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1
.gitattributes
vendored
1
.gitattributes
vendored
@@ -6,3 +6,4 @@
|
||||
# These are Windows script files and should use crlf
|
||||
*.bat text eol=crlf
|
||||
*.glb filter=lfs diff=lfs merge=lfs -text
|
||||
*.fbx filter=lfs diff=lfs merge=lfs -text
|
||||
|
||||
4
.gitignore
vendored
4
.gitignore
vendored
@@ -8,5 +8,5 @@ app/bin
|
||||
|
||||
.vscode
|
||||
|
||||
audio/*.wav
|
||||
app/audio/*.wav
|
||||
*.wav
|
||||
imgui.ini
|
||||
@@ -16,21 +16,29 @@ repositories {
|
||||
mavenCentral()
|
||||
}
|
||||
|
||||
def os = "linux";
|
||||
def lwjgl_version = "3.3.6"
|
||||
def lwjgl_natives = "natives-linux"
|
||||
def lwjgl_natives = "natives-$os"
|
||||
def imgui_version = "1.87.0"
|
||||
|
||||
dependencies {
|
||||
// Use JUnit Jupiter for testing.
|
||||
testImplementation "org.junit.jupiter:junit-jupiter:5.11.4"
|
||||
testImplementation "org.junit.jupiter:junit-jupiter:5.9.1"
|
||||
|
||||
implementation "org.lwjgl:lwjgl:$lwjgl_version"
|
||||
implementation "org.lwjgl:lwjgl-opengl:$lwjgl_version"
|
||||
implementation "org.lwjgl:lwjgl-glfw:$lwjgl_version"
|
||||
implementation "org.lwjgl:lwjgl-assimp:$lwjgl_version"
|
||||
implementation "org.joml:joml:1.10.8"
|
||||
|
||||
implementation "org.lwjgl:lwjgl::$lwjgl_natives"
|
||||
implementation "org.lwjgl:lwjgl-opengl::$lwjgl_natives"
|
||||
implementation "org.lwjgl:lwjgl-glfw::$lwjgl_natives"
|
||||
implementation "org.lwjgl:lwjgl-assimp::$lwjgl_natives"
|
||||
|
||||
implementation "io.github.spair:imgui-java-binding:$imgui_version"
|
||||
implementation "io.github.spair:imgui-java-natives-$os:$imgui_version"
|
||||
implementation "io.github.spair:imgui-java-app:$imgui_version"
|
||||
}
|
||||
|
||||
application {
|
||||
@@ -39,24 +47,16 @@ application {
|
||||
applicationName = "3DChess"
|
||||
}
|
||||
|
||||
run {
|
||||
standardInput = System.in
|
||||
}
|
||||
|
||||
|
||||
// Apply a specific Java toolchain to ease working on different environments.
|
||||
java {
|
||||
toolchain {
|
||||
languageVersion = JavaLanguageVersion.of(21)
|
||||
}
|
||||
}
|
||||
|
||||
jar {
|
||||
manifest {
|
||||
attributes 'Main-Class': application.mainClass
|
||||
}
|
||||
}
|
||||
|
||||
run {
|
||||
standardInput = System.in
|
||||
}
|
||||
|
||||
tasks.named('test') {
|
||||
// Use JUnit Platform for unit tests.
|
||||
useJUnitPlatform()
|
||||
|
||||
@@ -4,6 +4,15 @@ import java.util.Scanner;
|
||||
|
||||
import chess.view.consolerender.Colors;
|
||||
|
||||
/**
|
||||
* Main class of the chess game. Asks the user for the version to use and runs the according main.
|
||||
* @author Grenier Lilas
|
||||
* @author Pribylski Simon
|
||||
* @see ConsoleMain
|
||||
* @see SwingMain
|
||||
* @see OpenGLMain
|
||||
*/
|
||||
|
||||
public class App {
|
||||
public static void main(String[] args) {
|
||||
System.out.println(Colors.RED + "Credits: Grenier Lilas, Pribylski Simon." + Colors.RESET);
|
||||
|
||||
@@ -3,6 +3,9 @@
|
||||
*/
|
||||
package chess;
|
||||
|
||||
/**
|
||||
* Main class for the console version of the game.
|
||||
*/
|
||||
import chess.controller.CommandExecutor;
|
||||
import chess.controller.commands.NewGameCommand;
|
||||
import chess.model.Game;
|
||||
|
||||
@@ -1,9 +1,29 @@
|
||||
package chess;
|
||||
|
||||
import chess.view.DDDrender.Window;
|
||||
import chess.controller.CommandExecutor;
|
||||
import chess.controller.commands.NewGameCommand;
|
||||
import chess.model.Game;
|
||||
import chess.pgn.PgnFileSimulator;
|
||||
import chess.view.DDDrender.DDDView;
|
||||
|
||||
/**
|
||||
* Main class for the 3D Window version of the game.
|
||||
*/
|
||||
public class OpenGLMain {
|
||||
public static void main(String[] args) {
|
||||
new Window().run();
|
||||
Game game = new Game();
|
||||
CommandExecutor commandExecutor = new CommandExecutor(game);
|
||||
|
||||
PgnFileSimulator fileSimulator = new PgnFileSimulator(commandExecutor, "games/PromoteTest.pgn");
|
||||
|
||||
DDDView ddd = new DDDView(commandExecutor);
|
||||
|
||||
commandExecutor.addListener(ddd);
|
||||
commandExecutor.addListener(fileSimulator);
|
||||
|
||||
commandExecutor.executeCommand(new NewGameCommand());
|
||||
|
||||
ddd.run();
|
||||
commandExecutor.close();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
package chess;
|
||||
|
||||
import chess.ai.minimax.AlphaBetaAI;
|
||||
import chess.ai.minimax.AlphaBetaConsolePrinter;
|
||||
import chess.ai.ais.AlphaBetaAI;
|
||||
import chess.ai.alphabeta.AlphaBetaConsolePrinter;
|
||||
import chess.controller.CommandExecutor;
|
||||
import chess.controller.commands.NewGameCommand;
|
||||
import chess.controller.event.GameAdapter;
|
||||
@@ -11,6 +11,9 @@ import chess.pgn.PgnExport;
|
||||
import chess.view.audio.GameAudio;
|
||||
import chess.view.simplerender.Window;
|
||||
|
||||
/**
|
||||
* Main class for the 2D window version of the game.
|
||||
*/
|
||||
public class SwingMain {
|
||||
public static void main(String[] args) {
|
||||
Game game = new Game();
|
||||
|
||||
@@ -10,7 +10,10 @@ import chess.model.Color;
|
||||
import chess.model.Coordinate;
|
||||
import chess.model.Piece;
|
||||
|
||||
public abstract class AI extends GameAdapter {
|
||||
/**
|
||||
* Abstract class, used to code bots.
|
||||
*/
|
||||
public abstract class AI extends GameAdapter implements AIActions {
|
||||
|
||||
protected final CommandExecutor commandExecutor;
|
||||
protected final Color color;
|
||||
@@ -30,12 +33,9 @@ public abstract class AI extends GameAdapter {
|
||||
play();
|
||||
}
|
||||
|
||||
protected List<AIAction> getAllowedActions() {
|
||||
return AIActions.getAllowedActions(this.commandExecutor);
|
||||
}
|
||||
|
||||
protected Piece pieceAt(Coordinate coordinate) {
|
||||
return AIActions.pieceAt(coordinate, this.commandExecutor);
|
||||
@Override
|
||||
public CommandExecutor getCommandExecutor() {
|
||||
return this.commandExecutor;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
83
app/src/main/java/chess/ai/GameSimulation.java
Normal file
83
app/src/main/java/chess/ai/GameSimulation.java
Normal file
@@ -0,0 +1,83 @@
|
||||
package chess.ai;
|
||||
|
||||
import java.util.List;
|
||||
|
||||
import chess.ai.actions.AIAction;
|
||||
import chess.ai.actions.AIActions;
|
||||
import chess.controller.CommandExecutor;
|
||||
import chess.controller.CommandSender;
|
||||
import chess.controller.commands.PromoteCommand.PromoteType;
|
||||
import chess.controller.event.EmptyGameDispatcher;
|
||||
import chess.controller.event.GameAdapter;
|
||||
import chess.model.ChessBoard;
|
||||
import chess.model.Color;
|
||||
import chess.model.Coordinate;
|
||||
import chess.model.Game;
|
||||
import chess.model.Move;
|
||||
import chess.model.LightGame;
|
||||
|
||||
|
||||
/**
|
||||
* Emulates the moves of a bot on a secondary board.
|
||||
*/
|
||||
public class GameSimulation extends GameAdapter implements AIActions {
|
||||
|
||||
private final CommandExecutor simulation;
|
||||
private final Game gameSimulation;
|
||||
|
||||
public GameSimulation() {
|
||||
this.gameSimulation = new LightGame();
|
||||
this.simulation = new CommandExecutor(gameSimulation, new EmptyGameDispatcher());
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onPawnPromoted(PromoteType promotion, Coordinate coordinate) {
|
||||
sendPawnPromotion(promotion);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onCastling(boolean bigCastling, Move kingMove, Move rookMove) {
|
||||
if (bigCastling)
|
||||
sendBigCastling();
|
||||
else
|
||||
sendCastling();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onMove(Move move, boolean captured) {
|
||||
sendMove(move);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onGameStart() {
|
||||
sendStartGame();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onPlayerTurn(Color color, boolean undone) {
|
||||
if (undone)
|
||||
sendUndo();
|
||||
}
|
||||
|
||||
@Override
|
||||
public CommandExecutor getCommandExecutor() {
|
||||
return simulation;
|
||||
}
|
||||
|
||||
public Game getGame() {
|
||||
return gameSimulation;
|
||||
}
|
||||
|
||||
public ChessBoard getBoard() {
|
||||
return this.gameSimulation.getBoard();
|
||||
}
|
||||
|
||||
public Color getPlayerTurn() {
|
||||
return this.gameSimulation.getPlayerTurn();
|
||||
}
|
||||
|
||||
public void close() {
|
||||
this.simulation.close();
|
||||
}
|
||||
|
||||
}
|
||||
@@ -10,6 +10,10 @@ import chess.model.pieces.Pawn;
|
||||
import chess.model.pieces.Queen;
|
||||
import chess.model.pieces.Rook;
|
||||
|
||||
/**
|
||||
* Evaluate the cost of pieces for AI algorithm.
|
||||
*/
|
||||
|
||||
public class PieceCost implements PieceVisitor<Float> {
|
||||
|
||||
private final Color player;
|
||||
|
||||
@@ -16,6 +16,10 @@ import chess.model.pieces.Rook;
|
||||
|
||||
public class PiecePosCost implements PieceVisitor<List<Float>> {
|
||||
|
||||
/**
|
||||
* Evaluate the cost of position for AI algorithm.
|
||||
*/
|
||||
|
||||
private final Color color;
|
||||
|
||||
private static final List<Float> BISHOP = Arrays.asList(
|
||||
|
||||
@@ -1,11 +1,13 @@
|
||||
package chess.ai.actions;
|
||||
|
||||
import chess.controller.Command;
|
||||
import chess.controller.CommandExecutor;
|
||||
import chess.controller.Command.CommandResult;
|
||||
import chess.controller.CommandSender;
|
||||
import chess.controller.commands.UndoCommand;
|
||||
|
||||
public abstract class AIAction {
|
||||
/**
|
||||
* Abstract class, manage the possible actions of a bot.
|
||||
*/
|
||||
public abstract class AIAction implements CommandSender {
|
||||
|
||||
private final CommandExecutor commandExecutor;
|
||||
|
||||
@@ -13,8 +15,9 @@ public abstract class AIAction {
|
||||
this.commandExecutor = commandExecutor;
|
||||
}
|
||||
|
||||
protected CommandResult sendCommand(Command cmd, CommandExecutor commandExecutor) {
|
||||
return commandExecutor.executeCommand(cmd);
|
||||
@Override
|
||||
public CommandExecutor getCommandExecutor() {
|
||||
return this.commandExecutor;
|
||||
}
|
||||
|
||||
public void undoAction(CommandExecutor commandExecutor) {
|
||||
|
||||
@@ -3,6 +3,9 @@ package chess.ai.actions;
|
||||
import chess.controller.CommandExecutor;
|
||||
import chess.controller.commands.CastlingCommand;
|
||||
|
||||
/**
|
||||
* Manage the transition between model and bots when it comes to Castling command.
|
||||
*/
|
||||
public class AIActionCastling extends AIAction{
|
||||
|
||||
private final boolean bigCastling;
|
||||
|
||||
@@ -4,6 +4,9 @@ import chess.controller.CommandExecutor;
|
||||
import chess.controller.commands.MoveCommand;
|
||||
import chess.model.Move;
|
||||
|
||||
/**
|
||||
* Manage the transition between model and bots when it comes to Move command.
|
||||
*/
|
||||
public class AIActionMove extends AIAction{
|
||||
|
||||
private final Move move;
|
||||
|
||||
@@ -6,6 +6,9 @@ import chess.controller.commands.PromoteCommand;
|
||||
import chess.controller.commands.PromoteCommand.PromoteType;
|
||||
import chess.model.Move;
|
||||
|
||||
/**
|
||||
* Manage the transition between model and bots when it comes to Move and Promotion command.
|
||||
*/
|
||||
public class AIActionMoveAndPromote extends AIAction{
|
||||
|
||||
private final Move move;
|
||||
|
||||
@@ -4,6 +4,7 @@ import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
|
||||
import chess.controller.Command;
|
||||
import chess.controller.CommandSender;
|
||||
import chess.controller.Command.CommandResult;
|
||||
import chess.controller.CommandExecutor;
|
||||
import chess.controller.commands.GetAllowedCastlingsCommand;
|
||||
@@ -17,41 +18,45 @@ import chess.model.Move;
|
||||
import chess.model.Piece;
|
||||
import chess.model.pieces.Pawn;
|
||||
|
||||
public class AIActions {
|
||||
|
||||
public static List<AIAction> getAllowedActions(CommandExecutor commandExecutor) {
|
||||
List<Move> moves = getAllowedMoves(commandExecutor);
|
||||
CastlingResult castlingResult = getAllowedCastlings(commandExecutor);
|
||||
/**
|
||||
* Search and compiles the different actions possible to a bot.
|
||||
*/
|
||||
public interface AIActions extends CommandSender {
|
||||
|
||||
default List<AIAction> getAllowedActions() {
|
||||
List<Move> moves = getPlayerMoves();
|
||||
CastlingResult castlingResult = getAllowedCastlings();
|
||||
|
||||
List<AIAction> actions = new ArrayList<>(moves.size() + 10);
|
||||
|
||||
for (Move move : moves) {
|
||||
Piece movingPiece = pieceAt(move.getStart(), commandExecutor);
|
||||
Piece movingPiece = getPieceAt(move.getStart());
|
||||
if (movingPiece instanceof Pawn) {
|
||||
int enemyLineY = movingPiece.getColor() == Color.White ? 0 : 7;
|
||||
if (move.getFinish().getY() == enemyLineY) {
|
||||
PromoteType[] promotes = PromoteType.values();
|
||||
for (PromoteType promote : promotes) {
|
||||
actions.add(new AIActionMoveAndPromote(commandExecutor, move, promote));
|
||||
actions.add(new AIActionMoveAndPromote(getCommandExecutor(), move, promote));
|
||||
}
|
||||
continue;
|
||||
}
|
||||
}
|
||||
actions.add(new AIActionMove(commandExecutor, move));
|
||||
actions.add(new AIActionMove(getCommandExecutor(), move));
|
||||
}
|
||||
|
||||
switch (castlingResult) {
|
||||
case Both:
|
||||
actions.add(new AIActionCastling(commandExecutor, true));
|
||||
actions.add(new AIActionCastling(commandExecutor, false));
|
||||
actions.add(new AIActionCastling(getCommandExecutor(), true));
|
||||
actions.add(new AIActionCastling(getCommandExecutor(), false));
|
||||
break;
|
||||
|
||||
case Small:
|
||||
actions.add(new AIActionCastling(commandExecutor, false));
|
||||
actions.add(new AIActionCastling(getCommandExecutor(), false));
|
||||
break;
|
||||
|
||||
case Big:
|
||||
actions.add(new AIActionCastling(commandExecutor, true));
|
||||
actions.add(new AIActionCastling(getCommandExecutor(), true));
|
||||
break;
|
||||
|
||||
case None:
|
||||
@@ -61,27 +66,4 @@ public class AIActions {
|
||||
return actions;
|
||||
}
|
||||
|
||||
private static CastlingResult getAllowedCastlings(CommandExecutor commandExecutor) {
|
||||
GetAllowedCastlingsCommand cmd2 = new GetAllowedCastlingsCommand();
|
||||
sendCommand(cmd2, commandExecutor);
|
||||
return cmd2.getCastlingResult();
|
||||
}
|
||||
|
||||
private static List<Move> getAllowedMoves(CommandExecutor commandExecutor) {
|
||||
GetPlayerMovesCommand cmd = new GetPlayerMovesCommand();
|
||||
sendCommand(cmd, commandExecutor);
|
||||
return cmd.getMoves();
|
||||
}
|
||||
|
||||
private static CommandResult sendCommand(Command command, CommandExecutor commandExecutor) {
|
||||
CommandResult result = commandExecutor.executeCommand(command);
|
||||
assert result != CommandResult.NotAllowed : "Command not allowed!";
|
||||
return result;
|
||||
}
|
||||
|
||||
public static Piece pieceAt(Coordinate coordinate, CommandExecutor commandExecutor) {
|
||||
GetPieceAtCommand command = new GetPieceAtCommand(coordinate);
|
||||
commandExecutor.executeCommand(command);
|
||||
return command.getPiece();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
package chess.ai.minimax;
|
||||
package chess.ai.ais;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
@@ -7,12 +7,17 @@ import java.util.concurrent.ExecutorService;
|
||||
import java.util.concurrent.Executors;
|
||||
import java.util.concurrent.Future;
|
||||
|
||||
import chess.ai.AI;
|
||||
import chess.ai.actions.AIAction;
|
||||
import chess.ai.*;
|
||||
import chess.ai.actions.*;
|
||||
import chess.ai.alphabeta.*;
|
||||
import chess.controller.CommandExecutor;
|
||||
import chess.model.Color;
|
||||
import common.Signal1;
|
||||
|
||||
/**
|
||||
* Extends AI. Bot based on the alpha-beta method of resolution.
