der 2D-Karte TODO | ||||
|     } | ||||
|  | ||||
| } | ||||
|   | ||||
| @@ -32,9 +32,13 @@ import static pp.util.FloatMath.PI; | ||||
|  * It extends the {@link ShipMapSynchronizer} to provide specific synchronization | ||||
|  * logic for the sea map. | ||||
|  */ | ||||
| //ANPASSEN!!!! | ||||
| 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 FLUGZEUGTRAEGER = "Models/Flugzeugträger_5er/Flugzeugträger.j3o"; | ||||
|     private static final String KORVETTE = "Models/Korvette_3er/Korvette.j3o"; | ||||
|     private static final String ZERSTOERER = "Models/Zerstörer_2er/Zerstörer.j3o"; | ||||
|     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 +48,7 @@ class SeaSynchronizer extends ShipMapSynchronizer { | ||||
|  | ||||
|     private final ShipMap map; | ||||
|     private final BattleshipApp app; | ||||
|     private final ParticleEffectFactory particleFactory; | ||||
|  | ||||
|     /** | ||||
|      * Constructs a {@code SeaSynchronizer} object with the specified application, root node, and ship map. | ||||
| @@ -56,6 +61,7 @@ class SeaSynchronizer extends ShipMapSynchronizer { | ||||
|         super(app.getGameLogic().getOwnMap(), root); | ||||
|         this.app = app; | ||||
|         this.map = map; | ||||
|         this.particleFactory = new ParticleEffectFactory(app); | ||||
|         addExisting(); | ||||
|     } | ||||
|  | ||||
| @@ -80,17 +86,95 @@ class SeaSynchronizer extends ShipMapSynchronizer { | ||||
|      * @return always null to prevent the representation from being attached | ||||
|      * to the items node as well | ||||
|      */ | ||||
|     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; | ||||
|     } | ||||
|  | ||||
|      * @param shot a hit | ||||
|      * @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"); | ||||
|         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 = 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(); | ||||
|  | ||||
|         // 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(); | ||||
|  | ||||
|         //Checks if ship is destroyed and triggers animation accordingly | ||||
|         if (ship.isDestroyed()) { | ||||
|             sinkAndRemoveShip(ship); | ||||
|         } | ||||
|  | ||||
|         return null; | ||||
|     } | ||||
|  | ||||
|     /** | ||||
|      * Handles the sinking animation and removal of ship if destroyed | ||||
|      * @param ship the ship to be sunk | ||||
|      */ | ||||
|     private void sinkAndRemoveShip(Battleship ship) { | ||||
|  | ||||
|         final Node shipNode = (Node) getSpatial(ship); | ||||
|         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(); | ||||
|     } | ||||
|  | ||||
|  | ||||
|     /** | ||||
|      * Creates a cylinder geometry representing the specified shot. | ||||
|      * The appearance of the cylinder depends on whether the shot is a hit or a miss. | ||||
| @@ -140,8 +224,14 @@ class SeaSynchronizer extends ShipMapSynchronizer { | ||||
|      * @param ship the battleship to be represented | ||||
|      * @return the spatial representing the battleship | ||||
|      */ | ||||
|     //ANPASSEN!!!!!! | ||||
|     private Spatial createShip(Battleship ship) { | ||||
|         return ship.getLength() == 4 ? createBattleship(ship) : createBox(ship); | ||||
|         if( ship.getLength() == 4){ createBox(ship); return createBattleship(ship); } | ||||
|         else if(ship.getLength()==5){createBox(ship);return createFlugzeugtraeger(ship); } | ||||
|         else if(ship.getLength()==3){createBox(ship);return createKorvette(ship); } | ||||
|         else if(ship.getLength()==2){createBox(ship);return createZerstoerer(ship); } | ||||
|         else if(ship.getLength()==1){createBox(ship);return createZerstoerer(ship); } | ||||
|         else throw new IllegalArgumentException("Deine Länge ist nicht definiert!"); | ||||
|     } | ||||
|  | ||||
|     /** | ||||
| @@ -186,6 +276,7 @@ class SeaSynchronizer extends ShipMapSynchronizer { | ||||
|      * @param ship the battleship to be represented | ||||
|      * @return the spatial representing the "King George V" battleship | ||||
|      */ | ||||
|     //ANPASSEN!!!! | ||||
|     private Spatial createBattleship(Battleship ship) { | ||||
|         final Spatial model = app.getAssetManager().loadModel(KING_GEORGE_V_MODEL); | ||||
