15 Commits

Author SHA1 Message Date
Tamino Mueller
e0bea47583 task 13 2024-10-14 08:39:59 +02:00
Tamino Mueller
38979bdf86 effect when opponent miss the ship 2024-10-14 08:15:02 +02:00
Tamino Mueller
68beedcf29 effect when opponent miss the ship 2024-10-14 08:12:56 +02:00
Tamino Mueller
7d70e8bd13 effect when opponent miss the ship 2024-10-14 08:12:37 +02:00
Tamino Mueller
0fd0555dea add effects when ships are hit 2024-10-14 08:07:57 +02:00
Tamino Mueller
b962444506 task 11 2024-10-13 20:58:18 +02:00
Tamino Mueller
c0a3e8b37a task 10 2024-10-13 20:34:01 +02:00
Tamino Mueller
c8621e02c6 insert music 2024-10-13 19:56:12 +02:00
Tamino Mueller
25d7884cad fixed sizes of the boats 2024-10-13 17:34:43 +02:00
Tamino Mueller
2192f6dbc3 fixed sizes of the boats 2024-10-11 10:22:17 +02:00
Tamino Mueller
2b8bfb82ba added last boat und finished task 9 2024-10-11 02:47:38 +02:00
Tamino Mueller
70ed981ea2 added boat with length 1 and 3 2024-10-11 02:23:59 +02:00
Tamino Mueller
d5450df77c added alienboat 2024-10-11 01:39:25 +02:00
Tamino Mueller
1f75f7bf30 Task 8 2024-10-08 20:49:19 +02:00
Tamino Mueller
1ac55a9570 Aufgabe 7 2024-10-07 00:57:00 +02:00
124 changed files with 179040 additions and 475334 deletions

2
.gitignore vendored
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@@ -24,5 +24,3 @@ out
.DS_Store
!Projekte/gradle/wrapper/gradle-wrapper.jar
45.j3o
KingGeorge.j3o

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

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@@ -7,16 +7,12 @@ description = 'Battleship Client'
dependencies {
implementation project(":jme-common")
implementation project(":battleship:model")
implementation 'org.jmonkeyengine:jme3-core:3.6.0-stable'
implementation 'org.jmonkeyengine:jme3-effects:3.6.0-stable'
implementation libs.jme3.desktop
implementation libs.jme3.effects
implementation project(path: ':battleship:server')
implementation project(path: ':battleship:server')
runtimeOnly libs.jme3.awt.dialogs
runtimeOnly libs.jme3.plugins
runtimeOnly libs.jme3.jogg

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

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@@ -1,66 +0,0 @@
{
"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"
}
]
}

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@@ -1,66 +0,0 @@
{
"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

@@ -7,15 +7,6 @@
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;
@@ -29,14 +20,12 @@ 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;
import pp.battleship.game.client.ClientGameLogic;
import pp.battleship.game.client.GameMusic;
import pp.battleship.game.client.ServerConnection;
import pp.battleship.game.singlemode.BattleshipClientConfig;
import pp.battleship.game.singlemode.ServerConnectionMockup;
@@ -47,6 +36,17 @@ 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.
@@ -266,14 +266,24 @@ public class BattleshipApp extends SimpleApplication implements BattleshipClient
flyCam.setEnabled(false);
stateManager.detach(stateManager.getState(StatsAppState.class));
stateManager.detach(stateManager.getState(DebugKeysAppState.class));
atttachGameMusic();
attachGameSound();
stateManager.attachAll(new EditorAppState(), new BattleAppState(), new SeaAppState());
attachBgMusic();
}
private void atttachGameMusic() {
final GameMusic gameSound = new GameMusic();
gameSound.setEnabled(GameMusic.enabledInPreferences());
stateManager.attach(gameSound);
}
/**
* Attaches the game sound state and sets its initial enabled state.
*
*/
private void attachGameSound() {
final GameSound gameSound = new GameSound();
@@ -281,12 +291,6 @@ 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.

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@@ -12,6 +12,8 @@ import com.jme3.app.state.AbstractAppState;
import com.jme3.app.state.AppStateManager;
import pp.battleship.game.client.ClientGameLogic;
/**
* Abstract class representing a state in the Battleship game.
* Extends the AbstractAppState from jMonkeyEngine to manage state behavior.

