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			15 Commits
		
	
	
		
			b_puderbac
			...
			b_Mueller_
		
	
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								Projekte/Alienship.j3o
									
									
									
									
									
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								Projekte/Boje.j3o
									
									
									
									
									
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								Projekte/Models/Alienship.j3o
									
									
									
									
									
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								Projekte/UX23.j3o
									
									
									
									
									
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						@@ -9,6 +9,9 @@ dependencies {
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    implementation project(":battleship:model")
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    implementation libs.jme3.desktop
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    implementation libs.jme3.effects
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    implementation project(path: ':battleship:server')
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    implementation project(path: ':battleship:server')
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    runtimeOnly libs.jme3.awt.dialogs
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    runtimeOnly libs.jme3.plugins
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@@ -25,6 +25,7 @@ import pp.battleship.client.gui.EditorAppState;
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import pp.battleship.client.gui.SeaAppState;
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import pp.battleship.game.client.BattleshipClient;
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import pp.battleship.game.client.ClientGameLogic;
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import pp.battleship.game.client.GameMusic;
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import pp.battleship.game.client.ServerConnection;
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import pp.battleship.game.singlemode.BattleshipClientConfig;
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import pp.battleship.game.singlemode.ServerConnectionMockup;
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@@ -265,13 +266,24 @@ public class BattleshipApp extends SimpleApplication implements BattleshipClient
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        flyCam.setEnabled(false);
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        stateManager.detach(stateManager.getState(StatsAppState.class));
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        stateManager.detach(stateManager.getState(DebugKeysAppState.class));
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        atttachGameMusic();
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        attachGameSound();
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        stateManager.attachAll(new EditorAppState(), new BattleAppState(), new SeaAppState());
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    }
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    private void atttachGameMusic() {
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        final GameMusic gameSound = new GameMusic();
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        gameSound.setEnabled(GameMusic.enabledInPreferences());
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        stateManager.attach(gameSound);
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    }
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    /**
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     * Attaches the game sound state and sets its initial enabled state.
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     *
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     */
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    private void attachGameSound() {
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        final GameSound gameSound = new GameSound();
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@@ -12,6 +12,8 @@ import com.jme3.app.state.AbstractAppState;
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import com.jme3.app.state.AppStateManager;
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import pp.battleship.game.client.ClientGameLogic;
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/**
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 * Abstract class representing a state in the Battleship game.
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 * Extends the AbstractAppState from jMonkeyEngine to manage state behavior.
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@@ -87,7 +87,7 @@ public class GameSound extends AbstractAppState implements GameEventListener {
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     * @param name The name of the sound file.
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     * @return The loaded AudioNode.
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     */
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    private AudioNode loadSound(Application app, String name) {
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    public AudioNode loadSound(Application app, String name) {
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        try {
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            final AudioNode sound = new AudioNode(app.getAssetManager(), name, AudioData.DataType.Buffer);
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            sound.setLooping(false);
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@@ -11,6 +11,7 @@ import com.simsilica.lemur.Button;
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import com.simsilica.lemur.Checkbox;
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import com.simsilica.lemur.Label;
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import com.simsilica.lemur.style.ElementId;
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import pp.battleship.game.client.GameMusic;
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import pp.dialog.Dialog;
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import pp.dialog.StateCheckboxModel;
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import pp.dialog.TextInputDialog;
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@@ -30,6 +31,8 @@ import static pp.util.PreferencesUtils.getPreferences;
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class Menu extends Dialog {
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    private static final Preferences PREFERENCES = getPreferences(Menu.class);
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    private static final String LAST_PATH = "last.file.path";
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  //  private final VolumeSlider slider;
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    private final BattleshipApp app;
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    private final Button loadButton = new Button(lookup("menu.map.load"));
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    private final Button saveButton = new Button(lookup("menu.map.save"));
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@@ -39,12 +42,14 @@ class Menu extends Dialog {
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     *
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     * @param app the BattleshipApp instance
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     */
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    public Menu(BattleshipApp app) {
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        super(app.getDialogManager());
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        this.app = app;
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        addChild(new Label(lookup("battleship.name"), new ElementId("header"))); //NON-NLS
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        addChild(new Checkbox(lookup("menu.sound-enabled"),
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                              new StateCheckboxModel(app, GameSound.class)));
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       // slider = new VolumeSlider(app.getStateManager().getState(GameMusic.class));
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        addChild(loadButton)
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                .addClickCommands(s -> ifTopDialog(this::loadDialog));
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        addChild(saveButton)
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@@ -54,6 +59,11 @@ class Menu extends Dialog {
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        addChild(new Button(lookup("menu.quit")))
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                .addClickCommands(s -> ifTopDialog(app::closeApp));
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        update();
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        addChild(new Checkbox(lookup("menu.sound-enabled"), new StateCheckboxModel(app, GameSound.class)));
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        addChild(new Checkbox(lookup("menu.background-sound-enabled"), new StateCheckboxModel(app, GameMusic.class)));
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      //  addChild(slider);
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    }
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    /**
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@@ -65,6 +75,14 @@ class Menu extends Dialog {
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        saveButton.setEnabled(app.getGameLogic().maySaveMap());
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    }
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  /*  @Override
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    public void update(float delta) {
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        slider.update();
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    }
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   */
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    /**
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     * As an escape action, this method closes the menu if it is the top dialog.
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     */
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@@ -7,10 +7,12 @@
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package pp.battleship.client;
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import com.simsilica.lemur.Button;
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import com.simsilica.lemur.Container;
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import com.simsilica.lemur.Label;
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import com.simsilica.lemur.TextField;
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import com.simsilica.lemur.component.SpringGridLayout;
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import pp.battleship.server.BattleshipServer;
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import pp.dialog.Dialog;
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import pp.dialog.DialogBuilder;
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import pp.dialog.SimpleDialog;
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@@ -35,6 +37,7 @@ class NetworkDialog extends SimpleDialog {
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    private final TextField port = new TextField(DEFAULT_PORT);
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    private String hostname;
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    private int portNumber;
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    private final Button serverButton = new Button(lookup("client.server-start"));
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    private Future<Object> connectionFuture;
