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game-logic
...
master
39
.gitignore
vendored
39
.gitignore
vendored
@ -100,45 +100,6 @@ fabric.properties
|
||||
# Editor-based Rest Client
|
||||
.idea/httpRequests
|
||||
|
||||
target/
|
||||
!.mvn/wrapper/maven-wrapper.jar
|
||||
!**/src/main/**/target/
|
||||
!**/src/test/**/target/
|
||||
|
||||
### IntelliJ IDEA ###
|
||||
.idea/modules.xml
|
||||
.idea/jarRepositories.xml
|
||||
.idea/compiler.xml
|
||||
.idea/libraries/
|
||||
client/.idea/
|
||||
*.iws
|
||||
*.iml
|
||||
*.ipr
|
||||
|
||||
### Eclipse ###
|
||||
.apt_generated
|
||||
.classpath
|
||||
.factorypath
|
||||
.project
|
||||
.settings
|
||||
.springBeans
|
||||
.sts4-cache
|
||||
|
||||
### NetBeans ###
|
||||
/nbproject/private/
|
||||
/nbbuild/
|
||||
/dist/
|
||||
/nbdist/
|
||||
/.nb-gradle/
|
||||
build/
|
||||
!**/src/main/**/build/
|
||||
!**/src/test/**/build/
|
||||
|
||||
### VS Code ###
|
||||
.vscode/
|
||||
|
||||
### Mac OS ###
|
||||
.DS_Store
|
||||
# Android studio 3.1+ serialized cache file
|
||||
.idea/caches/build_file_checksums.ser
|
||||
|
||||
|
149
client/pom.xml
149
client/pom.xml
@ -1,149 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project xmlns="http://maven.apache.org/POM/4.0.0"
|
||||
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
|
||||
xsi:schemaLocation="http://maven.apache.org/POM/4.0.0 http://maven.apache.org/xsd/maven-4.0.0.xsd">
|
||||
<modelVersion>4.0.0</modelVersion>
|
||||
|
||||
<groupId>org.example</groupId>
|
||||
<artifactId>client</artifactId>
|
||||
<version>1.0-SNAPSHOT</version>
|
||||
|
||||
<properties>
|
||||
<maven.compiler.source>17</maven.compiler.source>
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||||
<maven.compiler.target>17</maven.compiler.target>
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||||
<project.build.sourceEncoding>UTF-8</project.build.sourceEncoding>
|
||||
<lwjgl.version>3.3.2</lwjgl.version>
|
||||
</properties>
|
||||
|
||||
<profiles>
|
||||
<profile>
|
||||
<id>lwjgl-natives-linux-amd64</id>
|
||||
<activation>
|
||||
<os>
|
||||
<family>unix</family>
|
||||
<arch>amd64</arch>
|
||||
</os>
|
||||
</activation>
|
||||
<properties>
|
||||
<lwjgl.natives>natives-linux</lwjgl.natives>
|
||||
</properties>
|
||||
</profile>
|
||||
<profile>
|
||||
<id>lwjgl-natives-windows-amd64</id>
|
||||
<activation>
|
||||
<os>
|
||||
<family>windows</family>
|
||||
<arch>amd64</arch>
|
||||
</os>
|
||||
</activation>
|
||||
<properties>
|
||||
<lwjgl.natives>natives-windows</lwjgl.natives>
|
||||
</properties>
|
||||
</profile>
|
||||
</profiles>
|
||||
|
||||
<dependencyManagement>
|
||||
<dependencies>
|
||||
<dependency>
|
||||
<groupId>org.lwjgl</groupId>
|
||||
<artifactId>lwjgl-bom</artifactId>
|
||||
<version>${lwjgl.version}</version>
|
||||
<scope>import</scope>
|
||||
<type>pom</type>
|
||||
</dependency>
|
||||
</dependencies>
|
||||
</dependencyManagement>
|
||||
|
||||
<dependencies>
|
||||
<dependency>
|
||||
<groupId>org.lwjgl</groupId>
|
||||
<artifactId>lwjgl</artifactId>
|
||||
</dependency>
|
||||
<dependency>
|
||||
<groupId>org.lwjgl</groupId>
|
||||
<artifactId>lwjgl-assimp</artifactId>
|
||||
</dependency>
|
||||
<dependency>
|
||||
<groupId>org.lwjgl</groupId>
|
||||
<artifactId>lwjgl-bgfx</artifactId>
|
||||
</dependency>
|
||||
<dependency>
|
||||
<groupId>org.lwjgl</groupId>
|
||||
<artifactId>lwjgl-glfw</artifactId>
|
||||
</dependency>
|
||||
<dependency>
|
||||
<groupId>org.lwjgl</groupId>
