22 Commits

Author SHA1 Message Date
Luca Puderbach
fe41a67341 add missing pic :/ 2024-10-20 04:44:12 +02:00
Luca Puderbach
842eabd32e fixed shell pos 2024-10-20 04:33:40 +02:00
Luca Puderbach
e4a24c3070 fixing shell 2024-10-20 04:30:57 +02:00
Luca Puderbach
04d16a2882 implements shell 2024-10-19 22:50:17 +02:00
Luca Puderbach
a798edf07f add spinning drop 2024-10-14 06:30:01 +02:00
Luca Puderbach
5dff2c271f fixing effects 2024-10-14 06:02:20 +02:00
Luca Puderbach
b6642a4815 add img sinking eff 2024-10-14 05:12:56 +02:00
Luca Puderbach
33dba7f3b6 more fixing things 2024-10-14 04:38:01 +02:00
Luca Puderbach
96992c5b03 fixing server host 2024-10-14 04:25:55 +02:00
Luca Puderbach
c525a8994c "redo" task11 (black screen) 2024-10-14 04:17:43 +02:00
Luca Puderbach
86a3d90bf8 clean up 2024-10-14 04:08:26 +02:00
Luca Puderbach
a6fec62fa0 neue modelle + fixing 2024-10-14 03:01:55 +02:00
Luca Puderbach
b8cd71120f implement server start from client 2024-10-13 21:02:20 +02:00
Luca Puderbach
fc22ae1819 add and convert 3d models 2024-10-13 18:11:11 +02:00
Luca Puderbach
f27ec36d2b add bgmusic 2024-10-13 17:44:13 +02:00
Luca Puderbach
68e252e174 add slider + update menu 2024-10-13 17:42:31 +02:00
Luca Puderbach
b33ddcb2c2 insert bgmusic 2024-10-13 17:41:40 +02:00
Luca Puderbach
3386d395fe testValidMap 2024-10-10 20:31:21 +02:00
Luca Puderbach
91b24db6ca getPosition() 2024-10-10 20:30:34 +02:00
Luca Puderbach
0ff5fceae7 neue maps erstellt, 2->3. map2 out of bound, map4 overlaping 2024-10-06 17:34:57 +02:00
Luca Puderbach
f6699c2a0a own->opponent 2024-10-06 15:20:18 +02:00
Luca Puderbach
9ca08c3d0c added -> removed 2024-10-06 00:53:15 +02:00
140 changed files with 475607 additions and 498347 deletions

2
.gitignore vendored
View File

@@ -24,3 +24,5 @@ out
.DS_Store
!Projekte/gradle/wrapper/gradle-wrapper.jar
45.j3o
KingGeorge.j3o

View File

@@ -73,8 +73,7 @@ Betriebssystem:
die Zeile:
`export JAVA_HOME="<Pfad zum entpackten Archiv>"`
Ersetzen Sie dabei `<Pfad zum entpackten Archiv>` mit dem entsprechenden Pfad.
cd Ersetzen Sie dabei `<Pfad zum entpackten Archiv>` mit dem entsprechenden Pfad.
Zum Beispiel:
`export JAVA_HOME="/home/user/jdk-20.0.2"`

View File

@@ -7,10 +7,15 @@ description = 'Battleship Client'
dependencies {
implementation project(":jme-common")
implementation project(":battleship:model")
implementation 'org.jmonkeyengine:jme3-core:3.6.0-stable'
implementation 'org.jmonkeyengine:jme3-effects:3.6.0-stable'
implementation libs.jme3.desktop
implementation 'com.simsilica:lemur:1.14.0'
implementation 'com.simsilica:lemur-proto:1.10.0'
implementation project(path: ':battleship:server')
implementation project(path: ':battleship:server')
runtimeOnly libs.jme3.awt.dialogs
runtimeOnly libs.jme3.plugins

View File

@@ -23,7 +23,7 @@
{
"length": 2,
"x": 4,
"y": 8,
"y": 12,
"rot": "RIGHT"
},
{

View File

@@ -0,0 +1,66 @@
{
"width": 10,
"height": 10,
"ships": [
{
"length": 4,
"x": 0,
"y": 5,
"rot": "DOWN"
},
{
"length": 3,
"x": 0,
"y": 9,
"rot": "DOWN"
},
{
"length": 3,
"x": 2,
"y": 6,
"rot": "RIGHT"
},
{
"length": 2,
"x": 4,
"y": 8,
"rot": "RIGHT"
},
{
"length": 2,
"x": 2,
"y": 4,
"rot": "DOWN"
},
{
"length": 2,
"x": 2,
"y": 1,
"rot": "DOWN"
},
{
"length": 1,
"x": 6,
"y": 2,
"rot": "RIGHT"
},
{
"length": 1,
"x": 8,
"y": 2,
"rot": "RIGHT"
},
{
"length": 1,
"x": 6,
"y": 0,
"rot": "RIGHT"
},
{
"length": 1,
"x": 8,
"y": 0,
"rot": "RIGHT"
}
]
}

View File

@@ -0,0 +1,66 @@
{
"width": 10,
"height": 10,
"ships": [
{
"length": 4,
"x": 0,
"y": 5,
"rot": "DOWN"
},
{
"length": 3,
"x": 0,
"y": 4,
"rot": "DOWN"
},
{
"length": 3,
"x": 2,
"y": 6,
"rot": "RIGHT"
},
{
"length": 2,
"x": 4,
"y": 8,
"rot": "RIGHT"
},
{
"length": 2,
"x": 2,
"y": 4,
"rot": "DOWN"
},
{
"length": 2,
"x": 2,
"y": 1,
"rot": "DOWN"
},
{
"length": 1,
"x": 6,
"y": 2,
"rot": "RIGHT"
},
{
"length": 1,
"x": 8,
"y": 2,
"rot": "RIGHT"
},
{
"length": 1,
"x": 6,
"y": 0,
"rot": "RIGHT"
},
{
"length": 1,
"x": 8,
"y": 0,
"rot": "RIGHT"
}
]
}