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    private Dialog progressDialog;
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@@ -65,7 +68,11 @@ class NetworkDialog extends SimpleDialog {
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                     .setOkClose(false)
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                     .setNoClose(false)
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                     .build(this);
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        addChild(serverButton).addClickCommands(s -> ifTopDialog(this::startServerInThread));
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    }
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    //Add the button to start the sever
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    /**
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     * Handles the action for the connect button in the connection dialog.
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@@ -150,4 +157,21 @@ class NetworkDialog extends SimpleDialog {
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        network.getApp().errorDialog(lookup("server.connection.failed"));
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        network.getApp().setInfoText(e.getLocalizedMessage());
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    }
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    /**
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     * Starts the server in a separate thread.
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     */
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    private void startServerInThread() {
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        serverButton.setEnabled(false);
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        Thread serverThread = new Thread(() -> {
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            try {
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                BattleshipServer.main(null);
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            } catch (Exception e) {
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                serverButton.setEnabled(true);
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                LOGGER.log(Level.ERROR, "Server could not be started", e);
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                network.getApp().errorDialog("Could not start server: " + e.getMessage());
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            }
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        });
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        serverThread.start();
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    }
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}
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@@ -8,10 +8,12 @@
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package pp.battleship.client.gui;
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import com.jme3.math.ColorRGBA;
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import com.jme3.math.Vector3f;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.Node;
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import com.jme3.scene.Spatial;
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import pp.battleship.model.Battleship;
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import pp.battleship.model.Shell;
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import pp.battleship.model.Shot;
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import pp.util.Position;
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@@ -36,6 +38,7 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
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    // The MapView associated with this synchronizer
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    private final MapView view;
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    private Shell shell;
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    /**
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     * Constructs a new MapViewSynchronizer for the given MapView.
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@@ -122,4 +125,16 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
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    private Geometry shipLine(float x1, float y1, float x2, float y2, ColorRGBA color) {
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        return view.getApp().getDraw().makeFatLine(x1, y1, x2, y2, SHIP_DEPTH, color, SHIP_LINE_WIDTH);
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    }
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    public void update(float deltaTime) {
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        if (shell != null) {
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            shell.updatePosition(deltaTime);
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            drawShell(shell.getCurrentPosition());
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        }
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    }
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    private void drawShell(Vector3f position){
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        //TODO implement
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    }
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}
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@@ -0,0 +1,285 @@
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package pp.battleship.client.gui;
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import com.jme3.effect.ParticleEmitter;
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import com.jme3.effect.ParticleMesh.Type;
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import com.jme3.effect.shapes.EmitterSphereShape;
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import com.jme3.material.Material;
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import com.jme3.math.ColorRGBA;
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import com.jme3.math.FastMath;
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import com.jme3.math.Vector3f;
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import pp.battleship.client.BattleshipApp;
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/**
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 * Factory class responsible for creating particle effects used in the game.
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 * This centralizes the creation of various types of particle emitters.
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 */
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public class ParticleEffectFactory {
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    private static final int COUNT_FACTOR = 1;
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    private static final float COUNT_FACTOR_F = 1f;
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    private static final boolean POINT_SPRITE = true;
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    private static final Type EMITTER_TYPE = POINT_SPRITE ? Type.Point : Type.Triangle;
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    private final BattleshipApp app;
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    ParticleEffectFactory(BattleshipApp app) {
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        this.app = app;
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    }
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    /**
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     * Creates a flame particle emitter.
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     * 
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     * @return a configured flame particle emitter
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     */
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    ParticleEmitter createFlame() {
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        ParticleEmitter flame = new ParticleEmitter("Flame", EMITTER_TYPE, 32 * COUNT_FACTOR);
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        flame.setSelectRandomImage(true);
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        flame.setStartColor(new ColorRGBA(1f, 0.4f, 0.05f, (1f / COUNT_FACTOR_F)));
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        flame.setEndColor(new ColorRGBA(.4f, .22f, .12f, 0f));
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        flame.setStartSize(0.1f);
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        flame.setEndSize(0.5f);
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        flame.setShape(new EmitterSphereShape(Vector3f.ZERO, 1f));
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        flame.setParticlesPerSec(0);
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        flame.setGravity(0, -5, 0);
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        flame.setLowLife(.4f);
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        flame.setHighLife(.5f);
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        flame.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 7, 0));
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        flame.getParticleInfluencer().setVelocityVariation(1f);
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        flame.setImagesX(2);
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        flame.setImagesY(2);
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        Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
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        mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/flame.png"));
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        mat.setBoolean("PointSprite", POINT_SPRITE);
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        flame.setMaterial(mat);
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        return flame;
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    }
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    /**
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     * Creates a flash particle emitter.
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     * 
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     * @return a configured flash particle emitter
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     */
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    ParticleEmitter createFlash() {
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        ParticleEmitter flash = new ParticleEmitter("Flash", EMITTER_TYPE, 24 * COUNT_FACTOR);
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        flash.setSelectRandomImage(true);
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        flash.setStartColor(new ColorRGBA(1f, 0.8f, 0.36f, 1f / COUNT_FACTOR_F));
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        flash.setEndColor(new ColorRGBA(1f, 0.8f, 0.36f, 0f));
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        flash.setStartSize(.1f);
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        flash.setEndSize(0.5f);
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        flash.setShape(new EmitterSphereShape(Vector3f.ZERO, .05f));
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		||||
        flash.setParticlesPerSec(0);
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        flash.setGravity(0, 0, 0);
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        flash.setLowLife(.2f);
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        flash.setHighLife(.2f);
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        flash.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 5f, 0));
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        flash.getParticleInfluencer().setVelocityVariation(1);
 | 
			
