Bells only start during the day, also ghosts now make noises as originally intended

This commit is contained in:
Jonas 2022-05-16 12:36:48 +02:00
parent 977f126073
commit 7a81987316
11 changed files with 88 additions and 6 deletions

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@ -363,3 +363,6 @@ Habe Highscore und Players in Lobbies auf die einfachst mögliche Art mit Textfl
- Seraina: Animation von in-game-Hintergrund, GUI
- Jonas: Sound design
- Alex: Vorbereitung für Programmierung von unit tests mit Mockito
16.5.2022 - Jonas
Have been working on implementing all sound effects over the last couple of days

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@ -1,6 +1,8 @@
package ch.unibas.dmi.dbis.cs108.gamelogic;
import ch.unibas.dmi.dbis.cs108.multiplayer.helpers.Protocol;
/**
* Handles all communication Client to Server concerning gamestate updates i.e. client a has voted
* Maybe unnecessary, everything that is needed might already be implemented in ClientHandler.
@ -16,7 +18,7 @@ public class ClientGameInfoHandler {
//relevant for game logic:
public static final String ghostVoteRequest = "Vote on who to ghostify!";
public static final String humanVoteRequest = "Vote for a ghost to kick off!";
public static final String noiseNotification = "Someone passed by you ";
public static final String noiseNotification = Protocol.noiseNotificationProtocol;
public static final String gameOverHumansWin = "Game over, humans win!";
public static final String gameOverGhostsWin = "Game over, ghosts win!";

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@ -120,6 +120,8 @@ public class ServerGameInfoHandler {
case ClientGameInfoHandler.noiseNotification + 3 + " time(s)":
case ClientGameInfoHandler.noiseNotification + 4 + " time(s)":
case ClientGameInfoHandler.noiseNotification + 5 + " time(s)":
case ClientGameInfoHandler.noiseNotification:
//todo: jonas: handle bell behaviour correctly.
String outMsg = npc.getName() + ": " + noiseRandomizer();
//TODO: add likelyhood
if(!npc.getKickedOff()) {
@ -148,6 +150,8 @@ public class ServerGameInfoHandler {
case ClientGameInfoHandler.noiseNotification + 3 + " time(s)":
case ClientGameInfoHandler.noiseNotification + 4 + " time(s)":
case ClientGameInfoHandler.noiseNotification + 5 + " time(s)":
case ClientGameInfoHandler.noiseNotification: //new case where times are not noted.
//todo: jonas: handle bell behaviour correctly.
String outMsg = npc.getName() + ": " + noiseRandomizer();
if(!npc.getKickedOff()) {
game.getLobby().getAdmin().broadcastNpcChatMessageToLobby(outMsg);

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@ -22,7 +22,7 @@ public class Timer {
* The length of time in seconds after the ghost vote during which the ghosts visually walk to /
* from their victim and the timespan within which humans will hear a noise. After this, the day starts.
*/
public static final int ghostAfterVoteTime = 4;
public static final int ghostAfterVoteTime = 6;
/**
* The maximum length of the human vote in the day, in seconds
*/
@ -85,6 +85,14 @@ public class Timer {
}
}
public static void humanAfterVoteTimer() {
try {
Thread.sleep(humanAfterVoteTime *1000);
} catch (InterruptedException e) {
LOGGER.warn("Thread " + Thread.currentThread() + " was interrupted");
}
}
/**
* Checks if all ghosts in the game have already voted, returns true if so
* @param game the Game the ghosts live in

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@ -95,7 +95,8 @@ public class VoteHandler {
}
for (int i = 0; i < passengers.length; i++) {
if (noiseAmount[i] != 0) { // someone walked by this player
passengers[i].send(ClientGameInfoHandler.noiseNotification + noiseAmount[i] + " time(s)", game);
//passengers[i].send(ClientGameInfoHandler.noiseNotification + noiseAmount[i] + " time(s)", game); old version, might be useful
passengers[i].send(ClientGameInfoHandler.noiseNotification, game);
}
}
@ -171,7 +172,7 @@ public class VoteHandler {
ClientGameInfoHandler.humansVotedFor + voteIndex + ClientGameInfoHandler.isAHuman, game);
}
}
Timer.ghostAfterVoteTimer();
Timer.humanAfterVoteTimer();
if (passengers[voteIndex].getIsGhost()) { // if player is a ghost
if (passengers[voteIndex].getIsOG()) { // if ghost is OG --> end game, humans win
System.out.println(ClientGameInfoHandler.gameOverHumansWin);

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@ -32,7 +32,7 @@ public class HumanNPC extends Human {
/**
* Sends a msg to the ServerGameInfoHandler.humanNpcParser to decide what has to happen now, if
* the npc hasn't been kicked off 8(should never happen to a human though)
* the npc hasn't been kicked off (should never happen to a human though)
*
* @param msg the message that is sent to this player.
* @param game the game the HumanNPC lives on (in game.gameState.passengerTrain)