View File

@@ -7,6 +7,15 @@
package pp.battleship.client;
import java.io.File;
import java.io.FileInputStream;
import java.io.IOException;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.logging.LogManager;
import com.jme3.app.DebugKeysAppState;
import com.jme3.app.SimpleApplication;
import com.jme3.app.StatsAppState;
@@ -20,7 +29,10 @@ import com.jme3.input.controls.MouseButtonTrigger;
import com.jme3.system.AppSettings;
import com.simsilica.lemur.GuiGlobals;
import com.simsilica.lemur.style.BaseStyles;
import static pp.battleship.Resources.lookup;
import pp.battleship.client.gui.BattleAppState;
import pp.battleship.client.gui.BgMusic;
import pp.battleship.client.gui.EditorAppState;
import pp.battleship.client.gui.SeaAppState;
import pp.battleship.game.client.BattleshipClient;
@@ -35,17 +47,6 @@ import pp.dialog.DialogBuilder;
import pp.dialog.DialogManager;
import pp.graphics.Draw;
import java.io.File;
import java.io.FileInputStream;
import java.io.IOException;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.logging.LogManager;
import static pp.battleship.Resources.lookup;
/**
* The main class for the Battleship client application.
* It manages the initialization, input setup, GUI setup, and game states for the client.
@@ -268,6 +269,7 @@ public class BattleshipApp extends SimpleApplication implements BattleshipClient
attachGameSound();
stateManager.attachAll(new EditorAppState(), new BattleAppState(), new SeaAppState());
attachBgMusic();
}
/**
@@ -279,6 +281,12 @@ public class BattleshipApp extends SimpleApplication implements BattleshipClient
gameSound.setEnabled(GameSound.enabledInPreferences());
stateManager.attach(gameSound);
}
private void attachBgMusic() {
final BgMusic gameSound = new BgMusic();
gameSound.setEnabled(BgMusic.enabledInPreferences());
stateManager.attach(gameSound);
}
/**
* Updates the application state every frame.

View File

@@ -7,6 +7,10 @@
package pp.battleship.client;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.prefs.Preferences;
import com.jme3.app.Application;
import com.jme3.app.state.AbstractAppState;
import com.jme3.app.state.AppStateManager;
@@ -14,13 +18,9 @@ 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;
/**

View File

@@ -7,25 +7,25 @@
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;
import java.io.File;
import java.io.IOException;
import java.util.prefs.Preferences;
import com.simsilica.lemur.Button;
import com.simsilica.lemur.Checkbox;
import com.simsilica.lemur.Label;
import com.simsilica.lemur.style.ElementId;
import static pp.battleship.Resources.lookup;
import pp.battleship.client.gui.BgMusic;
import pp.battleship.client.gui.VolumeSlider;
import pp.dialog.Dialog;
import pp.dialog.StateCheckboxModel;
import pp.dialog.TextInputDialog;
import static pp.util.PreferencesUtils.getPreferences;
/**
* The Menu class represents the main menu in the Battleship game application.
* It extends the Dialog class and provides functionalities for loading, saving,
@@ -37,7 +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;
private final VolumeSlider slider;
/**
* Constructs the Menu dialog for the Battleship application.
@@ -47,28 +47,15 @@ class Menu extends Dialog {
public Menu(BattleshipApp app) {
super(app.getDialogManager());
this.app = app;
slider = new VolumeSlider(app.getStateManager().getState(BgMusic.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 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.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(new Checkbox(lookup("menu.background-sound-enabled"), new StateCheckboxModel(app, BgMusic.class)));
addChild(slider);
addChild(loadButton)
.addClickCommands(s -> ifTopDialog(this::loadDialog));
@@ -89,6 +76,10 @@ class Menu extends Dialog {
loadButton.setEnabled(app.getGameLogic().mayLoadMap());
saveButton.setEnabled(app.getGameLogic().maySaveMap());
}
@Override
public void update(float delta) {
slider.update();
}
/**
* As an escape action, this method closes the menu if it is the top dialog.
@@ -165,6 +156,4 @@ class Menu extends Dialog {
private void saveDialog() {
fileDialog(app.getGameLogic()::saveMap, lookup("menu.map.save"));
}
}