|  | ||||
| @@ -196,6 +287,36 @@ class SeaSynchronizer extends ShipMapSynchronizer { | ||||
|         return model; | ||||
|     } | ||||
|  | ||||
|     private Spatial createFlugzeugtraeger(Battleship ship) { | ||||
|         final Spatial model = app.getAssetManager().loadModel(FLUGZEUGTRAEGER); | ||||
|  | ||||
|         model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f); | ||||
|         model.scale(1.48f); | ||||
|         model.setShadowMode(ShadowMode.CastAndReceive); | ||||
|  | ||||
|         return model; | ||||
|     } | ||||
|  | ||||
|     private Spatial createKorvette(Battleship ship) { | ||||
|         final Spatial model = app.getAssetManager().loadModel(KORVETTE); | ||||
|  | ||||
|         model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f); | ||||
|         model.scale(1.48f); | ||||
|         model.setShadowMode(ShadowMode.CastAndReceive); | ||||
|  | ||||
|         return model; | ||||
|     } | ||||
|  | ||||
|     private Spatial createZerstoerer(Battleship ship) { | ||||
|         final Spatial model = app.getAssetManager().loadModel(ZERSTOERER); | ||||
|  | ||||
|         model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f); | ||||
|         model.scale(1.48f); | ||||
|         model.setShadowMode(ShadowMode.CastAndReceive); | ||||
|  | ||||
|         return model; | ||||
|     } | ||||
|  | ||||
|     /** | ||||
|      * Calculates the rotation angle for the specified rotation. | ||||
|      * | ||||
|   | ||||
| @@ -0,0 +1,53 @@ | ||||
| package pp.battleship.client.gui; | ||||
|  | ||||
| import com.jme3.scene.control.AbstractControl; | ||||
| import com.jme3.math.Vector3f; | ||||
| import com.jme3.renderer.RenderManager; | ||||
| import com.jme3.renderer.ViewPort; | ||||
| import com.jme3.scene.Node; | ||||
|  | ||||
| /** | ||||
|  * Control that handles the sinking effect for destroyed ships. | ||||
|  * It will gradually move the ship downwards and then remove it from the scene. | ||||
|  */ | ||||
| class SinkingControl extends AbstractControl { | ||||
|     private static final float SINK_DURATION = 5f;  // Duration of the sinking animation | ||||
|     private static final float SINK_SPEED = 0.1f;   // Speed at which the ship sinks | ||||
|     private float elapsedTime = 0; | ||||
|  | ||||
|     private final Node shipNode; | ||||
|  | ||||
|     /** | ||||
|      * Constructs a {@code SinkingControl.java} object with the shipNode to be to be sunk | ||||
|      * @param shipNode the node to handeld | ||||
|      */ | ||||
|     public SinkingControl(Node shipNode) { | ||||
|         this.shipNode = shipNode; | ||||
|     } | ||||
|  | ||||
|     /** | ||||
|      * Updated the Map to sink the ship | ||||
|      * | ||||
|      * @param tpf time per frame | ||||
|      */ | ||||
|     @Override | ||||
|     protected void controlUpdate(float tpf) { | ||||
|         // Update the sinking effect | ||||
|         elapsedTime += tpf; | ||||
|  | ||||
|         // Move the ship down over time | ||||
|         Vector3f currentPos = shipNode.getLocalTranslation(); | ||||
|         shipNode.setLocalTranslation(currentPos.x, currentPos.y - SINK_SPEED * tpf, currentPos.z); | ||||
|  | ||||
|         // Check if sinking duration has passed | ||||
|         if (elapsedTime >= SINK_DURATION) { | ||||
|             // Remove the ship from the scene | ||||
|             shipNode.removeFromParent(); | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     @Override | ||||
|     protected void controlRender(RenderManager rm, ViewPort vp) { | ||||
|         // No rendering-related code needed | ||||
|     } | ||||
| } | ||||
| @@ -0,0 +1,29 @@ | ||||
| package pp.battleship.client.gui; | ||||
|  | ||||
| import com.simsilica.lemur.Slider; | ||||
| import pp.battleship.client.GameMusic; | ||||
|  | ||||
|  | ||||
|     public class VolumeSlider extends Slider { | ||||
|  | ||||
|         private final GameMusic piratenMusic; | ||||
|  | ||||
|         private double vol; | ||||
|  | ||||
|         public VolumeSlider(GameMusic music) { | ||||
|             super(); | ||||
|             this.piratenMusic = music; | ||||
|             vol = GameMusic.volumePreference(); | ||||
|             getModel().setPercent(vol); | ||||