		||||
        flash.setImagesX(2);
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        flash.setImagesY(2);
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        Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
 | 
			
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        mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/flash.png"));
 | 
			
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        mat.setBoolean("PointSprite", POINT_SPRITE);
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        flash.setMaterial(mat);
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        return flash;
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    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a round spark particle emitter.
 | 
			
		||||
     * 
 | 
			
		||||
     * @return a configured round spark particle emitter
 | 
			
		||||
     */
 | 
			
		||||
    ParticleEmitter createRoundSpark() {
 | 
			
		||||
        ParticleEmitter roundSpark = new ParticleEmitter("RoundSpark", EMITTER_TYPE, 20 * COUNT_FACTOR);
 | 
			
		||||
        roundSpark.setStartColor(new ColorRGBA(1f, 0.29f, 0.34f, (float) (1.0 / COUNT_FACTOR_F)));
 | 
			
		||||
        roundSpark.setEndColor(new ColorRGBA(0, 0, 0, 0.5f / COUNT_FACTOR_F));
 | 
			
		||||
        roundSpark.setStartSize(0.2f);
 | 
			
		||||
        roundSpark.setEndSize(0.8f);
 | 
			
		||||
        roundSpark.setShape(new EmitterSphereShape(Vector3f.ZERO, 1f));
 | 
			
		||||
        roundSpark.setParticlesPerSec(0);
 | 
			
		||||
        roundSpark.setGravity(0, -.5f, 0);
 | 
			
		||||
        roundSpark.setLowLife(1.8f);
 | 
			
		||||
        roundSpark.setHighLife(2f);
 | 
			
		||||
        roundSpark.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 3, 0));
 | 
			
		||||
        roundSpark.getParticleInfluencer().setVelocityVariation(.5f);
 | 
			
		||||
        roundSpark.setImagesX(1);
 | 
			
		||||
        roundSpark.setImagesY(1);
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
 | 
			
		||||
        mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/roundspark.png"));
 | 
			
		||||
        mat.setBoolean("PointSprite", POINT_SPRITE);
 | 
			
		||||
        roundSpark.setMaterial(mat);
 | 
			
		||||
 | 
			
		||||
        return roundSpark;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a spark particle emitter.
 | 
			
		||||
     * 
 | 
			
		||||
     * @return a configured spark particle emitter
 | 
			
		||||
     */
 | 
			
		||||
    ParticleEmitter createSpark() {
 | 
			
		||||
        ParticleEmitter spark = new ParticleEmitter("Spark", Type.Triangle, 30 * COUNT_FACTOR);
 | 
			
		||||
        spark.setStartColor(new ColorRGBA(1f, 0.8f, 0.36f, 1.0f / COUNT_FACTOR_F));
 | 
			
		||||
        spark.setEndColor(new ColorRGBA(1f, 0.8f, 0.36f, 0f));
 | 
			
		||||
        spark.setStartSize(.5f);
 | 
			
		||||
        spark.setEndSize(.5f);
 | 
			
		||||
        spark.setFacingVelocity(true);
 | 
			
		||||
        spark.setParticlesPerSec(0);
 | 
			
		||||
        spark.setGravity(0, 5, 0);
 | 
			
		||||
        spark.setLowLife(1.1f);
 | 
			
		||||
        spark.setHighLife(1.5f);
 | 
			
		||||
        spark.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 20, 0));
 | 
			
		||||
        spark.getParticleInfluencer().setVelocityVariation(1);
 | 
			
		||||
        spark.setImagesX(1);
 | 
			
		||||
        spark.setImagesY(1);
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
 | 
			
		||||
        mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/spark.png"));
 | 
			
		||||
        spark.setMaterial(mat);
 | 
			
		||||
 | 
			
		||||
        return spark;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a smoke trail particle emitter.
 | 
			
		||||
     * 
 | 
			
		||||
     * @return a configured smoke trail particle emitter
 | 
			
		||||
     */
 | 
			
		||||
    ParticleEmitter createSmokeTrail() {
 | 
			
		||||
        ParticleEmitter smokeTrail = new ParticleEmitter("SmokeTrail", Type.Triangle, 22 * COUNT_FACTOR);
 | 
			
		||||
        smokeTrail.setStartColor(new ColorRGBA(1f, 0.8f, 0.36f, 1.0f / COUNT_FACTOR_F));
 | 
			
		||||
        smokeTrail.setEndColor(new ColorRGBA(1f, 0.8f, 0.36f, 0f));
 | 
			
		||||
        smokeTrail.setStartSize(.2f);
 | 
			
		||||
        smokeTrail.setEndSize(1f);
 | 
			
		||||
        smokeTrail.setFacingVelocity(true);
 | 
			
		||||
        smokeTrail.setParticlesPerSec(0);
 | 
			
		||||
        smokeTrail.setGravity(0, 1, 0);
 | 
			
		||||
        smokeTrail.setLowLife(.4f);
 | 
			
		||||
        smokeTrail.setHighLife(.5f);
 | 
			
		||||
        smokeTrail.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 12, 0));
 | 
			
		||||
        smokeTrail.getParticleInfluencer().setVelocityVariation(1);
 | 
			
		||||
        smokeTrail.setImagesX(1);
 | 
			
		||||
        smokeTrail.setImagesY(3);
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
 | 
			
		||||
        mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/smoketrail.png"));
 | 
			
		||||
        smokeTrail.setMaterial(mat);
 | 
			
		||||
 | 
			
		||||
        return smokeTrail;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a debris particle emitter.
 | 
			
		||||
     * 
 | 
			
		||||
     * @return a configured debris particle emitter
 | 
			
		||||
     */
 | 
			
		||||
    ParticleEmitter createDebris() {
 | 
			
		||||
        ParticleEmitter debris = new ParticleEmitter("Debris", Type.Triangle, 15 * COUNT_FACTOR);
 | 
			
		||||
        debris.setSelectRandomImage(true);
 | 
			
		||||
        debris.setRandomAngle(true);
 | 
			
		||||
        debris.setRotateSpeed(FastMath.TWO_PI * 4);
 | 
			
		||||
        debris.setStartColor(new ColorRGBA(1f, 0.59f, 0.28f, 1.0f / COUNT_FACTOR_F));
 | 
			
		||||
        debris.setEndColor(new ColorRGBA(.5f, 0.5f, 0.5f, 0f));
 | 
			
		||||
        debris.setStartSize(.10f);
 | 
			
		||||
        debris.setEndSize(.15f);
 | 
			
		||||
        debris.setParticlesPerSec(0);
 | 
			
		||||
        debris.setGravity(0, 12f, 0);
 | 
			
		||||
        debris.setLowLife(1.4f);
 | 
			
		||||
        debris.setHighLife(1.5f);
 | 
			
		||||
        debris.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 15, 0));
 | 
			
		||||
        debris.getParticleInfluencer().setVelocityVariation(.60f);
 | 
			
		||||
        debris.setImagesX(3);
 | 
			
		||||
        debris.setImagesY(3);
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
 | 
			
		||||
        mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/Debris.png"));
 | 
			
		||||
        debris.setMaterial(mat);
 | 
			
		||||
 | 
			
		||||
        return debris;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a shockwave particle emitter.
 | 
			
		||||
     * 
 | 
			
		||||
     * @return a configured shockwave particle emitter
 | 
			
		||||
     */
 | 
			
		||||
    ParticleEmitter createShockwave() {
 | 
			
		||||
        ParticleEmitter shockwave = new ParticleEmitter("Shockwave", Type.Triangle, 1 * COUNT_FACTOR);
 | 
			