View File

@@ -7,10 +7,6 @@
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;
@@ -18,9 +14,13 @@ 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;
/**
@@ -87,7 +87,7 @@ public class GameSound extends AbstractAppState implements GameEventListener {
* @param name The name of the sound file.
* @return The loaded AudioNode.
*/
private AudioNode loadSound(Application app, String name) {
public AudioNode loadSound(Application app, String name) {
try {
final AudioNode sound = new AudioNode(app.getAssetManager(), name, AudioData.DataType.Buffer);
sound.setLooping(false);

View File

@@ -7,25 +7,22 @@
package pp.battleship.client;
import java.io.File;
import java.io.IOException;
import java.util.prefs.Preferences;
import com.simsilica.lemur.Button;
import com.simsilica.lemur.Checkbox;
import com.simsilica.lemur.Label;
import com.simsilica.lemur.style.ElementId;
import static pp.battleship.Resources.lookup;
import pp.battleship.client.gui.BgMusic;
import pp.battleship.client.gui.VolumeSlider;
import pp.battleship.game.client.GameMusic;
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 static pp.battleship.Resources.lookup;
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,
@@ -34,29 +31,25 @@ import static pp.util.PreferencesUtils.getPreferences;
class Menu extends Dialog {
private static final Preferences PREFERENCES = getPreferences(Menu.class);
private static final String LAST_PATH = "last.file.path";
// private final VolumeSlider slider;
private final BattleshipApp app;
private final Button loadButton = new Button(lookup("menu.map.load"));
private final Button saveButton = new Button(lookup("menu.map.save"));
private final VolumeSlider slider;
/**
* Constructs the Menu dialog for the Battleship application.
*
* @param app the BattleshipApp instance
*/
public Menu(BattleshipApp app) {
super(app.getDialogManager());
this.app = app;
slider = new VolumeSlider(app.getStateManager().getState(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 Checkbox(lookup("menu.sound-enabled"), new StateCheckboxModel(app, GameSound.class)));
addChild(new Checkbox(lookup("menu.background-sound-enabled"), new StateCheckboxModel(app, BgMusic.class)));
addChild(slider);
addChild(new Checkbox(lookup("menu.sound-enabled"),
new StateCheckboxModel(app, GameSound.class)));
// slider = new VolumeSlider(app.getStateManager().getState(GameMusic.class));
addChild(loadButton)
.addClickCommands(s -> ifTopDialog(this::loadDialog));
addChild(saveButton)
@@ -66,6 +59,11 @@ class Menu extends Dialog {
addChild(new Button(lookup("menu.quit")))
.addClickCommands(s -> ifTopDialog(app::closeApp));
update();
addChild(new Checkbox(lookup("menu.sound-enabled"), new StateCheckboxModel(app, GameSound.class)));
addChild(new Checkbox(lookup("menu.background-sound-enabled"), new StateCheckboxModel(app, GameMusic.class)));
// addChild(slider);
}
/**
@@ -76,11 +74,15 @@ class Menu extends Dialog {
loadButton.setEnabled(app.getGameLogic().mayLoadMap());
saveButton.setEnabled(app.getGameLogic().maySaveMap());
}
@Override
/* @Override
public void update(float delta) {
slider.update();
}
*/
/**
* As an escape action, this method closes the menu if it is the top dialog.
*/