|
||||
<artifactId>lwjgl-nanovg</artifactId>
|
||||
</dependency>
|
||||
<dependency>
|
||||
<groupId>org.lwjgl</groupId>
|
||||
<artifactId>lwjgl-nuklear</artifactId>
|
||||
</dependency>
|
||||
<dependency>
|
||||
<groupId>org.lwjgl</groupId>
|
||||
<artifactId>lwjgl-openal</artifactId>
|
||||
</dependency>
|
||||
<dependency>
|
||||
<groupId>org.lwjgl</groupId>
|
||||
<artifactId>lwjgl-opengl</artifactId>
|
||||
</dependency>
|
||||
<dependency>
|
||||
<groupId>org.lwjgl</groupId>
|
||||
<artifactId>lwjgl-par</artifactId>
|
||||
</dependency>
|
||||
<dependency>
|
||||
<groupId>org.lwjgl</groupId>
|
||||
<artifactId>lwjgl-stb</artifactId>
|
||||
</dependency>
|
||||
<dependency>
|
||||
<groupId>org.lwjgl</groupId>
|
||||
<artifactId>lwjgl</artifactId>
|
||||
<classifier>${lwjgl.natives}</classifier>
|
||||
</dependency>
|
||||
<dependency>
|
||||
<groupId>org.lwjgl</groupId>
|
||||
<artifactId>lwjgl-assimp</artifactId>
|
||||
<classifier>${lwjgl.natives}</classifier>
|
||||
</dependency>
|
||||
<dependency>
|
||||
<groupId>org.lwjgl</groupId>
|
||||
<artifactId>lwjgl-bgfx</artifactId>
|
||||
<classifier>${lwjgl.natives}</classifier>
|
||||
</dependency>
|
||||
<dependency>
|
||||
<groupId>org.lwjgl</groupId>
|
||||
<artifactId>lwjgl-glfw</artifactId>
|
||||
<classifier>${lwjgl.natives}</classifier>
|
||||
</dependency>
|
||||
<dependency>
|
||||
<groupId>org.lwjgl</groupId>
|
||||
<artifactId>lwjgl-nanovg</artifactId>
|
||||
<classifier>${lwjgl.natives}</classifier>
|
||||
</dependency>
|
||||
<dependency>
|
||||
<groupId>org.lwjgl</groupId>
|
||||
<artifactId>lwjgl-nuklear</artifactId>
|
||||
<classifier>${lwjgl.natives}</classifier>
|
||||
</dependency>
|
||||
<dependency>
|
||||
<groupId>org.lwjgl</groupId>
|
||||
<artifactId>lwjgl-openal</artifactId>
|
||||
<classifier>${lwjgl.natives}</classifier>
|
||||
</dependency>
|
||||
<dependency>
|
||||
<groupId>org.lwjgl</groupId>
|
||||
<artifactId>lwjgl-opengl</artifactId>
|
||||
<classifier>${lwjgl.natives}</classifier>
|
||||
</dependency>
|
||||
<dependency>
|
||||
<groupId>org.lwjgl</groupId>
|
||||
<artifactId>lwjgl-par</artifactId>
|
||||
<classifier>${lwjgl.natives}</classifier>
|
||||
</dependency>
|
||||
<dependency>
|
||||
<groupId>org.lwjgl</groupId>
|
||||
<artifactId>lwjgl-stb</artifactId>
|
||||
<classifier>${lwjgl.natives}</classifier>
|
||||
</dependency>
|
||||
</dependencies>
|
||||
</project>
|
@ -1,15 +0,0 @@
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||||
package core;
|
||||
|
||||
import core.engine.Engine;
|
||||
|
||||
|
||||
public class Main {
|
||||
|
||||
private static final Engine gameEngine = new Engine();
|
||||
|
||||
|
||||
public static void main(String[] args) {
|
||||
|
||||
}
|
||||
|
||||
}
|
@ -1,135 +0,0 @@
|
||||
package core.engine;
|
||||
|
||||
import core.engine.model.RawModel;
|
||||
import core.engine.shader.StaticShader;
|
||||
import org.lwjgl.Version;
|
||||
import org.lwjgl.glfw.GLFWErrorCallback;
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||||
import org.lwjgl.glfw.GLFWVidMode;
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||||
import org.lwjgl.opengl.GL;
|
||||
import org.lwjgl.system.MemoryStack;
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||||
|
||||
import java.nio.IntBuffer;
|
||||
|
||||
import static org.lwjgl.glfw.Callbacks.glfwFreeCallbacks;
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||||
import static org.lwjgl.glfw.GLFW.*;
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||||
