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			b_malkmus_
		
	
	| Author | SHA1 | Date | |
|---|---|---|---|
| 
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					a0dffbfc34 | ||
| 
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					7076e204af | ||
| 
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					50559f5785 | ||
| 
						 | 
					f5dc8a0f05 | 
@@ -9,6 +9,8 @@ dependencies {
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    implementation project(":battleship:model")
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    implementation libs.jme3.desktop
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    implementation 'com.simsilica:lemur:1.14.0'
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    implementation 'com.simsilica:lemur-proto:1.10.0'
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    runtimeOnly libs.jme3.awt.dialogs
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    runtimeOnly libs.jme3.plugins
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@@ -0,0 +1,127 @@
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package pp.battleship.client;
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import com.jme3.app.Application;
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import com.jme3.app.state.AbstractAppState;
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import com.jme3.app.state.AppStateManager;
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import com.jme3.asset.AssetLoadException;
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import com.jme3.asset.AssetNotFoundException;
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import com.jme3.audio.AudioData;
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import com.jme3.audio.AudioNode;
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import pp.battleship.notification.GameEventListener;
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import pp.battleship.notification.SoundEvent;
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import java.lang.System.Logger;
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import java.lang.System.Logger.Level;
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import java.util.prefs.Preferences;
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import static pp.util.PreferencesUtils.getPreferences;
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/**
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 * An application state that plays music.
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 */
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public class GameMusic extends AbstractAppState {
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    private static final Logger LOGGER = System.getLogger(GameMusic.class.getName());
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    private static final Preferences PREFERENCES = getPreferences(GameMusic.class);
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    private static final String ENABLED_PREF = "enabled"; //NON-NLS
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    private static final String VOLUME_PREF = "volume"; //NON-NLS
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    private AudioNode piratenMusic;
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    /**
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     * Checks if sound is enabled in the preferences.
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     *
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     * @return {@code true} if sound is enabled, {@code false} otherwise.
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     */
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    //Prüft, ob die Musik eingeschalten ist.
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    public static boolean enabledInPreferences() {
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        return PREFERENCES.getBoolean(ENABLED_PREF, true);
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    }
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    /**
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     * Checks enabled volume in preferences.
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     *
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     * @return {@code float} if a volumePreference is set, the volume is set to the Value in  PREFERENCES,
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     *         {@code 0.25f} if no volumePreference is set in  PREFERENCES, the Volume is set to a default of 0.25f
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     *
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     */
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    //Standardeinstellung für Musik
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    public static float volumePreference() {
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        return PREFERENCES.getFloat(VOLUME_PREF, 0.33f);
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    }
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    /**
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     * Toggles the game sound on or off.
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     */
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    public void toggleSound() {
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        setEnabled(!isEnabled());
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    }
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    /**
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     * Sets the enabled state of this AppState.
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     * Overrides {@link com.jme3.app.state.AbstractAppState#setEnabled(boolean)}
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     *
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     * @param enabled {@code true} to enable the AppState, {@code false} to disable it.
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     */
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    @Override
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    public void setEnabled(boolean enabled) {
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        if (isEnabled() == enabled) return;
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        else if (!isEnabled() && enabled) {
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            if (piratenMusic != null) piratenMusic.play();
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        } else if (isEnabled() && !enabled) {
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            if (piratenMusic != null) piratenMusic.stop();
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        }
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        super.setEnabled(enabled);
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        LOGGER.log(Level.INFO, "Music enabled: {0}", enabled); //NON-NLS
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        PREFERENCES.putBoolean(ENABLED_PREF, enabled);
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    }
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    /**
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     * Initializes the music.
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     * Overrides {@link AbstractAppState#initialize(AppStateManager, Application)}
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     *
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     * @param stateManager The state manager
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     * @param app          The application
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     */
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    @Override
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    public void initialize(AppStateManager stateManager, Application app) {
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        super.initialize(stateManager, app);
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        piratenMusic =loadSound(app, "Sound/BackgroundMusic/Piratenmusik.ogg");
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        setVolume(volumePreference());
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        piratenMusic.setLooping(true);
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        if (isEnabled() && piratenMusic != null) {
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            piratenMusic.play();
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        }
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    }
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    /**
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     * Loads the music from the specified file.
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     *
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     * @param app  The application
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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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        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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            sound.setPositional(false);
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            return sound;
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        }
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        catch (AssetLoadException | AssetNotFoundException ex) {
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            LOGGER.log(Level.ERROR, ex.getMessage(), ex);
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        }
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        return null;
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    }
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    //Einstellung der Lautstärke
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    public void setVolume(float vol){
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        piratenMusic.setVolume(vol);
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        PREFERENCES.putFloat(VOLUME_PREF, vol);
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    }
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}
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@@ -7,10 +7,14 @@
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package pp.battleship.client;
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import com.jme3.math.Vector3f;
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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.RangedValueModel;
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import com.simsilica.lemur.style.ElementId;
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import com.simsilica.lemur.Slider;
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import pp.battleship.client.gui.VolumeSlider;
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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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@@ -33,6 +37,7 @@ class Menu extends Dialog {
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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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    private final VolumeSlider volumeSlider;
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    /**
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     * Constructs the Menu dialog for the Battleship application.
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@@ -45,6 +50,26 @@ class Menu extends Dialog {
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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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        addChild(new Label(lookup("battleship.name"), new ElementId("header")));//NON-NLS
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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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        volumeSlider = new VolumeSlider(app.getStateManager().getState(GameMusic.class));
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        addChild(volumeSlider);
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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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        saveButton.setEnabled(app.getGameLogic().maySaveMap());
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    // Füge den Slider zum GUI hinzu
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        addChild(volumeSlider);
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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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@@ -140,4 +165,6 @@ class Menu extends Dialog {
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    private void saveDialog() {
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        fileDialog(app.getGameLogic()::saveMap, lookup("menu.map.save"));
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    }
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}
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@@ -11,6 +11,8 @@ 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 com.simsilica.lemur.Button;
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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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@@ -33,6 +35,8 @@ class NetworkDialog extends SimpleDialog {
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    private final NetworkSupport network;
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    private final TextField host = new TextField(LOCALHOST);
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    private final TextField port = new TextField(DEFAULT_PORT);
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    // private final Button serverButton = new Button(lookup("client.server-star"));
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    private final Button serverButton = new Button(lookup("client.server-start"));
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    private String hostname;
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    private int portNumber;
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    private Future<Object> connectionFuture;
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@@ -65,6 +69,10 @@ 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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        //Add the button to start the sever
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        addChild(serverButton).addClickCommands(s -> ifTopDialog(this::startServerInThread));
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    }
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    /**
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@@ -150,4 +158,21 @@ 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 +125,19 @@ 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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    /**
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     *
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     * @param deltaTime
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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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        // Methode zum Zeichnen des Geschosses auf der 2D-Karte TODO
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    }
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}
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@@ -32,9 +32,13 @@ import static pp.util.FloatMath.PI;
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 * It extends the {@link ShipMapSynchronizer} to provide specific synchronization
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 * logic for the sea map.
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 */
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//ANPASSEN!!!!
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class SeaSynchronizer extends ShipMapSynchronizer {
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    private static final String UNSHADED = "Common/MatDefs/Misc/Unshaded.j3md"; //NON-NLS
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    private static final String KING_GEORGE_V_MODEL = "Models/KingGeorgeV/KingGeorgeV.j3o"; //NON-NLS
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    private static final String FLUGZEUGTRAEGER = "Models/Flugzeugträger_5er/Flugzeugträger.j3o";
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    private static final String KORVETTE = "Models/Korvette_3er/Korvette.j3o";
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    private static final String ZERSTOERER = "Models/Zerstörer_2er/Zerstörer.j3o";
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    private static final String COLOR = "Color"; //NON-NLS
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    private static final String SHIP = "ship"; //NON-NLS
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    private static final String SHOT = "shot"; //NON-NLS
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@@ -44,6 +48,7 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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    private final ShipMap map;
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    private final BattleshipApp app;
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    private final ParticleEffectFactory particleFactory;
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    /**
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     * Constructs a {@code SeaSynchronizer} object with the specified application, root node, and ship map.
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@@ -56,6 +61,7 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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        super(app.getGameLogic().getOwnMap(), root);
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        this.app = app;
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        this.map = map;
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        this.particleFactory = new ParticleEffectFactory(app);
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        addExisting();
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    }
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@@ -80,17 +86,95 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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     * @return always null to prevent the representation from being attached
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     * to the items node as well
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     */
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    private Spatial handleMiss(Shot shot) {
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        Node shotNode = new Node("ShotNode");
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        Geometry shotCylinder = createCylinder(shot);
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        shotNode.attachChild(shotCylinder);
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        ParticleEmitter waterSplash = particleFactory.createWaterSplash();
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        waterSplash.setLocalTranslation(shot.getY() + 0.5f, 0f, shot.getX() + 0.5f);
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        shotNode.attachChild(waterSplash);
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        waterSplash.emitAllParticles();
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        return shotNode;
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    }
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     * @param shot a hit
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     * @return always null to prevent the representation from being attached to the items node as well
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     */
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    private Spatial handleHit(Shot shot) {
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        final Battleship ship = requireNonNull(map.findShipAt(shot), "Missing ship");
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        final Node shipNode = requireNonNull((Node) getSpatial(ship), "Missing ship node");
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        final Geometry representation = createCylinder(shot);
 | 
			