|
||||
*/
|
||||
|
||||
public class AlphaBetaAI extends AI {
|
||||
|
||||
private final int searchDepth;
|
||||
@@ -80,4 +85,9 @@ public class AlphaBetaAI extends AI {
|
||||
move.applyAction();
|
||||
}
|
||||
|
||||
@Override
|
||||
public CommandExecutor getCommandExecutor() {
|
||||
return super.getCommandExecutor();
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,12 +1,17 @@
|
||||
package chess.ai;
|
||||
package chess.ai.ais;
|
||||
|
||||
import java.util.List;
|
||||
import java.util.Random;
|
||||
|
||||
import chess.ai.*;
|
||||
import chess.ai.actions.AIAction;
|
||||
import chess.controller.CommandExecutor;
|
||||
import chess.model.Color;
|
||||
|
||||
/**
|
||||
* Bot, takes a random decision among his possible moves.
|
||||
*/
|
||||
|
||||
public class DumbAI extends AI {
|
||||
|
||||
private final Random random = new Random();
|
||||
@@ -1,4 +1,4 @@
|
||||
package chess.ai;
|
||||
package chess.ai.ais;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
@@ -10,6 +10,16 @@ import chess.controller.CommandExecutor;
|
||||
import chess.model.Color;
|
||||
import chess.model.Move;
|
||||
import chess.model.Piece;
|
||||
import chess.ai.*;
|
||||
import chess.ai.actions.*;
|
||||
import chess.ai.actions.AIActions;
|
||||
|
||||
|
||||
/**
|
||||
* Bot, takes the optimal piece when possible, or make a random move if no piece can be taken during the turn.
|
||||
* @see PieceCost
|
||||
* @see PiecePosCost
|
||||
*/
|
||||
|
||||
public class HungryAI extends AI {
|
||||
|
||||
@@ -23,7 +33,7 @@ public class HungryAI extends AI {
|
||||
}
|
||||
|
||||
private int getMoveCost(Move move) {
|
||||
Piece piece = pieceAt(move.getDeadPieceCoords());
|
||||
Piece piece = getPieceAt(move.getDeadPieceCoords());
|
||||
return -(int) pieceCost.getCost(piece);
|
||||
}
|
||||
|
||||
@@ -1,5 +1,10 @@
|
||||
package chess.ai.minimax;
|
||||
package chess.ai.alphabeta;
|
||||
import chess.ai.ais.AlphaBetaAI;
|
||||
|
||||
/**
|
||||
* Print the action of an alpha-beta bot on the console.
|
||||
* @see AlphaBetaAI
|
||||
*/
|
||||
public class AlphaBetaConsolePrinter {
|
||||
|
||||
private final AlphaBetaAI ai;
|
||||
@@ -1,4 +1,4 @@
|
||||
package chess.ai.minimax;
|
||||
package chess.ai.alphabeta;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.Collections;
|
||||
@@ -6,6 +6,7 @@ import java.util.List;
|
||||
import java.util.Map;
|
||||
import java.util.Map.Entry;
|
||||
|
||||
import chess.ai.GameSimulation;
|
||||
import chess.ai.PieceCost;
|
||||
import chess.ai.PiecePosCost;
|
||||
import chess.ai.actions.AIAction;
|
||||
@@ -14,6 +15,11 @@ import chess.model.Color;
|
||||
import chess.model.Coordinate;
|
||||
import chess.model.Piece;
|
||||
|
||||
/**
|
||||
* Manage the threads for an alpha-beta bot.
|
||||
* @see AlphaBetaAI
|
||||
*/
|
||||
|
||||
public class AlphaBetaThread extends Thread {
|
||||
|
||||
private final GameSimulation simulation;
|
||||
@@ -1,11 +1,16 @@
|
||||
package chess.ai.minimax;
|
||||
package chess.ai.alphabeta;
|
||||
|
||||
import java.util.concurrent.ThreadFactory;
|
||||
|
||||
import chess.ai.GameSimulation;
|
||||
import chess.ai.actions.AIAction;
|
||||
import chess.controller.CommandExecutor;
|
||||
import chess.model.Color;
|
||||
|
||||
/**
|
||||
* Create the threads for an alpha-beta bot.
|
||||
* @see AlphaBetaAI
|
||||
*/
|
||||
public class AlphaBetaThreadCreator implements ThreadFactory{
|
||||
|
||||
private final Color color;
|
||||
@@ -1,102 +0,0 @@
|
||||
package chess.ai.minimax;
|
||||
|
||||
import java.util.List;
|
||||
|
||||
import chess.ai.actions.AIAction;
|
||||
import chess.ai.actions.AIActions;
|
||||
import chess.controller.Command;
|
||||
import chess.controller.Command.CommandResult;
|
||||
import chess.controller.CommandExecutor;
|
||||
import chess.controller.commands.CastlingCommand;
|
||||
import chess.controller.commands.MoveCommand;
|
||||
import chess.controller.commands.NewGameCommand;
|
||||
import chess.controller.commands.PromoteCommand;
|
||||
import chess.controller.commands.PromoteCommand.PromoteType;
|
||||
import chess.controller.commands.UndoCommand;
|
||||
import chess.controller.event.EmptyGameDispatcher;
|
||||
import chess.controller.event.GameAdapter;
|
||||
import chess.model.ChessBoard;
|
||||
import chess.model.Color;
|
||||
import chess.model.Game;
|
||||
import chess.model.Move;
|
||||
import chess.model.PermissiveGame;
|
||||
|
||||
public class GameSimulation extends GameAdapter {
|
||||
|
||||
private final CommandExecutor simulation;
|
||||
private final Game gameSimulation;
|
||||
|
||||
public GameSimulation() {
|
||||
this.gameSimulation = new PermissiveGame();
|
||||
this.simulation = new CommandExecutor(gameSimulation, new EmptyGameDispatcher());
|
||||
}
|
||||
|
||||
protected CommandResult sendCommand(Command command) {
|
||||
CommandResult result = this.simulation.executeCommand(command);
|
||||
if (result == CommandResult.NotAllowed) {
|
||||
System.out.println("eeeeee");
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
public void tryMove(Move move) {
|
||||
sendCommand(new MoveCommand(move));
|
||||
if (this.gameSimulation.getBoard().pawnShouldBePromoted())
|
||||
sendCommand(new PromoteCommand(PromoteType.Queen));
|
||||
}
|
||||
|
||||
public void undoMove() {
|
||||
sendCommand(new UndoCommand());
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onPawnPromoted(PromoteType promotion) {
|
||||
sendCommand(new PromoteCommand(promotion));
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onCastling(boolean bigCastling) {
|
||||
sendCommand(new CastlingCommand(bigCastling));
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onMove(Move move, boolean captured) {
|
||||
sendCommand(new MoveCommand(move));
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onGameStart() {
|
||||
sendCommand(new NewGameCommand());
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onPlayerTurn(Color color, boolean undone) {
|
||||
if (undone)
|
||||
sendCommand(new UndoCommand());
|
||||
}
|
||||
|
||||
public CommandExecutor getCommandExecutor() {
|
||||
return simulation;
|
||||
}
|
||||
|
||||
public Game getGame() {
|
||||
return gameSimulation;
|
||||
}
|
||||
|
||||
public ChessBoard getBoard() {
|
||||
return this.gameSimulation.getBoard();
|
||||
}
|
||||
|
||||
public Color getPlayerTurn() {
|
||||
return this.gameSimulation.getPlayerTurn();
|
||||
}
|
||||
|
||||
public List<AIAction> getAllowedActions() {
|
||||
return AIActions.getAllowedActions(this.simulation);
|
||||
}
|
||||
|
||||
public void close() {
|
||||
this.simulation.close();
|
||||
}
|
||||
|
||||
}
|
||||
@@ -3,18 +3,22 @@ package chess.controller;
|
||||
import chess.controller.event.GameListener;
|
||||
import chess.model.Game;
|
||||
|
||||
/**
|
||||
* Abstract class, manage the execution and results of commands.
|
||||
*/
|
||||
|
||||
public abstract class Command {
|
||||
|
||||
public enum CommandResult {
|
||||
/**
|
||||
* The command was successfull. Should update display and switch player turn.
|
||||
* The command was successful. Should update display and switch player turn.
|
||||
*/
|
||||
Moved,
|
||||
/** The command was successfull. Should not update anything */
|
||||
/** The command was successful. Should not update anything */
|
||||
NotMoved,
|
||||
/** The command was successfull. Should only update display */
|
||||
/** The command was successful. Should only update display */
|
||||
ActionNeeded,
|
||||
/** The command was not successfull */
|
||||
/** The command was not successful */
|
||||
NotAllowed;
|
||||
}
|
||||
|
||||
|
||||
@@ -10,6 +10,9 @@ import chess.controller.event.GameListener;
|
||||
import chess.model.Game;
|
||||
import chess.model.Game.GameStatus;
|
||||
|
||||
/**
|
||||
* Execute commands.
|
||||
*/
|
||||
public class CommandExecutor {
|
||||
|
||||
private Game game;
|
||||
|
||||
116
app/src/main/java/chess/controller/CommandSender.java
Normal file
116
app/src/main/java/chess/controller/CommandSender.java
Normal file
@@ -0,0 +1,116 @@
|
||||
package chess.controller;
|
||||
|
||||
import java.util.List;
|
||||
|
||||
import chess.controller.Command.CommandResult;
|
||||
import chess.controller.commands.CastlingCommand;
|
||||
import chess.controller.commands.GetAllowedCastlingsCommand;
|
||||
import chess.controller.commands.GetAllowedMovesPieceCommand;
|
||||
import chess.controller.commands.GetPieceAtCommand;
|
||||
import chess.controller.commands.GetPlayerMovesCommand;
|
||||
import chess.controller.commands.MoveCommand;
|
||||
import chess.controller.commands.NewGameCommand;
|
||||
import chess.controller.commands.PromoteCommand;
|
||||
import chess.controller.commands.SurrenderCommand;
|
||||
import chess.controller.commands.UndoCommand;
|
||||
import chess.controller.commands.GetAllowedCastlingsCommand.CastlingResult;
|
||||
import chess.controller.commands.PromoteCommand.PromoteType;
|
||||
import chess.model.Color;
|
||||
import chess.model.Coordinate;
|
||||
import chess.model.Move;
|
||||
import chess.model.Piece;
|
||||
|
||||
/**
|
||||
* Interface for sending commands to the game, make long string of commands easier.
|
||||
*/
|
||||
|
||||
public interface CommandSender {
|
||||
|
||||
CommandExecutor getCommandExecutor();
|
||||
|
||||
default CommandResult sendCommand(Command cmd, CommandExecutor commandExecutor) {
|
||||
CommandResult result = commandExecutor.executeCommand(cmd);
|
||||
if (result == CommandResult.NotAllowed) {
|
||||
// maybe do something
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
default CommandResult sendCommand(Command cmd) {
|
||||
return sendCommand(cmd, getCommandExecutor());
|
||||
}
|
||||
|
||||
// inputs
|
||||
|
||||
default CastlingResult getAllowedCastlings() {
|
||||
GetAllowedCastlingsCommand cmd = new GetAllowedCastlingsCommand();
|
||||
sendCommand(cmd);
|
||||
return cmd.getCastlingResult();
|
||||
}
|
||||
|
||||
default boolean canDoCastling() {
|
||||
CastlingResult castlings = getAllowedCastlings();
|
||||
return castlings == CastlingResult.Both || castlings == CastlingResult.Small;
|
||||
}
|
||||
|
||||
default boolean canDoBigCastling() {
|
||||
CastlingResult castlings = getAllowedCastlings();
|
||||
return castlings == CastlingResult.Both || castlings == CastlingResult.Big;
|
||||
}
|
||||
|
||||
default Piece getPieceAt(int x, int y) {
|
||||
return getPieceAt(new Coordinate(x, y));
|
||||
}
|
||||
|
||||
default Piece getPieceAt(Coordinate coordinate) {
|
||||
GetPieceAtCommand cmd = new GetPieceAtCommand(coordinate);
|
||||
sendCommand(cmd);
|
||||
return cmd.getPiece();
|
||||
}
|
||||
|
||||
default boolean isCellEmpty(int x, int y) {
|
||||
return getPieceAt(x, y) == null;
|
||||
}
|
||||
|
||||
default List<Move> getPlayerMoves() {
|
||||
GetPlayerMovesCommand cmd = new GetPlayerMovesCommand();
|
||||
sendCommand(cmd);
|
||||
return cmd.getMoves();
|
||||
}
|
||||
|
||||
default List<Coordinate> getPieceAllowedMoves(Coordinate piecePos) {
|
||||
GetAllowedMovesPieceCommand cmd = new GetAllowedMovesPieceCommand(piecePos);
|
||||
sendCommand(cmd);
|
||||
return cmd.getDestinations();
|
||||
}
|
||||
|
||||
// outputs
|
||||
|
||||
default CommandResult sendCastling() {
|
||||
return sendCommand(new CastlingCommand(false));
|
||||
}
|
||||
|
||||
default CommandResult sendBigCastling() {
|
||||
return sendCommand(new CastlingCommand(true));
|
||||
}
|
||||
|
||||
default CommandResult sendMove(Move move) {
|
||||
return sendCommand(new MoveCommand(move));
|
||||
}
|
||||
|
||||
default CommandResult sendStartGame() {
|
||||
return sendCommand(new NewGameCommand());
|
||||
}
|
||||
|
||||
default CommandResult sendPawnPromotion(PromoteType promote) {
|
||||
return sendCommand(new PromoteCommand(promote));
|
||||
}
|
||||
|
||||
default CommandResult sendSurrender(Color player) {
|
||||
return sendCommand(new SurrenderCommand(player));
|
||||
}
|
||||
|
||||
default CommandResult sendUndo() {
|
||||
return sendCommand(new UndoCommand());
|
||||
}
|
||||
}
|
||||
@@ -3,6 +3,9 @@ package chess.controller;
|
||||
import chess.controller.event.GameListener;
|
||||
import chess.model.Game;
|
||||
|
||||
/**
|
||||
* Abstract class, manage commands given by the player, which are the commands that can be undone.
|
||||
*/
|
||||
public abstract class PlayerCommand extends Command{
|
||||
|
||||
public CommandResult undo(Game game, GameListener outputSystem) {
|
||||
|
||||
@@ -8,6 +8,9 @@ import chess.model.Coordinate;
|
||||
import chess.model.Game;
|
||||
import chess.model.Move;
|
||||
|
||||
/**
|
||||
* Command to execute a Castling or Big Castling.