import static org.lwjgl.glfw.GLFW.glfwSwapBuffers;
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||||
import static org.lwjgl.opengl.GL11.glClearColor;
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||||
import static org.lwjgl.opengl.GL11C.*;
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||||
import static org.lwjgl.system.MemoryStack.stackPush;
|
||||
import static org.lwjgl.system.MemoryUtil.NULL;
|
||||
|
||||
public class Engine {
|
||||
|
||||
private long window;
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||||
private final Loader loader = new Loader();
|
||||
private final Renderer renderer = new Renderer();
|
||||
|
||||
public Engine() {
|
||||
|
||||
System.out.println("Hello LWJGL " + Version.getVersion() + "!");
|
||||
|
||||
init();
|
||||
loop();
|
||||
|
||||
// Free the window callbacks and destroy the window
|
||||
glfwFreeCallbacks(window);
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||||
glfwDestroyWindow(window);
|
||||
|
||||
// Terminate GLFW and free the error callback
|
||||
glfwTerminate();
|
||||
glfwSetErrorCallback(null).free();
|
||||
}
|
||||
|
||||
private void init() {
|
||||
// Setup an error callback. The default implementation
|
||||
// will print the error message in System.err.
|
||||
GLFWErrorCallback.createPrint(System.err).set();
|
||||
|
||||
// Initialize GLFW. Most GLFW functions will not work before doing this.
|
||||
if ( !glfwInit() )
|
||||
throw new IllegalStateException("Unable to initialize GLFW");
|
||||
|
||||
// Configure GLFW
|
||||
glfwDefaultWindowHints(); // optional, the current window hints are already the default
|
||||
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // the window will stay hidden after creation
|
||||
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // the window will be resizable
|
||||
|
||||
// Create the window
|
||||
window = glfwCreateWindow(300, 300, "Hello World!", NULL, NULL);
|
||||
if ( window == NULL )
|
||||
throw new RuntimeException("Failed to create the GLFW window");
|
||||
|
||||
// Setup a key callback. It will be called every time a key is pressed, repeated or released.
|
||||
glfwSetKeyCallback(window, (window, key, scancode, action, mods) -> {
|
||||
if ( key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE )
|
||||
glfwSetWindowShouldClose(window, true); // We will detect this in the rendering loop
|
||||
});
|
||||
|
||||
// Get the thread stack and push a new frame
|
||||
try ( MemoryStack stack = stackPush() ) {
|
||||
IntBuffer pWidth = stack.mallocInt(1); // int*
|
||||
IntBuffer pHeight = stack.mallocInt(1); // int*
|
||||
|
||||
// Get the window size passed to glfwCreateWindow
|
||||
glfwGetWindowSize(window, pWidth, pHeight);
|
||||
|
||||
// Get the resolution of the primary monitor
|
||||
GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
|
||||
|
||||
// Center the window
|
||||
glfwSetWindowPos(
|
||||
window,
|
||||
(vidmode.width() - pWidth.get(0)) / 2,
|
||||
(vidmode.height() - pHeight.get(0)) / 2
|
||||
);
|
||||
} // the stack frame is popped automatically
|
||||
|
||||
// Make the OpenGL context current
|
||||
glfwMakeContextCurrent(window);
|
||||
// Enable v-sync
|
||||
glfwSwapInterval(1);
|
||||
|
||||
// Make the window visible
|
||||
glfwShowWindow(window);
|
||||
}
|
||||
|
||||
private void loop() {
|
||||
// This line is critical for LWJGL's interoperation with GLFW's
|
||||
// OpenGL context, or any context that is managed externally.