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        representation.getLocalTranslation().subtractLocal(shipNode.getLocalTranslation());
 | 
			
		||||
        shipNode.attachChild(representation);
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		||||
 | 
			
		||||
 | 
			
		||||
        // Create a new node specifically for the hit effects
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		||||
        Node hitEffectNode = new Node("HitEffectNode");
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		||||
 | 
			
		||||
        // Create particle effects
 | 
			
		||||
        ParticleEmitter flame = particleFactory.createFlame();
 | 
			
		||||
        ParticleEmitter flash = particleFactory.createFlash();
 | 
			
		||||
        ParticleEmitter spark = particleFactory.createSpark();
 | 
			
		||||
        ParticleEmitter roundSpark = particleFactory.createRoundSpark();
 | 
			
		||||
        ParticleEmitter smokeTrail = particleFactory.createSmokeTrail();
 | 
			
		||||
        ParticleEmitter debris = particleFactory.createDebris();
 | 
			
		||||
        ParticleEmitter shockwave = particleFactory.createShockwave();
 | 
			
		||||
        ParticleEmitter movingSmoke = particleFactory.createMovingSmokeEmitter();
 | 
			
		||||
 | 
			
		||||
        // Attach all effects to the hitEffectNode
 | 
			
		||||
        hitEffectNode.attachChild(flame);
 | 
			
		||||
        hitEffectNode.attachChild(flash);
 | 
			
		||||
        hitEffectNode.attachChild(spark);
 | 
			
		||||
        hitEffectNode.attachChild(roundSpark);
 | 
			
		||||
        hitEffectNode.attachChild(smokeTrail);
 | 
			
		||||
        hitEffectNode.attachChild(debris);
 | 
			
		||||
        hitEffectNode.attachChild(shockwave);
 | 
			
		||||
        hitEffectNode.attachChild(movingSmoke);
 | 
			
		||||
 | 
			
		||||
        // Set the local translation for the hit effect to the point of impact
 | 
			
		||||
        hitEffectNode.setLocalTranslation(shot.getY() + 0.5f - shipNode.getLocalTranslation().x,
 | 
			