|         } | ||||
|  | ||||
|         public void update() { | ||||
|             if (vol != getModel().getPercent()) { | ||||
|                 vol = getModel().getPercent(); | ||||
|                 piratenMusic.setVolume( (float) vol); | ||||
|             } | ||||
|         } | ||||
|  | ||||
|     } | ||||
|  | ||||
|  | ||||
| @@ -42,10 +42,13 @@ public class ModelExporter extends SimpleApplication { | ||||
|     @Override | ||||
|     public void simpleInitApp() { | ||||
|         export("Models/KingGeorgeV/King_George_V.obj", "KingGeorgeV.j3o"); //NON-NLS | ||||
|  | ||||
|         export("Models/Flugzeugträger_5er/Flugzeugträger.obj", "Flugzeugträger.j3o"); | ||||
|         export("Models/Korvette_3er/caravel.obj", "Korvette.j3o"); | ||||
|         export("Models/Zerstörer_2er/ShipV_LOW.obj", "Zerstörer.j3o"); | ||||
|         stop(); | ||||
|     } | ||||
|  | ||||
|  | ||||
|     /** | ||||
|      * Exports spatial into a file | ||||
|      * | ||||
|   | ||||
| @@ -0,0 +1,112 @@ | ||||
| # Blender 4.2.2 LTS MTL File: 'None' | ||||
| # www.blender.org | ||||
|  | ||||
| newmtl Main.002 | ||||
| Ns 319.999939 | ||||
| Ka 1.000000 1.000000 1.000000 | ||||
| Kd 0.490000 0.257495 0.132300 | ||||
| Ks 1.000000 1.000000 1.000000 | ||||
| Ke 0.000000 0.000000 0.000000 | ||||
| Ni 1.500000 | ||||
| d 1.000000 | ||||
| illum 2 | ||||
|  | ||||
| newmtl Mat.016 | ||||
| Ns 319.999939 | ||||
| Ka 1.000000 1.000000 1.000000 | ||||
| Kd 0.000000 0.000000 0.000000 | ||||
| Ks 1.000000 1.000000 1.000000 | ||||
| Ke 0.000000 0.000000 0.000000 | ||||
| Ni 1.500000 | ||||
| d 1.000000 | ||||
| illum 2 | ||||
|  | ||||
| newmtl Mat.017 | ||||
| Ns 319.999939 | ||||
| Ka 1.000000 1.000000 1.000000 | ||||
| Kd 0.190000 0.077615 0.017100 | ||||
| Ks 1.000000 1.000000 1.000000 | ||||
| Ke 0.000000 0.000000 0.000000 | ||||
| Ni 1.500000 | ||||
| d 1.000000 | ||||
| illum 2 | ||||
|  | ||||
| newmtl Mat.018 | ||||
| Ns 319.999939 | ||||
| Ka 1.000000 1.000000 1.000000 | ||||
| Kd 0.266600 0.466860 0.620000 | ||||
| Ks 1.000000 1.000000 1.000000 | ||||
| Ke 0.000000 0.000000 0.000000 | ||||
| Ni 1.500000 | ||||
| d 1.000000 | ||||
| illum 2 | ||||
|  | ||||
| newmtl Mat.019 | ||||
| Ns 319.999939 | ||||
| Ka 1.000000 1.000000 1.000000 | ||||
| Kd 0.990000 0.990000 0.990000 | ||||
| Ks 1.000000 1.000000 1.000000 | ||||
| Ke 0.000000 0.000000 0.000000 | ||||
| Ni 1.500000 | ||||
| d 1.000000 | ||||
| illum 2 | ||||
|  | ||||
| newmtl Mat.020 | ||||
| Ns 319.999939 | ||||
| Ka 1.000000 1.000000 1.000000 | ||||
| Kd 0.070000 0.062265 0.058100 | ||||
| Ks 1.000000 1.000000 1.000000 | ||||
| Ke 0.000000 0.000000 0.000000 | ||||
| Ni 1.500000 | ||||
| d 1.000000 | ||||
| illum 2 | ||||
|  | ||||
| newmtl Mat.021 | ||||
| Ns 319.999939 | ||||
| Ka 1.000000 1.000000 1.000000 | ||||
| Kd 0.160000 0.151680 0.147200 | ||||
| Ks 1.000000 1.000000 1.000000 | ||||
| Ke 0.000000 0.000000 0.000000 | ||||
| Ni 1.500000 | ||||
| d 1.000000 | ||||
| illum 2 | ||||
|  | ||||
| newmtl Mat.022 | ||||
| Ns 319.999939 | ||||
| Ka 1.000000 1.000000 1.000000 | ||||
| Kd 0.340000 0.164333 0.000000 | ||||
| Ks 1.000000 1.000000 1.000000 | ||||
| Ke 0.000000 0.000000 0.000000 | ||||
| Ni 1.500000 | ||||
| d 1.000000 | ||||
| illum 2 | ||||
|  | ||||
| newmtl Mat.023 | ||||
| Ns 319.999939 | ||||
| Ka 1.000000 1.000000 1.000000 | ||||
| Kd 0.940000 0.561180 0.206800 | ||||
| Ks 1.000000 1.000000 1.000000 | ||||
| Ke 0.000000 0.000000 0.000000 | ||||
| Ni 1.500000 | ||||
| d 1.000000 | ||||
| illum 2 | ||||
|  | ||||
| newmtl Mat.1_1.002 | ||||
| Ns 319.999939 | ||||
| Ka 1.000000 1.000000 1.000000 | ||||
| Kd 0.320000 0.151520 0.060800 | ||||
| Ks 1.000000 1.000000 1.000000 | ||||
| Ke 0.000000 0.000000 0.000000 | ||||
| Ni 1.500000 | ||||
| d 1.000000 | ||||
| illum 2 | ||||
|  | ||||
| newmtl Sail.002 | ||||
| Ns 319.999939 | ||||
| Ka 1.000000 1.000000 1.000000 | ||||
| Kd 0.070000 0.070000 0.070000 | ||||
| Ks 1.000000 1.000000 1.000000 | ||||
| Ke 0.000000 0.000000 0.000000 | ||||
| Ni 1.500000 | ||||
| d 1.000000 | ||||
| illum 2 | ||||
| @@ -0,0 +1,52 @@ | ||||
| # Blender 4.2.2 LTS MTL File: 'None' | ||||
| # www.blender.org | ||||
|  | ||||
| newmtl DeckStuff.003 | ||||
| Ns 20.000006 | ||||
| Ka 1.000000 1.000000 1.000000 | ||||
| Kd 0.184314 0.600000 0.792157 | ||||