|
||||
// LWJGL detects the context that is current in the current thread,
|
||||
// creates the GLCapabilities instance and makes the OpenGL
|
||||
// bindings available for use.
|
||||
GL.createCapabilities();
|
||||
|
||||
// Set the clear color
|
||||
glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
|
||||
StaticShader shader = new StaticShader();
|
||||
float[] vertices = {
|
||||
-0.5f, 0.5f, 0f,
|
||||
-0.5f, -0.5f, 0f,
|
||||
0.5f, -0.5f, 0f,
|
||||
0.5f, 0.5f, 0f,
|
||||
};
|
||||
int[] indices = {
|
||||
0,1,3,
|
||||
3,1,2
|
||||
};
|
||||
RawModel model = loader.loadToVAO(vertices, indices);
|
||||
// Run the rendering loop until the user has attempted to close
|
||||
// the window or has pressed the ESCAPE key.
|
||||
while ( !glfwWindowShouldClose(window) ) {
|
||||
renderer.prepare();
|
||||
shader.start();
|
||||
renderer.render(model);
|
||||
shader.stop();
|
||||
glfwSwapBuffers(window); // swap the color buffers
|
||||
|
||||
// Poll for window events. The key callback above will only be
|
||||
// invoked during this call.
|
||||
glfwPollEvents();
|
||||
}
|
||||
shader.cleanUp();
|
||||
loader.cleanUp();
|
||||
}
|
||||
|
||||
}
|
@ -1,84 +0,0 @@
|
||||
package core.engine;
|
||||
|
||||
import core.engine.model.RawModel;
|
||||
import org.lwjgl.BufferUtils;
|
||||
import org.lwjgl.opengl.GL11;
|
||||
import org.lwjgl.opengl.GL15;
|
||||
import org.lwjgl.opengl.GL20;
|
||||
import org.lwjgl.opengl.GL30;
|
||||
|
||||
import java.nio.FloatBuffer;
|
||||
import java.nio.IntBuffer;
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
|
||||
public class Loader {
|
||||
|
||||
private List<Integer> vaos = new ArrayList<>();
|
||||
private List<Integer> vbos = new ArrayList<>();
|
||||
|
||||
public RawModel loadToVAO(float[] positions, int[] indices) {
|
||||
int vaoID = createVAO();
|
||||
bindIndicesBuffer(indices);
|
||||
storeDataInAttributeList(0, positions);
|
||||
|
||||
unbindVAO();
|
||||
return new RawModel(vaoID, indices.length);
|
||||
}
|
||||
|
||||
private int createVAO() {
|
||||
int vao = GL30.glGenVertexArrays();
|
||||
vaos.add(vao);
|
||||
GL30.glBindVertexArray(vao);
|
||||
return vao;
|
||||
}
|
||||
|
||||
private void storeDataInAttributeList(int attributeNumber, float[] data) {
|
||||
int vboID = GL15.glGenBuffers();
|
||||
vbos.add(vboID);
|
||||
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID);
|
||||
FloatBuffer floatBuffer = storeInFloatBuffer(data);
|
||||
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, floatBuffer, GL15.GL_STATIC_DRAW);
|
||||
GL20.glVertexAttribPointer(attributeNumber, 3, GL11.GL_FLOAT, false, 0,0);
|
||||
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
private void unbindVAO() {
|
||||
GL30.glBindVertexArray(0);
|
||||
}
|
||||
|
||||
private void bindIndicesBuffer(int[] indices) {
|
||||
int vboID = GL15.glGenBuffers();
|
||||
vbos.add(vboID);
|
||||
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboID);
|
||||
IntBuffer buffer = storeInIntBuffer(indices);
|
||||
GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indices, GL15.GL_STATIC_DRAW);
|
||||
}
|
||||
|
||||
private IntBuffer storeInIntBuffer(int[] data) {
|
||||
IntBuffer intBuffer = BufferUtils.createIntBuffer(data.length);
|
||||
intBuffer.put(data);
|
||||
//Buffer is until know expected to be written to. Flip it, so it can be read
|
||||
intBuffer.flip();
|
||||
return intBuffer;
|
||||
}
|