		||||
                                          0.5f, // Adjust as needed for height above the ship
 | 
			
		||||
                                          shot.getX() + 0.5f - shipNode.getLocalTranslation().z);
 | 
			
		||||
 | 
			
		||||
        // Attach the hitEffectNode to the shipNode so it moves with the ship
 | 
			
		||||
        shipNode.attachChild(hitEffectNode);
 | 
			
		||||
 | 
			
		||||
        // Emit particles when the hit happens
 | 
			
		||||
        flash.emitAllParticles();
 | 
			
		||||
        spark.emitAllParticles();
 | 
			
		||||
        smokeTrail.emitAllParticles();
 | 
			
		||||
        debris.emitAllParticles();
 | 
			
		||||
        shockwave.emitAllParticles();
 | 
			
		||||
        flame.emitAllParticles();
 | 
			
		||||
        roundSpark.emitAllParticles();
 | 
			
		||||
 | 
			
		||||
        //Checks if ship is destroyed and triggers animation accordingly
 | 
			
		||||
        if (ship.isDestroyed()) {
 | 
			
		||||
            sinkAndRemoveShip(ship);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        return null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the sinking animation and removal of ship if destroyed
 | 
			
		||||
     * @param ship the ship to be sunk
 | 
			
		||||
     */
 | 
			
		||||
    private void sinkAndRemoveShip(Battleship ship) {
 | 
			
		||||
 | 
			
		||||
        final Node shipNode = (Node) getSpatial(ship);
 | 
			
		||||
        if (shipNode == null) return;
 | 
			
		||||
 | 
			
		||||
        // Add sinking control to animate the sinking
 | 
			
		||||
        shipNode.addControl(new SinkingControl(shipNode));
 | 
			
		||||
 | 
			
		||||
        // Add particle effects
 | 
			
		||||
        ParticleEmitter bubbles = particleFactory.createWaterSplash();
 | 
			
		||||
        bubbles.setLocalTranslation(shipNode.getLocalTranslation());
 | 
			
		||||
        shipNode.attachChild(bubbles);
 | 
			
		||||
        bubbles.emitAllParticles();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a cylinder geometry representing the specified shot.
 | 
			
		||||
     * The appearance of the cylinder depends on whether the shot is a hit or a miss.
 | 
			
		||||
@@ -140,8 +224,14 @@ class SeaSynchronizer extends ShipMapSynchronizer {
 | 
			
		||||
     * @param ship the battleship to be represented
 | 
			
		||||
     * @return the spatial representing the battleship
 | 
			
		||||
     */
 | 
			
		||||
    //ANPASSEN!!!!!!
 | 
			
		||||
    private Spatial createShip(Battleship ship) {
 | 
			
		||||
        return ship.getLength() == 4 ? createBattleship(ship) : createBox(ship);
 | 
			
		||||
        if( ship.getLength() == 4){ createBox(ship); return createBattleship(ship); }
 | 
			
		||||
        else if(ship.getLength()==5){createBox(ship);return createFlugzeugtraeger(ship); }
 | 
			
		||||
        else if(ship.getLength()==3){createBox(ship);return createKorvette(ship); }
 | 
			
		||||
        else if(ship.getLength()==2){createBox(ship);return createZerstoerer(ship); }
 | 
			
		||||
        else if(ship.getLength()==1){createBox(ship);return createZerstoerer(ship); }
 | 
			
		||||
        else throw new IllegalArgumentException("Deine Länge ist nicht definiert!");
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
@@ -186,6 +276,7 @@ class SeaSynchronizer extends ShipMapSynchronizer {
 | 
			
		||||
     * @param ship the battleship to be represented
 | 
			
		||||
     * @return the spatial representing the "King George V" battleship
 | 
			
		||||
     */
 | 
			
		||||
    //ANPASSEN!!!!
 | 
			
		||||
    private Spatial createBattleship(Battleship ship) {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel(KING_GEORGE_V_MODEL);
 | 
			
		||||
 | 
			
		||||
@@ -196,6 +287,36 @@ class SeaSynchronizer extends ShipMapSynchronizer {
 | 
			
		||||
        return model;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private Spatial createFlugzeugtraeger(Battleship ship) {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel(FLUGZEUGTRAEGER);
 | 
			
		||||
 | 
			
		||||
        model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
 | 
			
		||||
        model.scale(1.48f);
 | 
			
		||||
        model.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
 | 
			
		||||
        return model;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private Spatial createKorvette(Battleship ship) {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel(KORVETTE);
 | 
			
		||||
 | 
			
		||||
        model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
 | 
			
		||||
        model.scale(1.48f);
 | 
			
		||||
        model.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
 | 
			
		||||
        return model;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private Spatial createZerstoerer(Battleship ship) {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel(ZERSTOERER);
 | 
			
		||||
 | 
			
		||||
        model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
 | 
			
		||||
        model.scale(1.48f);
 | 
			
		||||
        model.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
 | 
			
		||||
        return model;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Calculates the rotation angle for the specified rotation.
 | 
			
		||||
     *
 | 
			
		||||
 
 | 
			
		||||
@@ -0,0 +1,53 @@
 | 
			
		||||
package pp.battleship.client.gui;
 | 
			
		||||
 | 
			
		||||
import com.jme3.scene.control.AbstractControl;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.renderer.RenderManager;
 | 
			
		||||
import com.jme3.renderer.ViewPort;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Control that handles the sinking effect for destroyed ships.
 | 
			
		||||
 * It will gradually move the ship downwards and then remove it from the scene.
 | 
			
		||||
 */
 | 
			
		||||
class SinkingControl extends AbstractControl {
 | 
			
		||||
    private static final float SINK_DURATION = 5f;  // Duration of the sinking animation
 | 
			