|
||||
*/
|
||||
public class CastlingCommand extends PlayerCommand {
|
||||
|
||||
private Move kingMove;
|
||||
@@ -51,7 +54,7 @@ public class CastlingCommand extends PlayerCommand {
|
||||
|
||||
board.setLastMove(this.kingMove);
|
||||
|
||||
outputSystem.onCastling(this.bigCastling);
|
||||
outputSystem.onCastling(this.bigCastling, kingMove, rookMove);
|
||||
|
||||
return CommandResult.Moved;
|
||||
}
|
||||
|
||||
@@ -4,6 +4,9 @@ import chess.controller.Command;
|
||||
import chess.controller.event.GameListener;
|
||||
import chess.model.Game;
|
||||
|
||||
/**
|
||||
* Command to check the possible Castling.
|
||||
*/
|
||||
public class GetAllowedCastlingsCommand extends Command{
|
||||
|
||||
public enum CastlingResult {
|
||||
|
||||
@@ -10,6 +10,9 @@ import chess.model.Coordinate;
|
||||
import chess.model.Game;
|
||||
import chess.model.Piece;
|
||||
|
||||
/**
|
||||
* Command to check the Castlings that are possible.
|
||||
*/
|
||||
public class GetAllowedMovesPieceCommand extends Command {
|
||||
|
||||
private final Coordinate start;
|
||||
@@ -31,7 +34,7 @@ public class GetAllowedMovesPieceCommand extends Command {
|
||||
if (piece.getColor() != game.getPlayerTurn())
|
||||
return CommandResult.NotAllowed;
|
||||
|
||||
this.destinations = board.getAllowedMoves(start);
|
||||
this.destinations = board.getPieceAllowedMoves(start);
|
||||
return CommandResult.NotMoved;
|
||||
}
|
||||
|
||||
|
||||
@@ -6,6 +6,9 @@ import chess.model.Coordinate;
|
||||
import chess.model.Game;
|
||||
import chess.model.Piece;
|
||||
|
||||
/**
|
||||
* Command to check the possible moves for a given piece.
|
||||
*/
|
||||
public class GetPieceAtCommand extends Command{
|
||||
|
||||
private final Coordinate pieceCoords;
|
||||
|
||||
@@ -7,6 +7,11 @@ import chess.controller.event.GameListener;
|
||||
import chess.model.Game;
|
||||
import chess.model.Move;
|
||||
|
||||
/**
|
||||
* Command to get the possible moves of a player. Castling and Promotion not included.
|
||||
* @see CastlingCommand
|
||||
* @see PromoteCommand
|
||||
*/
|
||||
public class GetPlayerMovesCommand extends Command {
|
||||
|
||||
private List<Move> moves;
|
||||
|
||||
@@ -9,6 +9,11 @@ import chess.model.Move;
|
||||
import chess.model.Piece;
|
||||
import chess.model.rules.PiecePathChecker;
|
||||
|
||||
/*
|
||||
* Command to move a piece. Castling not included.
|
||||
*
|
||||
* @see CastlingCommand
|
||||
*/
|
||||
public class MoveCommand extends PlayerCommand {
|
||||
|
||||
private final Move move;
|
||||
|
||||
@@ -13,6 +13,9 @@ import chess.model.pieces.Pawn;
|
||||
import chess.model.pieces.Queen;
|
||||
import chess.model.pieces.Rook;
|
||||
|
||||
/**
|
||||
* Command to create a new game.
|
||||
*/
|
||||
public class NewGameCommand extends Command {
|
||||
public CommandResult execute(Game game, GameListener outputSystem) {
|
||||
final ChessBoard board = game.getBoard();
|
||||
|
||||
@@ -13,6 +13,9 @@ import chess.model.pieces.Pawn;
|
||||
import chess.model.pieces.Queen;
|
||||
import chess.model.pieces.Rook;
|
||||
|
||||
/*
|
||||
* Command to promote a pawn.
|
||||
*/
|
||||
public class PromoteCommand extends PlayerCommand {
|
||||
|
||||
public enum PromoteType {
|
||||
@@ -56,7 +59,7 @@ public class PromoteCommand extends PlayerCommand {
|
||||
this.oldPawn = pawn;
|
||||
board.pieceComes(createPiece(this.promoteType, pawn.getColor()), this.pieceCoords);
|
||||
|
||||
outputSystem.onPawnPromoted(this.promoteType);
|
||||
outputSystem.onPawnPromoted(this.promoteType, this.pieceCoords);
|
||||
|
||||
// invalidate the last move cache
|
||||
board.setLastMove(null);
|
||||
|
||||
@@ -5,6 +5,9 @@ import chess.controller.event.GameListener;
|
||||
import chess.model.Color;
|
||||
import chess.model.Game;
|
||||
|
||||
/**
|
||||
* Command to surrender a game.
|
||||
*/
|
||||
public class SurrenderCommand extends Command {
|
||||
|
||||
private final Color player;
|
||||
|
||||
@@ -5,6 +5,9 @@ import chess.controller.PlayerCommand;
|
||||
import chess.controller.event.GameListener;
|
||||
import chess.model.Game;
|
||||
|
||||
/**
|
||||
* Command to undo the last action.
|
||||
*/
|
||||
public class UndoCommand extends Command{
|
||||
|
||||
@Override
|
||||
|
||||
@@ -11,6 +11,9 @@ import chess.model.Color;
|
||||
import chess.model.Coordinate;
|
||||
import chess.model.Move;
|
||||
|
||||
/**
|
||||
* Create a thread in which the notifications such as Move Not Allowed, Check, Checkmate, Promotion, Surrender, etc. will be sent to update the players.
|
||||
*/
|
||||
public class AsyncGameDispatcher extends GameDispatcher {
|
||||
|
||||
private final List<GameListener> listeners;
|
||||
@@ -96,13 +99,13 @@ public class AsyncGameDispatcher extends GameDispatcher {
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onCastling(boolean bigCastling) {
|
||||
asyncForEachCall((l) -> l.onCastling(bigCastling));
|
||||
public void onCastling(boolean bigCastling, Move kingMove, Move rookMove) {
|
||||
asyncForEachCall((l) -> l.onCastling(bigCastling, kingMove, rookMove));
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onPawnPromoted(PromoteType promotion) {
|
||||
asyncForEachCall((l) -> l.onPawnPromoted(promotion));
|
||||
public void onPawnPromoted(PromoteType promotion, Coordinate coordinate) {
|
||||
asyncForEachCall((l) -> l.onPawnPromoted(promotion, coordinate));
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -5,6 +5,9 @@ import chess.model.Color;
|
||||
import chess.model.Coordinate;
|
||||
import chess.model.Move;
|
||||
|
||||
/**
|
||||
* Dispatcher for bots, does nothing.
|
||||
*/
|
||||
public class EmptyGameDispatcher extends GameDispatcher {
|
||||
|
||||
@Override
|
||||
@@ -60,11 +63,11 @@ public class EmptyGameDispatcher extends GameDispatcher {
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onCastling(boolean bigCastling) {
|
||||
public void onCastling(boolean bigCastling, Move kingMove, Move rookMove) {
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onPawnPromoted(PromoteType promotion) {
|
||||
public void onPawnPromoted(PromoteType promotion, Coordinate coordinate) {
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -5,6 +5,10 @@ import chess.model.Color;
|
||||
import chess.model.Coordinate;
|
||||
import chess.model.Move;
|
||||
|
||||
/**
|
||||
* Abstract class, provides default implementation of GameListener methods.
|
||||
* @see GameListener
|
||||
*/
|
||||
public abstract class GameAdapter implements GameListener {
|
||||
|
||||
@Override
|
||||
@@ -47,9 +51,9 @@ public abstract class GameAdapter implements GameListener {
|
||||
public void onDraw() {}
|
||||
|
||||
@Override
|
||||
public void onCastling(boolean bigCastling) {}
|
||||
public void onCastling(boolean bigCastling, Move kingMove, Move rookMove) {}
|
||||
|
||||
@Override
|
||||
public void onPawnPromoted(PromoteType promotion) {}
|
||||
public void onPawnPromoted(PromoteType promotion, Coordinate coordinate) {}
|
||||
|
||||
}
|
||||
|
||||
@@ -1,5 +1,8 @@
|
||||
package chess.controller.event;
|
||||
|
||||
/**
|
||||
* Abstract class, provides a dispatcher for game events.
|
||||
*/
|
||||
public abstract class GameDispatcher extends GameAdapter {
|
||||
|
||||
public abstract void addListener(GameListener listener);
|
||||
|
||||
@@ -5,6 +5,9 @@ import chess.model.Color;
|
||||
import chess.model.Coordinate;
|
||||
import chess.model.Move;
|
||||
|
||||
/**
|
||||
* Interface for events to listen.
|
||||
*/
|
||||
public interface GameListener {
|
||||
|
||||
/**
|
||||
@@ -90,15 +93,17 @@ public interface GameListener {
|
||||
* Invoked when a castling is done
|
||||
*
|
||||
* @param bigCastling if it's queen side castling
|
||||
* @param kingMove the king's move
|
||||
* @param rookMove the rook's move
|
||||
*/
|
||||
void onCastling(boolean bigCastling);
|
||||
void onCastling(boolean bigCastling, Move kingMove, Move rookMove);
|
||||
|
||||
/**
|
||||
* Invoked when a pawn is promoted
|
||||
*
|
||||
* @param promotion the type of promotion
|
||||
* @param player the player who promoted the pawns
|
||||
* @param coordinate the coordinate of the old pawn
|
||||
*/
|
||||
void onPawnPromoted(PromoteType promotion);
|
||||
void onPawnPromoted(PromoteType promotion, Coordinate coordinate);
|
||||
|
||||
}
|
||||
|
||||
@@ -8,7 +8,13 @@ import chess.model.pieces.King;
|
||||
import chess.model.pieces.Pawn;
|
||||
import chess.model.rules.PiecePathChecker;
|
||||
|
||||
/**
|
||||
* Chess board entity, composed of cells.
|
||||
*/
|
||||
public class ChessBoard {
|
||||
/**
|
||||
* Cell of the chess board.
|
||||
*/
|
||||
public static class Cell {
|
||||
private Piece piece;
|
||||
|
||||
@@ -48,6 +54,10 @@ public class ChessBoard {
|
||||
this.kingPos = new Coordinate[Color.values().length];
|
||||
}
|
||||
|
||||
/**
|
||||
* Apply a move on the board.
|
||||
* @param move move to apply
|
||||
*/
|
||||
public void applyMove(Move move) {
|
||||
assert move.isValid() : "Invalid move !";
|
||||
Piece deadPiece = pieceAt(move.getDeadPieceCoords());
|
||||
@@ -64,12 +74,20 @@ public class ChessBoard {
|
||||
this.lastVirtualMove = move;
|
||||
}
|
||||
|
||||
/**
|
||||
* Undo the last move
|
||||
*/
|
||||
public void undoLastMove() {
|
||||
assert this.lastVirtualMove != null : "Can't undo at the beginning!";
|
||||
|
||||
undoMove(this.lastVirtualMove, this.lastEjectedPiece);
|
||||
}
|
||||
|
||||
/**
|
||||
* Undo the specified move
|
||||
* @param move
|
||||
* @param deadPiece
|
||||
*/
|
||||
public void undoMove(Move move, Piece deadPiece) {
|
||||
Piece movingPiece = pieceAt(move.getFinish());
|
||||
pieceComes(movingPiece, move.getStart());
|
||||
@@ -79,16 +97,29 @@ public class ChessBoard {
|
||||
movingPiece.unMove();
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if the cell is empty
|
||||
* @param coordinate
|
||||
* @return true if the cell is empty
|
||||
*/
|
||||
public boolean isCellEmpty(Coordinate coordinate) {
|
||||
return pieceAt(coordinate) == null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Return the piece at the given coordinates
|
||||
* @param coordinate
|
||||
* @return piece at the given coordinates, or null if the coordinates are invalid or the cell is empty
|
||||
*/
|
||||
public Piece pieceAt(Coordinate coordinate) {
|
||||
if (!coordinate.isValid())
|
||||
return null;
|
||||
return cellAt(coordinate).getPiece();
|
||||
}
|
||||
|
||||
/**
|
||||
* Nuke all pieces of the board
|
||||
*/
|
||||
public void clearBoard() {
|
||||
for (int i = 0; i < Coordinate.VALUE_MAX; i++) {
|
||||
for (int j = 0; j < Coordinate.VALUE_MAX; j++) {
|
||||
@@ -97,24 +128,48 @@ public class ChessBoard {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the cell at the given coordinates
|
||||
* @param coordinate
|
||||
* @return
|
||||
*/
|
||||
private Cell cellAt(Coordinate coordinate) {
|
||||
return this.cells[coordinate.getX()][coordinate.getY()];
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* Set the piece at the given coordinate
|
||||
*/
|
||||
public void pieceComes(Piece piece, Coordinate coordinate) {
|
||||
cellAt(coordinate).setPiece(piece);
|
||||
if (piece instanceof King)
|
||||
this.kingPos[piece.getColor().ordinal()] = coordinate;
|
||||
}
|
||||
|
||||
/**
|
||||
* Remove the piece at the given coordiinates
|
||||
* @param coordinate
|
||||
*/
|
||||
public void pieceLeaves(Coordinate coordinate) {
|
||||
cellAt(coordinate).setPiece(null);
|
||||
}
|
||||
|
||||
/**
|
||||
* Find the king of the given color on the board
|
||||
* @param color
|
||||
* @return the coordinates of the king
|
||||
*/
|
||||
public Coordinate findKing(Color color) {
|
||||
return kingPos[color.ordinal()];
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the allowed starting positions for a piece to attack the given Coordinate. Useful for PGN trasnlation.
|
||||
* @param finish
|
||||
* @param color
|
||||
* @return coordinates of the pieces that could attack
|
||||
*/
|
||||
public List<Coordinate> getAllowedStarts(Coordinate finish, Color color) {
|
||||
List<Coordinate> starts = new ArrayList<>();
|
||||
for (int i = 0; i < Coordinate.VALUE_MAX; i++) {
|
||||
@@ -139,6 +194,11 @@ public class ChessBoard {
|
||||
return starts;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if the king of the given color is in check
|
||||
* @param color
|
||||
* @return true if the king is in check
|
||||
*/
|
||||
public boolean isKingInCheck(Color color) {
|
||||
Coordinate kingPos = findKing(color);
|
||||
assert kingPos.isValid() : "King position is invalid!";
|
||||
@@ -158,10 +218,20 @@ public class ChessBoard {
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if the given player has allowed moves
|
||||
* @param player
|
||||
* @return true if the player can move
|
||||
*/
|
||||
public boolean hasAllowedMoves(Color player) {
|
||||
return !getAllowedMoves(player).isEmpty();
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the allowed moves for the given player
|
||||
* @param player
|
||||
* @return
|
||||
*/
|
||||
public List<Move> getAllowedMoves(Color player) {
|
||||
if (this.cachedAllowedMoves != null) {
|
||||
return this.cachedAllowedMoves;
|
||||
@@ -205,7 +275,10 @@ public class ChessBoard {
|
||||
return result;
|
||||
}
|
||||
|
||||
public List<Coordinate> getAllowedMoves(Coordinate pieceCoords) {
|
||||
/**
|
||||
* Get all the end positions possible of a piece
|
||||
*/
|
||||
public List<Coordinate> getPieceAllowedMoves(Coordinate pieceCoords) {
|
||||
Piece piece = pieceAt(pieceCoords);
|
||||
if (piece == null)
|
||||
return null;
|
||||
@@ -233,6 +306,13 @@ public class ChessBoard {
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if the given player can castle with the given rook
|
||||
* @param color
|
||||
* @param rookX
|
||||
* @param kingDirection
|
||||
* @return true if the player can Castle
|
||||
*/
|
||||
private boolean canCastle(Color color, int rookX, Direction kingDirection) {
|
||||
if (isKingInCheck(color))
|
||||
return false;
|
||||
@@ -267,20 +347,32 @@ public class ChessBoard {
|
||||
return obstacle == null;
|
||||
}
|
||||
|
||||
/**
|
||||
* @return wether the player can perform a kingside castling.
|
||||
*/
|
||||
public boolean canSmallCastle(Color color) {
|
||||
return canCastle(color, 7, Direction.Right);
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if the given player is allowed to execute a queenside castling.
|
||||
* @param color
|
||||
* @return
|
||||
*/
|
||||
public boolean canBigCastle(Color color) {
|
||||
return canCastle(color, 0, Direction.Left);
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if there is a pawn to be promoted by the given player.