		||||
        shockwave.setFaceNormal(Vector3f.UNIT_Y);
 | 
			
		||||
        shockwave.setStartColor(new ColorRGBA(.48f, 0.17f, 0.01f, .8f / COUNT_FACTOR_F));
 | 
			
		||||
        shockwave.setEndColor(new ColorRGBA(.48f, 0.17f, 0.01f, 0f));
 | 
			
		||||
        shockwave.setStartSize(0f);
 | 
			
		||||
        shockwave.setEndSize(3f);
 | 
			
		||||
        shockwave.setParticlesPerSec(0);
 | 
			
		||||
        shockwave.setGravity(0, 0, 0);
 | 
			
		||||
        shockwave.setLowLife(0.5f);
 | 
			
		||||
        shockwave.setHighLife(0.5f);
 | 
			
		||||
        shockwave.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 0, 0));
 | 
			
		||||
        shockwave.getParticleInfluencer().setVelocityVariation(0f);
 | 
			
		||||
        shockwave.setImagesX(1);
 | 
			
		||||
        shockwave.setImagesY(1);
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
 | 
			
		||||
        mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Explosion/shockwave.png"));
 | 
			
		||||
        shockwave.setMaterial(mat);
 | 
			
		||||
 | 
			
		||||
        return shockwave;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a moving smoke emitter.
 | 
			
		||||
     * 
 | 
			
		||||
     * @return a configured smoke emitter
 | 
			
		||||
     */
 | 
			
		||||
    ParticleEmitter createMovingSmokeEmitter() {
 | 
			
		||||
        ParticleEmitter smokeEmitter = new ParticleEmitter("SmokeEmitter", Type.Triangle, 300);
 | 
			
		||||
        smokeEmitter.setGravity(0, 0, 0);
 | 
			
		||||
        smokeEmitter.getParticleInfluencer().setVelocityVariation(1);
 | 
			
		||||
        smokeEmitter.setLowLife(1);
 | 
			
		||||
        smokeEmitter.setHighLife(1);
 | 
			
		||||
        smokeEmitter.getParticleInfluencer().setInitialVelocity(new Vector3f(0, .5f, 0));
 | 
			
		||||
        smokeEmitter.setImagesX(15); // Assuming the smoke texture is a sprite sheet with 15 frames
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
 | 
			
		||||
        mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Smoke/Smoke.png"));
 | 
			
		||||
        smokeEmitter.setMaterial(mat);
 | 
			
		||||
 | 
			
		||||
        return smokeEmitter;
 | 
			
		||||
    }
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a one-time water splash particle emitter.
 | 
			
		||||
     *
 | 
			
		||||
     * @return a configured one-time water splash particle emitter
 | 
			
		||||
     */
 | 
			
		||||
    public ParticleEmitter createWaterSplash() {
 | 
			
		||||
        // Create a new particle emitter for the splash effect
 | 
			
		||||
        ParticleEmitter waterSplash = new ParticleEmitter("WaterSplash", Type.Triangle, 30);
 | 
			
		||||
 | 
			
		||||
        // Set the shape of the emitter, making particles emit from a point or small area
 | 
			
		||||
        waterSplash.setShape(new EmitterSphereShape(Vector3f.ZERO, 0.2f));
 | 
			
		||||
 | 
			
		||||
        // Start and end colors for water (blue, fading out)
 | 
			
		||||
        waterSplash.setStartColor(new ColorRGBA(0.4f, 0.4f, 1f, 1f));  // Light blue at start
 | 
			
		||||
        waterSplash.setEndColor(new ColorRGBA(0.4f, 0.4f, 1f, 0f));    // Transparent at the end
 | 
			
		||||
 | 
			
		||||
        // Particle size: small at start, larger before fading out
 | 
			
		||||
        waterSplash.setStartSize(0.1f);
 | 
			
		||||
        waterSplash.setEndSize(0.3f);
 | 
			
		||||
 | 
			
		||||
        // Particle lifespan (how long particles live)
 | 
			
		||||
        waterSplash.setLowLife(0.5f);
 | 
			
		||||
        waterSplash.setHighLife(1f);
 | 
			
		||||
 | 
			
		||||
        // Gravity: Pull the water particles downwards
 | 
			
		||||
        waterSplash.setGravity(0, -9.81f, 0);  // Earth's gravity simulation
 | 
			
		||||
 | 
			
		||||
        // Velocity: Give particles an initial burst upward (simulates splash)
 | 
			
		||||
        waterSplash.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 3, 0));
 | 
			
		||||
        waterSplash.getParticleInfluencer().setVelocityVariation(0.6f);  // Add randomness to splash
 | 
			
		||||
 | 
			
		||||
        // Set how many particles are emitted per second (0 to emit all particles at once)
 | 
			
		||||
        waterSplash.setParticlesPerSec(0);
 | 
			
		||||
 | 
			
		||||
        // Load a texture for the water splash (assuming a texture exists at this path)
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
 | 
			
		||||
        mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Splash/splash.png"));
 | 
			
		||||
        waterSplash.setMaterial(mat);
 | 
			
		||||
 | 
			
		||||
        return waterSplash;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
@@ -7,6 +7,7 @@
 | 
			
		||||
 | 
			
		||||
package pp.battleship.client.gui;
 | 
			
		||||
 | 
			
		||||
import com.jme3.effect.ParticleEmitter;
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.material.RenderState.BlendMode;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
@@ -21,7 +22,6 @@ import pp.battleship.model.Battleship;
 | 
			
		||||
import pp.battleship.model.Rotation;
 | 
			
		||||
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;
 | 
			
		||||
@@ -34,7 +34,13 @@ import static pp.util.FloatMath.PI;
 | 
			
		||||
 */
 | 
			
		||||
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 UX23 = "Models/UX23/UX23.j3o";
 | 
			
		||||
    private static final String BOJE = "Models/Boje/Boje.j3o";
 | 
			
		||||
 | 
			
		||||
    private static final String ALIENSHIP = "Models/Alienship/Alienship.j3o";
 | 
			
		||||
    private static final String MARLOW66 = "Models/Marlow66/Marlow66.j3o";
 | 
			
		||||
    private static final String KING_GEORGE_V_MODEL = "Models/KingGeorgeV/KingGeorgeV.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 +50,7 @@ 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 +63,7 @@ class SeaSynchronizer extends ShipMapSynchronizer {
 | 
			