View File

@@ -7,22 +7,22 @@
package pp.battleship.client;
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;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.concurrent.ExecutionException;
import java.util.concurrent.Future;
import com.simsilica.lemur.Checkbox;
import com.simsilica.lemur.Container;
import com.simsilica.lemur.Label;
import com.simsilica.lemur.TextField;
import com.simsilica.lemur.component.SpringGridLayout;
import static pp.battleship.Resources.lookup;
import pp.battleship.client.server.BattleshipSelfhostServer;
import pp.dialog.Dialog;
import pp.dialog.DialogBuilder;
import pp.dialog.SimpleDialog;
/**
* Represents a dialog for setting up a network connection in the Battleship game.
@@ -35,8 +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 final Button serverButton = new Button(lookup("client.server-star"));
private final Button serverButton = new Button(lookup("client.server-start"));
private static final Checkbox HOST = new Checkbox(lookup("server.host"));
private String hostname;
private int portNumber;
private Future<Object> connectionFuture;
@@ -60,6 +59,7 @@ class NetworkDialog extends SimpleDialog {
input.addChild(host, 1);
input.addChild(new Label(lookup("port.number") + ": "));
input.addChild(port, 1);
input.addChild(HOST).addClickCommands(s -> ifTopDialog(this::startClientServer));
DialogBuilder.simple(app.getDialogManager())
.setTitle(lookup("server.dialog"))
@@ -69,10 +69,6 @@ class NetworkDialog extends SimpleDialog {
.setOkClose(false)
.setNoClose(false)
.build(this);
//Add the button to start the sever
addChild(serverButton).addClickCommands(s -> ifTopDialog(this::startServerInThread));
}
/**
@@ -160,15 +156,15 @@ class NetworkDialog extends SimpleDialog {
}
/**
* Starts the server in a separate thread.
* Starts the server of the client in a new thread and catches connectivity issues.
*/
private void startServerInThread() {
serverButton.setEnabled(false);
private void startClientServer() {
HOST.setEnabled(false);
Thread serverThread = new Thread(() -> {
try {
BattleshipServer.main(null);
BattleshipSelfhostServer.main(null);
} catch (Exception e) {
serverButton.setEnabled(true);
HOST.setEnabled(true);
LOGGER.log(Level.ERROR, "Server could not be started", e);
network.getApp().errorDialog("Could not start server: " + e.getMessage());
}

View File

@@ -1,4 +1,15 @@
package pp.battleship.client;
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client.gui;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.prefs.Preferences;
import com.jme3.app.Application;
import com.jme3.app.state.AbstractAppState;
@@ -7,79 +18,40 @@ 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.
* An application state that plays sounds.
*/
public class GameMusic extends AbstractAppState {
private static final Logger LOGGER = System.getLogger(GameMusic.class.getName());
private static final Preferences PREFERENCES = getPreferences(GameMusic.class);
public class BgMusic extends AbstractAppState{
private static final Logger LOGGER = System.getLogger(BgMusic.class.getName());
private static final Preferences PREFERENCES = getPreferences(BgMusic.class);
private static final String ENABLED_PREF = "enabled"; //NON-NLS
private static final String VOLUME_PREF = "volume"; //NON-NLS
private AudioNode piratenMusic;
private AudioNode music;
/**
* 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);
/**
* Checks if sound is enabled in the preferences.
*
* @return //TODO
*/
public static float volumeInPreferences() {
return PREFERENCES.getFloat(VOLUME_PREF, 0.5f);
}
/**
* 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.
* Initializes the sound effects for the game.
* Overrides {@link AbstractAppState#initialize(AppStateManager, Application)}
*
* @param stateManager The state manager
@@ -88,17 +60,16 @@ public class GameMusic extends AbstractAppState {
@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();
music = loadSound(app, "Sound/Music/bgMusic.ogg");
setVolume(volumeInPreferences());
music.setLooping(true);
if (isEnabled() && music != null) {
music.play();
}
}
/**
* Loads the music from the specified file.
* Loads a sound from the specified file.
*
* @param app The application
* @param name The name of the sound file.
@@ -117,11 +88,34 @@ public class GameMusic extends AbstractAppState {
return null;
}
//Einstellung der Lautstärke
public void setVolume(float vol){
piratenMusic.setVolume(vol);
PREFERENCES.putFloat(VOLUME_PREF, vol);
/** TODO
* 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 (music != null) music.play();
} else if (isEnabled() && !enabled) {
if (music != null) music.stop();
}
super.setEnabled(enabled);
LOGGER.log(Level.INFO, "Sound enabled: {0}", enabled); //NON-NLS
PREFERENCES.putBoolean(ENABLED_PREF, enabled);
}
}
/**
* Toggles the game sound on or off.
*/
public void toggleSound() {
setEnabled(!isEnabled());
}
public void setVolume(float vol){
music.setVolume(vol);
PREFERENCES.putFloat(VOLUME_PREF, vol);
}
}

View File

@@ -7,19 +7,19 @@
package pp.battleship.client.gui;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import com.jme3.input.controls.ActionListener;
import com.jme3.math.Vector2f;
import com.jme3.scene.Node;
import com.jme3.system.AppSettings;
import com.simsilica.lemur.Button;
import com.simsilica.lemur.Container;
import pp.battleship.client.BattleshipAppState;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import static pp.battleship.Resources.lookup;
import static pp.battleship.client.BattleshipApp.CLICK;
import pp.battleship.client.BattleshipAppState;
/**
* EditorState manages the editor mode in the Battleship game,

View File

@@ -16,6 +16,7 @@ import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial.CullHint;
import com.jme3.scene.shape.Quad;
import pp.battleship.client.BattleshipApp;
import pp.battleship.model.IntPoint;
import pp.battleship.model.ShipMap;
@@ -28,7 +29,7 @@ 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

@@ -7,11 +7,16 @@
package pp.battleship.client.gui;
import com.jme3.material.Material;
import static com.jme3.material.Materials.UNSHADED;
import com.jme3.material.RenderState;
import com.jme3.material.RenderState.BlendMode;
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 com.jme3.scene.shape.Sphere;
import pp.battleship.model.Battleship;
import pp.battleship.model.Shell;
import pp.battleship.model.Shot;
@@ -38,7 +43,6 @@ 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.
@@ -112,6 +116,8 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
return shipNode;
}
/**
* Creates a line geometry representing part of the ship's border.
*
@@ -125,19 +131,24 @@ 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 deltaTime
* @param shell The {@code Shell} object to be visualized.
* @return A {@code Spatial} object representing the shell on the map.
*/
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
@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