|
||||
* @return
|
||||
*/
|
||||
public boolean pawnShouldBePromoted() {
|
||||
return pawnPromotePosition() != null;
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* Check if there's a pawn in the adversary line on the board
|
||||
* @return Null if there is no pawn to promote
|
||||
*/
|
||||
public Coordinate pawnPromotePosition() {
|
||||
@@ -291,7 +383,7 @@ public class ChessBoard {
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* Check if there's a pawn of the given player in the adversary line on the board
|
||||
* @return Null if there is no pawn to promote
|
||||
*/
|
||||
private Coordinate pawnPromotePosition(Color color) {
|
||||
@@ -309,6 +401,10 @@ public class ChessBoard {
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Hash according to the pieces position on the board
|
||||
* @return hash code
|
||||
*/
|
||||
@Override
|
||||
public int hashCode() {
|
||||
int result = 0;
|
||||
@@ -323,10 +419,16 @@ public class ChessBoard {
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* @return the last played move
|
||||
*/
|
||||
public Move getLastMove() {
|
||||
return this.lastMove;
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the last move of the board and invalidate the allowedMoves cache.
|
||||
*/
|
||||
public void setLastMove(Move lastMove) {
|
||||
this.lastMove = lastMove;
|
||||
this.cachedAllowedMoves = null;
|
||||
|
||||
@@ -1,5 +1,8 @@
|
||||
package chess.model;
|
||||
|
||||
/**
|
||||
* Enumeration of colors for player - either black or white
|
||||
*/
|
||||
public enum Color {
|
||||
White,
|
||||
Black;
|
||||
|
||||
@@ -2,6 +2,9 @@ package chess.model;
|
||||
|
||||
import java.util.Objects;
|
||||
|
||||
/**
|
||||
* Coordinate of a cell on the chess board.
|
||||
*/
|
||||
public class Coordinate {
|
||||
private final int x;
|
||||
private final int y;
|
||||
|
||||
@@ -1,5 +1,9 @@
|
||||
package chess.model;
|
||||
|
||||
/**
|
||||
* Enumation of the different directions from a cell in a chessboard, and how to navigate the cells.
|
||||
*/
|
||||
|
||||
public enum Direction {
|
||||
|
||||
Unset(65),
|
||||
|
||||
@@ -8,6 +8,10 @@ import java.util.Stack;
|
||||
import chess.controller.PlayerCommand;
|
||||
import chess.controller.commands.MoveCommand;
|
||||
|
||||
/**
|
||||
* Game class that represents a chess game.
|
||||
*/
|
||||
|
||||
public class Game {
|
||||
private final ChessBoard board;
|
||||
private Color playerTurn;
|
||||
@@ -34,19 +38,24 @@ public class Game {
|
||||
return playerTurn;
|
||||
}
|
||||
|
||||
/**
|
||||
* Reset the game
|
||||
*/
|
||||
public void reset() {
|
||||
resetPlayerTurn();
|
||||
this.traitsPos.clear();
|
||||
}
|
||||
|
||||
/**
|
||||
* Reset the player turn.
|
||||
* Aka: white for the win
|
||||
*/
|
||||
public void resetPlayerTurn() {
|
||||
this.playerTurn = Color.White;
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param color the current player turn
|
||||
* @return true if a draw should be declared
|
||||
* Save the current board configuration
|
||||
*/
|
||||
public void saveTraitPiecesPos() {
|
||||
int piecesHash = this.board.hashCode();
|
||||
@@ -63,14 +72,16 @@ public class Game {
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @return true if a draw should occur
|
||||
* Switch player turn
|
||||
*/
|
||||
public void switchPlayerTurn() {
|
||||
playerTurn = Color.getEnemy(playerTurn);
|
||||
}
|
||||
|
||||
// this is the bottleneck of algorithms using this chess engine
|
||||
/**
|
||||
* Check the status of the game ofr the specified player
|
||||
* @return a GameStatus enum
|
||||
*/
|
||||
public GameStatus checkGameStatus(Color color) {
|
||||
if (checkDraw())
|
||||
return GameStatus.Draw;
|
||||
@@ -87,20 +98,32 @@ public class Game {
|
||||
return GameStatus.OnGoing;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check the status of the gamere
|
||||
*/
|
||||
public GameStatus checkGameStatus() {
|
||||
return checkGameStatus(Color.getEnemy(getPlayerTurn()));
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a player move (basic move, castling, ...) to the game history.
|
||||
*/
|
||||
public void addAction(PlayerCommand command) {
|
||||
this.movesHistory.add(command);
|
||||
}
|
||||
|
||||
/**
|
||||
* @return the last player action
|
||||
*/
|
||||
public PlayerCommand getLastAction() {
|
||||
if (this.movesHistory.isEmpty())
|
||||
return null;
|
||||
return this.movesHistory.pop();
|
||||
}
|
||||
|
||||
/**
|
||||
* Update the last board move ater an undo.
|
||||
*/
|
||||
public void updateLastMove() {
|
||||
if (this.movesHistory.isEmpty())
|
||||
return;
|
||||
@@ -111,6 +134,9 @@ public class Game {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Remove the board configuration occurence from the game history
|
||||
*/
|
||||
public void undoTraitPiecesPos() {
|
||||
int piecesHash = this.board.hashCode();
|
||||
Integer count = this.traitsPos.get(piecesHash);
|
||||
@@ -122,6 +148,9 @@ public class Game {
|
||||
return this.movesHistory;
|
||||
}
|
||||
|
||||
/**
|
||||
* @return wether a pawn should be promoted
|
||||
*/
|
||||
public boolean pawnShouldBePromoted() {
|
||||
return this.board.pawnShouldBePromoted();
|
||||
}
|
||||
|
||||
@@ -1,6 +1,12 @@
|
||||
package chess.model;
|
||||
|
||||
public class PermissiveGame extends Game {
|
||||
/**
|
||||
* Game where the most ressource-consuming functions are empty.
|
||||
* Mostly used by bots.
|
||||
* @see GameSimulation
|
||||
*/
|
||||
|
||||
public class LightGame extends Game {
|
||||
|
||||
@Override
|
||||
public GameStatus checkGameStatus(Color color) {
|
||||
@@ -1,5 +1,9 @@
|
||||
package chess.model;
|
||||
|
||||
/**
|
||||
* Chess move, composed of a starting position, a finishing position and the eventual enemy pieces taken during the move.
|
||||
*/
|
||||
|
||||
public class Move {
|
||||
private final Coordinate start;
|
||||
private final Coordinate finish;
|
||||
@@ -11,6 +15,10 @@ public class Move {
|
||||
this.deadPieceCoords = finish;
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @return true if the move is valid, false otherwise
|
||||
*/
|
||||
public boolean isValid() {
|
||||
return this.start.isValid() && this.finish.isValid() && !this.start.equals(this.finish);
|
||||
}
|
||||
@@ -23,6 +31,10 @@ public class Move {
|
||||
return finish;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the number of cells traversed by the move.
|
||||
* @return int
|
||||
*/
|
||||
public int traversedCells() {
|
||||
assert isValid() : "Move is invalid!";
|
||||
|
||||
@@ -41,6 +53,9 @@ public class Move {
|
||||
return 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* @return the coordinates of the cell in the middle of the move
|
||||
*/
|
||||
public Coordinate getMiddle() {
|
||||
return Coordinate.fromIndex((getStart().toIndex() + getFinish().toIndex()) / 2);
|
||||
}
|
||||
|
||||
@@ -1,5 +1,9 @@
|
||||
package chess.model;
|
||||
|
||||
/**
|
||||
* Piece of a game. Posesses a color and the number of time it has been moved.
|
||||
*/
|
||||
|
||||
public abstract class Piece {
|
||||
|
||||
private final Color color;
|
||||
|
||||
@@ -7,6 +7,10 @@ import chess.model.pieces.Pawn;
|
||||
import chess.model.pieces.Queen;
|
||||
import chess.model.pieces.Rook;
|
||||
|
||||
/**
|
||||
* Visitor interface for pieces.
|
||||
*/
|
||||
|
||||
public interface PieceVisitor<T> {
|
||||
|
||||
default T visit(Piece piece) {
|
||||
|
||||
@@ -4,6 +4,9 @@ import chess.model.Color;
|
||||
import chess.model.Piece;
|
||||
import chess.model.PieceVisitor;
|
||||
|
||||
/**
|
||||
* Bishop piece.
|
||||
*/
|
||||
public class Bishop extends Piece {
|
||||
|
||||
public Bishop(Color color) {
|
||||
|
||||
@@ -4,6 +4,9 @@ import chess.model.Color;
|
||||
import chess.model.Piece;
|
||||
import chess.model.PieceVisitor;
|
||||
|
||||
/**
|
||||
* King piece.
|
||||
*/
|
||||
public class King extends Piece {
|
||||
|
||||
public King(Color color) {
|
||||
|
||||
@@ -4,6 +4,9 @@ import chess.model.Color;
|
||||
import chess.model.Piece;
|
||||
import chess.model.PieceVisitor;
|
||||
|
||||
/**
|
||||
* Knight piece.
|
||||
*/
|
||||
public class Knight extends Piece {
|
||||
|
||||
public Knight(Color color) {
|
||||
|
||||
@@ -4,6 +4,9 @@ import chess.model.Color;
|
||||
import chess.model.Piece;
|
||||
import chess.model.PieceVisitor;
|
||||
|
||||
/**
|
||||
* Pawn piece.
|
||||
*/
|
||||
public class Pawn extends Piece {
|
||||
|
||||
public Pawn(Color color) {
|
||||
|
||||
@@ -4,6 +4,9 @@ import chess.model.Color;
|
||||
import chess.model.Piece;
|
||||
import chess.model.PieceVisitor;
|
||||
|
||||
/**
|
||||
* Queen piece.
|
||||
*/
|
||||
public class Queen extends Piece {
|
||||
|
||||
public Queen(Color color) {
|
||||
|
||||
@@ -4,6 +4,9 @@ import chess.model.Color;
|
||||
import chess.model.Piece;
|
||||
import chess.model.PieceVisitor;
|
||||
|
||||
/**
|
||||
* Rook piece.
|
||||
*/
|
||||
public class Rook extends Piece {
|
||||
|
||||
public Rook(Color color) {
|
||||
|
||||
@@ -12,6 +12,10 @@ import chess.model.pieces.Pawn;
|
||||
import chess.model.pieces.Queen;
|
||||
import chess.model.pieces.Rook;
|
||||
|
||||
/**
|
||||
* Check if a move can be done.
|
||||
*/
|
||||
|
||||
public class PermissiveRuleChecker implements PieceVisitor<Boolean> {
|
||||
|
||||
private final Move move;
|
||||
|
||||
@@ -14,6 +14,9 @@ import chess.model.pieces.Pawn;
|
||||
import chess.model.pieces.Queen;
|
||||
import chess.model.pieces.Rook;
|
||||
|
||||
/**
|
||||
* Check if there are pieces in the path of a move.
|
||||
*/
|
||||
public class PiecePathChecker implements PieceVisitor<Boolean> {
|
||||
|
||||
private final ChessBoard board;
|
||||
|
||||
@@ -19,29 +19,12 @@ import chess.model.Move;
|
||||
import chess.model.Piece;
|
||||
import chess.model.pieces.Pawn;
|
||||
|
||||
/**
|
||||
* Export a game to PGN format.
|
||||
*/
|
||||
|
||||
public class PgnExport {
|
||||
|
||||
// public static void main(String[] args) {
|
||||
// final Game game = new Game();
|
||||
// final CommandExecutor commandExecutor = new CommandExecutor(game);
|
||||
|
||||
// DumbAI ai1 = new DumbAI(commandExecutor, Color.White);
|
||||
// commandExecutor.addListener(ai1);
|
||||
|
||||
// DumbAI ai2 = new DumbAI(commandExecutor, Color.Black);
|
||||
// commandExecutor.addListener(ai2);
|
||||
|
||||
// commandExecutor.addListener(new GameAdapter() {
|
||||
// @Override
|
||||
// public void onGameEnd() {
|
||||
// System.out.println(exportGame(game));
|
||||
// commandExecutor.close();
|
||||
// }
|
||||
// });
|
||||
|
||||
// commandExecutor.executeCommand(new NewGameCommand());
|
||||
// }
|
||||
|
||||
private static final PiecePgnName piecePgnName = new PiecePgnName();
|
||||
|
||||
private static Piece pieceAt(CommandExecutor commandExecutor, Coordinate coordinate) {
|
||||
@@ -72,6 +55,12 @@ public class PgnExport {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Resolve PGN ambiguity in the case of two pieces of the same type able to move on the same square.
|
||||
* @param cmdExec the command executor attached to the game
|
||||
* @param pieceMove move of the piece
|
||||
* @return the character that solves the eventual ambiguity, empty if no ambiguity to start with
|
||||
*/
|
||||
private static String resolveAmbiguity(CommandExecutor cmdExec, Move pieceMove) {
|
||||
Piece movingPiece = pieceAt(cmdExec, pieceMove.getStart());
|
||||
|
||||
@@ -105,6 +94,12 @@ public class PgnExport {
|
||||
return "";
|
||||
}
|
||||
|
||||
/**
|
||||
* From a move, get the capture-part of the associated PGN string.
|
||||
* @param move the move
|
||||
* @param movingPiece the piece that is moving
|
||||
* @return the capture string of the PGN move
|
||||
*/
|
||||
private static String capture(MoveCommand move, Piece movingPiece) {
|
||||
String result = "";
|
||||
if (move.getDeadPiece() != null) {
|
||||
|
||||
@@ -3,6 +3,10 @@ package chess.pgn;
|
||||
import chess.controller.CommandExecutor;
|
||||
import common.AssetManager;
|
||||
|
||||
/**
|
||||
* Apply moves from a pgn file at the start of a game.
|
||||
*/
|
||||
|
||||
public class PgnFileSimulator extends PgnSimulator{
|
||||
|
||||
public PgnFileSimulator(CommandExecutor commandExecutor, String fileName) {
|
||||
|
||||
@@ -25,6 +25,10 @@ import chess.model.pieces.Pawn;
|
||||
import chess.model.pieces.Queen;
|
||||
import chess.model.pieces.Rook;
|
||||
|
||||
/**
|
||||
* Import a game from PGN format.
|
||||
*/
|
||||
|
||||
public class PgnImport {
|
||||
|
||||
private static final Map<String, Class<? extends Piece>> pieceMap = Map.of(
|
||||
@@ -46,6 +50,13 @@ public class PgnImport {
|
||||
return getMoves(parts[parts.length - 1]);
|
||||
}
|
||||
|
||||
private static final int COORDINATE_ANY = -1;
|
||||
|
||||
/**
|
||||
* Parse the moves from a PGN string.
|
||||
* @param unparsedMoves
|
||||
* @return
|
||||
*/
|
||||
private static List<PlayerCommand> getMoves(String unparsedMoves) {
|
||||
String[] moves = unparsedMoves.replaceAll("\\{.*?\\}", "") // Remove comments
|
||||
.replaceAll("\\n", " ") // Remove new lines
|
||||
@@ -75,6 +86,12 @@ public class PgnImport {
|
||||
return instructions;
|
||||
}
|
||||
|
||||
/**
|
||||
* Parse a move from the PGN format and plays it in the given game.
|
||||
* @param move
|
||||
* @param game
|
||||
* @return
|
||||
*/
|
||||
private static List<PlayerCommand> parseMove(String move, Game game) {
|
||||
if (move.equals("O-O-O"))
|
||||
return Arrays.asList(new CastlingCommand(true));
|
||||
@@ -100,7 +117,7 @@ public class PgnImport {
|
||||
|
||||
assert move.length() == 3 || move.length() == 2;
|
||||
|
||||
Coordinate ambiguity = new Coordinate(-1, -1);
|
||||
Coordinate ambiguity = new Coordinate(COORDINATE_ANY, COORDINATE_ANY);
|
||||
|
||||
// ambiguity
|
||||
if (move.length() == 3) {
|
||||
@@ -120,8 +137,17 @@ public class PgnImport {
|
||||
return cmds;
|
||||
}
|
||||
|
||||
private static Coordinate getStartCoord(Coordinate dest, Class<? extends Piece> pieceType, Coordinate ambiguity,
|
||||
Game game) {
|
||||
/**
|
||||
* Get the start coordinate of a piece.
|
||||
* @param dest the end position of the moving piece
|
||||
* @param pieceType the type of the piece
|
||||
* @param ambiguity coordinates of the moving piece, indicated with the constant COORDINATE_ANY.