||||
|
||||
private FloatBuffer storeInFloatBuffer(float[] data) {
|
||||
FloatBuffer floatBuffer = BufferUtils.createFloatBuffer(data.length);
|
||||
floatBuffer.put(data);
|
||||
//Buffer is until know expected to be written to. Flip it, so it can be read
|
||||
floatBuffer.flip();
|
||||
return floatBuffer;
|
||||
}
|
||||
|
||||
|
||||
public void cleanUp() {
|
||||
for(int vao: vaos) {
|
||||
GL30.glDeleteVertexArrays(vao);
|
||||
}
|
||||
|
||||
for(int vbo: vbos) {
|
||||
GL15.glDeleteBuffers(vbo);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,24 +0,0 @@
|
||||
package core.engine;
|
||||
|
||||
import core.engine.model.RawModel;
|
||||
import org.lwjgl.opengl.GL11;
|
||||
import org.lwjgl.opengl.GL20;
|
||||
import org.lwjgl.opengl.GL30;
|
||||
|
||||
import static org.lwjgl.opengl.GL11C.*;
|
||||
|
||||
public class Renderer {
|
||||
|
||||
public void prepare() {
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
|
||||
GL11.glClearColor(1,0,0,1);
|
||||
}
|
||||
|
||||
public void render(RawModel rawModel) {
|
||||
GL30.glBindVertexArray(rawModel.getVaoID());
|
||||
GL20.glEnableVertexAttribArray(0);
|
||||
GL11.glDrawElements(GL11.GL_TRIANGLES, rawModel.getVertexCount(), GL11.GL_UNSIGNED_INT, 0);
|
||||
GL20.glDisableVertexAttribArray(0);
|
||||
GL30.glBindVertexArray(0);
|
||||
}
|
||||
}
|
@ -1,20 +0,0 @@
|
||||
package core.engine.model;
|
||||
|
||||
public class RawModel {
|
||||
|
||||
private final int vaoID;
|
||||
private final int vertexCount;
|
||||
|
||||
public RawModel(int vaoID, int vertexCount) {
|
||||
this.vaoID = vaoID;
|
||||
this.vertexCount = vertexCount;
|
||||
}
|
||||
|
||||
public int getVaoID() {
|
||||
return vaoID;
|
||||
}
|
||||
|
||||
public int getVertexCount() {
|
||||
return vertexCount;
|
||||
}
|
||||
}
|
@ -1,77 +0,0 @@
|
||||
package core.engine.shader;
|
||||
|
||||
import org.lwjgl.opengl.GL11;
|
||||
import org.lwjgl.opengl.GL20;
|
||||
|
||||
import java.io.BufferedReader;
|
||||
import java.io.FileNotFoundException;
|
||||
import java.io.FileReader;
|
||||
import java.io.IOException;
|
||||
|
||||
public abstract class ShaderProgram {
|
||||
|
||||
private int programID;
|
||||
private int vertexShaderID;
|
||||
private int fragmentShaderID;
|
||||
|
||||
public ShaderProgram(String vertexFile, String fragmentFile) {
|
||||
vertexShaderID = loadShader(vertexFile, GL20.GL_VERTEX_SHADER);
|
||||
fragmentShaderID = loadShader(fragmentFile, GL20.GL_FRAGMENT_SHADER);
|
||||
programID = GL20.glCreateProgram();
|
||||
GL20.glAttachShader(programID, vertexShaderID);
|
||||
GL20.glAttachShader(programID, fragmentShaderID);
|
||||
GL20.glLinkProgram(programID);
|
||||
GL20.glValidateProgram(programID);
|
||||
bindAttributes();
|
||||
}
|
||||
|
||||
public void start() {
|
||||
GL20.glUseProgram(programID);
|
||||
}
|
||||
|
||||
public void stop() {
|
||||
GL20.glUseProgram(0);
|
||||
}
|
||||
|
||||
public void cleanUp() {
|
||||
stop();
|
||||
GL20.glDetachShader(programID, vertexShaderID);
|
||||
GL20.glDetachShader(programID, fragmentShaderID);
|
||||
GL20.glDeleteShader(vertexShaderID);
|
||||
GL20.glDeleteShader(fragmentShaderID);
|
||||
GL20.glDeleteProgram(programID);
|
||||
}
|
||||
|
||||
protected abstract void bindAttributes();
|
||||
|
||||
protected void bindAttribute(int attribute, String variableName) {
|
||||
GL20.glBindAttribLocation(programID, attribute, variableName);
|
||||
}
|