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@ -1,6 +1,7 @@
package ch.unibas.dmi.dbis.cs108.gamelogic.klassenstruktur;
import ch.unibas.dmi.dbis.cs108.BudaLogConfig;
import ch.unibas.dmi.dbis.cs108.gamelogic.ClientGameInfoHandler;
import ch.unibas.dmi.dbis.cs108.gamelogic.ClientVoteData;
import ch.unibas.dmi.dbis.cs108.gamelogic.Game;
import ch.unibas.dmi.dbis.cs108.gamelogic.ServerGameInfoHandler;
@ -47,6 +48,8 @@ public class HumanPlayer extends Human {
String formattedMsg;
if (msg.equals(GuiParameters.updateGameState)) {
formattedMsg = Protocol.printToGUI + "$" + GuiParameters.updateGameState + game.getGameState().humanToString();
} else if (msg.equals(ClientGameInfoHandler.noiseNotification)) {
formattedMsg = Protocol.noiseNotificationProtocol;
} else {
formattedMsg = ServerGameInfoHandler.format(msg, this, game);
}

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@ -89,6 +89,9 @@ public class JClientProtocolParser {
LOGGER.warn(msg.substring(6));
}
break;
case Protocol.noiseNotificationProtocol:
Sound.ghost();
break;
default:
System.out.println("Received unknown command: " + msg);
}

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@ -127,7 +127,7 @@ public class Sound {
ghost = ghost04;
break;
}
ghost.play(defaultvolume, 0.0, playbackspeed, 0.0, 5);
ghost.play(defaultvolume - 0.3, 0.0, playbackspeed, 0.0, 5);
}
}

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@ -14,6 +14,7 @@ import ch.unibas.dmi.dbis.cs108.BudaLogConfig;
import ch.unibas.dmi.dbis.cs108.multiplayer.client.gui.ClientModel;
import ch.unibas.dmi.dbis.cs108.multiplayer.helpers.Protocol;
import java.net.URL;
import java.util.Random;
import java.util.ResourceBundle;
import javafx.animation.Animation;
import javafx.application.Platform;
@ -533,6 +534,15 @@ public class GameController implements Initializable {
try {
if(!gameStateModel.getKickedOff()[0]) {
Animation bell = new BellAnimation(noiseImage5, bells);
//wait until it's day:
while (!getGameStateModel().getDayClone()) {
Thread.sleep(100);
}
Thread.sleep(500);
//just so the alarm isn't rung exactly when the day starts, add random delay
Random random = new Random();
Thread.sleep(random.nextInt(1000));
bell.play();
ringBellSound();
}
@ -555,6 +565,14 @@ public class GameController implements Initializable {
try {
if(!gameStateModel.getKickedOff()[1]) {
Animation bell = new BellAnimation(noiseImage4, bells);
//wait until it's day:
while (!getGameStateModel().getDayClone()) {
Thread.sleep(100);
}
Thread.sleep(500);
//just so the alarm isn't rung exactly when the day starts, add random delay
Random random = new Random();
Thread.sleep(random.nextInt(1000));
bell.play();
ringBellSound();
}
@ -576,6 +594,15 @@ public class GameController implements Initializable {
try {
if(!gameStateModel.getKickedOff()[2]) {
Animation bell = new BellAnimation(noiseImage3, bells);
//wait until it's day:
while (!getGameStateModel().getDayClone()) {
Thread.sleep(100);
}
Thread.sleep(500);
//just so the alarm isn't rung exactly when the day starts, add random delay
Random random = new Random();
Thread.sleep(random.nextInt(1000));
bell.play();
ringBellSound();
}
@ -597,6 +624,15 @@ public class GameController implements Initializable {
try {
if(!gameStateModel.getKickedOff()[3]) {
Animation bell = new BellAnimation(noiseImage2, bells);
//wait until it's day:
while (!getGameStateModel().getDayClone()) {
Thread.sleep(100);
}
Thread.sleep(500);
//just so the alarm isn't rung exactly when the day starts, add random delay
Random random = new Random();
Thread.sleep(random.nextInt(1000));
bell.play();
ringBellSound();
}
@ -618,6 +654,15 @@ public class GameController implements Initializable {
try {
if(!gameStateModel.getKickedOff()[4]) {
Animation bell = new BellAnimation(noiseImage1, bells);
//wait until it's day:
while (!getGameStateModel().getDayClone()) {
Thread.sleep(100);
}
Thread.sleep(500);
//just so the alarm isn't rung exactly when the day starts, add random delay
Random random = new Random();
Thread.sleep(random.nextInt(1000));
bell.play();
ringBellSound();
}
@ -639,6 +684,14 @@ public class GameController implements Initializable {
try {
if(!gameStateModel.getKickedOff()[5]) {
Animation bell = new BellAnimation(noiseImage0, bells);
//wait until it's day:
while (!getGameStateModel().getDayClone()) {
Thread.sleep(100);
}
Thread.sleep(500);
//just so the alarm isn't rung exactly when the day starts, add random delay
Random random = new Random();
Thread.sleep(random.nextInt(1000));
bell.play();
ringBellSound();
}

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@ -207,6 +207,11 @@ public class Protocol {
*/
public static final String printToGUI = "PTGUI";
/**
* Sent to a client to notify them that they heard a ghost noise, triggering the ghost SFX.
*/
public static final String noiseNotificationProtocol = "NOISE";
/**
* Sends an information to client at which position in the train from the game (0 to 5) they sit, as soon as the game starts
* {@code POSOF$position}