|
||||
* @param game the game
|
||||
* @see COORDINATE_ANY
|
||||
* @see getAmbiguityPattern
|
||||
* @return the start coordinate of the piece
|
||||
*/
|
||||
private static Coordinate getStartCoord(Coordinate dest, Class<? extends Piece> pieceType, Coordinate ambiguity, Game game) {
|
||||
final ChessBoard board = game.getBoard();
|
||||
|
||||
List<Coordinate> starts = board.getAllowedStarts(dest, game.getPlayerTurn());
|
||||
@@ -148,10 +174,10 @@ public class PgnImport {
|
||||
}
|
||||
|
||||
private static boolean coordPatternMatch(Coordinate coord, Coordinate pattern) {
|
||||
if (pattern.getX() != -1 && coord.getX() != pattern.getX())
|
||||
if (pattern.getX() != COORDINATE_ANY && coord.getX() != pattern.getX())
|
||||
return false;
|
||||
|
||||
if (pattern.getY() != -1 && coord.getY() != pattern.getY())
|
||||
if (pattern.getY() != COORDINATE_ANY && coord.getY() != pattern.getY())
|
||||
return false;
|
||||
|
||||
return true;
|
||||
@@ -159,8 +185,8 @@ public class PgnImport {
|
||||
|
||||
private static Coordinate getAmbiguityPattern(char amb) {
|
||||
if (Character.isDigit(amb))
|
||||
return new Coordinate(-1, getYCoord(amb));
|
||||
return new Coordinate(getXCoord(amb), -1);
|
||||
return new Coordinate(COORDINATE_ANY, getYCoord(amb));
|
||||
return new Coordinate(getXCoord(amb), COORDINATE_ANY);
|
||||
}
|
||||
|
||||
private static Coordinate stringToCoordinate(String coordinates) {
|
||||
|
||||
@@ -8,6 +8,10 @@ import chess.controller.PlayerCommand;
|
||||
import chess.controller.event.GameAdapter;
|
||||
import common.Signal0;
|
||||
|
||||
/**
|
||||
* Apply moves from a pgn string at the start of a game.
|
||||
*/
|
||||
|
||||
public class PgnSimulator extends GameAdapter {
|
||||
|
||||
private final CommandExecutor commandExecutor;
|
||||
|
||||
@@ -8,6 +8,10 @@ import chess.model.pieces.Pawn;
|
||||
import chess.model.pieces.Queen;
|
||||
import chess.model.pieces.Rook;
|
||||
|
||||
/**
|
||||
* Visitor that returns the PGN name of a piece.
|
||||
*/
|
||||
|
||||
public class PiecePgnName implements PieceVisitor<String> {
|
||||
|
||||
@Override
|
||||
|
||||
@@ -1,23 +1,32 @@
|
||||
package chess.view.DDDrender;
|
||||
|
||||
import org.joml.Matrix4f;
|
||||
import org.joml.Vector2f;
|
||||
import org.joml.Vector3f;
|
||||
import org.joml.Vector4f;
|
||||
|
||||
/**
|
||||
* 3D camera
|
||||
*/
|
||||
public class Camera {
|
||||
public static final float fov = 70.0f;
|
||||
// should be changed to match screen
|
||||
public static final float aspect = 1.0f;
|
||||
public static final float zNear = 0.01f;
|
||||
public static final float zFar = 100.0f;
|
||||
public static final float zFar = 1000.0f;
|
||||
|
||||
private static final Vector3f up = new Vector3f(0.0f, -1.0f, 0.0f);
|
||||
private static final Vector3f center = new Vector3f(0.0f, 0.0f, 0.0f);
|
||||
|
||||
private final float distance = 1.5f;
|
||||
private final float camHeight = 1.5f;
|
||||
|
||||
private float aspectRatio;
|
||||
private float angle;
|
||||
|
||||
private Vector3f pos;
|
||||
|
||||
private float yaw = 0.0f;
|
||||
private float pitch = 0.0f;
|
||||
|
||||
public Camera() {
|
||||
this.pos = new Vector3f(0, 2.0f, 0);
|
||||
setRotation(0.0f, -3.14150f / 2.0f);
|
||||
this.pos = new Vector3f(0.0f, camHeight, 0.0f);
|
||||
setRotateAngle((float) Math.PI);
|
||||
}
|
||||
|
||||
public void move(float x, float y) {
|
||||
@@ -25,104 +34,60 @@ public class Camera {
|
||||
this.pos.y += y;
|
||||
}
|
||||
|
||||
public void rotate(float yaw, float pitch) {
|
||||
this.yaw += yaw;
|
||||
this.pitch += pitch;
|
||||
public void setRotateAngle(float angle) {
|
||||
this.angle = angle;
|
||||
updatePostion();
|
||||
}
|
||||
|
||||
private void updatePostion() {
|
||||
final float finalX = (float) Math.sin(angle);
|
||||
final float finalZ = (float) -Math.cos(angle);
|
||||
this.pos.set(distance * finalX, this.pos.get(1), distance * finalZ);
|
||||
}
|
||||
|
||||
public float getRotateAngle() {
|
||||
return angle;
|
||||
}
|
||||
|
||||
public Vector3f getPos() {
|
||||
return pos;
|
||||
}
|
||||
|
||||
public float getYaw() {
|
||||
return yaw;
|
||||
}
|
||||
|
||||
public float getPitch() {
|
||||
return pitch;
|
||||
}
|
||||
|
||||
public float getFov() {
|
||||
return fov;
|
||||
}
|
||||
|
||||
public void setX(float x) {
|
||||
this.pos.x = x;
|
||||
public void setAspectRatio(float aspectRatio) {
|
||||
this.aspectRatio = aspectRatio;
|
||||
}
|
||||
|
||||
public void setY(float y) {
|
||||
this.pos.y = y;
|
||||
public Matrix4f getPerspectiveMatrix() {
|
||||
return new Matrix4f().perspective((float) (Math.toRadians(fov)), aspectRatio, zNear, zFar);
|
||||
}
|
||||
|
||||
public void setZ(float z) {
|
||||
this.pos.z = z;
|
||||
public Matrix4f getViewMatrix() {
|
||||
return new Matrix4f().lookAt(pos, center, up);
|
||||
}
|
||||
|
||||
public void setYaw(float yaw) {
|
||||
this.yaw = yaw;
|
||||
}
|
||||
/**
|
||||
* Performs a ray casting to find the selected cell by the cursor
|
||||
* @return the position of the cell in world coordinates
|
||||
*/
|
||||
public Vector2f getCursorWorldFloorPos(Vector2f screenPos, int windowWidth, int windowHeight) {
|
||||
float relativeX = (screenPos.x / (float) windowWidth * 2.0f) - 1.0f;
|
||||
float relativeY = 1.0f - (screenPos.y / (float) windowHeight * 2.0f);
|
||||
|
||||
public void setPitch(float pitch) {
|
||||
this.pitch = pitch;
|
||||
}
|
||||
Vector4f rayClip = new Vector4f(relativeX, relativeY, -1.0f, 1.0f);
|
||||
|
||||
public void reset() {
|
||||
resetPosition();
|
||||
resetRotation();
|
||||
}
|
||||
Vector4f rayEye = getPerspectiveMatrix().invert().transform(rayClip);
|
||||
|
||||
public void resetPosition() {
|
||||
pos = new Vector3f(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
rayEye = new Vector4f(rayEye.x, rayEye.y, -1.0f, 0.0f);
|
||||
|
||||
public void resetRotation() {
|
||||
yaw = 0.0f;
|
||||
pitch = 0.0f;
|
||||
}
|
||||
Vector4f rayWorld = getViewMatrix().invert().transform(rayEye);
|
||||
|
||||
public void moveForward(float distance) {
|
||||
pos.x += distance * (float) Math.cos(yaw);
|
||||
pos.y += distance * (float) Math.sin(yaw);
|
||||
}
|
||||
float lambda = -this.pos.y / rayWorld.y;
|
||||
|
||||
public void moveRight(float distance) {
|
||||
pos.x += distance * (float) Math.cos(yaw);
|
||||
pos.y += distance * (float) Math.sin(yaw);
|
||||
}
|
||||
|
||||
public void moveUp(float distance) {
|
||||
pos.z += distance;
|
||||
}
|
||||
|
||||
public void moveDown(float distance) {
|
||||
pos.z -= distance;
|
||||
}
|
||||
|
||||
public void addYaw(float angle) {
|
||||
yaw += angle;
|
||||
}
|
||||
|
||||
public void addPitch(float angle) {
|
||||
pitch += angle;
|
||||
}
|
||||
|
||||
public void setPosition(Vector3f pos) {
|
||||
this.pos = pos;
|
||||
}
|
||||
|
||||
public void setRotation(float yaw, float pitch) {
|
||||
this.yaw = yaw;
|
||||
this.pitch = pitch;
|
||||
}
|
||||
|
||||
public Matrix4f getMatrix() {
|
||||
Vector3f forward = new Vector3f(
|
||||
(float) (Math.cos(yaw) * Math.cos(pitch)),
|
||||
(float) (Math.sin(pitch)),
|
||||
(float) (Math.sin(yaw) * Math.cos(pitch)));
|
||||
|
||||
return new Matrix4f()
|
||||
.perspective((float) (Math.toRadians(fov)), aspect, zNear, zFar)
|
||||
.lookAt(pos, forward, new Vector3f(0.0f, 1.0f, 0.0f));
|
||||
return new Vector2f(lambda * rayWorld.x + this.pos.x, lambda *
|
||||
rayWorld.z + this.pos.z);
|
||||
}
|
||||
}
|
||||
|
||||
30
app/src/main/java/chess/view/DDDrender/DDDModel.java
Normal file
30
app/src/main/java/chess/view/DDDrender/DDDModel.java
Normal file
@@ -0,0 +1,30 @@
|
||||
package chess.view.DDDrender;
|
||||
|
||||
import java.io.Closeable;
|
||||
import java.io.IOException;
|
||||
import java.util.List;
|
||||
|
||||
import chess.view.DDDrender.opengl.VertexArray;
|
||||
|
||||
/**
|
||||
* OpenGL model.
|
||||
*/
|
||||
public class DDDModel implements Closeable {
|
||||
private final List<VertexArray> vaos;
|
||||
|
||||
public DDDModel(List<VertexArray> vaos) {
|
||||
this.vaos = vaos;
|
||||
}
|
||||
|
||||
public List<VertexArray> getVaos() {
|
||||
return vaos;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void close() throws IOException {
|
||||
for (VertexArray vertexArray : vaos) {
|
||||
vertexArray.close();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
24
app/src/main/java/chess/view/DDDrender/DDDPlacement.java
Normal file
24
app/src/main/java/chess/view/DDDrender/DDDPlacement.java
Normal file
@@ -0,0 +1,24 @@
|
||||
package chess.view.DDDrender;
|
||||
|
||||
import org.joml.Vector2f;
|
||||
|
||||
import chess.model.Coordinate;
|
||||
|
||||
/**
|
||||
* Helper functions to convert from 2D to 3D coordinates systems.
|
||||
*/
|
||||
public class DDDPlacement {
|
||||
public static Vector2f coordinatesToVector(Coordinate coo) {
|
||||
return coordinatesToVector(coo.getX(), coo.getY());
|
||||
}
|
||||
|
||||
public static Vector2f coordinatesToVector(float x, float y) {
|
||||
return new Vector2f(1.0f - 0.125f - x * 0.250f, 1.0f - 0.125f - y * 0.250f);
|
||||
}
|
||||
|
||||
public static Coordinate vectorToCoordinates(Vector2f pos) {
|
||||
int x = (int) ((1.0f - pos.x) * 4.0f);
|
||||
int y = (int) ((1.0f - pos.y) * 4.0f);
|
||||
return new Coordinate(x, y);
|
||||
}
|
||||
}
|
||||
564
app/src/main/java/chess/view/DDDrender/DDDView.java
Normal file
564
app/src/main/java/chess/view/DDDrender/DDDView.java
Normal file
@@ -0,0 +1,564 @@
|
||||
package chess.view.DDDrender;
|
||||
|
||||
import java.io.IOException;
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
import java.util.function.Consumer;
|
||||
|
||||
import chess.controller.commands.*;
|
||||
import chess.controller.commands.PromoteCommand.PromoteType;
|
||||
import imgui.ImGui;
|
||||
import imgui.ImVec2;
|
||||
import imgui.flag.ImGuiCond;
|
||||
import imgui.flag.ImGuiWindowFlags;
|
||||
import org.joml.Vector2f;
|
||||
import org.joml.Vector3f;
|
||||
|
||||
import chess.controller.Command.CommandResult;
|
||||
import chess.controller.CommandExecutor;
|
||||
import chess.controller.CommandSender;
|
||||
import chess.controller.event.GameAdapter;
|
||||
import chess.model.Color;
|
||||
import chess.model.Coordinate;
|
||||
import chess.model.Move;
|
||||
import chess.model.Piece;
|
||||
import chess.view.DDDrender.world.BoardEntity;
|
||||
import chess.view.DDDrender.world.PieceEntity;
|
||||
import chess.view.DDDrender.world.World;
|
||||
|
||||
public class DDDView extends GameAdapter implements CommandSender {
|
||||
|
||||
private static final Vector3f BLACK = new Vector3f(0.3f, 0.3f, 0.3f);
|
||||
private static final Vector3f WHITE = new Vector3f(1.0f, 1.0f, 1.0f);
|
||||
private static final Vector3f RED = new Vector3f(1.0f, 0.0f, 0.0f);
|
||||
private static final Vector3f YELLOW = new Vector3f(1.0f, 1.0f, 0.0f);
|
||||
private static final Vector3f BLUE = new Vector3f(0.0f, 0.0f, 1.0f);
|
||||
|
||||
private final CommandExecutor commandExecutor;
|
||||
private final Window window;
|
||||
private final World world;
|
||||
private BoardEntity boardEntity;
|
||||
private final Camera camera;
|
||||
private Coordinate click = null;
|
||||
|
||||
private static final float animationTime = 0.5f; // in seconds
|
||||
private static final int animationTurns = 1;
|
||||
|
||||
private float moveProgress = 0.0f;
|
||||
|
||||
private String waitingPopup = null;
|
||||
|
||||
public DDDView(CommandExecutor commandExecutor) {
|
||||
this.commandExecutor = commandExecutor;
|
||||
this.world = new World();
|
||||
this.camera = new Camera();
|
||||
this.window = new Window(new Renderer(), this.world, this.camera);
|
||||
}
|
||||
|
||||
@Override
|
||||
public CommandExecutor getCommandExecutor() {
|
||||
return this.commandExecutor;
|
||||
}
|
||||
|
||||
private void cancelClick() {
|
||||
this.click = null;
|
||||
}
|
||||
|
||||
private void setClick(Coordinate coordinate) {
|
||||
this.click = coordinate;
|
||||
}
|
||||
|
||||
/**
|
||||
* Invoked when a cell is clicked. The first click selects the piece to move, the second click selects the destination.
|
||||
* @param coordinate
|
||||
*/
|
||||
private void onCellClick(Coordinate coordinate) {
|
||||
if (this.click == null) { // case: first click
|
||||
List<Coordinate> allowedMoves = getPieceAllowedMoves(coordinate);
|
||||
if (allowedMoves.isEmpty()) { // case: no movement possible for piece
|
||||
return;
|
||||
}
|
||||
setClick(coordinate);
|
||||
previewMoves(coordinate);
|
||||
return;
|
||||
}
|
||||
// case: second click
|
||||
GetAllowedMovesPieceCommand movesCommand = new GetAllowedMovesPieceCommand(this.click);
|
||||
if (sendCommand(movesCommand) == CommandResult.NotAllowed) { // case: invalid piece to move
|
||||
cancelPreview(this.click);
|
||||
cancelClick();
|
||||
return;
|
||||
}
|
||||
List<Coordinate> allowedMoves = movesCommand.getDestinations();
|
||||
if (allowedMoves.isEmpty()) { // case: no movement possible for piece
|
||||
cancelPreview(this.click);
|
||||
cancelClick();
|
||||
return;
|
||||
}
|
||||
if (allowedMoves.contains(coordinate)) { // case: valid attempt to move
|
||||
cancelPreview(this.click);
|
||||
sendMove(new Move(click, coordinate));
|
||||
cancelClick();
|
||||
return;
|
||||
}
|
||||
if (coordinate != this.click) { // cases: invalid move, selecting another piece
|
||||
cancelPreview(this.click);
|
||||
previewMoves(coordinate);
|
||||
setClick(coordinate);
|
||||
return;
|
||||
}
|
||||
cancelClick(); // case: cancelling previous click
|
||||
}
|
||||
|
||||
/**
|
||||
* Show the possible moves of the piece at the given coordinates: the piece is highlighted in yellow, the allowed moves in red.