		||||
        super(app.getGameLogic().getOwnMap(), root);
 | 
			
		||||
        this.app = app;
 | 
			
		||||
        this.map = map;
 | 
			
		||||
        this.particleFactory = new ParticleEffectFactory(app);
 | 
			
		||||
        addExisting();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
@@ -69,10 +77,10 @@ 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.
 | 
			
		||||
     *
 | 
			
		||||
@@ -84,12 +92,62 @@ class SeaSynchronizer extends ShipMapSynchronizer {
 | 
			
		||||
        final Battleship ship = requireNonNull(map.findShipAt(shot), "Missing ship");
 | 
			
		||||
        final Node shipNode = requireNonNull((Node) getSpatial(ship), "Missing ship node");
 | 
			
		||||
 | 
			
		||||
        final Geometry representation = createCylinder(shot);
 | 
			
		||||
        representation.getLocalTranslation().subtractLocal(shipNode.getLocalTranslation());
 | 
			
		||||
        shipNode.attachChild(representation);
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        // Create a new node specifically for the hit effects
 | 
			
		||||
        Node hitEffectNode = new Node("HitEffectNode");
 | 
			
		||||
 | 
			
		||||
        // Create particle effects
 | 
			
		||||
        ParticleEmitter flame = 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();
 | 
			
		||||
        
 | 
			
		||||
        return null;
 | 
			
		||||
    }
 | 
			
		||||
    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;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a cylinder geometry representing the specified shot.
 | 
			
		||||
@@ -141,7 +199,13 @@ class SeaSynchronizer extends ShipMapSynchronizer {
 | 
			
		||||
     * @return the spatial representing the battleship
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial createShip(Battleship ship) {
 | 
			
		||||
        return ship.getLength() == 4 ? createBattleship(ship) : createBox(ship);
 | 
			
		||||
        switch (ship.getLength()) {
 | 
			
		||||
            case 4: return createBattleship(ship);
 | 
			
		||||
            case 3: return createMarlow66(ship);
 | 
			
		||||
            case 2: return createUX23(ship);
 | 
			
		||||
            case 1: return createAllienship(ship);
 | 
			
		||||
            default: return createBox(ship);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
@@ -191,6 +255,42 @@ class SeaSynchronizer extends ShipMapSynchronizer {
 | 
			
		||||
 | 
			
		||||
        model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
 | 
			
		||||
        model.scale(1.48f);
 | 
			
		||||
        // model.scale(0.0007f);
 | 
			
		||||
        model.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
 | 
			
		||||
        return model;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private Spatial createAllienship(Battleship ship) {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel(ALIENSHIP);
 | 
			
		||||
 | 
			
		||||
        model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
 | 
			
		||||
        model.scale(0.10f);
 | 
			
		||||
        model.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
 | 
			
		||||
        return model;}
 | 
			
		||||
    private Spatial createUX23(Battleship ship) {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel(UX23);
 | 
			
		||||
 | 
			
		||||
        model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
 | 
			
		||||
        // model.move(0f, -0.05f, 0f);
 | 
			
		||||
        model.scale(0.89f);
 | 
			
		||||
        model.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
 | 
			
		||||
        return model;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    private Spatial createMarlow66(Battleship ship) {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel(MARLOW66);
 | 
			
		||||
 | 
			
		||||
        model.rotate(0f, calculateRotationAngle(ship.getRot()), 0f);
 | 
			
		||||
        model.move(0f, 0.25f, 0f);
 | 
			
		||||
        model.scale(0.135f);
 | 
			
		||||
        model.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
 | 
			
		||||
        return model;
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										
											BIN
										
									
								
								Projekte/battleship/client/src/main/resources/Effects/Debris.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| 
		 After Width: | Height: | Size: 16 KiB  | 
							
								
								
									
										
											BIN
										
									
								
								Projekte/battleship/client/src/main/resources/Effects/Smoke.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| 
		 After Width: | Height: | Size: 28 KiB  | 
| 
		 After Width: | Height: | Size: 16 KiB  | 
							
								
								
									
										
											BIN
										
									
								
								Projekte/battleship/client/src/main/resources/Effects/flame.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| 
		 After Width: | Height: | Size: 46 KiB  | 
							
								
								
									
										
											BIN
										
									
								
								Projekte/battleship/client/src/main/resources/Effects/flash.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| 
		 After Width: | Height: | Size: 63 KiB  | 
| 
		 After Width: | Height: | Size: 2.0 KiB  | 
| 
		 After Width: | Height: | Size: 16 KiB  | 
| 
		 After Width: | Height: | Size: 32 KiB  | 
							
								
								
									
										
											BIN
										
									
								
								Projekte/battleship/client/src/main/resources/Effects/spark.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| 
		 After Width: | Height: | Size: 1.8 KiB  | 
| 
		 After Width: | Height: | Size: 78 KiB  | 
| 
		 After Width: | Height: | Size: 235 KiB  | 
| 
		 After Width: | Height: | Size: 76 KiB  | 
| 
		 After Width: | Height: | Size: 127 KiB  | 
| 
		 After Width: | Height: | Size: 70 KiB  | 
| 
		 After Width: | Height: | Size: 142 KiB  | 
| 
		 After Width: | Height: | Size: 3.1 MiB  | 
| 
		 After Width: | Height: | Size: 3.2 MiB  | 
@@ -41,7 +41,11 @@ public class ModelExporter extends SimpleApplication {
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void simpleInitApp() {
 | 
			
		||||
        export("Models/KingGeorgeV/King_George_V.obj", "KingGeorgeV.j3o"); //NON-NLS
 | 
			
		||||
        export("Models/KingGeorgeV/King_George_V.obj", "KingGeorgeV.j3o");//NON-NLS
 | 
			
		||||
        export("Models/Alienship/Alienship.obj", "Alienship.j3o");//NON-NLS
 | 
			
		||||
        export("Models/Marlow66/Marlow66.obj", "Marlow66.j3o");//NON-NLS
 | 
			
		||||
        export("Models/UX23/UX23.obj", "UX23.j3o");//NON-NLS
 | 
			
		||||
        export("Models/Boje/Boje.obj", "Boje.j3o");//NON-NLS
 | 
			
		||||
 | 
			
		||||
        stop();
 | 
			
		||||
    }
 | 
			
		||||
 
 | 
			
		||||
| 
		 After Width: | Height: | Size: 78 KiB  | 
@@ -0,0 +1,11 @@
 | 
			
		||||
# Blender MTL File: 'water ship.blend'
 | 
			
		||||
# Material Count: 1
 | 
			
		||||
 | 
			
		||||
newmtl Material
 | 
			
		||||
Ns 96.078431
 | 
			
		||||
Ka 0.000000 0.000000 0.000000
 | 
			
		||||
Kd 0.640000 0.640000 0.640000
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ni 1.000000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
							