@@ -0,0 +1,283 @@
package pp.battleship.client.gui;
import com.jme3.effect.ParticleEmitter;
import com.jme3.effect.ParticleMesh.Type;
import com.jme3.effect.shapes.EmitterSphereShape;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.FastMath;
import com.jme3.math.Vector3f;
import pp.battleship.client.BattleshipApp;
/**
* Factory class responsible for creating particle effects used in the game.
* This centralizes the creation of various types of particle emitters.
*/
public class ParticleEffectFactory {
private static final int COUNT_FACTOR = 1;
private static final float COUNT_FACTOR_F = 1f;
private static final boolean POINT_SPRITE = true;
private static final Type EMITTER_TYPE = POINT_SPRITE ? Type.Point : Type.Triangle;
private final BattleshipApp app;
ParticleEffectFactory(BattleshipApp app) {
this.app = app;
}
/**
* Creates a flame particle emitter.
*
* @return a configured flame particle emitter
*/
ParticleEmitter createFlame() {
ParticleEmitter flame = new ParticleEmitter("Flame", EMITTER_TYPE, 32 * COUNT_FACTOR);
flame.setSelectRandomImage(true);
flame.setStartColor(new ColorRGBA(1f, 0.4f, 0.05f, (1f / COUNT_FACTOR_F)));
flame.setEndColor(new ColorRGBA(.4f, .22f, .12f, 0f));
flame.setStartSize(0.1f);
flame.setEndSize(0.5f);
flame.setShape(new EmitterSphereShape(Vector3f.ZERO, 1f));
flame.setParticlesPerSec(0);
flame.setGravity(0, -5, 0);
flame.setLowLife(.4f);
flame.setHighLife(.5f);
flame.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 7, 0));
flame.getParticleInfluencer().setVelocityVariation(1f);
flame.setImagesX(2);
flame.setImagesY(2);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/flame.png"));
mat.setBoolean("PointSprite", POINT_SPRITE);
flame.setMaterial(mat);
return flame;
}
/**
* Creates a flash particle emitter.
*
* @return a configured flash particle emitter
*/
ParticleEmitter createFlash() {
ParticleEmitter flash = new ParticleEmitter("Flash", EMITTER_TYPE, 24 * COUNT_FACTOR);
flash.setSelectRandomImage(true);
flash.setStartColor(new ColorRGBA(1f, 0.8f, 0.36f, 1f / COUNT_FACTOR_F));
flash.setEndColor(new ColorRGBA(1f, 0.8f, 0.36f, 0f));
flash.setStartSize(.1f);
flash.setEndSize(0.5f);
flash.setShape(new EmitterSphereShape(Vector3f.ZERO, .05f));
flash.setParticlesPerSec(0);
flash.setGravity(0, 0, 0);
flash.setLowLife(.2f);
flash.setHighLife(.2f);
flash.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 5f, 0));
flash.getParticleInfluencer().setVelocityVariation(1);
flash.setImagesX(2);
flash.setImagesY(2);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/flash.png"));
mat.setBoolean("PointSprite", POINT_SPRITE);
flash.setMaterial(mat);
return flash;
}
/**
* Creates a round spark particle emitter.
*
* @return a configured round spark particle emitter
*/
ParticleEmitter createRoundSpark() {
ParticleEmitter roundSpark = new ParticleEmitter("RoundSpark", EMITTER_TYPE, 20 * COUNT_FACTOR);
roundSpark.setStartColor(new ColorRGBA(1f, 0.29f, 0.34f, (float) (1.0 / COUNT_FACTOR_F)));
roundSpark.setEndColor(new ColorRGBA(0, 0, 0, 0.5f / COUNT_FACTOR_F));
roundSpark.setStartSize(0.2f);
roundSpark.setEndSize(0.8f);
roundSpark.setShape(new EmitterSphereShape(Vector3f.ZERO, 1f));
roundSpark.setParticlesPerSec(0);
roundSpark.setGravity(0, -.5f, 0);
roundSpark.setLowLife(1.8f);
roundSpark.setHighLife(2f);
roundSpark.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 3, 0));
roundSpark.getParticleInfluencer().setVelocityVariation(.5f);
roundSpark.setImagesX(1);
roundSpark.setImagesY(1);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/roundspark.png"));
mat.setBoolean("PointSprite", POINT_SPRITE);
roundSpark.setMaterial(mat);
return roundSpark;
}
/**
* Creates a spark particle emitter.
*
* @return a configured spark particle emitter
*/
ParticleEmitter createSpark() {
ParticleEmitter spark = new ParticleEmitter("Spark", Type.Triangle, 30 * COUNT_FACTOR);
spark.setStartColor(new ColorRGBA(1f, 0.8f, 0.36f, 1.0f / COUNT_FACTOR_F));
spark.setEndColor(new ColorRGBA(1f, 0.8f, 0.36f, 0f));
spark.setStartSize(.5f);
spark.setEndSize(.5f);
spark.setFacingVelocity(true);
spark.setParticlesPerSec(0);
spark.setGravity(0, 5, 0);
spark.setLowLife(1.1f);
spark.setHighLife(1.5f);
spark.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 20, 0));
spark.getParticleInfluencer().setVelocityVariation(1);
spark.setImagesX(1);
spark.setImagesY(1);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/spark.png"));
spark.setMaterial(mat);
return spark;
}
/**
* Creates a smoke trail particle emitter.
*
* @return a configured smoke trail particle emitter
*/
ParticleEmitter createSmokeTrail() {
ParticleEmitter smokeTrail = new ParticleEmitter("SmokeTrail", Type.Triangle, 22 * COUNT_FACTOR);