|
||||
* @param coordinate
|
||||
*/
|
||||
private void previewMoves(Coordinate coordinate) {
|
||||
List<Coordinate> allowedMoves = getPieceAllowedMoves(coordinate);
|
||||
if (allowedMoves.isEmpty())
|
||||
return;
|
||||
this.boardEntity.setCellColor(coordinate, RED);
|
||||
this.world.getPiece(coordinate).setColor(RED);
|
||||
for (Coordinate destCoord : allowedMoves) {
|
||||
this.boardEntity.setCellColor(destCoord, YELLOW);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Invoked when a cell is hovered. The hovered cell is highlighted in red. If the cell contains a piece, its allowed moves are highlighted in red as well.
|
||||
* @param coordinate
|
||||
*/
|
||||
private void onCellEnter(Coordinate coordinate) {
|
||||
if (this.click == null) {
|
||||
// small test turning a cell red when hovered
|
||||
this.boardEntity.setCellColor(coordinate, RED);
|
||||
|
||||
PieceEntity pEntity = this.world.getPiece(coordinate);
|
||||
if (pEntity == null)
|
||||
return;
|
||||
|
||||
pEntity.setColor(RED);
|
||||
List<Coordinate> allowedMoves = getPieceAllowedMoves(coordinate);
|
||||
if (allowedMoves.isEmpty())
|
||||
return;
|
||||
for (Coordinate destCoord : allowedMoves) {
|
||||
this.boardEntity.setCellColor(destCoord, YELLOW);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Invoked when a cell is not hovered anymore, cancel that cell's preview.
|
||||
* @param coordinate
|
||||
*/
|
||||
private void onCellExit(Coordinate coordinate) {
|
||||
if (this.click == null) {
|
||||
this.boardEntity.resetCellColor(coordinate);
|
||||
Piece p = getPieceAt(coordinate);
|
||||
if (p == null)
|
||||
return;
|
||||
|
||||
PieceEntity pEntity = this.world.getPiece(coordinate);
|
||||
if (pEntity == null)
|
||||
return;
|
||||
|
||||
pEntity.setColor(p.getColor() == Color.White ? WHITE : BLACK);
|
||||
List<Coordinate> allowedMoves = getPieceAllowedMoves(coordinate);
|
||||
if (allowedMoves.isEmpty())
|
||||
return;
|
||||
for (Coordinate destCoord : allowedMoves) {
|
||||
this.boardEntity.resetCellColor(destCoord);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Cancel the preview of the moves for the given coordinates.
|
||||
* @param coordinate
|
||||
*/
|
||||
private void cancelPreview(Coordinate coordinate) {
|
||||
this.boardEntity.resetCellColor(coordinate);
|
||||
Piece p = getPieceAt(coordinate);
|
||||
if (p == null)
|
||||
return;
|
||||
this.world.getPiece(coordinate).setColor(p.getColor() == Color.White ? WHITE : BLACK);
|
||||
List<Coordinate> allowedMoves = getPieceAllowedMoves(coordinate);
|
||||
if (allowedMoves.isEmpty())
|
||||
return;
|
||||
for (Coordinate destCoord : allowedMoves) {
|
||||
this.boardEntity.resetCellColor(destCoord);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Start the game by initializing the board, creating the events, and starting the game loop.
|
||||
*/
|
||||
@Override
|
||||
public void onGameStart() {
|
||||
this.window.scheduleTask(() -> {
|
||||
try {
|
||||
initBoard();
|
||||
} catch (IOException e) {
|
||||
e.printStackTrace();
|
||||
}
|
||||
// start listening to mouse events
|
||||
this.window.OnCellClick.connect(this::onCellClick);
|
||||
this.window.OnCellEnter.connect(this::onCellEnter);
|
||||
this.window.OnCellExit.connect(this::onCellExit);
|
||||
this.window.OnImGuiTopRender.connect(this::onHeaderRender);
|
||||
this.window.OnImGuiBottomRender.connect(this::onFooterRender);
|
||||
|
||||
synchronized (this) {
|
||||
notifyAll();
|
||||
}
|
||||
});
|
||||
|
||||
synchronized (this) {
|
||||
try {
|
||||
wait();
|
||||
} catch (InterruptedException e) {
|
||||
e.printStackTrace();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void onHeaderRender() {
|
||||
ImGui.text("FPS : " + (int) ImGui.getIO().getFramerate());
|
||||
}
|
||||
|
||||
/**
|
||||
* Render the footer of the window.
|
||||
*/
|
||||
private void onFooterRender() {
|
||||
ImGui.beginDisabled(!canDoCastling());
|
||||
if (ImGui.button("Roque")) {
|
||||
sendCastling();
|
||||
}
|
||||
ImGui.endDisabled();
|
||||
ImGui.sameLine();
|
||||
ImGui.beginDisabled(!canDoBigCastling());
|
||||
if (ImGui.button("Grand Roque")) {
|
||||
sendBigCastling();
|
||||
}
|
||||
ImGui.endDisabled();
|
||||
ImGui.sameLine();
|
||||
if (ImGui.button("Annuler le coup précédent")) {
|
||||
sendUndo();
|
||||
}
|
||||
openPopup();
|
||||
renderPopups();
|
||||
}
|
||||
|
||||
private void openPopup() {
|
||||
if (waitingPopup != null) {
|
||||
ImGui.openPopup(waitingPopup);
|
||||
waitingPopup = null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Create the 3D piece at the given coordinates
|
||||
* @param piece the piece to create
|
||||
* @param coordinate the coordinates of the piece
|
||||
* @return the piece entity
|
||||
* @throws IOException
|
||||
*/
|
||||
private PieceEntity createDefault(Piece piece, Coordinate coordinate) throws IOException {
|
||||
Vector2f pieceBoardPos = DDDPlacement.coordinatesToVector(coordinate);
|
||||
Vector3f pieceWorldPos = new Vector3f(pieceBoardPos.x(), 0, pieceBoardPos.y());
|
||||
|
||||
return new PieceEntity(piece, pieceWorldPos,
|
||||
piece.getColor() == Color.White ? WHITE : BLACK,
|
||||
piece.getColor() == Color.White ? 0.0f : (float) Math.PI);
|
||||
}
|
||||
|
||||
/**
|
||||
* Create the 3D board and add the pieces.
|
||||
* @throws IOException
|
||||
*/
|
||||
private void initBoard() throws IOException {
|
||||
for (int i = 0; i < Coordinate.VALUE_MAX; i++) {
|
||||
for (int j = 0; j < Coordinate.VALUE_MAX; j++) {
|
||||
Coordinate pos = new Coordinate(i, j);
|
||||
Piece piece = getPieceAt(pos);
|
||||
if (piece == null)
|
||||
continue;
|
||||
|
||||
this.world.addPiece(createDefault(piece, pos), pos);
|
||||
}
|
||||
}
|
||||
this.boardEntity = new BoardEntity();
|
||||
this.world.addEntity(this.boardEntity);
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculate the position of the point at the t position on a Bezier curve spanning from the begin point to the end point and goign through the control point.
|
||||
* @param begin begin
|
||||
* @param middle control point
|
||||
* @param end end
|
||||
* @param t between 0 and 1
|
||||
* @return the point
|
||||
*/
|
||||
private Vector3f bezierCurve(Vector3f begin, Vector3f middle, Vector3f end, float t) {
|
||||
return begin.mul((1.0f - t) * (1.0f - t)).add(middle.mul(2.0f * t * (1.0f - t))).add(end.mul(t * t));
|
||||
}
|
||||
|
||||
/**
|
||||
* Move the piece on the board according to the given move. Called in a loop to animate the movement.
|
||||
* @param progress the proportion of the animation already done
|
||||
* @param piece
|
||||
* @param move
|
||||
*/
|
||||
private void pieceTick(float progress, PieceEntity piece, Move move) {
|
||||
float height = 1; // how high the piece is raised
|
||||
Vector2f pieceStartBoard = DDDPlacement.coordinatesToVector(move.getStart());
|
||||
Vector2f pieceDestinationBoard = DDDPlacement.coordinatesToVector(move.getFinish());
|
||||
Vector3f start = new Vector3f(pieceStartBoard.x(), 0, pieceStartBoard.y());
|
||||
Vector3f top = new Vector3f(pieceDestinationBoard.x() - pieceStartBoard.x(), height,
|
||||
pieceDestinationBoard.y() - pieceStartBoard.y());
|
||||
Vector3f end = new Vector3f(pieceDestinationBoard.x(), 0, pieceDestinationBoard.y());
|
||||
|
||||
piece.setPosition(bezierCurve(start, top, end, progress));
|
||||
}
|
||||
|
||||
/**
|
||||
* Move the pieces on the board according to the given moves.
|
||||
* @param moves
|
||||
*/
|
||||
private void move3DPieces(List<Move> moves) {
|
||||
final List<PieceEntity> pEntities = new ArrayList<>(moves.size());
|
||||
final List<Consumer<Float>> consumers = new ArrayList<>(moves.size());
|
||||
|
||||
this.moveProgress = 0.0f;
|
||||
|
||||
for (Move move : moves) {
|
||||
final PieceEntity pEntity = this.world.getPiece(move.getStart());
|
||||
final Consumer<Float> moveConsumer = (delta) -> {
|
||||
this.moveProgress += delta / animationTime / (float) moves.size();
|
||||
pieceTick(this.moveProgress, pEntity, move);
|
||||
};
|
||||
pEntities.add(pEntity);
|
||||
consumers.add(moveConsumer);
|
||||
this.window.addRegularTask(moveConsumer);
|
||||
}
|
||||
|
||||
try {
|
||||
Thread.sleep((long) (animationTime * 1000.0f));
|
||||
} catch (InterruptedException e) {
|
||||
}
|
||||
|
||||
for (int i = 0; i < moves.size(); i++) {
|
||||
final Move move = moves.get(i);
|
||||
final Consumer<Float> moveConsumer = consumers.get(i);
|
||||
final PieceEntity pEntity = pEntities.get(i);
|
||||
|
||||
this.window.removeRegularTask(moveConsumer);
|
||||
|
||||
Vector2f pieceDestBoardPos = DDDPlacement.coordinatesToVector(move.getFinish());
|
||||
Vector3f pieceDestWorldPos = new Vector3f(pieceDestBoardPos.x(), 0, pieceDestBoardPos.y());
|
||||
|
||||
final PieceEntity pDead = this.world.getPiece(move.getDeadPieceCoords());
|
||||
this.world.setPieceCoords(null, move.getDeadPieceCoords());
|
||||
|
||||
// we must do that on the rendering thread to avoid
|
||||
// ConcurrentModificationException
|
||||
this.window.scheduleTask(() -> this.world.ejectPiece(pDead));
|
||||
|
||||
pEntity.setPosition(pieceDestWorldPos);
|
||||
|
||||
this.world.movePiece(pEntity, move);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onMove(Move move, boolean captured) {
|
||||
move3DPieces(List.of(move));
|
||||
}
|
||||
|
||||
/**
|
||||
* Rotate the camera. Calles in a loop to animate the rotation.
|
||||
* @param delta the proportion of the animation already done
|
||||
*/
|
||||
private void cameraTick(float delta) {
|
||||
int oddAnimationTurn = (2 * (animationTurns - 1)) + 1;
|
||||
final float angle = (float) Math.PI;
|
||||
this.camera.setRotateAngle(this.camera.getRotateAngle() + angle * delta * oddAnimationTurn / animationTime);
|
||||
}
|
||||
|
||||
/**
|
||||
* Rotate the camera so the current player faces his enemy's pieces.
|
||||
*/
|
||||
private void cameraRotate() {
|
||||
float end = this.camera.getRotateAngle() + (float) Math.PI;
|
||||
Consumer<Float> rotationConsumer = this::cameraTick;
|
||||
this.window.addRegularTask(rotationConsumer);
|
||||
try {
|
||||
Thread.sleep((long) (animationTime * 1000.0f));
|
||||
} catch (InterruptedException e) {
|
||||
throw new RuntimeException(e);
|
||||
}
|
||||
this.window.removeRegularTask(rotationConsumer);
|
||||
this.camera.setRotateAngle(end);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onPlayerTurn(Color color, boolean undone) {
|
||||
cameraRotate();
|
||||
}
|
||||
|
||||
/**
|
||||
* Run the game.
|
||||
*/
|
||||
public void run() {
|
||||
this.window.run();
|
||||
|
||||
// free OpenGL resources
|
||||
try {
|
||||
this.window.close();
|
||||
this.world.close();
|
||||
} catch (IOException e) {
|
||||
e.printStackTrace();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Render a popup with the given title and content.
|
||||
* @param title
|
||||
* @param content
|
||||
*/
|
||||
private void renderPopup(String title, Runnable content) {
|
||||
ImVec2 center = ImGui.getMainViewport().getCenter();
|
||||
ImGui.setNextWindowPos(center, ImGuiCond.Appearing, new ImVec2(0.5f, 0.5f));
|
||||
if (ImGui.beginPopupModal(title, null, ImGuiWindowFlags.AlwaysAutoResize | ImGuiWindowFlags.NoMove)) {
|
||||
content.run();
|
||||
if (ImGui.button("Close")) {
|
||||
closeCurrentPopup();
|
||||
}
|
||||
ImGui.endPopup();
|
||||
}
|
||||
}
|
||||
|
||||
private void closeCurrentPopup() {
|
||||
ImGui.closeCurrentPopup();
|
||||
synchronized (this) {
|
||||
notifyAll();
|
||||
}
|
||||
}
|
||||
|
||||
private void renderPopup(String title, String text) {
|
||||
renderPopup(title, () -> ImGui.text(text));
|
||||
}
|
||||
|
||||
/**
|
||||
* Open the promotion dialog.
|
||||
*/
|
||||
private void renderPromoteDialog() {
|
||||
renderPopup("Promotion", () -> {
|
||||
ImGui.text("Select the promotion type :");
|
||||
for (PromoteType promoteType : PromoteType.values()) {
|
||||
if (ImGui.button(promoteType.toString())) {
|
||||
sendPawnPromotion(promoteType);
|
||||
closeCurrentPopup();
|
||||
}
|
||||
ImGui.sameLine();
|
||||
}
|
||||
ImGui.newLine();
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* List of possible popups.
|
||||
*/
|
||||
private void renderPopups() {
|
||||
renderPopup("Check", "Your king is in check");
|
||||
renderPopup("Checkmate", "Checkmate, it's a win!");
|
||||
renderPromoteDialog();
|
||||
renderPopup("Pat", "It's a pat!");
|
||||
renderPopup("Tie", "It's a tie!");
|
||||
renderPopup("White surrender", "The white player has surrendered!");
|
||||
renderPopup("Black surrender", "The black player has surrendered!");
|
||||
renderPopup("White victory", "The white player has won !");
|
||||
renderPopup("Black victory", "The black player has won !");
|
||||
renderPopup("End", "End of the game, thank you for playing!");
|
||||
}
|
||||
|
||||
/**
|
||||
* Open the popup identified by the given title and block the current thread until the popup is closed.