								
								
									
										20188
									
								
								Projekte/battleship/converter/src/main/resources/Models/Boje/Boje.obj
									
									
									
									
									
										Normal file
									
								
							
							
						
						| 
		 After Width: | Height: | Size: 235 KiB  | 
| 
		 After Width: | Height: | Size: 89 KiB  | 
@@ -0,0 +1,90 @@
 | 
			
		||||
# Blender MTL File: 'Marlow66.blend'
 | 
			
		||||
# Material Count: 6
 | 
			
		||||
 | 
			
		||||
# DISCLOSURE:
 | 
			
		||||
# This model obj or mtl files are NOT intended for commercial purposes.
 | 
			
		||||
# Do not copy or sell in part or in full without explicit permission from original author
 | 
			
		||||
# including accompanying textures, jpgs etc...
 | 
			
		||||
# One or more textures bundled with this project have been created with images from Textures.com. 
 | 
			
		||||
# These images may not be redistributed by default. Please visit www.textures.com for more information.
 | 
			
		||||
#
 | 
			
		||||
# AUTHOR: PapaySailor  Copyright 2020
 | 
			
		||||
# WEB SITE: www.archipelagosim.com 
 | 
			
		||||
 | 
			
		||||
newmtl Aluminum
 | 
			
		||||
Ns 40.0
 | 
			
		||||
Ka 0.2 0.2 0.2
 | 
			
		||||
Kd 0.8 0.8 0.8
 | 
			
		||||
Ks 0.1 0.1 0.1
 | 
			
		||||
 | 
			
		||||
newmtl Black
 | 
			
		||||
Ns 517.690314
 | 
			
		||||
Ka 0.235955 0.235955 0.235955
 | 
			
		||||
Kd 0.000000 0.000000 0.000000
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 3
 | 
			
		||||
 | 
			
		||||
newmtl Chrome
 | 
			
		||||
Ns 10
 | 
			
		||||
Ka 0.05 0.05 0.1
 | 
			
		||||
Kd 0.99 0.99 0.99
 | 
			
		||||
Ks 1.0 1.0 1.0
 | 
			
		||||
 | 
			
		||||
newmtl DarkWood
 | 
			
		||||
Ns 225.000000
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.58 0.41 0.25
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
map_Kd WoodPlanks.jpg
 | 
			
		||||
 | 
			
		||||
newmtl LightBlue
 | 
			
		||||
Ns 440.461707
 | 
			
		||||
Ka 0.3 0.3 0.3
 | 
			
		||||
Kd 0.25 1.0 1.0
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 3
 | 
			
		||||
map_Kd HullTexture.png
 | 
			
		||||
 | 
			
		||||
newmtl None
 | 
			
		||||
Ns 500
 | 
			
		||||
Ka 0.8 0.8 0.8
 | 
			
		||||
Kd 0.8 0.8 0.8
 | 
			
		||||
Ks 0.8 0.8 0.8
 | 
			
		||||
d 1
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl White
 | 
			
		||||
Ka 0.38 0.39 0.38
 | 
			
		||||
Kd 0.9 0.9 0.9
 | 
			
		||||
Ks 0.57 0.49 0.37
 | 
			
		||||
Ke 0.0 0.0 0.0
 | 
			
		||||
Ns 579.0
 | 
			
		||||
 | 
			
		||||
newmtl WindowShaded
 | 
			
		||||
Ka 0.184744 0.184744 0.184744
 | 
			
		||||
Kd 0.166368 0.218014 0.259048
 | 
			
		||||
Ks 0.6283 0.5559 0.3661
 | 
			
		||||
Ke 0.0 0.0 0.0
 | 
			
		||||
Ns 427.451019
 | 
			
		||||
Tr 0.2
 | 
			
		||||
 | 
			
		||||
newmtl Wood
 | 
			
		||||
Ns 50
 | 
			
		||||
Ka 0.2 0.2 0.2
 | 
			
		||||
Kd 0.93 0.82 0.63
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
map_Kd FineWood.jpg
 | 
			
		||||
| 
		 After Width: | Height: | Size: 76 KiB  | 
| 
		 After Width: | Height: | Size: 127 KiB  | 
| 
		 After Width: | Height: | Size: 70 KiB  | 
| 
		 After Width: | Height: | Size: 142 KiB  | 
| 
		 After Width: | Height: | Size: 3.1 MiB  | 
| 
		 After Width: | Height: | Size: 3.2 MiB  | 
@@ -0,0 +1,55 @@
 | 
			
		||||
# Blender MTL File: 'None'
 | 
			
		||||
# Material Count: 5
 | 
			
		||||
 | 
			
		||||
newmtl mat_0_0
 | 
			
		||||
Ns 1.000002
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.686275 0.686275 0.686275
 | 
			
		||||
Ks 1.000000 1.000000 1.000000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl mat_0_1
 | 
			
		||||
Ns 1.000002
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 1.000000 1.000000 1.000000
 | 
			
		||||
Ks 1.000000 1.000000 1.000000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
map_Kd 001.JPG
 | 
			
		||||
 | 
			
		||||
newmtl mat_0_2
 | 
			
		||||
Ns 1.000002
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 1.000000 1.000000 1.000000
 | 
			
		||||
Ks 1.000000 1.000000 1.000000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
map_Kd 001.JPG
 | 
			
		||||
 | 
			
		||||
newmtl mat_0_3
 | 
			
		||||
Ns 1.000002
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.058824 0.058824 0.058824
 | 
			
		||||
Ks 1.000000 1.000000 1.000000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl mat_0_4
 | 
			
		||||
Ns 1.000002
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 1.000000 1.000000 1.000000
 | 
			
		||||
Ks 1.000000 1.000000 1.000000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
map_Kd 001.JPG
 | 
			
		||||
							
								
								