| Ks 0.000000 0.000000 0.000000 | ||||
| Ke 0.000000 0.000000 0.000000 | ||||
| Ni 1.500000 | ||||
| d 1.000000 | ||||
| illum 1 | ||||
|  | ||||
| newmtl Hull.003 | ||||
| Ns 20.000006 | ||||
| Ka 1.000000 1.000000 1.000000 | ||||
| Kd 0.701961 0.678431 0.019608 | ||||
| Ks 0.000000 0.000000 0.000000 | ||||
| Ke 0.000000 0.000000 0.000000 | ||||
| Ni 1.500000 | ||||
| d 1.000000 | ||||
| illum 1 | ||||
|  | ||||
| newmtl MastsRigging.003 | ||||
| Ns 20.000006 | ||||
| Ka 1.000000 1.000000 1.000000 | ||||
| Kd 0.086275 0.768628 0.117647 | ||||
| Ks 0.000000 0.000000 0.000000 | ||||
| Ke 0.000000 0.000000 0.000000 | ||||
| Ni 1.500000 | ||||
| d 1.000000 | ||||
| illum 1 | ||||
|  | ||||
| newmtl Poopdeck.003 | ||||
| Ns 20.000006 | ||||
| Ka 1.000000 1.000000 1.000000 | ||||
| Kd 0.976471 0.211765 0.211765 | ||||
| Ks 0.000000 0.000000 0.000000 | ||||
| Ke 0.000000 0.000000 0.000000 | ||||
| Ni 1.500000 | ||||
| d 1.000000 | ||||
| illum 1 | ||||
|  | ||||
| newmtl Sail.007 | ||||
| Ns 20.000006 | ||||
| Ka 1.000000 1.000000 1.000000 | ||||
| Kd 0.588000 0.588000 0.588000 | ||||
| Ks 0.000000 0.000000 0.000000 | ||||
| Ke 0.000000 0.000000 0.000000 | ||||
| Ni 1.500000 | ||||
| d 1.000000 | ||||
| illum 1 | ||||
| After Width: | Height: | Size: 1.1 MiB | 
| After Width: | Height: | Size: 2.7 MiB | 
| After Width: | Height: | Size: 48 KiB | 
| After Width: | Height: | Size: 1.5 MiB | 
| After Width: | Height: | Size: 4.5 MiB | 
| After Width: | Height: | Size: 18 KiB | 
| After Width: | Height: | Size: 1.7 MiB | 
| After Width: | Height: | Size: 472 KiB | 
| After Width: | Height: | Size: 1.6 MiB | 
| After Width: | Height: | Size: 48 KiB | 
| After Width: | Height: | Size: 727 KiB | 
| After Width: | Height: | Size: 4.1 MiB | 
| After Width: | Height: | Size: 52 KiB | 
| After Width: | Height: | Size: 1003 KiB | 
| After Width: | Height: | Size: 415 KiB | 
| After Width: | Height: | Size: 12 KiB | 
| After Width: | Height: | Size: 4.2 KiB | 
| After Width: | Height: | Size: 1.5 MiB | 
| After Width: | Height: | Size: 8.4 KiB | 
| After Width: | Height: | Size: 249 KiB | 
| After Width: | Height: | Size: 658 KiB | 
| After Width: | Height: | Size: 1.8 MiB | 
| After Width: | Height: | Size: 48 KiB | 
| After Width: | Height: | Size: 16 KiB | 
| After Width: | Height: | Size: 4.8 MiB | 
| After Width: | Height: | Size: 17 KiB | 
| After Width: | Height: | Size: 755 KiB | 
| After Width: | Height: | Size: 76 KiB | 
| After Width: | Height: | Size: 472 KiB | 
| After Width: | Height: | Size: 12 KiB | 
| After Width: | Height: | Size: 4.2 KiB | 
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| After Width: | Height: | Size: 4.2 KiB | 
| After Width: | Height: | Size: 260 KiB | 
| @@ -0,0 +1,32 @@ | ||||
| # Blender 4.2.2 LTS MTL File: 'None' | ||||
| # www.blender.org | ||||
|  | ||||
| newmtl map_ShipV_001 | ||||
| Ns 224.999985 | ||||
| Ka 1.000000 1.000000 1.000000 | ||||
| Kd 0.800000 0.144874 0.000708 | ||||
| Ks 0.500000 0.500000 0.500000 | ||||
| Ke 0.000000 0.000000 0.000000 | ||||
| Ni 1.450000 | ||||
| d 1.000000 | ||||
| illum 2 | ||||
|  | ||||
| newmtl map_ShipV_002 | ||||
| Ns 224.999985 | ||||
| Ka 1.000000 1.000000 1.000000 | ||||
| Kd 0.800000 0.035888 0.004678 | ||||
| Ks 0.500000 0.500000 0.500000 | ||||
| Ke 0.000000 0.000000 0.000000 | ||||
| Ni 1.450000 | ||||
| d 1.000000 | ||||
| illum 2 | ||||
|  | ||||
| newmtl map_ShipV_003 | ||||
| Ns 224.999985 | ||||
| Ka 1.000000 1.000000 1.000000 | ||||
| Kd 0.001405 0.006690 0.800000 | ||||
| Ks 0.500000 0.500000 0.500000 | ||||
| Ke 0.000000 0.000000 0.000000 | ||||
| Ni 1.450000 | ||||
| d 1.000000 | ||||
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| @@ -72,7 +72,7 @@ class BattleState extends ClientState { | ||||
|      * @return the map (either the opponent's or player's own map) that is affected by the shot | ||||
|      */ | ||||
|     private ShipMap affectedMap(EffectMessage msg) { | ||||
|         return msg.isOwnShot() ? logic.getOpponentMap() : logic.getOwnMap(); | ||||
|         return msg.isOwnShot() ? logic.getOpponentMap() : logic.getOpponentMap(); | ||||
|     } | ||||
|  | ||||
|     /** | ||||
|   | ||||
| @@ -0,0 +1,93 @@ | ||||
| package pp.battleship.game.client; | ||||
|  | ||||