		||||
    private static final float SINK_SPEED = 0.1f;   // Speed at which the ship sinks
 | 
			
		||||
    private float elapsedTime = 0;
 | 
			
		||||
 | 
			
		||||
    private final Node shipNode;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a {@code SinkingControl.java} object with the shipNode to be to be sunk
 | 
			
		||||
     * @param shipNode the node to handeld
 | 
			
		||||
     */
 | 
			
		||||
    public SinkingControl(Node shipNode) {
 | 
			
		||||
        this.shipNode = shipNode;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updated the Map to sink the ship
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf time per frame
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlUpdate(float tpf) {
 | 
			
		||||
        // Update the sinking effect
 | 
			
		||||
        elapsedTime += tpf;
 | 
			
		||||
 | 
			
		||||
        // Move the ship down over time
 | 
			
		||||
        Vector3f currentPos = shipNode.getLocalTranslation();
 | 
			
		||||
        shipNode.setLocalTranslation(currentPos.x, currentPos.y - SINK_SPEED * tpf, currentPos.z);
 | 
			
		||||
 | 
			
		||||
        // Check if sinking duration has passed
 | 
			
		||||
        if (elapsedTime >= SINK_DURATION) {
 | 
			
		||||
            // Remove the ship from the scene
 | 
			
		||||
            shipNode.removeFromParent();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlRender(RenderManager rm, ViewPort vp) {
 | 
			
		||||
        // No rendering-related code needed
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,29 @@
 | 
			
		||||
package pp.battleship.client.gui;
 | 
			
		||||
 | 
			
		||||
import com.simsilica.lemur.Slider;
 | 
			
		||||
import pp.battleship.client.GameMusic;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    public class VolumeSlider extends Slider {
 | 
			
		||||
 | 
			
		||||
        private final GameMusic piratenMusic;
 | 
			
		||||
 | 
			
		||||
        private double vol;
 | 
			
		||||
 | 
			
		||||
        public VolumeSlider(GameMusic music) {
 | 
			
		||||
            super();
 | 
			
		||||
            this.piratenMusic = music;
 | 
			
		||||
            vol = GameMusic.volumePreference();
 | 
			
		||||
            getModel().setPercent(vol);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public void update() {
 | 
			
		||||
            if (vol != getModel().getPercent()) {
 | 
			
		||||
                vol = getModel().getPercent();
 | 
			
		||||
                piratenMusic.setVolume( (float) vol);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@@ -42,10 +42,13 @@ public class ModelExporter extends SimpleApplication {
 | 
			
		||||
    @Override
 | 
			
		||||
    public void simpleInitApp() {
 | 
			
		||||
        export("Models/KingGeorgeV/King_George_V.obj", "KingGeorgeV.j3o"); //NON-NLS
 | 
			
		||||
 | 
			
		||||
        export("Models/Flugzeugträger_5er/Flugzeugträger.obj", "Flugzeugträger.j3o");
 | 
			
		||||
        export("Models/Korvette_3er/caravel.obj", "Korvette.j3o");
 | 
			
		||||
        export("Models/Zerstörer_2er/ShipV_LOW.obj", "Zerstörer.j3o");
 | 
			
		||||
        stop();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Exports spatial into a file
 | 
			
		||||
     *
 | 
			
		||||
 
 | 
			
		||||
@@ -0,0 +1,112 @@
 | 
			
		||||
# Blender 4.2.2 LTS MTL File: 'None'
 | 
			
		||||
# www.blender.org
 | 
			
		||||
 | 
			
		||||
newmtl Main.002
 | 
			
		||||
Ns 319.999939
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.490000 0.257495 0.132300
 | 
			
		||||
Ks 1.000000 1.000000 1.000000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.500000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl Mat.016
 | 
			
		||||
Ns 319.999939
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.000000 0.000000 0.000000
 | 
			
		||||
Ks 1.000000 1.000000 1.000000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.500000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl Mat.017
 | 
			
		||||
Ns 319.999939
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.190000 0.077615 0.017100
 | 
			
		||||
Ks 1.000000 1.000000 1.000000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.500000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl Mat.018
 | 
			
		||||
Ns 319.999939
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.266600 0.466860 0.620000
 | 
			
		||||
Ks 1.000000 1.000000 1.000000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.500000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl Mat.019
 | 
			
		||||
Ns 319.999939
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.990000 0.990000 0.990000
 | 
			
		||||
Ks 1.000000 1.000000 1.000000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.500000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl Mat.020
 | 
			
		||||
Ns 319.999939
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.070000 0.062265 0.058100
 | 
			
		||||
Ks 1.000000 1.000000 1.000000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.500000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl Mat.021
 | 
			
		||||
Ns 319.999939
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.160000 0.151680 0.147200
 | 
			
		||||
Ks 1.000000 1.000000 1.000000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.500000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl Mat.022
 | 
			
		||||
Ns 319.999939
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.340000 0.164333 0.000000
 | 
			
		||||
Ks 1.000000 1.000000 1.000000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.500000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl Mat.023
 | 
			
		||||
Ns 319.999939
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.940000 0.561180 0.206800
 | 
			
		||||
Ks 1.000000 1.000000 1.000000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.500000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl Mat.1_1.002
 | 
			
		||||
Ns 319.999939
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.320000 0.151520 0.060800
 | 
			
		||||
Ks 1.000000 1.000000 1.000000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.500000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl Sail.002
 | 
			
		||||
Ns 319.999939
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.070000 0.070000 0.070000
 | 
			
		||||
Ks 1.000000 1.000000 1.000000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.500000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
@@ -0,0 +1,52 @@
 | 
			
		||||
# Blender 4.2.2 LTS MTL File: 'None'
 | 
			
		||||
# www.blender.org
 | 
			
		||||
 | 
			
		||||
newmtl DeckStuff.003
 | 
			
		||||
Ns 20.000006
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.184314 0.600000 0.792157
 | 
			