									
										17572
									
								
								Projekte/battleship/converter/src/main/resources/Models/UX23/UX23.obj
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -60,7 +60,7 @@ class BattleState extends ClientState {
 | 
			
		||||
        if (destroyedOpponentShip(msg))
 | 
			
		||||
            logic.getOpponentMap().add(msg.getDestroyedShip());
 | 
			
		||||
        if (msg.isGameOver()) {
 | 
			
		||||
            msg.getRemainingOpponentShips().forEach(logic.getOwnMap()::add);
 | 
			
		||||
            msg.getRemainingOpponentShips().forEach(logic.getOpponentMap()::add);
 | 
			
		||||
            logic.setState(new GameOverState(logic));
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 
 | 
			
		||||
@@ -0,0 +1,114 @@
 | 
			
		||||
package pp.battleship.game.client;
 | 
			
		||||
 | 
			
		||||
import com.jme3.app.Application;
 | 
			
		||||
import com.jme3.app.state.AbstractAppState;
 | 
			
		||||
import com.jme3.app.state.AppStateManager;
 | 
			
		||||
import com.jme3.asset.AssetLoadException;
 | 
			
		||||
import com.jme3.asset.AssetNotFoundException;
 | 
			
		||||
import com.jme3.audio.AudioData;
 | 
			
		||||
import com.jme3.audio.AudioNode;
 | 
			
		||||
 | 
			
		||||
import java.lang.System.Logger;
 | 
			
		||||
import java.lang.System.Logger.Level;
 | 
			
		||||
import java.util.prefs.Preferences;
 | 
			
		||||
 | 
			
		||||
import static pp.util.PreferencesUtils.getPreferences;
 | 
			
		||||
 | 
			
		||||
public class GameMusic extends AbstractAppState{
 | 
			
		||||
    private static final Logger LOGGER = System.getLogger(GameMusic.class.getName());
 | 
			
		||||
    private static final Preferences PREFERENCES = getPreferences(GameMusic.class);
 | 
			
		||||
    private static final String ENABLED_PREF = "enabled"; //NON-NLS
 | 
			
		||||
    private static final String VOLUME_PREF = "volume"; //NON-NLS
 | 
			
		||||
 | 
			
		||||
    private AudioNode music;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if sound is enabled in the preferences.
 | 
			
		||||
     *
 | 
			
		||||
     * @return {@code true} if sound is enabled, {@code false} otherwise.
 | 
			
		||||
     */
 | 
			
		||||
    public static boolean enabledInPreferences() {
 | 
			
		||||
        return PREFERENCES.getBoolean(ENABLED_PREF, true);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if sound is enabled in the preferences.
 | 
			
		||||
     *
 | 
			
		||||
     *
 | 
			
		||||
     */
 | 
			
		||||
    public static float volumeInPreferences() {
 | 
			
		||||
        return PREFERENCES.getFloat(VOLUME_PREF, 0.5f);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes the sound effects for the game.
 | 
			
		||||
     * Overrides {@link com.jme3.app.state.AbstractAppState#initialize(com.jme3.app.state.AppStateManager, com.jme3.app.Application)}
 | 
			
		||||
     *
 | 
			
		||||
     * @param stateManager The state manager
 | 
			
		||||
     * @param app          The application
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void initialize(AppStateManager stateManager, Application app) {
 | 
			
		||||
        super.initialize(stateManager, app);
 | 
			
		||||
        music = loadSoundb(app, "Sound/Music/My_heart_will_go_on.ogg");
 | 
			
		||||
        setVolume(volumeInPreferences());
 | 
			
		||||
        music.setLooping(true);
 | 
			
		||||
        if (isEnabled() && music != null) {
 | 
			
		||||
            music.play();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Loads a sound from the specified file.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app  The application
 | 
			
		||||
     * @param name The name of the sound file.
 | 
			
		||||
     * @return The loaded AudioNode.
 | 
			
		||||
     */
 | 
			
		||||
  private AudioNode loadSoundb(Application app, String name) {
 | 
			
		||||
        try{
 | 
			
		||||
            final AudioNode sound = new AudioNode(app.getAssetManager(), name, AudioData.DataType.Buffer);
 | 
			
		||||
            sound.setLooping(false);
 | 
			
		||||
            sound.setPositional(false);
 | 
			
		||||
            return sound;
 | 
			
		||||
        }
 | 
			
		||||
        catch (AssetLoadException | AssetNotFoundException ex) {
 | 
			
		||||
            LOGGER.log(Level.ERROR, ex.getMessage(), ex);
 | 
			
		||||
        }
 | 
			
		||||
        return null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the 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);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@@ -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.");
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,25 @@
 | 
			
		||||
/*
 | 
			
		||||
package pp.battleship.game.client;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
public class VolumeSlider extends Slider {
 | 
			
		||||
 | 
			
		||||
    private final GameMusic music;
 | 
			
		||||
 | 
			
		||||
    private double vol;
 | 
			
		||||
 | 
			
		||||
    public VolumeSlider(GameMusic music) {
 | 
			
		||||
        super();
 | 
			
		||||
        this.music = music;
 | 
			
		||||
        vol = GameMusic.volumeInPreferences();
 | 
			
		||||
        getModel().setPercent(vol);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void update() {
 | 
			
		||||
        if (vol != getModel().getPercent()) {
 | 
			
		||||
            vol = getModel().getPercent();
 | 
			
		||||
            music.setVolume((float) vol);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
*/
 | 
			
		||||
@@ -10,6 +10,7 @@ package pp.battleship.game.server;
 | 
			
		||||
import pp.battleship.BattleshipConfig;
 | 
			
		||||
import pp.battleship.message.client.ClientInterpreter;
 | 
			
		||||
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 +36,7 @@ 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;
 | 
			
		||||
@@ -140,12 +142,22 @@ public class ServerGameLogic implements ClientInterpreter {
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void received(MapMessage msg, int from) {
 | 
			
		||||
        List<Battleship> ships = msg.getShips();
 | 
			
		||||
        if (state != ServerState.SET_UP)
 | 
			
		||||
            LOGGER.log(Level.ERROR, "playerReady not allowed in {0}", state); //NON-NLS
 | 
			
		||||
        else
 | 
			
		||||
            playerReady(getPlayerById(from), msg.getShips());
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        if (!shipsValid(ships)){
 | 
			
		||||
            LOGGER.log(Level.ERROR, "ship placement by player {0} is Invalid", from);
 | 
			
		||||
            send(getPlayerById(from),null);
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        playerReady(getPlayerById(from), msg.getShips());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the reception of a ShootMessage.
 | 
			