||||
|
||||
private static int loadShader(String file, int type) {
|
||||
StringBuilder shadersource = new StringBuilder();
|
||||
try {
|
||||
BufferedReader bufferedReader = new BufferedReader(new FileReader(file));
|
||||
String line;
|
||||
while((line = bufferedReader.readLine()) != null) {
|
||||
shadersource.append(line).append(System.lineSeparator());
|
||||
}
|
||||
bufferedReader.close();
|
||||
} catch (IOException e) {
|
||||
System.err.println("Could not read file!");
|
||||
e.printStackTrace();
|
||||
System.exit(-1);
|
||||
}
|
||||
|
||||
int shaderID = GL20.glCreateShader(type);
|
||||
GL20.glShaderSource(shaderID, shadersource);
|
||||
GL20.glCompileShader(shaderID);
|
||||
|
||||
if(GL20.glGetShaderi(shaderID, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) {
|
||||
System.out.println(GL20.glGetShaderInfoLog(shaderID));
|
||||
System.err.println("Could not compile Shader");
|
||||
System.exit(-1);
|
||||
}
|
||||
return shaderID;
|
||||
}
|
||||
}
|
@ -1,15 +0,0 @@
|
||||
package core.engine.shader;
|
||||
|
||||
public class StaticShader extends ShaderProgram{
|
||||
|
||||
private static final String VERTEX_FILE = "src/main/java/core/engine/shader/vertexShader.glsl";
|
||||
private static final String FRAGMENT_FILE = "src/main/java/core/engine/shader/fragmentShader.glsl";
|
||||
public StaticShader() {
|
||||
super(VERTEX_FILE, FRAGMENT_FILE);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void bindAttributes() {
|
||||
super.bindAttribute(0, "position");
|
||||
}
|
||||
}
|
@ -1,9 +0,0 @@
|
||||
#version 400 core
|
||||
|
||||
in vec3 color;
|
||||
|
||||
out vec4 out_Color;
|
||||
|
||||
void main(void) {
|
||||
out_Color = vec4(color, 1.0);
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
#version 400 core
|
||||
|
||||
in vec3 position;
|
||||
|
||||
out vec3 color;
|
||||
|
||||
void main(void) {
|
||||
gl_Position = vec4(position, 1.0);
|
||||
color = vec3(position.x+0.5, 1.0, position.y+0.5);
|
||||
|
||||
}
|
@ -1,37 +0,0 @@
|
||||
package manager.attackinformations;
|
||||
|
||||
/**
|
||||
* AttackInformations is just for the Informations of which field threw which
|
||||
* Number with the current Dice, if the Attack was succesfull or not and
|
||||
* if the Attack was allowed.
|
||||
* **/
|
||||
|
||||
public class AttackInformations{
|
||||
private int attack_field_dice;
|
||||
private int defense_field_dice;
|
||||
private boolean attack_success;
|
||||
private boolean attack_allowed;
|
||||
|
||||
public AttackInformations(int input_att_field, int input_def_field,boolean input_attack_allowed){
|
||||
attack_field_dice = input_att_field;
|
||||
defense_field_dice = input_def_field;
|
||||
attack_success = (input_att_field >= input_def_field);
|
||||
attack_allowed = input_attack_allowed;
|
||||
}
|
||||
|
||||
public int get_attack_field_dice(){
|
||||
return attack_field_dice;
|
||||
}
|
||||
|
||||
public int get_defense_field_dice(){
|
||||
return defense_field_dice;
|
||||
}
|
||||
|
||||
public boolean get_attack_success(){
|
||||
return attack_success;
|
||||
}
|
||||
|
||||
public boolean get_attack_allowed(){
|
||||
return attack_allowed;
|
||||
}
|
||||
}
|
@ -1,46 +0,0 @@
|
||||
package manager.field;
|
||||
|
||||
import java.util.ArrayList;
|
||||
|
||||
/**
|
||||
* Each Field has a number of dices on it, neighbours which they can attack
|
||||
* and a owner who can be changed while the Game.