| import pp.battleship.message.client.ShellAnimationFinishedMessage; | ||||
| import pp.battleship.message.server.EffectMessage; | ||||
| import pp.battleship.model.Shell; | ||||
|  | ||||
| import java.lang.System.Logger.Level; | ||||
|  | ||||
| /** | ||||
|  * This class represents the client state during a shooting animation. | ||||
|  * It handles the logic for the animation of a fired shell and ensures | ||||
|  * that the client notifies the server when the animation is complete. | ||||
|  */ | ||||
| public class ShootingAnimationState extends ClientState { | ||||
|  | ||||
|     // The shell object representing the fired shell's movement | ||||
|     private final Shell shell; | ||||
|  | ||||
|     /** | ||||
|      * Constructs the ShootingAnimationState with the given game logic and shell. | ||||
|      * | ||||
|      * @param logic the game logic instance managing the state | ||||
|      * @param shell the shell object representing the fired projectile | ||||
|      */ | ||||
|     ShootingAnimationState(ClientGameLogic logic, Shell shell) { | ||||
|         super(logic); | ||||
|         this.shell = shell; | ||||
|     } | ||||
|  | ||||
|     /** | ||||
|      * Indicates that the battle scene should be shown in this state. | ||||
|      * | ||||
|      * @return true because the battle view is active during the shooting animation | ||||
|      */ | ||||
|     @Override | ||||
|     public boolean showBattle() { | ||||
|         return true; | ||||
|     } | ||||
|  | ||||
|     /** | ||||
|      * Handles the effect message received from the server. | ||||
|      * Logs the received effect for debugging purposes. | ||||
|      * | ||||
|      * @param msg the effect message received from the server | ||||
|      */ | ||||
|     @Override | ||||
|     void receivedEffect(EffectMessage msg) { | ||||
|         ClientGameLogic.LOGGER.log(Level.INFO, "report effect: {0}", msg); //NON-NLS | ||||
|         // Here, you could implement additional logic to display the effects of the shot, | ||||
|         // like a visual indication of a hit or a miss. | ||||
|     } | ||||
|  | ||||
|     /** | ||||
|      * Called once per frame to update the shell's position and check if it has reached the target. | ||||
|      * If the shell reaches the target, a message is sent to the server. | ||||
|      * | ||||
|      * @param deltaTime time in seconds since the last update call | ||||
|      */ | ||||
|     @Override | ||||
|     public void update(float deltaTime) { | ||||
|         if (shell != null) { | ||||
|             // Update the position of the shell based on the elapsed time | ||||
|             shell.updatePosition(deltaTime); | ||||
|  | ||||
|             // Check if the shell has reached its target | ||||
|             if (shell.isAtTarget()) { | ||||
|                 // If the shell has reached the target, notify the server that the animation is complete | ||||
|                 sendAnimationCompleteMessage(); | ||||
|             } | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     /** | ||||
|      * Sends a message to the server indicating that the shooting animation has finished. | ||||
|      */ | ||||
|     private void sendAnimationCompleteMessage() { | ||||
|         ShellAnimationFinishedMessage message = new ShellAnimationFinishedMessage(); | ||||
|         // Send the message to the server via the game's logic communication system | ||||
|         logic.send(message); | ||||
|         logic.setState(new BattleState(logic, true)); | ||||
|         ClientGameLogic.LOGGER.log(Level.INFO, "Shell animation complete, message sent to server."); | ||||
|     } | ||||
|  | ||||
|     /** | ||||
|      * Optionally, you can add an entry method if there is any setup that needs to happen when entering the state. | ||||
|      * By default, this is empty. | ||||
|      */ | ||||
|     @Override | ||||
|     void entry() { | ||||
|         super.entry();  // Call the parent entry method | ||||
|         ClientGameLogic.LOGGER.log(Level.INFO, "Entered ShootingAnimationState."); | ||||
|     } | ||||
| } | ||||
| @@ -8,6 +8,7 @@ | ||||
| package pp.battleship.game.server; | ||||
|  | ||||
| import pp.battleship.BattleshipConfig; | ||||
| import pp.battleship.model.Battleship; | ||||