View File

@@ -7,22 +7,22 @@
package pp.battleship.client;
import com.simsilica.lemur.Button;
import com.simsilica.lemur.Container;
import com.simsilica.lemur.Label;
import com.simsilica.lemur.TextField;
import com.simsilica.lemur.component.SpringGridLayout;
import 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.
@@ -35,9 +35,9 @@ class NetworkDialog extends SimpleDialog {
private final NetworkSupport network;
private final TextField host = new TextField(LOCALHOST);
private final TextField port = new TextField(DEFAULT_PORT);
private static final Checkbox HOST = new Checkbox(lookup("server.host"));
private String hostname;
private int portNumber;
private final Button serverButton = new Button(lookup("client.server-start"));
private Future<Object> connectionFuture;
private Dialog progressDialog;
@@ -59,7 +59,6 @@ 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"))
@@ -69,7 +68,11 @@ class NetworkDialog extends SimpleDialog {
.setOkClose(false)
.setNoClose(false)
.build(this);
addChild(serverButton).addClickCommands(s -> ifTopDialog(this::startServerInThread));
}
//Add the button to start the sever
/**
* Handles the action for the connect button in the connection dialog.
@@ -154,21 +157,21 @@ class NetworkDialog extends SimpleDialog {
network.getApp().errorDialog(lookup("server.connection.failed"));
network.getApp().setInfoText(e.getLocalizedMessage());
}
/**
* Starts the server of the client in a new thread and catches connectivity issues.
* Starts the server in a separate thread.
*/
private void startClientServer() {
HOST.setEnabled(false);
private void startServerInThread() {
serverButton.setEnabled(false);
Thread serverThread = new Thread(() -> {
try {
BattleshipSelfhostServer.main(null);
BattleshipServer.main(null);
} catch (Exception e) {
HOST.setEnabled(true);
serverButton.setEnabled(true);
LOGGER.log(Level.ERROR, "Server could not be started", e);
network.getApp().errorDialog("Could not start server: " + e.getMessage());
}
});
serverThread.start();
}
}

View File

@@ -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

@@ -16,7 +16,6 @@ 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;
@@ -29,7 +28,7 @@ import pp.util.Position;
* and interaction between the model and the view.
*/
class MapView {
public static final float FIELD_SIZE = 40f;
private 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

@@ -7,16 +7,11 @@
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;
@@ -43,6 +38,7 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
// The MapView associated with this synchronizer
private final MapView view;
private Shell shell;
/**
* Constructs a new MapViewSynchronizer for the given MapView.
@@ -116,8 +112,6 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
return shipNode;
}
/**
* Creates a line geometry representing part of the ship's border.
*
@@ -131,24 +125,16 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
private Geometry shipLine(float x1, float y1, float x2, float y2, ColorRGBA color) {
return view.getApp().getDraw().makeFatLine(x1, y1, x2, y2, SHIP_DEPTH, color, SHIP_LINE_WIDTH);
}
/**
* Creates and returns a Spatial representation of the given {@code Shell} object
* for 2D visualization in the game. The shell is represented as a circle.
*
* @param shell The {@code Shell} object to be visualized.
* @return A {@code Spatial} object representing the shell on the map.
*/
@Override
public Spatial visit(Shell shell) {
final ColorRGBA color = ColorRGBA.Black;
Geometry ellipse = new Geometry("ellipse", new Sphere(50, 50, MapView.FIELD_SIZE / 2 * 0.8f));
Material mat = new Material(view.getApp().getAssetManager(), UNSHADED); //NON-NLS
mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
mat.getAdditionalRenderState().setFaceCullMode(RenderState.FaceCullMode.Off);
mat.setColor("Color", color);
ellipse.setMaterial(mat);
ellipse.addControl(new Shell2DControl(view, shell));
return ellipse;
public void update(float deltaTime) {
if (shell != null) {
shell.updatePosition(deltaTime);
drawShell(shell.getCurrentPosition());
}
}
private void drawShell(Vector3f position){
//TODO implement
}
}

View File

@@ -7,7 +7,6 @@ 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;
/**
@@ -184,7 +183,6 @@ public class ParticleEffectFactory {
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);
@@ -232,28 +230,32 @@ public class ParticleEffectFactory {
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);
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;
}
public ParticleEmitter createWaterSplash() { //wird durch explosions animation ersetzt
/**
* 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);
@@ -264,14 +266,14 @@ public class ParticleEffectFactory {
// 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"));