|
||||
* The Neighbours can be set at the beginning of the game, so the class field
|
||||
* must have an option to add a neighbour as a field.
|
||||
* **/
|
||||
|
||||
public class Field {
|
||||
private int dice_number;
|
||||
private ArrayList<Field> neighbours;
|
||||
private Player owner;
|
||||
|
||||
public Field(int input_dice_number, Player input_owner){
|
||||
neighbours = new ArrayList<Field>();
|
||||
dice_number = input_dice_number;
|
||||
owner = input_owner;
|
||||
}
|
||||
|
||||
public ArrayList<Field> get_neighbours(){
|
||||
return neighbours;
|
||||
}
|
||||
|
||||
public void add_neighbour(Field input){
|
||||
neighbours.add(input);
|
||||
}
|
||||
|
||||
public int get_dice_number(){
|
||||
return dice_number;
|
||||
}
|
||||
|
||||
public void set_dice_number(int number){
|
||||
dice_number = number;
|
||||
}
|
||||
|
||||
public Player get_owner(){
|
||||
return owner;
|
||||
}
|
||||
|
||||
public void set_owner(Player input){
|
||||
owner = input;
|
||||
}
|
||||
}
|
@ -1,23 +0,0 @@
|
||||
package manager.field;
|
||||
|
||||
public class Player{
|
||||
private String name;
|
||||
private int playerid;
|
||||
|
||||
public Player(String input_name, int input_id){
|
||||
name = input_name;
|
||||
playerid = input_id;
|
||||
}
|
||||
|
||||
public void set_name(String input_name){
|
||||
name = input_name;
|
||||
}
|
||||
|
||||
public String get_name(){
|
||||
return name;
|
||||
}
|
||||
|
||||
public int get_playerid(){
|
||||
return playerid;
|
||||
}
|
||||
}
|
@ -1,108 +0,0 @@
|
||||
package manager;
|
||||
|
||||
import manager.attackinformations.AttackInformations;
|
||||
import manager.field.Field;
|
||||
import manager.field.Player;
|
||||
import java.util.ArrayList;
|
||||
import java.util.Random;
|
||||
|
||||
public class GameManager {
|
||||
private ArrayList<Field> fields;
|
||||
private ArrayList<Player> players;
|
||||
private Random rand_num_gen;
|
||||
|
||||
public GameManager(){
|
||||
fields = new ArrayList<Field>();
|
||||
players = new ArrayList<Player>();
|
||||
rand_num_gen = new Random();
|
||||
}
|
||||
|
||||
public ArrayList<Player> get_players(){
|
||||
return players;
|
||||
}
|
||||
|
||||
public void add_player(String input){
|
||||
if(players.size() < 8){
|
||||
Player pl = new Player(input,players.size());
|
||||
players.add(pl);
|
||||
}
|
||||
}
|
||||
|
||||
public AttackInformations attack_field(Field att_field, Field def_field){
|
||||
// In the following in Lines we check if the attack is allowed or not
|
||||
// For this we have to check, that the field exist in our ArrayList
|
||||
// Fields and that they are Neighbours.
|
||||
|
||||
boolean attack_allowed= false;
|
||||
boolean att_field_allowed = false;
|
||||
boolean def_field_allowed = false;
|
||||
|
||||
for(Field field:fields){
|
||||
if(field == att_field){
|
||||
att_field_allowed = true;
|
||||
}
|
||||
if(field == def_field){
|
||||
def_field_allowed = true;
|
||||
}
|
||||
}
|
||||
|
||||
if(att_field.get_dice_number()<= 1){
|
||||
att_field_allowed = false;
|
||||
}
|
||||
|
||||
for(Field neigh:att_field.get_neighbours()){
|
||||
if(neigh == def_field){
|
||||
attack_allowed = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
attack_allowed = att_field_allowed && def_field_allowed && attack_allowed && (att_field.get_owner() != def_field.get_owner());
|
||||
|
||||
AttackInformations infor;
|
||||
|
||||
if(attack_allowed){
|
||||
// Now we know, that the Attack is allowed.