		||||
     *
 | 
			
		||||
@@ -217,4 +229,53 @@ public class ServerGameLogic implements ClientInterpreter {
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private boolean isInBounds(Battleship ship){
 | 
			
		||||
        return ship.getMinX() >= 0 && ship.getMaxX() < config.getMapWidth() &&
 | 
			
		||||
               ship.getMinY() >= 0 && ship.getMaxY() < config.getMapHeight();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    private boolean shipsValid(List<Battleship> ships) {
 | 
			
		||||
 | 
			
		||||
        Set<IntPoint> occupied = new HashSet<>();
 | 
			
		||||
 | 
			
		||||
        for (Battleship ship : ships) {
 | 
			
		||||
            if (!isInBounds(ship)){
 | 
			
		||||
                return false;
 | 
			
		||||
            }
 | 
			
		||||
            for (int x = ship.getMinX(); x <= ship.getMaxX(); x++) {
 | 
			
		||||
                for (int y = ship.getMinY(); y <= ship.getMaxY(); y++) {
 | 
			
		||||
                    IntPoint point = new IntPoint(x,y);
 | 
			
		||||
                    if (!occupied.add(point)){
 | 
			
		||||
                        return false;
 | 
			
		||||
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        return true;
 | 
			
		||||
    }
 | 
			
		||||
    @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.");
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -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;
 | 
			
		||||
 | 
			
		||||
@@ -63,6 +64,11 @@ class Copycat implements ClientInterpreter {
 | 
			
		||||
        copiedMessage = new MapMessage(msg.getShips().stream().map(Copycat::copy).toList());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    public void received(ShellAnimationFinishedMessage shellAnimationFinishedMessage, int from) {
 | 
			
		||||
        throw new UnsupportedOperationException("Unimplemented method 'received'");
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a copy of the provided {@link Battleship}.
 | 
			
		||||
     *
 | 
			
		||||
 
 | 
			
		||||
@@ -26,4 +26,5 @@ public interface ClientInterpreter {
 | 
			
		||||
     * @param from the connection ID from which the message was received
 | 
			
		||||
     */
 | 
			
		||||
    void received(MapMessage msg, int from);
 | 
			
		||||
    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 +1,47 @@
 | 
			
		||||
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 +1,46 @@
 | 
			
		||||
package pp.battleship.model;
 | 
			
		||||
 | 
			
		||||
import com.jme3.renderer.RenderManager;
 | 
			
		||||
import com.jme3.renderer.ViewPort;
 | 
			
		||||
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
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@@ -7,15 +7,16 @@
 | 
			
		||||
 | 
			
		||||
package pp.battleship.model;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.notification.GameEvent;
 | 
			
		||||
import pp.battleship.notification.GameEventBroker;
 | 
			
		||||
import pp.battleship.notification.ItemAddedEvent;
 | 
			
		||||
 | 
			
		||||
import java.util.ArrayList;
 | 
			
		||||
import java.util.Collections;
 | 
			
		||||
import java.util.List;
 | 
			
		||||
import java.util.stream.Stream;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.notification.GameEvent;
 | 
			
		||||
import pp.battleship.notification.GameEventBroker;
 | 
			
		||||
import pp.battleship.notification.ItemAddedEvent;
 | 
			
		||||
import pp.battleship.notification.ItemRemovedEvent;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents a rectangular map that holds ships and registers shots fired.
 | 
			
		||||
 * It also supports event notification for game state changes such as item addition or removal.
 | 
			
		||||
@@ -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));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
 
 | 
			
		||||
@@ -37,3 +37,4 @@ dialog.error=Error
 | 
			
		||||
dialog.question=Question
 | 
			
		||||
port.must.be.integer=Port must be an integer number
 | 
			
		||||
map.doesnt.fit=The map doesn't fit to this game
 | 
			
		||||
client.server-start=Start server
 | 
			
		||||
@@ -4,7 +4,7 @@
 | 
			
		||||
## www.unibw.de/inf2
 | 
			
		||||
## (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
########################################
 | 
			
		||||
#
 | 
			
		||||
 | 
			
		||||
battleship.name=Schiffe versenken
 | 
			
		||||
button.ready=Bereit
 | 
			
		||||
button.rotate=Rotiere
 | 
			
		||||
@@ -37,3 +37,4 @@ dialog.error=Fehler
 | 
			
		||||
dialog.question=Frage
 | 
			
		||||
port.must.be.integer=Der Port muss eine ganze Zahl sein
 | 
			
		||||
map.doesnt.fit=Diese Karte passt nicht zu diesem Spiel
 | 
			
		||||
client.server-start=Server starten
 | 
			
		||||
 
 | 
			
		||||
@@ -54,6 +54,8 @@ public class ShipMapTest {
 | 
			
		||||
        verify(mockBroker).notifyListeners(any(ItemAddedEvent.class));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    @Test
 | 
			
		||||
    public void testRemoveItem() {
 | 
			
		||||
        map.add(battleship);
 | 
			
		||||
 
 | 
			
		||||
@@ -1,3 +1,4 @@
 | 
			
		||||
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
@@ -5,7 +6,7 @@
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
package pp.battleship.server;
 | 
			
		||||
        package pp.battleship.server;
 | 
			
		||||
 | 
			
		||||
import com.jme3.network.ConnectionListener;
 | 
			
		||||
import com.jme3.network.HostedConnection;
 | 
			
		||||
@@ -176,4 +177,4 @@ public class BattleshipServer implements MessageListener<HostedConnection>, Conn
 | 
			
		||||
        else
 | 
			
		||||
            LOGGER.log(Level.ERROR, "there is no connection with id={0}", id); //NON-NLS
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -17,6 +17,9 @@ dependencyResolutionManagement {
 | 
			
		||||
            library('jme3-plugins', 'org.jmonkeyengine', 'jme3-plugins').versionRef('jme')
 | 
			
		||||
            library('jme3-jogg', 'org.jmonkeyengine', 'jme3-jogg').versionRef('jme')
 | 
			
		||||
            library('jme3-testdata', 'org.jmonkeyengine', 'jme3-testdata').versionRef('jme')
 | 
			
		||||
            library('jme3-effects', 'org.jmonkeyengine', 'jme3-effects').versionRef('jme')
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
            library('jme3-lwjgl', 'org.jmonkeyengine', 'jme3-lwjgl').versionRef('jme')
 | 
			
		||||
            library('jme3-lwjgl3', 'org.jmonkeyengine', 'jme3-lwjgl3').versionRef('jme')
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||