|
||||
* @param title the title of the popup to open
|
||||
*/
|
||||
private void openPopup(String title) {
|
||||
this.waitingPopup = title;
|
||||
// block the current thread until the popup is closed
|
||||
synchronized (this) {
|
||||
try {
|
||||
wait();
|
||||
} catch (InterruptedException e) {
|
||||
e.printStackTrace();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onKingInCheck() {
|
||||
openPopup("Check");
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onDraw() {
|
||||
openPopup("Tie");
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onKingInMat() {
|
||||
openPopup("Checkmate");
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onGameEnd() {
|
||||
openPopup("End");
|
||||
this.window.stop();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onWin(Color color) {
|
||||
openPopup(color == Color.White ? "Black victory" : "White victory");
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onPatSituation() {
|
||||
openPopup("Pat");
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onSurrender(Color color) {
|
||||
openPopup(color == Color.White ? "White surrender" : "Black surrender");
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onCastling(boolean bigCastling, Move kingMove, Move rookMove) {
|
||||
move3DPieces(List.of(kingMove, rookMove));
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onPromotePawn(Coordinate pieceCoords) {
|
||||
openPopup("Promotion");
|
||||
}
|
||||
|
||||
/**
|
||||
* Update the view with the promoted piece
|
||||
*/
|
||||
@Override
|
||||
public void onPawnPromoted(PromoteType promotion, Coordinate coordinate) {
|
||||
this.window.scheduleTask(() -> {
|
||||
this.world.ejectPiece(this.world.getPiece(coordinate));
|
||||
try {
|
||||
this.world.addPiece(createDefault(getPieceAt(coordinate), coordinate), coordinate);
|
||||
} catch (IOException e) {
|
||||
e.printStackTrace();
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -2,123 +2,79 @@ package chess.view.DDDrender;
|
||||
|
||||
import static org.lwjgl.opengl.GL11.GL_UNSIGNED_INT;
|
||||
|
||||
import java.io.Closeable;
|
||||
import java.io.IOException;
|
||||
|
||||
import org.joml.Matrix4f;
|
||||
import org.joml.Vector3f;
|
||||
import org.lwjgl.opengl.GL30;
|
||||
|
||||
import chess.view.DDDrender.opengl.FrameBuffer;
|
||||
import chess.view.DDDrender.opengl.VertexArray;
|
||||
import chess.view.DDDrender.shader.BoardShader;
|
||||
import chess.view.DDDrender.shader.PieceShader;
|
||||
import chess.view.DDDrender.shader.ShaderProgram;
|
||||
|
||||
public class Renderer {
|
||||
private BoardShader shader;
|
||||
private VertexArray vao;
|
||||
|
||||
private static int BOARD_WIDTH = 8;
|
||||
private static int BOARD_HEIGHT = 8;
|
||||
private static int BOARD_SIZE = BOARD_WIDTH * BOARD_HEIGHT;
|
||||
private static int SQUARE_VERTEX_COUNT = 4;
|
||||
/**
|
||||
* Basic 3D renderer
|
||||
*/
|
||||
public class Renderer implements Closeable {
|
||||
private BoardShader boardShader;
|
||||
private PieceShader pieceShader;
|
||||
private FrameBuffer frameBuffer;
|
||||
|
||||
public Renderer() {
|
||||
this.shader = new BoardShader();
|
||||
this.boardShader = new BoardShader();
|
||||
this.pieceShader = new PieceShader();
|
||||
}
|
||||
|
||||
public void Init() {
|
||||
shader.LoadShader();
|
||||
InitBoard();
|
||||
public void Init(float windowWidth, float widowHeight) {
|
||||
boardShader.LoadShader();
|
||||
pieceShader.LoadShader();
|
||||
|
||||
this.frameBuffer = new FrameBuffer((int) windowWidth, (int) (widowHeight * 8.0f / 10.0f));
|
||||
}
|
||||
|
||||
private float[] GetBoardPositions() {
|
||||
float[] positions = new float[BOARD_SIZE * SQUARE_VERTEX_COUNT * 3];
|
||||
for (int i = 0; i < BOARD_WIDTH; i++) {
|
||||
for (int j = 0; j < BOARD_HEIGHT; j++) {
|
||||
float x = i / (float) BOARD_WIDTH;
|
||||
float dx = (i + 1) / (float) BOARD_WIDTH;
|
||||
float z = j / (float) BOARD_HEIGHT;
|
||||
float dz = (j + 1) / (float) BOARD_HEIGHT;
|
||||
public void Update(Camera cam) {
|
||||
this.boardShader.Start();
|
||||
this.boardShader.SetCamMatrix(cam);
|
||||
this.pieceShader.Start();
|
||||
this.pieceShader.SetCamMatrix(cam);
|
||||
}
|
||||
|
||||
float trueX = 2 * x - 1;
|
||||
float trueZ = 2 * z - 1;
|
||||
float trueDX = 2 * dx - 1;
|
||||
float trueDZ = 2 * dz - 1;
|
||||
public void Render(DDDModel model, Vector3f color, Matrix4f transform) {
|
||||
this.pieceShader.Start();
|
||||
this.pieceShader.setModelColor(color);
|
||||
this.pieceShader.setModelTransform(transform);
|
||||
Render(model);
|
||||
}
|
||||
|
||||
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3] = trueX;
|
||||
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 1] = 0.0f;
|
||||
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 2] = trueZ;
|
||||
|
||||
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 3] = trueDX;
|
||||
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 4] = 0.0f;
|
||||
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 5] = trueZ;
|
||||
|
||||
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 6] = trueX;
|
||||
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 7] = 0.0f;
|
||||
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 8] = trueDZ;
|
||||
|
||||
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 9] = trueDX;
|
||||
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 10] = 0.0f;
|
||||
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 11] = trueDZ;
|
||||
}
|
||||
public void Render(DDDModel model) {
|
||||
for (int i = 0; i < model.getVaos().size(); i++) {
|
||||
VertexArray vao = model.getVaos().get(i);
|
||||
RenderVao(this.pieceShader, vao);
|
||||
}
|
||||
return positions;
|
||||
}
|
||||
|
||||
private float[] GetBoardColors() {
|
||||
float[] colors = new float[BOARD_SIZE * SQUARE_VERTEX_COUNT * 3];
|
||||
for (int i = 0; i < BOARD_WIDTH; i++) {
|
||||
for (int j = 0; j < BOARD_HEIGHT; j++) {
|
||||
Vector3f color;
|
||||
if ((i + j) % 2 != 0) {
|
||||
color = new Vector3f(1.0f, 1.0f, 1.0f);
|
||||
} else {
|
||||
color = new Vector3f(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
int squareIndex = i * BOARD_WIDTH + j;
|
||||
for (int k = 0; k < SQUARE_VERTEX_COUNT; k++) {
|
||||
colors[squareIndex * SQUARE_VERTEX_COUNT * 3 + k * 3] = color.x;
|
||||
colors[squareIndex * SQUARE_VERTEX_COUNT * 3 + k * 3 + 1] = color.y;
|
||||
colors[squareIndex * SQUARE_VERTEX_COUNT * 3 + k * 3 + 2] = color.z;
|
||||
}
|
||||
}
|
||||
}
|
||||
return colors;
|
||||
}
|
||||
|
||||
private int[] GetBoardIndicies() {
|
||||
int[] indices = new int[BOARD_SIZE * 6];
|
||||
for (int i = 0; i < BOARD_SIZE; i++) {
|
||||
indices[i * 6] = i * 4;
|
||||
indices[i * 6 + 1] = i * 4 + 1;
|
||||
indices[i * 6 + 2] = i * 4 + 2;
|
||||
indices[i * 6 + 3] = i * 4 + 1;
|
||||
indices[i * 6 + 4] = i * 4 + 2;
|
||||
indices[i * 6 + 5] = i * 4 + 3;
|
||||
}
|
||||
return indices;
|
||||
}
|
||||
|
||||
private void InitBoard() {
|
||||
ElementBuffer eBuffer = new ElementBuffer(GetBoardIndicies());
|
||||
this.vao = new VertexArray(eBuffer);
|
||||
|
||||
VertexBuffer positionBuffer = new VertexBuffer(GetBoardPositions(), 3);
|
||||
positionBuffer.AddVertexAttribPointer(0, 3, 0);
|
||||
|
||||
VertexBuffer colorBuffer = new VertexBuffer(GetBoardColors(), 3);
|
||||
colorBuffer.AddVertexAttribPointer(1, 3, 0);
|
||||
|
||||
this.vao.Bind();
|
||||
this.vao.BindVertexBuffer(positionBuffer);
|
||||
this.vao.BindVertexBuffer(colorBuffer);
|
||||
this.vao.Unbind();
|
||||
}
|
||||
|
||||
public void Render(Camera cam) {
|
||||
this.shader.Start();
|
||||
this.shader.SetCamMatrix(cam.getMatrix());
|
||||
RenderVao(vao);
|
||||
}
|
||||
|
||||
public void RenderVao(VertexArray vertexArray) {
|
||||
this.shader.Start();
|
||||
public void RenderVao(ShaderProgram shader, VertexArray vertexArray) {
|
||||
shader.Start();
|
||||
vertexArray.Bind();
|
||||
GL30.glDrawElements(GL30.GL_TRIANGLES, vertexArray.GetVertexCount(), GL_UNSIGNED_INT, 0);
|
||||
vertexArray.Unbind();
|
||||
}
|
||||
|
||||
public FrameBuffer getFrameBuffer() {
|
||||
return frameBuffer;
|
||||
}
|
||||
|
||||
public BoardShader getBoardShader() {
|
||||
return boardShader;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void close() throws IOException {
|
||||
this.boardShader.close();
|
||||
this.pieceShader.close();
|
||||
this.frameBuffer.close();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,11 +1,35 @@
|
||||
package chess.view.DDDrender;
|
||||
|
||||
import common.AssetManager;
|
||||
import common.Signal0;
|
||||
import org.joml.Vector2f;
|
||||
import org.lwjgl.*;
|
||||
import org.lwjgl.glfw.*;
|
||||
import org.lwjgl.opengl.*;
|
||||
import org.lwjgl.system.*;
|
||||
|
||||
import chess.model.Coordinate;
|
||||
import chess.view.DDDrender.opengl.FrameBuffer;
|
||||
import chess.view.DDDrender.world.Entity;
|
||||
import chess.view.DDDrender.world.World;
|
||||
import common.Signal1;
|
||||
import imgui.ImFontConfig;
|
||||
import imgui.ImGui;
|
||||
import imgui.ImVec2;
|
||||
import imgui.flag.ImGuiWindowFlags;
|
||||
import imgui.gl3.ImGuiImplGl3;
|
||||
import imgui.glfw.ImGuiImplGlfw;
|
||||
import imgui.type.ImBoolean;
|
||||
import imgui.type.ImInt;
|
||||
|
||||
import java.io.Closeable;
|
||||
import java.io.IOException;
|
||||
import java.nio.*;
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
import java.util.Queue;
|
||||
import java.util.concurrent.ConcurrentLinkedDeque;
|
||||
import java.util.function.Consumer;
|
||||
|
||||
import static org.lwjgl.glfw.Callbacks.*;
|
||||
import static org.lwjgl.glfw.GLFW.*;
|
||||
@@ -13,23 +37,79 @@ import static org.lwjgl.opengl.GL11.*;
|
||||
import static org.lwjgl.system.MemoryStack.*;
|
||||
import static org.lwjgl.system.MemoryUtil.*;
|
||||
|
||||
public class Window {
|
||||
/**
|
||||
* GLFW window.
|
||||
*/
|
||||
public class Window implements Closeable {
|
||||
|
||||
// The window handle
|
||||
private long window;
|
||||
|
||||
private final ImGuiImplGl3 implGl3 = new ImGuiImplGl3();
|
||||
private final ImGuiImplGlfw implGlfw = new ImGuiImplGlfw();
|
||||
|
||||
private Renderer renderer;
|
||||
private Camera cam;
|
||||
private final Camera cam;
|
||||
private final World world;
|
||||
|
||||
public Window() {
|
||||
private final Queue<Runnable> tasks;
|
||||
private final List<Consumer<Float>> regularTasks;
|
||||
|
||||
private Coordinate lastCell = null;
|
||||
|
||||
public final Signal1<Coordinate> OnCellClick = new Signal1<>();
|
||||
public final Signal1<Coordinate> OnCellEnter = new Signal1<>();
|
||||
public final Signal1<Coordinate> OnCellExit = new Signal1<>();
|
||||
|
||||
public final Signal0 OnImGuiTopRender = new Signal0();
|
||||
public final Signal0 OnImGuiBottomRender = new Signal0();
|
||||
|
||||
private ImInt detailLevel = new ImInt(10);
|
||||
private ImBoolean pixelatedFrame = new ImBoolean(true);
|
||||
|
||||
private boolean shouldBeClosed = false;
|
||||
|
||||
public Window(Renderer renderer, World world, Camera camera) {
|
||||
this.renderer = new Renderer();
|
||||
this.cam = new Camera();
|
||||
this.cam = camera;
|
||||
this.tasks = new ConcurrentLinkedDeque<>();
|
||||
this.world = world;
|
||||
this.regularTasks = new ArrayList<>();
|
||||
}
|
||||
|
||||
public static void main(String[] args) {
|
||||
new Window().run();
|
||||
/**
|
||||
* Add a task to be executed in the next frames.
|
||||
* @param task
|
||||
*/
|
||||
public synchronized void addRegularTask(Consumer<Float> task) {
|
||||
this.regularTasks.add(task);
|
||||
}
|
||||
|
||||
/**
|
||||
* Remove a task that had been set to be executed in the next frames.
|
||||
* @param task
|
||||
*/
|
||||
public synchronized void removeRegularTask(Consumer<Float> task) {this.regularTasks.remove(task);}
|
||||
|
||||
/**
|
||||
* Schedule a task to be executed in the next frame (3d thread).
|
||||
* @param runnable
|
||||
*/
|
||||
public synchronized void scheduleTask(Runnable runnable) {
|
||||
this.tasks.add(runnable);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the next task to be executed.
|
||||
* @return
|
||||
*/
|
||||
private synchronized Runnable getNextTask() {
|
||||
return this.tasks.poll();
|
||||
}
|
||||
|
||||
/**
|
||||
* Run the window.
|
||||
*/
|
||||
public void run() {
|
||||
System.out.println("LWJGL " + Version.getVersion() + "!");
|
||||
|
||||
@@ -43,8 +123,35 @@ public class Window {
|
||||
// Terminate GLFW and free the error callback
|
||||
glfwTerminate();
|
||||
glfwSetErrorCallback(null).free();
|
||||
|
||||
implGl3.shutdown();
|
||||
implGlfw.shutdown();
|
||||
|
||||
ImGui.destroyContext();
|
||||
}
|
||||
|
||||
/**
|
||||
* Set the configuration of ImGui
|
||||
*/
|
||||
private void initImGui() {
|
||||
ImGui.setCurrentContext(ImGui.createContext());
|
||||
|
||||
implGl3.init("#version 330");
|
||||
implGlfw.init(window, true);
|
||||
|
||||
ImFontConfig config = new ImFontConfig();
|
||||
config.setFontDataOwnedByAtlas(false);
|
||||
try {
|
||||
ImGui.getIO().getFonts().addFontFromMemoryTTF(AssetManager.getResource("fonts/comic.ttf").readAllBytes(),
|
||||
50.0f, config);
|
||||
} catch (IOException e) {
|
||||
e.printStackTrace();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Initialize the window.
|
||||
*/
|
||||
private void init() {
|
||||
// Setup an error callback. The default implementation
|
||||
// will print the error message in System.err.
|
||||
@@ -80,10 +187,19 @@ public class Window {
|
||||
window,
|
||||
(vidmode.width() - pWidth.get(0)) / 2,
|
||||
(vidmode.height() - pHeight.get(0)) / 2);
|
||||
|
||||
glfwSetWindowSize(window, vidmode.width(), vidmode.height());
|
||||
|
||||
// Make the OpenGL context current
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
GL.createCapabilities();
|
||||
|
||||
initImGui();
|
||||
|
||||
renderer.Init(vidmode.width(), vidmode.height());
|
||||
} // the stack frame is popped automatically
|
||||
|
||||
// Make the OpenGL context current
|
||||
glfwMakeContextCurrent(window);
|
||||
// Enable v-sync
|
||||
glfwSwapInterval(1);
|
||||
|
||||
@@ -91,32 +207,131 @@ public class Window {
|
||||
glfwShowWindow(window);
|
||||
}
|
||||
|
||||
private void render() {
|
||||
cam.rotate(0.01f, 0.01f);
|
||||
renderer.Render(cam);
|
||||
private void render(float delta, float aspectRatio) {
|
||||
final FrameBuffer frameBuffer = this.renderer.getFrameBuffer();
|
||||
|
||||
cam.setAspectRatio(frameBuffer.getAspectRatio());
|
||||
frameBuffer.Bind();
|
||||
frameBuffer.Clear();
|
||||
renderer.Update(cam);
|
||||
renderWorld();
|
||||
frameBuffer.Unbind();
|
||||
}
|
||||
|
||||
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();
|
||||
private void renderWorld() {
|
||||
for (Entity entity : this.world.getEntites()) {
|
||||
entity.render(this.renderer);
|
||||
}
|
||||
}
|
||||
|
||||
renderer.Init();
|
||||
/**
|
||||
* Execute the tasks in the queue.
|
||||
* @param delta time since the last frame
|
||||
*/
|
||||
private synchronized void executeTasks(float delta) {
|
||||
Runnable task = getNextTask();
|
||||
while (task != null) {
|
||||
task.run();
|
||||
task = getNextTask();
|
||||
}
|
||||
for (Consumer<Float> consumer : regularTasks) {
|
||||
consumer.accept(delta);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Check the cursor position to identify the cell under it.