| import pp.battleship.model.ShipMap; | ||||
|  | ||||
| /** | ||||
| @@ -51,4 +52,9 @@ public class Player { | ||||
|     public ShipMap getMap() { | ||||
|         return map; | ||||
|     } | ||||
|  | ||||
|  | ||||
|  | ||||
|  | ||||
|  | ||||
| } | ||||
|   | ||||
| @@ -9,7 +9,9 @@ package pp.battleship.game.server; | ||||
|  | ||||
| import pp.battleship.BattleshipConfig; | ||||
| import pp.battleship.message.client.ClientInterpreter; | ||||
| import pp.battleship.message.client.ClientMessage; | ||||
| import pp.battleship.message.client.MapMessage; | ||||
| import pp.battleship.message.client.ShellAnimationFinishedMessage; | ||||
| import pp.battleship.message.client.ShootMessage; | ||||
| import pp.battleship.message.server.EffectMessage; | ||||
| import pp.battleship.message.server.GameDetails; | ||||
| @@ -35,6 +37,7 @@ public class ServerGameLogic implements ClientInterpreter { | ||||
|     private final BattleshipConfig config; | ||||
|     private final List<Player> players = new ArrayList<>(2); | ||||
|     private final Set<Player> readyPlayers = new HashSet<>(); | ||||
|     private Set<Integer> playersFinishedShellAnimation = new HashSet<>(); | ||||
|     private final ServerSender serverSender; | ||||
|     private Player activePlayer; | ||||
|     private ServerState state = ServerState.WAIT; | ||||
| @@ -168,11 +171,19 @@ public class ServerGameLogic implements ClientInterpreter { | ||||
|      * @param ships  the list of ships placed by the player | ||||
|      */ | ||||
|     void playerReady(Player player, List<Battleship> ships) { | ||||
|         // Überprüfe, ob die Karte des Spielers gültig ist | ||||
|         if (!player.getMap().isValid2(ships)) { | ||||
|             LOGGER.log(Level.ERROR, "Invalid map configuration for player {0}", player); //NON-NLS | ||||
|             return; | ||||
|         } | ||||
|  | ||||
|         if (!readyPlayers.add(player)) { | ||||
|             LOGGER.log(Level.ERROR, "{0} was already ready", player); //NON-NLS | ||||
|             return; | ||||
|         } | ||||
|  | ||||
|         ships.forEach(player.getMap()::add); | ||||
|  | ||||
|         if (readyPlayers.size() == 2) { | ||||
|             for (Player p : players) | ||||
|                 send(p, new StartBattleMessage(p == activePlayer)); | ||||
| @@ -188,6 +199,11 @@ public class ServerGameLogic implements ClientInterpreter { | ||||
|      */ | ||||
|     void shoot(Player p, IntPoint pos) { | ||||
|         if (p != activePlayer) return; | ||||
|  | ||||
|         setState(ServerState.SHELL_IN_FLIGHT); | ||||
|         // setState(ServerState.BATTLE); | ||||
|  | ||||
|  | ||||
|         final Player otherPlayer = getOpponent(activePlayer); | ||||
|         final Battleship selectedShip = otherPlayer.getMap().findShipAt(pos); | ||||
|         if (selectedShip == null) { | ||||
| @@ -217,4 +233,30 @@ public class ServerGameLogic implements ClientInterpreter { | ||||
|             } | ||||
|         } | ||||
|     } | ||||
|     /** | ||||
|      * Handles the reception of ShellAnimationFinishedMessage. | ||||
|      * This method is called when a client signals that its shell animation is complete. | ||||
|      * | ||||
|      * @param msg  the received ShellAnimationFinishedMessage | ||||
|      * @param from the ID of the sender client | ||||
|      */ | ||||
|     @Override | ||||
|     public void received(ShellAnimationFinishedMessage msg, int from) { | ||||
|         // Add the player to the set of players who have finished the animation | ||||
|         playersFinishedShellAnimation.add(from); | ||||
|  | ||||
|         // Check if both players have finished the shell animation | ||||
|         if (playersFinishedShellAnimation.size() == 2) { | ||||
|             // Clear the set of players who have finished the animation for the next shot | ||||
|             playersFinishedShellAnimation.clear(); | ||||
|  | ||||
|             // Transition back to the BATTLE state | ||||
|             setState(ServerState.BATTLE); | ||||
|  | ||||
|             // Log the completion of the shell animation | ||||
|             LOGGER.log(Level.INFO, "Both players finished shell animation. Returning to BATTLE state."); | ||||
|         } | ||||
|     } | ||||
|  | ||||
|  | ||||
| } | ||||
|   | ||||