|
||||
// Now we simulate the threw of the Dices.
|
||||
|
||||
int att_field_sum = 0;
|
||||
int def_field_sum = 0;
|
||||
|
||||
// The sum of all dice-threws of the attacking Field get counted here:
|
||||
for(int i = 0; i < att_field.get_dice_number();i++){
|
||||
att_field_sum += 1 + rand_num_gen.nextInt(6);
|
||||
}
|
||||
|
||||
// Analof the of all dice-threws of the defending Field get counted here:
|
||||
for(int i = 0; i < def_field.get_dice_number();i++){
|
||||
def_field_sum += 1 + rand_num_gen.nextInt(6);
|
||||
}
|
||||
|
||||
// We save the Attackinformations here, so they can be given out at the end:
|
||||
infor = new AttackInformations(att_field_sum, def_field_sum,true);
|
||||
|
||||
// We update the Status of the different Fields in this part:
|
||||
if(infor.get_attack_success()){
|
||||
def_field.set_dice_number(java.lang.Math.max(att_field.get_dice_number()-1,1));
|
||||
|
||||
def_field.set_owner(att_field.get_owner());
|
||||
}
|
||||
else{
|
||||
att_field.set_dice_number(1);
|
||||
}
|
||||
}
|
||||
else{
|
||||
infor = new AttackInformations(-1,-1,false);
|
||||
}
|
||||
|
||||
return infor;
|
||||
}
|
||||
|
||||
public ArrayList<Field> get_fields(){
|
||||
return fields;
|
||||
}
|
||||
|
||||
public void new_game(ArrayList<Field> inp){
|
||||
fields = inp;
|
||||
}
|
||||
}
|
@ -1,49 +0,0 @@
|
||||
package manager;
|
||||
|
||||
import manager.GameManager;
|
||||
import manager.field.Field;
|
||||
import manager.field.Player;
|
||||
import java.util.ArrayList;
|
||||
|
||||
public class Test {
|
||||
public static void main(String[] args){
|
||||
GameManager gm = new GameManager();
|
||||
|
||||
// Test to add Players to the Gamemanager and print them:
|
||||
gm.add_player("Sebastian");
|
||||
gm.add_player("Lars");
|
||||
gm.add_player("Nils");
|
||||
gm.add_player("Felix");
|
||||
for(Player current:gm.get_players()){
|
||||
System.out.println(current.get_name());
|
||||
}
|
||||
|
||||
// Test to add a Field-List to the Gamemanager:
|
||||
ArrayList<Field> fields = new ArrayList<Field>();
|
||||
Field f1 = new Field(4,gm.get_players().get(0));
|
||||
Field f2 = new Field(3,gm.get_players().get(1));
|
||||
Field f3 = new Field(5,gm.get_players().get(2));
|
||||
f1.add_neighbour(f2);
|
||||
f2.add_neighbour(f1);
|
||||
fields.add(f1);
|
||||
fields.add(f2);
|
||||
fields.add(f3);
|
||||
gm.new_game(fields);
|
||||
|
||||
// Test to attack a neighboured fields:
|
||||
System.out.println("\n The Owner of the First Field is:");
|
||||
System.out.println(gm.get_fields().get(0).get_owner().get_name());
|
||||
System.out.println("The Number of Dices of the First Field is:");
|
||||
System.out.println(gm.get_fields().get(0).get_dice_number());
|
||||
System.out.println("\n");
|
||||
gm.attack_field(gm.get_fields().get(1),gm.get_fields().get(0));
|
||||
|
||||
System.out.println("\n Attack Field 1 with Field 2: \n");
|
||||
|
||||
System.out.println("\n The Owner of the First Field is:");
|
||||
System.out.println(gm.get_fields().get(0).get_owner().get_name());
|
||||
System.out.println("The Number of Dices of the First Field is:");
|
||||
System.out.println(gm.get_fields().get(0).get_dice_number());
|
||||
System.out.println("\n");
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user