View File

@@ -7,28 +7,22 @@
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;
@@ -40,24 +34,23 @@ 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/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 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
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.
@@ -86,35 +79,8 @@ class SeaSynchronizer extends ShipMapSynchronizer {
public Spatial visit(Shot shot) {
return shot.isHit() ? handleHit(shot) : handleMiss(shot);
}
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;
}
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.
*
@@ -126,6 +92,9 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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
@@ -164,15 +133,21 @@ class SeaSynchronizer extends ShipMapSynchronizer {
shockwave.emitAllParticles();
flame.emitAllParticles();
roundSpark.emitAllParticles();
if (ship.isDestroyed()) {
sinkAndRemoveShip(ship);
}
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.
@@ -184,16 +159,15 @@ 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, with an additional 2f height
geometry.setLocalTranslation(shot.getY() + 0.5f, 2f + height / 2, shot.getX() + 0.5f);
// compute the center of the shot in world coordinates
geometry.setLocalTranslation(shot.getY() + 0.5f, 0f, shot.getX() + 0.5f);
return geometry;
}
@@ -225,20 +199,14 @@ class SeaSynchronizer extends ShipMapSynchronizer {
* @return the spatial representing the battleship
*/
private Spatial createShip(Battleship ship) {
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);
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);
}
}
/**
* Creates a simple box to represent a battleship that is not of the "King George V" type.
@@ -277,100 +245,56 @@ class SeaSynchronizer extends ShipMapSynchronizer {
}
/**
* Creates a detailed 3D model to represent all battleships.
* Creates a detailed 3D model to represent a "King George V" battleship.
*
* @param ship the battleship to be represented
* @return the spatial representing the "King George V" battleship
*/
private Spatial createBattleship(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(KING_GEORGE_V_MODEL);
// 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.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);
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.
@@ -386,25 +310,4 @@ 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

@@ -1,49 +0,0 @@
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

@@ -1,50 +0,0 @@
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

@@ -1,60 +0,0 @@
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.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 = 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} 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
protected void controlUpdate(float tpf) {
// Update the sinking effect
elapsedTime += tpf;
// Move the ship down over time
Vector3f currentPos = shipNode.getLocalTranslation();
shipNode.setLocalTranslation(currentPos.x+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
protected void controlRender(RenderManager rm, ViewPort vp) {
// No rendering-related code needed
}
}

View File

@@ -1,140 +0,0 @@
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

@@ -1,183 +0,0 @@
////////////////////////////////////////
// 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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@@ -1,17 +0,0 @@
////////////////////////////////////////
// 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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@@ -0,0 +1,3 @@
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 : 6
Shininess : 64
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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@@ -1,2 +0,0 @@
[LocalizedFileNames]
Water_002_NORM.jpg=@Water_002_NORM,0

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@@ -1,9 +1,11 @@
package pp.battleship.exporter;
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
import java.io.File;
import java.io.IOException;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
package pp.battleship.exporter;
import com.jme3.app.SimpleApplication;
import com.jme3.export.JmeExporter;
@@ -12,6 +14,11 @@ 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.
*/
@@ -34,13 +41,11 @@ public class ModelExporter extends SimpleApplication {
*/
@Override
public void simpleInitApp() {
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
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();
}

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# 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

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@@ -1,72 +0,0 @@
# 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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@@ -0,0 +1,18 @@
# 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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@@ -0,0 +1,3 @@
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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@@ -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

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@@ -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

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@@ -1,48 +0,0 @@
# WaveFront *.mtl file (generated by CINEMA 4D)
newmtl small parts
Kd 0.50599998235703 0.53606665134430 0.55000001192093
Ks 1.00000000000000 1.00000000000000 1.00000000000000
Ns 100
illum 7
newmtl body . blue
Kd 0.08579999953508 0.18754999339581 0.33000001311302
Ks 1.00000000000000 1.00000000000000 1.00000000000000
Ns 100
illum 7
newmtl Mat
Ka 1.44000005722046 1.11624002456665 0.41760000586510
Kd 1.00000000000000 1.00000000000000 1.00000000000000
d 0
Tf 1.00000000000000 1.00000000000000 1.00000000000000
illum 7
newmtl Body
Kd 0.62400001287460 0.64219999313354 0.64999997615814
Ks 1.00000000000000 1.00000000000000 1.00000000000000
Ns 100
illum 7
newmtl body . Red .1
Kd 0.70999997854233 0.16329999268055 0.16329999268055
Ks 1.00000000000000 1.00000000000000 1.00000000000000
Ns 100
illum 7
newmtl Mat.1
Kd 0.00000000000000 0.00000000000000 0.00000000000000
Ks 0.72000002861023 0.72000002861023 0.72000002861023
Ns 100
d 0
Tf 0.60000002384186 0.60000002384186 0.60000002384186
Ni 1.517
illum 7
newmtl Body 2 Dark
Kd 0.20460000634193 0.21537999808788 0.21999999880791
Ks 1.00000000000000 1.00000000000000 1.00000000000000
Ns 100
illum 7

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