		||||
Ks 0.000000 0.000000 0.000000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.500000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 1
 | 
			
		||||
 | 
			
		||||
newmtl Hull.003
 | 
			
		||||
Ns 20.000006
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.701961 0.678431 0.019608
 | 
			
		||||
Ks 0.000000 0.000000 0.000000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.500000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 1
 | 
			
		||||
 | 
			
		||||
newmtl MastsRigging.003
 | 
			
		||||
Ns 20.000006
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.086275 0.768628 0.117647
 | 
			
		||||
Ks 0.000000 0.000000 0.000000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.500000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 1
 | 
			
		||||
 | 
			
		||||
newmtl Poopdeck.003
 | 
			
		||||
Ns 20.000006
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.976471 0.211765 0.211765
 | 
			
		||||
Ks 0.000000 0.000000 0.000000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.500000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 1
 | 
			
		||||
 | 
			
		||||
newmtl Sail.007
 | 
			
		||||
Ns 20.000006
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.588000 0.588000 0.588000
 | 
			
		||||
Ks 0.000000 0.000000 0.000000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.500000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 1
 | 
			
		||||
| 
		 After Width: | Height: | Size: 1.1 MiB  | 
| 
		 After Width: | Height: | Size: 2.7 MiB  | 
| 
		 After Width: | Height: | Size: 48 KiB  | 
| 
		 After Width: | Height: | Size: 1.5 MiB  | 
| 
		 After Width: | Height: | Size: 4.5 MiB  | 
| 
		 After Width: | Height: | Size: 18 KiB  | 
| 
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| 
		 After Width: | Height: | Size: 472 KiB  | 
| 
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| 
		 After Width: | Height: | Size: 48 KiB  | 
| 
		 After Width: | Height: | Size: 727 KiB  | 
| 
		 After Width: | Height: | Size: 4.1 MiB  | 
| 
		 After Width: | Height: | Size: 52 KiB  | 
| 
		 After Width: | Height: | Size: 1003 KiB  | 
| 
		 After Width: | Height: | Size: 415 KiB  | 
| 
		 After Width: | Height: | Size: 12 KiB  | 
| 
		 After Width: | Height: | Size: 4.2 KiB  | 
| 
		 After Width: | Height: | Size: 1.5 MiB  | 
| 
		 After Width: | Height: | Size: 8.4 KiB  | 
| 
		 After Width: | Height: | Size: 249 KiB  | 
| 
		 After Width: | Height: | Size: 658 KiB  | 
| 
		 After Width: | Height: | Size: 1.8 MiB  | 
| 
		 After Width: | Height: | Size: 48 KiB  | 
| 
		 After Width: | Height: | Size: 16 KiB  | 
| 
		 After Width: | Height: | Size: 4.8 MiB  | 
| 
		 After Width: | Height: | Size: 17 KiB  | 
| 
		 After Width: | Height: | Size: 755 KiB  | 
| 
		 After Width: | Height: | Size: 76 KiB  | 
| 
		 After Width: | Height: | Size: 472 KiB  | 
| 
		 After Width: | Height: | Size: 12 KiB  | 
| 
		 After Width: | Height: | Size: 4.2 KiB  | 
| 
		 After Width: | Height: | Size: 1.9 MiB  | 
| 
		 After Width: | Height: | Size: 4.2 KiB  | 
| 
		 After Width: | Height: | Size: 260 KiB  | 
@@ -0,0 +1,32 @@
 | 
			
		||||
# Blender 4.2.2 LTS MTL File: 'None'
 | 
			
		||||
# www.blender.org
 | 
			
		||||
 | 
			
		||||
newmtl map_ShipV_001
 | 
			
		||||
Ns 224.999985
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.800000 0.144874 0.000708
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl map_ShipV_002
 | 
			
		||||
Ns 224.999985
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.800000 0.035888 0.004678
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl map_ShipV_003
 | 
			
		||||
Ns 224.999985
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.001405 0.006690 0.800000
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
| 
		 After Width: | Height: | Size: 1.7 MiB  | 
| 
		 After Width: | Height: | Size: 4.0 MiB  | 
| 
		 After Width: | Height: | Size: 589 B  | 
| 
		 After Width: | Height: | Size: 3.8 MiB  | 
| 
		 After Width: | Height: | Size: 1.4 MiB  | 
| 
		 After Width: | Height: | Size: 1.6 MiB  | 
| 
		 After Width: | Height: | Size: 3.0 MiB  | 
| 
		 After Width: | Height: | Size: 40 KiB  | 
| 
		 After Width: | Height: | Size: 2.7 MiB  | 
| 
		 After Width: | Height: | Size: 1.2 MiB  | 
| 
		 After Width: | Height: | Size: 2.2 MiB  | 
| 
		 After Width: | Height: | Size: 6.3 MiB  | 
| 
		 After Width: | Height: | Size: 589 B  | 
| 
		 After Width: | Height: | Size: 7.5 MiB  | 
| 
		 After Width: | Height: | Size: 1.9 MiB  | 
@@ -72,7 +72,7 @@ class BattleState extends ClientState {
 | 
			
		||||
     * @return the map (either the opponent's or player's own map) that is affected by the shot
 | 
			
		||||
     */
 | 
			
		||||
    private ShipMap affectedMap(EffectMessage msg) {
 | 
			
		||||
        return msg.isOwnShot() ? logic.getOpponentMap() : logic.getOwnMap();
 | 
			
		||||
        return msg.isOwnShot() ? logic.getOpponentMap() : logic.getOpponentMap();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
 
 | 
			
		||||
@@ -0,0 +1,93 @@
 | 
			
		||||
package pp.battleship.game.client;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.message.client.ShellAnimationFinishedMessage;
 | 
			