smokeTrail.setStartColor(new ColorRGBA(1f, 0.8f, 0.36f, 1.0f / COUNT_FACTOR_F));
smokeTrail.setEndColor(new ColorRGBA(1f, 0.8f, 0.36f, 0f));
smokeTrail.setStartSize(.2f);
smokeTrail.setEndSize(1f);
smokeTrail.setFacingVelocity(true);
smokeTrail.setParticlesPerSec(0);
smokeTrail.setGravity(0, 1, 0);
smokeTrail.setLowLife(.4f);
smokeTrail.setHighLife(.5f);
smokeTrail.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 12, 0));
smokeTrail.getParticleInfluencer().setVelocityVariation(1);
smokeTrail.setImagesX(1);
smokeTrail.setImagesY(3);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/smoketrail.png"));
smokeTrail.setMaterial(mat);
return smokeTrail;
}
/**
* Creates a debris particle emitter.
*
* @return a configured debris particle emitter
*/
ParticleEmitter createDebris() {
ParticleEmitter debris = new ParticleEmitter("Debris", Type.Triangle, 15 * COUNT_FACTOR);
debris.setSelectRandomImage(true);
debris.setRandomAngle(true);
debris.setRotateSpeed(FastMath.TWO_PI * 4);
debris.setStartColor(new ColorRGBA(1f, 0.59f, 0.28f, 1.0f / COUNT_FACTOR_F));
debris.setEndColor(new ColorRGBA(.5f, 0.5f, 0.5f, 0f));
debris.setStartSize(.10f);
debris.setEndSize(.15f);
debris.setParticlesPerSec(0);
debris.setGravity(0, 12f, 0);
debris.setLowLife(1.4f);
debris.setHighLife(1.5f);
debris.setLocalTranslation(0, 2f, 0);
debris.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 15, 0));
debris.getParticleInfluencer().setVelocityVariation(.60f);
debris.setImagesX(3);
debris.setImagesY(3);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/Debris.png"));
debris.setMaterial(mat);
return debris;
}
/**
* Creates a shockwave particle emitter.
*
* @return a configured shockwave particle emitter
*/
ParticleEmitter createShockwave() {
ParticleEmitter shockwave = new ParticleEmitter("Shockwave", Type.Triangle, 1 * COUNT_FACTOR);
shockwave.setFaceNormal(Vector3f.UNIT_Y);
shockwave.setStartColor(new ColorRGBA(.48f, 0.17f, 0.01f, .8f / COUNT_FACTOR_F));
shockwave.setEndColor(new ColorRGBA(.48f, 0.17f, 0.01f, 0f));
shockwave.setStartSize(0f);
shockwave.setEndSize(3f);
shockwave.setParticlesPerSec(0);
shockwave.setGravity(0, 0, 0);
shockwave.setLowLife(0.5f);
shockwave.setHighLife(0.5f);
shockwave.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 0, 0));
shockwave.getParticleInfluencer().setVelocityVariation(0f);
shockwave.setImagesX(1);
shockwave.setImagesY(1);
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/shockwave.png"));
shockwave.setMaterial(mat);
return shockwave;
}
/**
* Creates a moving smoke emitter.
*
* @return a configured smoke emitter
*/
ParticleEmitter createMovingSmokeEmitter() {
ParticleEmitter smokeEmitter = new ParticleEmitter("SmokeEmitter", Type.Triangle, 300);
smokeEmitter.setGravity(0, 0, 0);
smokeEmitter.getParticleInfluencer().setVelocityVariation(1);
smokeEmitter.setLocalTranslation(0, 2f, 0); //___________________
smokeEmitter.setLowLife(1);
smokeEmitter.setHighLife(1);
smokeEmitter.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 0, 0));
smokeEmitter.setImagesX(15);
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;
}
public ParticleEmitter createWaterSplash() { //wird durch explosions animation ersetzt
// Create a new particle emitter for the splash effect
ParticleEmitter waterSplash = new ParticleEmitter("WaterSplash", Type.Triangle, 30);
// Set the shape of the emitter, making particles emit from a point or small area
waterSplash.setShape(new EmitterSphereShape(Vector3f.ZERO, 0.2f));
// Start and end colors for water (blue, fading out)
waterSplash.setStartColor(new ColorRGBA(0.4f, 0.4f, 1f, 1f)); // Light blue at start
waterSplash.setEndColor(new ColorRGBA(0.4f, 0.4f, 1f, 0f)); // Transparent at the end
// Particle size: small at start, larger before fading out
waterSplash.setStartSize(0.1f);
waterSplash.setEndSize(0.3f);
// Particle lifespan (how long particles live)
waterSplash.setLowLife(0.5f);
waterSplash.setHighLife(1f);
// Gravity: Pull the water particles downwards
waterSplash.setGravity(0, -9.81f, 0); // Earth's gravity simulation
// Velocity: Give particles an initial burst upward (simulates splash)
waterSplash.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 3, 0));
waterSplash.getParticleInfluencer().setVelocityVariation(0.6f); // Add randomness to splash
// Set how many particles are emitted per second (0 to emit all particles at once)
waterSplash.setParticlesPerSec(0);
// Load a texture for the water splash (assuming a texture exists at this path)
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Splash/splash.png"));
waterSplash.setMaterial(mat);
return waterSplash;
}
}

