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No commits in common. "d8804d536920a5c01ec3da518d2910ac3a075872" and "37a984772cb150938f8506a5e73ff875561b539c" have entirely different histories.
d8804d5369
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37a984772c
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@ -21,7 +21,7 @@ public class Board {
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for (int i = 0; i < this.ships.size(); i++) {
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HitResponseType type = this.ships.get(i).shootOnShip(point);
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if ( type == HitResponseType.SUNK) {
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for (int ii = 0; ii < this.ships.size(); ii++) {
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for (int ii = 0; i < this.ships.size(); ii++) {
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if (!this.ships.get(ii).isSunk()) {
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response.setType(type);
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this.addHits(response);
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@ -17,7 +17,6 @@ public class BoardDisplay extends JPanel {
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private Player player;
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private boolean horizontal = false;
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private List<ShipButton> shipButtonList;
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private boolean enemyBoard;
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private Point mousePosition;
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public void addShipButton(ShipButton button) {
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@ -35,14 +34,13 @@ public class BoardDisplay extends JPanel {
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* @param gridSize
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* @param player
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*/
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public BoardDisplay(int gridSize, Player player, boolean enemyBoard) {
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public BoardDisplay(int gridSize, Player player) {
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super(new GridLayout(gridSize + 1, gridSize + 1)); // +1 wegen extra Zeile/Spalte
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this.fields = new JButton[gridSize][gridSize];
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//this.ships = new ArrayList<>();
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this.shipButtonList = new ArrayList<>();
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this.player = player;
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this.gridSize = gridSize;
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this.enemyBoard = enemyBoard;
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System.out.println("Name in Boarddisplay: " + player.getName());//Testausgabe
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// Erstellung von Spielfeld
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for (int i = 0; i <= gridSize; i++) {
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@ -149,12 +147,7 @@ public class BoardDisplay extends JPanel {
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* @param o Die Koordinaten des Klicks.
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*/
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private void handleFieldClick(Point o) {
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System.out.println("CLICK " + o);
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if (!this.enemyBoard && !this.player.isGameRunning() && !this.player.isReady()) {
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this.currentShip.setPosition(o, horizontal, player.getBoard().getShips(),this.gridSize);
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}
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if (this.enemyBoard && this.player.isGameRunning() && this.player.enemy.myTurn) {
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this.player.enemy.shoot(o);
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if (!this.currentShip.setPosition(o, horizontal, player.getBoard().getShips(),this.gridSize)) {
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}
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paintFields();
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//if(this.currentShip.isPlaced()){
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@ -182,20 +175,6 @@ public class BoardDisplay extends JPanel {
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if(fields[i][j] == null) {
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continue;
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}
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if (this.enemyBoard) {
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// enemy board only accessible if game is running AND it's "enemy's" so local player's turn
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if (!this.player.isGameRunning() || !this.player.enemy.myTurn) {
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fields[i][j].setEnabled(false);
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} else {
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fields[i][j].setEnabled(true);
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}
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} else {
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if (this.player.isGameRunning() || this.player.isReady()) {
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fields[i][j].setEnabled(false);
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} else {
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fields[i][j].setEnabled(true);
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}
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}
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fields[i][j].setBackground(Color.BLUE);
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for(Point p : test) {
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if(i==p.getX() && j==p.getY() && currentShip.checkValidPlacement(mousePosition,horizontal,player.getBoard().getShips(),gridSize)) {
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@ -210,19 +189,6 @@ public class BoardDisplay extends JPanel {
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break;
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}
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}
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HitResponse hit = this.player.getBoard().getHitResponsOnPoint(new Point(i, j));
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if (hit != null) {
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switch (hit.getType()) {
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case HIT:
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case SUNK:
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case VICTORY:
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fields[i][j].setBackground(Color.ORANGE);
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break;
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case MISS:
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fields[i][j].setBackground(Color.CYAN);
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break;
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}
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}
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}
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}
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for( ShipButton shipButton: shipButtonList) {
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@ -122,8 +122,8 @@ public class GameBoard extends JPanel {
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// Spielfelder erstellen (eigenes und gegnerisches)
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// Spielfelder werden in BoardDisplay erstellt
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int gridSize = GameController.semesterToBoardSize(semesterCounter); // Größe des Spielfelds
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this.ownBoardPanel = new BoardDisplay(gridSize,p1, false);
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this.opponentBoardPanel = new BoardDisplay(gridSize, p2, true);
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this.ownBoardPanel = new BoardDisplay(gridSize,p1);
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this.opponentBoardPanel = new BoardDisplay(gridSize, p2);
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// Panel für das Kontext-Text-Feld
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JPanel headerPanel = new JPanel();
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@ -24,7 +24,6 @@ public class LocalPlayer extends Player {
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case MISS -> this.myTurn = true;
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case VICTORY -> System.out.println("Game Over"); //TODO Was halt bei victory passiert ist hier wurder verloheren
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}
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GameController.getMainFrame().refreshGameBoard();
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}
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@Override
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@ -35,7 +34,6 @@ public class LocalPlayer extends Player {
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case MISS -> this.myTurn = false;
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case VICTORY -> System.out.println("Win"); // TODO was halt beim victory passier ist hier wurde gewonnen
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}
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GameController.getMainFrame().refreshGameBoard();
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}
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@Override
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@ -1,10 +1,8 @@
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import javax.swing.*;
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import java.awt.*;
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//TODO Generell ready und reset weg nachdem ready gedrückt
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// Aufgeben button hinzufügen (anstadt backbutton) (funktion existiert noch noch nicht)
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// win/lose screen (aufruffunktion für backend)
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//
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//TODO Generell button ausblenden anpassen
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/**
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* Der MainFrame dient als Hub und Übergreifendes Fenster auf dem alle weiteren Panel angezeigt werden.
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* Dadurch werden keine weiteren Fenster geöffnet.
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@ -6,7 +6,6 @@ public abstract class Player {
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protected String name;
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protected Board board;
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protected Boolean myCoin;
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protected boolean gameRunning;
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protected boolean sentCoin;
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@ -17,7 +16,6 @@ public abstract class Player {
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this.hasReceivedCoin = false;
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this.sentCoin = false;
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this.myTurn = false;
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this.gameRunning = false;
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}
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public void createBoard(int size) {
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@ -64,17 +62,8 @@ public abstract class Player {
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if (this.myTurn) {
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this.beginTurn();
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}
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this.gameRunning = true;
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GameController.getMainFrame().refreshGameBoard();
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}
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public abstract void receiveCoin(boolean coin);
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public boolean isGameRunning() {
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return this.gameRunning;
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}
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public boolean isReady() {
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return this.sentCoin;
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}
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}
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