		||||
import pp.battleship.message.server.EffectMessage;
 | 
			
		||||
import pp.battleship.model.Shell;
 | 
			
		||||
 | 
			
		||||
import java.lang.System.Logger.Level;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * This class represents the client state during a shooting animation.
 | 
			
		||||
 * It handles the logic for the animation of a fired shell and ensures
 | 
			
		||||
 * that the client notifies the server when the animation is complete.
 | 
			
		||||
 */
 | 
			
		||||
public class ShootingAnimationState extends ClientState {
 | 
			
		||||
 | 
			
		||||
    // The shell object representing the fired shell's movement
 | 
			
		||||
    private final Shell shell;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs the ShootingAnimationState with the given game logic and shell.
 | 
			
		||||
     *
 | 
			
		||||
     * @param logic the game logic instance managing the state
 | 
			
		||||
     * @param shell the shell object representing the fired projectile
 | 
			
		||||
     */
 | 
			
		||||
    ShootingAnimationState(ClientGameLogic logic, Shell shell) {
 | 
			
		||||
        super(logic);
 | 
			
		||||
        this.shell = shell;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Indicates that the battle scene should be shown in this state.
 | 
			
		||||
     *
 | 
			
		||||
     * @return true because the battle view is active during the shooting animation
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public boolean showBattle() {
 | 
			
		||||
        return true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the effect message received from the server.
 | 
			
		||||
     * Logs the received effect for debugging purposes.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the effect message received from the server
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    void receivedEffect(EffectMessage msg) {
 | 
			
		||||
        ClientGameLogic.LOGGER.log(Level.INFO, "report effect: {0}", msg); //NON-NLS
 | 
			
		||||
        // Here, you could implement additional logic to display the effects of the shot,
 | 
			
		||||
        // like a visual indication of a hit or a miss.
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called once per frame to update the shell's position and check if it has reached the target.
 | 
			
		||||
     * If the shell reaches the target, a message is sent to the server.
 | 
			
		||||
     *
 | 
			
		||||
     * @param deltaTime time in seconds since the last update call
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void update(float deltaTime) {
 | 
			
		||||
        if (shell != null) {
 | 
			
		||||
            // Update the position of the shell based on the elapsed time
 | 
			
		||||
            shell.updatePosition(deltaTime);
 | 
			
		||||
 | 
			
		||||
            // Check if the shell has reached its target
 | 
			
		||||
            if (shell.isAtTarget()) {
 | 
			
		||||
                // If the shell has reached the target, notify the server that the animation is complete
 | 
			
		||||
                sendAnimationCompleteMessage();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sends a message to the server indicating that the shooting animation has finished.
 | 
			
		||||
     */
 | 
			
		||||
    private void sendAnimationCompleteMessage() {
 | 
			
		||||
        ShellAnimationFinishedMessage message = new ShellAnimationFinishedMessage();
 | 
			
		||||
        // Send the message to the server via the game's logic communication system
 | 
			
		||||
        logic.send(message);
 | 
			
		||||
        logic.setState(new BattleState(logic, true));
 | 
			
		||||
        ClientGameLogic.LOGGER.log(Level.INFO, "Shell animation complete, message sent to server.");
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Optionally, you can add an entry method if there is any setup that needs to happen when entering the state.
 | 
			
		||||
     * By default, this is empty.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    void entry() {
 | 
			
		||||
        super.entry();  // Call the parent entry method
 | 
			
		||||
        ClientGameLogic.LOGGER.log(Level.INFO, "Entered ShootingAnimationState.");
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -8,6 +8,7 @@
 | 
			
		||||
package pp.battleship.game.server;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.BattleshipConfig;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
import pp.battleship.model.ShipMap;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
@@ -51,4 +52,9 @@ public class Player {
 | 
			
		||||
    public ShipMap getMap() {
 | 
			
		||||
        return map;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -9,7 +9,9 @@ package pp.battleship.game.server;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.BattleshipConfig;
 | 
			
		||||
import pp.battleship.message.client.ClientInterpreter;
 | 
			
		||||
import pp.battleship.message.client.ClientMessage;
 | 
			
		||||
import pp.battleship.message.client.MapMessage;
 | 
			
		||||
import pp.battleship.message.client.ShellAnimationFinishedMessage;
 | 
			
		||||
import pp.battleship.message.client.ShootMessage;
 | 
			
		||||
import pp.battleship.message.server.EffectMessage;
 | 
			
		||||
import pp.battleship.message.server.GameDetails;
 | 
			
		||||
@@ -35,6 +37,7 @@ public class ServerGameLogic implements ClientInterpreter {
 | 
			
		||||
    private final BattleshipConfig config;
 | 
			
		||||
    private final List<Player> players = new ArrayList<>(2);
 | 
			
		||||
    private final Set<Player> readyPlayers = new HashSet<>();
 | 
			
		||||
    private Set<Integer> playersFinishedShellAnimation = new HashSet<>();
 | 
			
		||||
    private final ServerSender serverSender;
 | 
			
		||||
    private Player activePlayer;
 | 
			
		||||
    private ServerState state = ServerState.WAIT;
 | 
			
		||||
@@ -168,11 +171,19 @@ public class ServerGameLogic implements ClientInterpreter {
 | 
			
		||||
     * @param ships  the list of ships placed by the player
 | 
			
		||||
     */
 | 
			
		||||
    void playerReady(Player player, List<Battleship> ships) {
 | 
			
		||||
        // Überprüfe, ob die Karte des Spielers gültig ist
 | 
			
		||||
        if (!player.getMap().isValid2(ships)) {
 | 
			
		||||
            LOGGER.log(Level.ERROR, "Invalid map configuration for player {0}", player); //NON-NLS
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (!readyPlayers.add(player)) {
 | 
			