View File

@@ -7,22 +7,28 @@
package pp.battleship.client.gui;
import static java.util.Objects.requireNonNull;
import com.jme3.effect.ParticleEmitter;
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;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
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;
import static java.util.Objects.requireNonNull;
import static pp.util.FloatMath.HALF_PI;
import static pp.util.FloatMath.PI;
@@ -32,23 +38,26 @@ 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 KING_GEORGE_V_MODEL = "Models/Transporter/cr90.j3o"; //NON-NLS
private static final String TIE_FIGHTER = "Models/TieFighter/TieFighter.j3o"; //NON-NLS
private static final String TRANSPORTER = "Models/KingGeorgeV/KingGeorge.j3o"; //NON-NLS
//private static final String VENATOR = "Models/Venator/Venator.j3o"; //NON-NLS
private static final String WING = "Models/Wing/Wing.j3o"; //NON-NLS
private static final String COLOR = "Color"; //NON-NLS
private static final String SHIP = "ship"; //NON-NLS
private static final String SHOT = "shot"; //NON-NLS
private static final ColorRGBA BOX_COLOR = ColorRGBA.Gray;
private static final ColorRGBA SPLASH_COLOR = new ColorRGBA(0f, 0f, 1f, 0.4f);
private static final ColorRGBA HIT_COLOR = new ColorRGBA(1f, 0f, 0f, 0.4f);
private static final String LIGHTING = "Common/MatDefs/Light/Lighting.j3md";
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.
@@ -75,17 +84,8 @@ class SeaSynchronizer extends ShipMapSynchronizer {
*/
@Override
public Spatial visit(Shot shot) {
return shot.isHit() ? handleHit(shot) : createCylinder(shot);
return shot.isHit() ? handleHit(shot) : handleMiss(shot);
}
/**
* Handles a hit by attaching its representation to the node that
* contains the ship model as a child so that it moves with the ship.
*
* @param shot a hit
* @return always null to prevent the representation from being attached
* to the items node as well
*/
private Spatial handleMiss(Shot shot) {
Node shotNode = new Node("ShotNode");
Geometry shotCylinder = createCylinder(shot);
@@ -97,17 +97,35 @@ class SeaSynchronizer extends ShipMapSynchronizer {
return shotNode;
}
private void sinkAndRemoveShip(Battleship ship) {
Battleship wilkeningklaunichtmeinencode = ship;
final Node shipNode = (Node) getSpatial(wilkeningklaunichtmeinencode);
if (shipNode == null) return;
// Add sinking control to animate the sinking
shipNode.addControl(new SinkingControl(shipNode));
// Add particle effects
ParticleEmitter bubbles = particleFactory.createWaterSplash();
bubbles.setLocalTranslation(shipNode.getLocalTranslation());
shipNode.attachChild(bubbles);
bubbles.emitAllParticles();
}
/**
* Handles a hit by attaching its representation to the node that
* contains the ship model as a child so that it moves with the ship.
*
* @param shot a hit
* @return always null to prevent the representation from being attached to the items node as well
* @return always null to prevent the representation from being attached
* to the items node as well
*/
private Spatial handleHit(Shot shot) {
final Battleship ship = requireNonNull(map.findShipAt(shot), "Missing ship");
final Node shipNode = requireNonNull((Node) getSpatial(ship), "Missing ship node");
// Create a new node specifically for the hit effects
Node hitEffectNode = new Node("HitEffectNode");
// Create particle effects
@@ -147,34 +165,15 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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.
@@ -185,15 +184,16 @@ class SeaSynchronizer extends ShipMapSynchronizer {
private Geometry createCylinder(Shot shot) {
final ColorRGBA color = shot.isHit() ? HIT_COLOR : SPLASH_COLOR;
final float height = shot.isHit() ? 1.2f : 0.1f;
final Cylinder cylinder = new Cylinder(2, 20, 0.45f, height, true);
final Geometry geometry = new Geometry(SHOT, cylinder);
geometry.setMaterial(createColoredMaterial(color));
geometry.rotate(HALF_PI, 0f, 0f);
// compute the center of the shot in world coordinates
geometry.setLocalTranslation(shot.getY() + 0.5f, 0f, shot.getX() + 0.5f);
// compute the center of the shot in world coordinates, with an additional 2f height
geometry.setLocalTranslation(shot.getY() + 0.5f, 2f + height / 2, shot.getX() + 0.5f);
return geometry;
}
@@ -224,15 +224,21 @@ class SeaSynchronizer extends ShipMapSynchronizer {
* @param ship the battleship to be represented
* @return the spatial representing the battleship
*/
//ANPASSEN!!!!!!
private Spatial createShip(Battleship 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!");
if (ship.getLength() == 1) {
return createTie_Fighter(ship);
} else if (ship.getLength() == 2) {
return createWing(ship);
} else if (ship.getLength() == 3) {
return createTransporter(ship);
} else if (ship.getLength() == 4) {
return createBattleship(ship);
} else {
return createBox(ship);
}
}
/**
* Creates a simple box to represent a battleship that is not of the "King George V" type.
@@ -271,51 +277,100 @@ class SeaSynchronizer extends ShipMapSynchronizer {
}
/**
* Creates a detailed 3D model to represent a "King George V" battleship.
* Creates a detailed 3D model to represent all battleships.
*
* @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);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
model.scale(1.48f);
model.setShadowMode(ShadowMode.CastAndReceive);
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);
// Berechne den Rotationswinkel
float rotationAngle = calculateRotationAngle(ship.getRot())+HALF_PI;
model.setLocalTranslation(new Vector3f(model.getLocalTranslation().x, 2f, model.getLocalTranslation().z));
model.rotate(0f, rotationAngle, -HALF_PI);
model.scale(1.2f);
model.setShadowMode(ShadowMode.CastAndReceive);
// Bestimme die Verschiebung basierend auf der Rotation
Vector3f translation = model.getLocalTranslation();
// Bei 0 oder 180 Grad wird auf der Z-Achse verschoben, bei 90 oder 270 Grad auf der X-Achse
if (rotationAngle == 0 || rotationAngle == FastMath.PI) {
// Verschiebe auf der Z-Achse und um 2f nach oben
translation = translation.subtract(0,0,1); // Nach hinten auf der Z-Achse, und um 2f nach oben
} else if (rotationAngle == FastMath.HALF_PI || rotationAngle == 3 * FastMath.HALF_PI) {
// Verschiebe auf der X-Achse und um 2f nach oben
translation = translation.subtract(1,0,0); // Nach hinten auf der X-Achse, und um 2f nach oben
}
model.setLocalTranslation(translation);
return model;
}
private Spatial createTransporter(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(TRANSPORTER);
float rotationAngle = calculateRotationAngle(ship.getRot())+HALF_PI;
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot())+ PI, 0f);
model.scale(0.008f);
model.setShadowMode(ShadowMode.CastAndReceive);
model.setLocalTranslation(new Vector3f(model.getLocalTranslation().x, 2f, model.getLocalTranslation().z));
Vector3f translation = model.getLocalTranslation();
// Bei 0 oder 180 Grad wird auf der Z-Achse verschoben, bei 90 oder 270 Grad auf der X-Achse
if (rotationAngle == 0 || rotationAngle == FastMath.PI) {
// Verschiebe auf der Z-Achse und um 2f nach oben
translation = translation.subtract(0,0,1);
} else if (rotationAngle == FastMath.HALF_PI || rotationAngle == 3 * FastMath.HALF_PI) {
// Verschiebe auf der X-Achse und um 2f nach oben
translation = translation.add(1,0,0);
}
model.setLocalTranslation(translation);
return model;
}
private Spatial createWing(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(WING);
model.setLocalTranslation(new Vector3f(model.getLocalTranslation().x, 2f, model.getLocalTranslation().z));
// Berechne den Rotationswinkel
float rotationAngle = calculateRotationAngle(ship.getRot())+HALF_PI;
model.rotate(0f, rotationAngle, 0f);
model.scale(0.0008f);
model.setShadowMode(ShadowMode.CastAndReceive);
// Bestimme die Verschiebung basierend auf der Rotation
Vector3f translation = model.getLocalTranslation();
// Bei 0 oder 180 Grad wird auf der Z-Achse verschoben, bei 90 oder 270 Grad auf der X-Achse
if (rotationAngle == 0 || rotationAngle == FastMath.PI) {
// Verschiebe auf der Z-Achse und um 2f nach oben
translation = translation.add(0,0,0); // Nach hinten auf der Z-Achse, und um 2f nach oben
} else if (rotationAngle == FastMath.HALF_PI || rotationAngle == 3 * FastMath.HALF_PI) {
// Verschiebe auf der X-Achse und um 2f nach oben
translation = translation.add(0,0,0); // Nach hinten auf der X-Achse, und um 2f nach oben
}
model.setLocalTranslation(translation);
return model;
}
private Spatial createTie_Fighter(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(TIE_FIGHTER);
model.rotate(-0f, calculateRotationAngle(ship.getRot()), 0f);
model.scale(0.07f);
model.setShadowMode(ShadowMode.CastAndReceive);
model.setLocalTranslation(new Vector3f(model.getLocalTranslation().x, 2f, model.getLocalTranslation().z));
return model;
}
/**
* Calculates the rotation angle for the specified rotation.
@@ -331,4 +386,25 @@ 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 +1,49 @@
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 +1,50 @@
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 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 + 2f, 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