| @@ -29,5 +29,8 @@ enum ServerState { | ||||
|     /** | ||||
|      * The game has ended because all the ships of one player have been destroyed. | ||||
|      */ | ||||
|     GAME_OVER | ||||
|     GAME_OVER, | ||||
|  | ||||
|     //Game stays frozen as long as firing animation is running | ||||
|     SHELL_IN_FLIGHT | ||||
| } | ||||
|   | ||||
| @@ -10,6 +10,7 @@ package pp.battleship.game.singlemode; | ||||
| import pp.battleship.message.client.ClientInterpreter; | ||||
| import pp.battleship.message.client.ClientMessage; | ||||
| import pp.battleship.message.client.MapMessage; | ||||
| import pp.battleship.message.client.ShellAnimationFinishedMessage; | ||||
| import pp.battleship.message.client.ShootMessage; | ||||
| import pp.battleship.model.Battleship; | ||||
|  | ||||
| @@ -72,4 +73,11 @@ class Copycat implements ClientInterpreter { | ||||
|     private static Battleship copy(Battleship ship) { | ||||
|         return new Battleship(ship.getLength(), ship.getX(), ship.getY(), ship.getRot()); | ||||
|     } | ||||
|  | ||||
|     @Override | ||||
|     public void received(ShellAnimationFinishedMessage shellAnimationFinishedMessage, int from) { | ||||
|         // TODO Auto-generated method stub | ||||
|         throw new UnsupportedOperationException("Unimplemented method 'received'"); | ||||
|     } | ||||
|  | ||||
| } | ||||
|   | ||||
| @@ -25,5 +25,7 @@ public interface ClientInterpreter { | ||||
|      * @param msg  the MapMessage to be processed | ||||
|      * @param from the connection ID from which the message was received | ||||
|      */ | ||||
|     void received(MapMessage msg, int from); | ||||
|     // TODO | ||||
|     void received(ShellAnimationFinishedMessage shellAnimationFinishedMessage, int from); | ||||
|  | ||||
| } | ||||
|   | ||||
| @@ -0,0 +1,10 @@ | ||||
| package pp.battleship.message.client; | ||||
|  | ||||
| public class ShellAnimationFinishedMessage  extends ClientMessage{ | ||||
|  | ||||
|     @Override | ||||
|     public void accept(ClientInterpreter interpreter, int from) { | ||||
|         interpreter.received(this, from); | ||||
|     } | ||||
|  | ||||
| } | ||||
| @@ -0,0 +1,46 @@ | ||||
| package pp.battleship.model; | ||||
|  | ||||
| import com.jme3.math.Vector3f; | ||||
|  | ||||
| public class Shell { | ||||
|     private Vector3f startPosition; | ||||
|     private Vector3f targetPosition; | ||||
|     private Vector3f currentPosition; | ||||
|     private float speed; | ||||
|     private boolean isAtTarget; | ||||
|  | ||||
|     public Shell(Vector3f startPosition, Vector3f targetPosition, float speed) { | ||||
|         this.startPosition = startPosition; | ||||
|         this.targetPosition = targetPosition; | ||||
|         this.currentPosition = new Vector3f(startPosition); | ||||
|         this.speed = speed; | ||||
|         this.isAtTarget = true; | ||||
|     } | ||||
|  | ||||
|     // Aktualisiert die Position des Geschosses basierend auf der verstrichenen Zeit | ||||
|     public void updatePosition(float deltaTime) { | ||||
|         if (!isAtTarget) { | ||||
|             // Berechne die Richtung des Geschosses | ||||
|             Vector3f direction = targetPosition.subtract(currentPosition).normalize(); | ||||
|             // Berechne die Bewegung basierend auf der Geschwindigkeit und der verstrichenen Zeit | ||||
|             Vector3f movement = direction.mult(speed * deltaTime); | ||||
|             currentPosition.addLocal(movement); | ||||
|  | ||||
|             // Prüfe, ob das Geschoss das Ziel erreicht hat | ||||
|             if (currentPosition.distance(targetPosition) < speed * deltaTime) { | ||||
|                 currentPosition.set(targetPosition); | ||||
|                 isAtTarget = true; | ||||
|             } | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     // Gibt die aktuelle Position des Geschosses zurück | ||||
|     public Vector3f getCurrentPosition() { | ||||
|         return currentPosition; | ||||
|     } | ||||
|  | ||||
|     // Überprüft, ob das Geschoss das Ziel erreicht hat | ||||
|     public boolean isAtTarget() { | ||||
|         return isAtTarget; | ||||
|     } | ||||
| } | ||||
| @@ -0,0 +1,47 @@ | ||||
| package pp.battleship.model; | ||||
|  | ||||
| import com.jme3.math.Vector3f; | ||||