		||||
            LOGGER.log(Level.ERROR, "{0} was already ready", player); //NON-NLS
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        ships.forEach(player.getMap()::add);
 | 
			
		||||
 | 
			
		||||
        if (readyPlayers.size() == 2) {
 | 
			
		||||
            for (Player p : players)
 | 
			
		||||
                send(p, new StartBattleMessage(p == activePlayer));
 | 
			
		||||
@@ -188,6 +199,11 @@ public class ServerGameLogic implements ClientInterpreter {
 | 
			
		||||
     */
 | 
			
		||||
    void shoot(Player p, IntPoint pos) {
 | 
			
		||||
        if (p != activePlayer) return;
 | 
			
		||||
 | 
			
		||||
        setState(ServerState.SHELL_IN_FLIGHT);
 | 
			
		||||
        // setState(ServerState.BATTLE);
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        final Player otherPlayer = getOpponent(activePlayer);
 | 
			
		||||
        final Battleship selectedShip = otherPlayer.getMap().findShipAt(pos);
 | 
			
		||||
        if (selectedShip == null) {
 | 
			
		||||
@@ -217,4 +233,30 @@ public class ServerGameLogic implements ClientInterpreter {
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the reception of ShellAnimationFinishedMessage.
 | 
			
		||||
     * This method is called when a client signals that its shell animation is complete.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg  the received ShellAnimationFinishedMessage
 | 
			
		||||
     * @param from the ID of the sender client
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void received(ShellAnimationFinishedMessage msg, int from) {
 | 
			
		||||
        // Add the player to the set of players who have finished the animation
 | 
			
		||||
        playersFinishedShellAnimation.add(from);
 | 
			
		||||
 | 
			
		||||
        // Check if both players have finished the shell animation
 | 
			
		||||
        if (playersFinishedShellAnimation.size() == 2) {
 | 
			
		||||
            // Clear the set of players who have finished the animation for the next shot
 | 
			
		||||
            playersFinishedShellAnimation.clear();
 | 
			
		||||
 | 
			
		||||
            // Transition back to the BATTLE state
 | 
			
		||||
            setState(ServerState.BATTLE);
 | 
			
		||||
 | 
			
		||||
            // Log the completion of the shell animation
 | 
			
		||||
            LOGGER.log(Level.INFO, "Both players finished shell animation. Returning to BATTLE state.");
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -29,5 +29,8 @@ enum ServerState {
 | 
			
		||||
    /**
 | 
			
		||||
     * The game has ended because all the ships of one player have been destroyed.
 | 
			
		||||
     */
 | 
			
		||||
    GAME_OVER
 | 
			
		||||
    GAME_OVER,
 | 
			
		||||
 | 
			
		||||
    //Game stays frozen as long as firing animation is running
 | 
			
		||||
    SHELL_IN_FLIGHT
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -10,6 +10,7 @@ package pp.battleship.game.singlemode;
 | 
			
		||||
import pp.battleship.message.client.ClientInterpreter;
 | 
			
		||||
import pp.battleship.message.client.ClientMessage;
 | 
			
		||||
import pp.battleship.message.client.MapMessage;
 | 
			
		||||
import pp.battleship.message.client.ShellAnimationFinishedMessage;
 | 
			
		||||
import pp.battleship.message.client.ShootMessage;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
 | 
			
		||||
@@ -72,4 +73,11 @@ class Copycat implements ClientInterpreter {
 | 
			
		||||
    private static Battleship copy(Battleship ship) {
 | 
			
		||||
        return new Battleship(ship.getLength(), ship.getX(), ship.getY(), ship.getRot());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    public void received(ShellAnimationFinishedMessage shellAnimationFinishedMessage, int from) {
 | 
			
		||||
        // TODO Auto-generated method stub
 | 
			
		||||
        throw new UnsupportedOperationException("Unimplemented method 'received'");
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -25,5 +25,7 @@ public interface ClientInterpreter {
 | 
			
		||||
     * @param msg  the MapMessage to be processed
 | 
			
		||||
     * @param from the connection ID from which the message was received
 | 
			
		||||
     */
 | 
			
		||||
    void received(MapMessage msg, int from);
 | 
			
		||||
    // TODO
 | 
			
		||||
    void received(ShellAnimationFinishedMessage shellAnimationFinishedMessage, int from);
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -0,0 +1,10 @@
 | 
			
		||||
package pp.battleship.message.client;
 | 
			
		||||
 | 
			
		||||
public class ShellAnimationFinishedMessage  extends ClientMessage{
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    public void accept(ClientInterpreter interpreter, int from) {
 | 
			
		||||
        interpreter.received(this, from);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,46 @@
 | 
			
		||||
package pp.battleship.model;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
 | 
			
		||||
public class Shell {
 | 
			
		||||
    private Vector3f startPosition;
 | 
			
		||||
    private Vector3f targetPosition;
 | 
			
		||||
    private Vector3f currentPosition;
 | 
			
		||||
    private float speed;
 | 
			
		||||
    private boolean isAtTarget;
 | 
			
		||||
 | 
			
		||||
    public Shell(Vector3f startPosition, Vector3f targetPosition, float speed) {
 | 
			
		||||
        this.startPosition = startPosition;
 | 
			
		||||
        this.targetPosition = targetPosition;
 | 
			
		||||
        this.currentPosition = new Vector3f(startPosition);
 | 
			
		||||
        this.speed = speed;
 | 
			
		||||
        this.isAtTarget = true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Aktualisiert die Position des Geschosses basierend auf der verstrichenen Zeit
 | 
			
		||||
    public void updatePosition(float deltaTime) {
 | 
			
		||||
        if (!isAtTarget) {
 | 
			
		||||
            // Berechne die Richtung des Geschosses
 | 
			
		||||
            Vector3f direction = targetPosition.subtract(currentPosition).normalize();
 | 
			