@@ -1,33 +1,35 @@
package pp.battleship.client.gui;
import com.jme3.scene.control.AbstractControl;
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.control.AbstractControl;
/**
* 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 static final float SINK_DURATION = 2f; // Duration of the sinking animation
private static final float SINK_SPEED = 0.6f; // 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
* Constructs a {@code SinkingControl} object with the shipNode to be to be sunk
* @param shipNode the node to handeld
*/
public SinkingControl(Node shipNode) {
this.shipNode = shipNode;
}
float tiltAngle= 0;
/**
* Updated the Map to sink the ship
*
*
* @param tpf time per frame
*/
@Override
@@ -37,13 +39,18 @@ class SinkingControl extends AbstractControl {
// Move the ship down over time
Vector3f currentPos = shipNode.getLocalTranslation();
shipNode.setLocalTranslation(currentPos.x, currentPos.y - SINK_SPEED * tpf, currentPos.z);
shipNode.setLocalTranslation(currentPos.x+SINK_SPEED*tpf, currentPos.y - SINK_SPEED * tpf*2, currentPos.z+SINK_SPEED*tpf*2);
// Check if sinking duration has passed
if (elapsedTime >= SINK_DURATION) {
// Remove the ship from the scene
shipNode.removeFromParent();
}
// Apply the tilt angle and rotation during sinking
float sinkingTiltAngle = FastMath.DEG_TO_RAD * tiltAngle * tpf;
float sinkingRotationAngle = FastMath.DEG_TO_RAD * 45f * tpf; // Additional rotation during sinking
Quaternion tiltRotation = new Quaternion().fromAngles(-sinkingTiltAngle, sinkingRotationAngle, 0);
spatial.setLocalRotation(tiltRotation);
}
@Override