| import com.jme3.renderer.RenderManager; | ||||
| import com.jme3.renderer.ViewPort; | ||||
| import com.jme3.scene.Spatial; | ||||
| import com.jme3.scene.control.AbstractControl; | ||||
|  | ||||
| public class ShellControl extends AbstractControl { | ||||
|  | ||||
|     private Shell shell;   // Das Shell-Objekt, das die Bewegung des Geschosses enthält | ||||
|  | ||||
|     public ShellControl(Shell shell) { | ||||
|         this.shell = shell; | ||||
|     } | ||||
|  | ||||
|     // Die Methode wird in jedem Frame aufgerufen, um die Logik zu aktualisieren | ||||
|     @Override | ||||
|     protected void controlUpdate(float deltaTime) { | ||||
|         if (shell != null) { | ||||
|             // Aktualisiere die Position des Geschosses basierend auf der verstrichenen Zeit | ||||
|             shell.updatePosition(deltaTime); | ||||
|  | ||||
|             // Setze die neue Position des Geschosses im 3D-Raum | ||||
|             spatial.setLocalTranslation(shell.getCurrentPosition()); | ||||
|  | ||||
|             // Optionale Animation oder Effekte hinzufügen (z.B. Rauch oder Funkenflug) | ||||
|             // addParticleEffects(); | ||||
|         } | ||||
|     } | ||||
|  | ||||
|  | ||||
|     // Setze das Shell-Objekt neu, um es während des Spiels zu ändern | ||||
|     public void setShell(Shell shell) { | ||||
|         this.shell = shell; | ||||
|     } | ||||
|  | ||||
|     // Gibt das aktuell verwendete Shell-Objekt zurück | ||||
|     public Shell getShell() { | ||||
|         return this.shell; | ||||
|     } | ||||
|  | ||||
|     @Override | ||||
|     protected void controlRender(RenderManager rm, ViewPort vp) { | ||||
|         // TODO Auto-generated method stub | ||||
|     } | ||||
| } | ||||
| @@ -10,6 +10,7 @@ package pp.battleship.model; | ||||
| import pp.battleship.notification.GameEvent; | ||||
| import pp.battleship.notification.GameEventBroker; | ||||
| import pp.battleship.notification.ItemAddedEvent; | ||||
| import pp.battleship.notification.ItemRemovedEvent; | ||||
|  | ||||
| import java.util.ArrayList; | ||||
| import java.util.Collections; | ||||
| @@ -97,7 +98,7 @@ public class ShipMap { | ||||
|      */ | ||||
|     public void remove(Item item) { | ||||
|         items.remove(item); | ||||
|         notifyListeners(new ItemAddedEvent(item, this)); | ||||
|         notifyListeners(new ItemRemovedEvent(item, this)); | ||||
|     } | ||||
|  | ||||
|     /** | ||||
| @@ -184,6 +185,35 @@ public class ShipMap { | ||||
|                getShips().filter(s -> s != ship).noneMatch(ship::collidesWith); | ||||
|     } | ||||
|  | ||||
|     //ich brauche eine zweite isValid Methode, da in der ServerGameLogic eine Liste von Schiffen und | ||||
|     //kein einzelnes übergeben wird. Da ich keinen Bock habe, dort eine for Schleife zu bauen, mache ich | ||||
|     //das hier. | ||||
|     public boolean isValid2(List<Battleship> ships) { | ||||
|         // Überprüfe, ob jedes Schiff innerhalb der Spielfeldgrenzen liegt | ||||
|         //istWithinBounds kommt 20 Zeilen weiter unten. Minas gab uns schon Code vor, um das ganze zu lösen. | ||||
|         for (Battleship ship : ships) { | ||||
|             if (!isShipWithinBounds(ship)) { | ||||
|                 return false;  // Ein Schiff liegt außerhalb der Grenzen | ||||
|             } | ||||
|         } | ||||
|         // Überprüfe, ob sich keine Schiffe überlappen | ||||
|         for (int i = 0; i < ships.size(); i++) { | ||||
|             Battleship ship1 = ships.get(i); | ||||
|             for (int j = i + 1; j < ships.size(); j++) { | ||||
|                 Battleship ship2 = ships.get(j); | ||||
|                 if (ship1.collidesWith(ship2)) { | ||||
|                     return false;  // Schiffe überlappen sich | ||||
|                 } | ||||
|             } | ||||
|         } | ||||
|         return true;  // Alle Schiffe sind korrekt platziert | ||||
|     } | ||||
|  | ||||
|     private boolean isShipWithinBounds(Battleship ship) { | ||||
|         return isValid(ship.getMinX(), ship.getMinY()) && | ||||
|                isValid(ship.getMaxX(), ship.getMaxY()); | ||||
|     } | ||||
|  | ||||
|     /** | ||||
|      * Finds a battleship at the specified coordinates. | ||||
|      * | ||||
|   | ||||