		||||
            // Berechne die Bewegung basierend auf der Geschwindigkeit und der verstrichenen Zeit
 | 
			
		||||
            Vector3f movement = direction.mult(speed * deltaTime);
 | 
			
		||||
            currentPosition.addLocal(movement);
 | 
			
		||||
 | 
			
		||||
            // Prüfe, ob das Geschoss das Ziel erreicht hat
 | 
			
		||||
            if (currentPosition.distance(targetPosition) < speed * deltaTime) {
 | 
			
		||||
                currentPosition.set(targetPosition);
 | 
			
		||||
                isAtTarget = true;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Gibt die aktuelle Position des Geschosses zurück
 | 
			
		||||
    public Vector3f getCurrentPosition() {
 | 
			
		||||
        return currentPosition;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Überprüft, ob das Geschoss das Ziel erreicht hat
 | 
			
		||||
    public boolean isAtTarget() {
 | 
			
		||||
        return isAtTarget;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,47 @@
 | 
			
		||||
package pp.battleship.model;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.renderer.RenderManager;
 | 
			
		||||
import com.jme3.renderer.ViewPort;
 | 
			
		||||
import com.jme3.scene.Spatial;
 | 
			
		||||
import com.jme3.scene.control.AbstractControl;
 | 
			
		||||
 | 
			
		||||
public class ShellControl extends AbstractControl {
 | 
			
		||||
 | 
			
		||||
    private Shell shell;   // Das Shell-Objekt, das die Bewegung des Geschosses enthält
 | 
			
		||||
 | 
			
		||||
    public ShellControl(Shell shell) {
 | 
			
		||||
        this.shell = shell;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Die Methode wird in jedem Frame aufgerufen, um die Logik zu aktualisieren
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlUpdate(float deltaTime) {
 | 
			
		||||
        if (shell != null) {
 | 
			
		||||
            // Aktualisiere die Position des Geschosses basierend auf der verstrichenen Zeit
 | 
			
		||||
            shell.updatePosition(deltaTime);
 | 
			
		||||
 | 
			
		||||
            // Setze die neue Position des Geschosses im 3D-Raum
 | 
			
		||||
            spatial.setLocalTranslation(shell.getCurrentPosition());
 | 
			
		||||
 | 
			
		||||
            // Optionale Animation oder Effekte hinzufügen (z.B. Rauch oder Funkenflug)
 | 
			
		||||
            // addParticleEffects();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    // Setze das Shell-Objekt neu, um es während des Spiels zu ändern
 | 
			
		||||
    public void setShell(Shell shell) {
 | 
			
		||||
        this.shell = shell;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Gibt das aktuell verwendete Shell-Objekt zurück
 | 
			
		||||
    public Shell getShell() {
 | 
			
		||||
        return this.shell;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlRender(RenderManager rm, ViewPort vp) {
 | 
			
		||||
        // TODO Auto-generated method stub
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -10,6 +10,7 @@ package pp.battleship.model;
 | 
			
		||||
import pp.battleship.notification.GameEvent;
 | 
			
		||||
import pp.battleship.notification.GameEventBroker;
 | 
			
		||||
import pp.battleship.notification.ItemAddedEvent;
 | 
			
		||||
import pp.battleship.notification.ItemRemovedEvent;
 | 
			
		||||
 | 
			
		||||
import java.util.ArrayList;
 | 
			
		||||
import java.util.Collections;
 | 
			
		||||
@@ -97,7 +98,7 @@ public class ShipMap {
 | 
			
		||||
     */
 | 
			
		||||
    public void remove(Item item) {
 | 
			
		||||
        items.remove(item);
 | 
			
		||||
        notifyListeners(new ItemAddedEvent(item, this));
 | 
			
		||||
        notifyListeners(new ItemRemovedEvent(item, this));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
@@ -184,6 +185,35 @@ public class ShipMap {
 | 
			
		||||
               getShips().filter(s -> s != ship).noneMatch(ship::collidesWith);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    //ich brauche eine zweite isValid Methode, da in der ServerGameLogic eine Liste von Schiffen und
 | 
			
		||||
    //kein einzelnes übergeben wird. Da ich keinen Bock habe, dort eine for Schleife zu bauen, mache ich
 | 
			
		||||
    //das hier.
 | 
			
		||||
    public boolean isValid2(List<Battleship> ships) {
 | 
			
		||||
        // Überprüfe, ob jedes Schiff innerhalb der Spielfeldgrenzen liegt
 | 
			
		||||
        //istWithinBounds kommt 20 Zeilen weiter unten. Minas gab uns schon Code vor, um das ganze zu lösen.
 | 
			
		||||
        for (Battleship ship : ships) {
 | 
			
		||||
            if (!isShipWithinBounds(ship)) {
 | 
			
		||||
                return false;  // Ein Schiff liegt außerhalb der Grenzen
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        // Überprüfe, ob sich keine Schiffe überlappen
 | 
			
		||||
        for (int i = 0; i < ships.size(); i++) {
 | 
			
		||||
            Battleship ship1 = ships.get(i);
 | 
			
		||||
            for (int j = i + 1; j < ships.size(); j++) {
 | 
			
		||||
                Battleship ship2 = ships.get(j);
 | 
			
		||||
                if (ship1.collidesWith(ship2)) {
 | 
			
		||||
                    return false;  // Schiffe überlappen sich
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        return true;  // Alle Schiffe sind korrekt platziert
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private boolean isShipWithinBounds(Battleship ship) {
 | 
			
		||||
        return isValid(ship.getMinX(), ship.getMinY()) &&
 | 
			
		||||
               isValid(ship.getMaxX(), ship.getMaxY());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Finds a battleship at the specified coordinates.
 | 
			
		||||
     *
 | 
			
		||||
 
 | 
			
		||||