View File

@@ -0,0 +1,140 @@
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 SinkingShip extends AbstractControl {
private float elapsedTime = 0.2f;
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 SinkingShip(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)
float sinkingTiltAngle = FastMath.DEG_TO_RAD * tiltAngle * progress;
float sinkingRotationAngle = FastMath.DEG_TO_RAD * 45f * progress; // Additional rotation during sinking (test)
Quaternion tiltRotation = new Quaternion().fromAngles(-sinkingTiltAngle, sinkingRotationAngle, sinkingRotationAngle);
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);
}
// public void checkAndTriggerExplosion() {
// // Prüfen, ob das sinkende Schiff den Boden erreicht hat
// if (spatial != null && spatial.getLocalTranslation().y <= sinkDepth) {
// // Explosion ausführen, wenn der Boden erreicht ist
// triggerExplosionAnimation();
//
// // Entfernen des Schiffs aus dem Elternknoten
// Node parentNode = (Node) spatial.getParent();
// if (parentNode != null) {
// parentNode.detachChild(spatial);
// }
//
// // Entfernen der Kontrolle vom Spatial
// spatial.removeControl(this);
// }
// }
//
// private void triggerExplosionAnimation() {
// // Code für die Explosion-Animation (alibi Methode)
// System.out.println("Explosion wird ausgeführt: Das Schiff hat den Boden erreicht!");
// // Hier könnte eine echte Animation eingefügt werden, z.B. Partikeleffekte
// }
}
/**
* 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() {
// --> sinkingControl
}
}

View File

@@ -1,29 +1,25 @@
package pp.battleship.client.gui;
import com.simsilica.lemur.Slider;
import pp.battleship.client.GameMusic;
public class VolumeSlider extends Slider {
public class VolumeSlider extends Slider {
private final BgMusic music;
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);
}
}
private double vol;
public VolumeSlider(BgMusic music) {
super();
this.music = music;
vol = BgMusic.volumeInPreferences();
getModel().setPercent(vol);
}
public void update() {
if (vol != getModel().getPercent()) {
vol = getModel().getPercent();
music.setVolume( (float) vol);
}
}
}

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@@ -0,0 +1,183 @@
////////////////////////////////////////
// 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 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;
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;
/**
* 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 Battleships 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(Battleship.class);
Serializer.registerClass(IntPoint.class);
Serializer.registerClass(Shot.class);
Serializer.registerClass(AnimationFinishedMessage.class);
}
private void registerListeners() {
myServer.addMessageListener(this, MapMessage.class);
myServer.addMessageListener(this, ShootMessage.class);
myServer.addConnectionListener(this);
myServer.addMessageListener(this, AnimationFinishedMessage.class);
}
@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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@@ -1,3 +0,0 @@
based on:
https://free3d.com/3d-model/wwii-ship-uk-king-george-v-class-battleship-v1--185381.html
License: Free Personal Use Only

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@@ -1,6 +1,6 @@
Material Water : Common/MatDefs/Light/Lighting.j3md {
MaterialParameters {
Shininess : 64
Shininess : 6
DiffuseMap : Repeat Textures/Terrain/Water/Water_002_COLOR.jpg
NormalMap : Repeat Textures/Terrain/Water/Water_002_NORM.jpg
SpecularMap : Repeat Textures/Terrain/Water/Water_002_ROUGH.jpg

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@@ -0,0 +1,2 @@
[LocalizedFileNames]
Water_002_NORM.jpg=@Water_002_NORM,0

View File

@@ -1,12 +1,10 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.exporter;
import java.io.File;
import java.io.IOException;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import com.jme3.app.SimpleApplication;
import com.jme3.export.JmeExporter;
import com.jme3.export.binary.BinaryExporter;
@@ -14,11 +12,6 @@ import com.jme3.scene.Spatial;
import com.jme3.system.JmeContext;
import com.jme3.util.TangentBinormalGenerator;
import java.io.File;
import java.io.IOException;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
/**
* This class transforms models into j3o format.
*/
@@ -41,14 +34,17 @@ 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");
export("Models/45.obj", "45.j3o");//NON-NLS passt
//export("Models/.j3o");
// export("Models/Transporter/Transporter.obj", "Transporter.j3o"); //NON-NLS passt
// export("Models/TieFighter.obj", "TieFighter.j3o"); //NON-NLS
// export("Models/Venator/Venator.obj", "Venator.j3o"); //NON-NLS kickt
stop();
}
/**
* Exports spatial into a file
*

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View File

@@ -1,112 +0,0 @@
# 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

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# Blender MTL File: 'SpaceShipDetailed.blend'
# Material Count: 7
newmtl Material.001
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl Material.002
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl Material.003
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl Material.004
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl Material.005
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl Material.006
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl Material.007
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2

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# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
# File Created: 16.03.2012 14:15:53
newmtl _King_George_V
Ns 60.0000
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 0.4500 0.4500 0.4500
Ke 0.0000 0.0000 0.0000
map_Ka King_George_V.jpg
map_Kd King_George_V.jpg
map_bump King_George_V_bump.jpg
bump King_George_V_bump.jpg

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based on:
https://free3d.com/3d-model/wwii-ship-uk-king-george-v-class-battleship-v1--185381.html
License: Free Personal Use Only

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# 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

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