|
||||
* @param cursorPosX position of cursor on the x axis
|
||||
* @param cursorPosY position of cursor on the y axis
|
||||
* @param windowWidth width of the window
|
||||
* @param windowHeight height of the window
|
||||
*/
|
||||
private void checkCursor(float cursorPosX, float cursorPosY, int windowWidth, int windowHeight) {
|
||||
Vector2f cursorPos = this.cam.getCursorWorldFloorPos(new Vector2f(cursorPosX, cursorPosY), windowWidth,
|
||||
windowHeight);
|
||||
Coordinate selectedCell = DDDPlacement.vectorToCoordinates(cursorPos);
|
||||
if (this.lastCell == null) {
|
||||
this.lastCell = selectedCell;
|
||||
if (selectedCell.isValid())
|
||||
this.OnCellEnter.emit(selectedCell);
|
||||
} else if (!this.lastCell.equals(selectedCell)) {
|
||||
if (this.lastCell.isValid())
|
||||
this.OnCellExit.emit(this.lastCell);
|
||||
if (selectedCell.isValid())
|
||||
this.OnCellEnter.emit(selectedCell);
|
||||
this.lastCell = selectedCell;
|
||||
}
|
||||
|
||||
if (ImGui.getIO().getMouseClicked(0)) {
|
||||
if (this.lastCell != null && this.lastCell.isValid())
|
||||
this.OnCellClick.emit(this.lastCell);
|
||||
}
|
||||
}
|
||||
|
||||
private void newFrame() {
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
|
||||
|
||||
implGlfw.newFrame();
|
||||
implGl3.newFrame();
|
||||
ImGui.newFrame();
|
||||
}
|
||||
|
||||
private void renderWindow() {
|
||||
ImGui.showDemoWindow();
|
||||
|
||||
final FrameBuffer frameBuffer = this.renderer.getFrameBuffer();
|
||||
final int frameWidth = (int) ImGui.getIO().getDisplaySizeX();
|
||||
final int frameHeight = (int) (ImGui.getIO().getDisplaySizeY() * 8.0f / 10.0f);
|
||||
|
||||
ImGui.setNextWindowSize(ImGui.getIO().getDisplaySize());
|
||||
ImGui.setNextWindowPos(new ImVec2());
|
||||
ImGui.begin("Main Window", ImGuiWindowFlags.NoDecoration);
|
||||
this.OnImGuiTopRender.emit();
|
||||
ImVec2 mousePos = ImGui.getIO().getMousePos();
|
||||
ImVec2 framePos = ImGui.getCursorScreenPos();
|
||||
checkCursor(mousePos.x - framePos.x, frameHeight - (mousePos.y - framePos.y), frameWidth, frameHeight);
|
||||
ImGui.image(frameBuffer.getRenderTexture(), new ImVec2(frameWidth, frameHeight));
|
||||
this.OnImGuiBottomRender.emit();
|
||||
if(ImGui.sliderInt("Niveau de détail", detailLevel.getData(), 1, 10)){
|
||||
frameBuffer.Resize((int) ((float) frameWidth * detailLevel.get() / 10.0f), (int) ((float) frameHeight * detailLevel.get() / 10.0f));
|
||||
}
|
||||
if (ImGui.checkbox("Minecraft", pixelatedFrame)) {
|
||||
frameBuffer.SetPixelScaling(pixelatedFrame.get());
|
||||
}
|
||||
ImGui.end();
|
||||
}
|
||||
|
||||
/**
|
||||
* Keep on rendering until the user close the window.
|
||||
*/
|
||||
private void loop() {
|
||||
|
||||
// Set the clear color
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
glClearColor(0.4f, 0.4f, 0.6f, 1.0f);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_FRONT);
|
||||
glFrontFace(GL_CW);
|
||||
|
||||
glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
int width[] = new int[1];
|
||||
int height[] = new int[1];
|
||||
glfwGetWindowSize(window, width, height);
|
||||
|
||||
// Run the rendering loop until the user has attempted to close
|
||||
// the window or has pressed the ESCAPE key.
|
||||
while (!glfwWindowShouldClose(window)) {
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
|
||||
while (!shouldBeClosed && !glfwWindowShouldClose(window)) {
|
||||
|
||||
render();
|
||||
newFrame();
|
||||
|
||||
render(ImGui.getIO().getDeltaTime(), (float) width[0] / (float) height[0]);
|
||||
|
||||
renderWindow();
|
||||
ImGui.render();
|
||||
implGl3.renderDrawData(ImGui.getDrawData());
|
||||
|
||||
glfwSwapBuffers(window); // swap the color buffers
|
||||
|
||||
@@ -124,16 +339,25 @@ public class Window {
|
||||
// invoked during this call.
|
||||
glfwPollEvents();
|
||||
|
||||
try (MemoryStack stack = stackPush()) {
|
||||
IntBuffer pWidth = stack.mallocInt(1); // int*
|
||||
IntBuffer pHeight = stack.mallocInt(1); // int*
|
||||
executeTasks(ImGui.getIO().getDeltaTime());
|
||||
|
||||
// Get the window size passed to glfwCreateWindow
|
||||
glfwGetWindowSize(window, pWidth, pHeight);
|
||||
glfwGetWindowSize(window, width, height);
|
||||
glViewport(0, 0, width[0], height[0]);
|
||||
|
||||
glViewport(0, 0, pWidth.get(), pHeight.get());
|
||||
} // the stack frame is popped automatically
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Closes the window
|
||||
*/
|
||||
public void stop() {
|
||||
shouldBeClosed = true;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void close() throws IOException {
|
||||
shouldBeClosed = true;
|
||||
this.renderer.close();
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,118 @@
|
||||
package chess.view.DDDrender.loader;
|
||||
|
||||
import org.joml.Vector3f;
|
||||
|
||||
import chess.view.DDDrender.opengl.ElementBuffer;
|
||||
import chess.view.DDDrender.opengl.VertexArray;
|
||||
import chess.view.DDDrender.opengl.VertexBuffer;
|
||||
|
||||
public class BoardModelLoader {
|
||||
|
||||
private static final int BOARD_WIDTH = 8;
|
||||
private static final int BOARD_HEIGHT = 8;
|
||||
private static final int BOARD_SIZE = BOARD_WIDTH * BOARD_HEIGHT;
|
||||
private static final int SQUARE_VERTEX_COUNT = 4;
|
||||
|
||||
private static final Vector3f WHITE = new Vector3f(1, 1, 1);
|
||||
private static final Vector3f BLACK = new Vector3f(0, 0, 0);
|
||||
|
||||
/**
|
||||
* Create the points to make a 3D board.
|
||||
* Note of developers: "Trust me on this one, bro".
|
||||
* @return array of 3D points, corressponding to the cells composing the board
|
||||
*/
|
||||
private static float[] GetBoardPositions() {
|
||||
float[] positions = new float[BOARD_SIZE * SQUARE_VERTEX_COUNT * 3];
|
||||
for (int i = 0; i < BOARD_WIDTH; i++) {
|
||||
for (int j = 0; j < BOARD_HEIGHT; j++) {
|
||||
float x = i / (float) BOARD_WIDTH;
|
||||
float dx = (i + 1) / (float) BOARD_WIDTH;
|
||||
float z = j / (float) BOARD_HEIGHT;
|
||||
float dz = (j + 1) / (float) BOARD_HEIGHT;
|
||||
|
||||
float trueX = 2 * x - 1;
|
||||
float trueZ = 2 * z - 1;
|
||||
float trueDX = 2 * dx - 1;
|
||||
float trueDZ = 2 * dz - 1;
|
||||
|
||||
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3] = trueX;
|
||||
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 1] = 0.0f;
|
||||
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 2] = trueZ;
|
||||
|
||||
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 3] = trueDX;
|
||||
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 4] = 0.0f;
|
||||
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 5] = trueZ;
|
||||
|
||||
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 6] = trueX;
|
||||
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 7] = 0.0f;
|
||||
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 8] = trueDZ;
|
||||
|
||||
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 9] = trueDX;
|
||||
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 10] = 0.0f;
|
||||
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 11] = trueDZ;
|
||||
}
|
||||
}
|
||||
return positions;
|
||||
}
|
||||
|
||||
/**
|
||||
* Assign each cell of the bopard to a color.
|
||||
* Note of developers: "Why are you even reading this ?"
|
||||
* @return array of colors, corresponding to the cells composing the board
|
||||
*/
|
||||
private static float[] GetBoardColors() {
|
||||
float[] colors = new float[BOARD_SIZE * SQUARE_VERTEX_COUNT * 3];
|
||||
for (int i = 0; i < BOARD_WIDTH; i++) {
|
||||
for (int j = 0; j < BOARD_HEIGHT; j++) {
|
||||
Vector3f color = (i + j) % 2 == 0 ? WHITE : BLACK;
|
||||
int squareIndex = i * BOARD_WIDTH + j;
|
||||
for (int k = 0; k < SQUARE_VERTEX_COUNT; k++) {
|
||||
colors[squareIndex * SQUARE_VERTEX_COUNT * 3 + k * 3] = color.x;
|
||||
colors[squareIndex * SQUARE_VERTEX_COUNT * 3 + k * 3 + 1] = color.y;
|
||||
colors[squareIndex * SQUARE_VERTEX_COUNT * 3 + k * 3 + 2] = color.z;
|
||||
}
|
||||
}
|
||||
}
|
||||
return colors;
|
||||
}
|
||||
|
||||
/**
|
||||
* Return which points compose each cell.
|
||||
* Note of developers: "You should stop before you have an heart attack"
|
||||
* @return array of indicies, corresponding to the cells composing the board
|
||||
*/
|
||||
private static int[] GetBoardIndicies() {
|
||||
int[] indices = new int[BOARD_SIZE * 6];
|
||||
for (int i = 0; i < BOARD_SIZE; i++) {
|
||||
indices[i * 6] = i * 4;
|
||||
indices[i * 6 + 1] = i * 4 + 2;
|
||||
indices[i * 6 + 2] = i * 4 + 1;
|
||||
indices[i * 6 + 3] = i * 4 + 1;
|
||||
indices[i * 6 + 4] = i * 4 + 2;
|
||||
indices[i * 6 + 5] = i * 4 + 3;
|
||||
}
|
||||
return indices;
|
||||
}
|
||||
|
||||
/**
|
||||
* Create an OpenGL VertexArrayObject (VAO) using all of the functions above for data.
|
||||
* Note of developers : "Stop annoying me and go read the doc of OpenGL yourself. Please?"
|
||||
* @return the VAO
|
||||
*/
|
||||
public static VertexArray GetBoardModel() {
|
||||
ElementBuffer eBuffer = new ElementBuffer(GetBoardIndicies());
|
||||
VertexArray vao = new VertexArray(eBuffer);
|
||||
|
||||
VertexBuffer positionBuffer = new VertexBuffer(GetBoardPositions(), 3);
|
||||
positionBuffer.AddVertexAttribPointer(0, 3, 0);
|
||||
|
||||
VertexBuffer colorBuffer = new VertexBuffer(GetBoardColors(), 3);
|
||||
colorBuffer.AddVertexAttribPointer(1, 3, 0);
|
||||
|
||||
vao.Bind();
|
||||
vao.BindVertexBuffer(positionBuffer);
|
||||
vao.BindVertexBuffer(colorBuffer);
|
||||
vao.Unbind();
|
||||
return vao;
|
||||
}
|
||||
}
|
||||
151
app/src/main/java/chess/view/DDDrender/loader/ModelLoader.java
Normal file
151
app/src/main/java/chess/view/DDDrender/loader/ModelLoader.java
Normal file
@@ -0,0 +1,151 @@
|
||||
package chess.view.DDDrender.loader;
|
||||
|
||||
import java.io.IOException;
|
||||
import java.io.InputStream;
|
||||
import java.nio.ByteBuffer;
|
||||
import java.nio.IntBuffer;
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
|
||||
import org.lwjgl.assimp.AIFace.Buffer;
|
||||
import org.lwjgl.assimp.AIMesh;
|
||||
import org.lwjgl.assimp.AINode;
|
||||
import org.lwjgl.assimp.AIScene;
|
||||
import org.lwjgl.assimp.AIVector3D;
|
||||
import org.lwjgl.assimp.Assimp;
|
||||
import org.lwjgl.system.MemoryUtil;
|
||||
|
||||
import chess.view.DDDrender.DDDModel;
|
||||
import chess.view.DDDrender.opengl.ElementBuffer;
|
||||
import chess.view.DDDrender.opengl.VertexArray;
|
||||
import chess.view.DDDrender.opengl.VertexBuffer;
|
||||
import common.AssetManager;
|
||||
|
||||
public class ModelLoader {
|
||||
|
||||
private static final int VERTEX_SIZE = 3;
|
||||
private static final int VERTEX_POSITION_INDEX = 0;
|
||||
private static final int VERTEX_NORMAL_INDEX = 1;
|
||||
|
||||
/**
|
||||
* Note of developers: "Kill me please"
|
||||
*/
|
||||
private static float[] toFloatArray(List<Float> list) {
|
||||
float[] result = new float[list.size()];
|
||||
for (int i = 0; i < list.size(); i++) {
|
||||
result[i] = list.get(i);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* Note of developers : "I'd rather write assembly code than watch this again"
|
||||
*/
|
||||
private static int[] toIntArray(List<Integer> list) {
|
||||
int[] result = new int[list.size()];
|
||||
for (int i = 0; i < list.size(); i++) {
|
||||
result[i] = list.get(i);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* Process a mesh and create a vertex array object from it.
|
||||
* @param mesh the mesh to process
|
||||
* @param scene the model scene
|
||||
* @return
|
||||
*/
|
||||
private static VertexArray processMesh(AIMesh mesh, AIScene scene) {
|
||||
List<Float> positions = new ArrayList<>();
|
||||
List<Float> normals = new ArrayList<>();
|
||||
|
||||
List<Integer> indicies = new ArrayList<>();
|
||||
|
||||
Buffer faces = mesh.mFaces();
|
||||
int faceNumber = mesh.mNumFaces();
|
||||
|
||||
for (int i = 0; i < faceNumber; i++) {
|
||||
IntBuffer faceIndicies = faces.get(i).mIndices();
|
||||
for (int j = 0; j < faceIndicies.capacity(); j++) {
|
||||
indicies.add(faceIndicies.get(j));
|
||||
}
|
||||
}
|
||||
|
||||
int vertNumber = mesh.mNumVertices();
|
||||
org.lwjgl.assimp.AIVector3D.Buffer vertecies = mesh.mVertices();
|
||||
for (int i = 0; i < vertNumber; i++) {
|
||||
AIVector3D vertex = vertecies.get(i);
|
||||
positions.add(vertex.x());
|
||||
positions.add(vertex.y());
|
||||
positions.add(vertex.z());
|
||||
}
|
||||
|
||||
org.lwjgl.assimp.AIVector3D.Buffer vertexNormals = mesh.mNormals();
|
||||
for (int i = 0; i < vertNumber; i++) {
|
||||
AIVector3D normal = vertexNormals.get(i);
|
||||
normals.add(normal.x());
|
||||
normals.add(normal.y());
|
||||
normals.add(normal.z());
|
||||
}
|
||||
|
||||
VertexBuffer positionVBO = new VertexBuffer(toFloatArray(positions), VERTEX_SIZE);
|
||||
positionVBO.AddVertexAttribPointer(VERTEX_POSITION_INDEX, VERTEX_SIZE, 0);
|
||||
VertexBuffer normalVBO = new VertexBuffer(toFloatArray(normals), VERTEX_SIZE);
|
||||
normalVBO.AddVertexAttribPointer(VERTEX_NORMAL_INDEX, VERTEX_SIZE, 0);
|
||||
|
||||
VertexArray vao = new VertexArray(new ElementBuffer(toIntArray(indicies)));
|
||||
vao.Bind();
|
||||
vao.BindVertexBuffer(positionVBO);
|
||||
vao.BindVertexBuffer(normalVBO);
|
||||
vao.Unbind();
|
||||
return vao;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Recursively process a node and its children.
|
||||
* @param node
|
||||
* @param scene
|
||||
* @param meshes
|
||||
*/
|
||||
private static void processNode(AINode node, AIScene scene, List<VertexArray> meshes) {
|
||||
for (int i = 0; i < node.mNumChildren(); i++) {
|
||||
AINode child = AINode.create(node.mChildren().get(i));
|
||||
processNode(child, scene, meshes);
|
||||
}
|
||||
for (int i = 0; i < node.mNumMeshes(); i++) {
|
||||
AIMesh mesh = AIMesh.create(scene.mMeshes().get(node.mMeshes().get(i)));
|
||||
meshes.add(processMesh(mesh, scene));
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Load a 3D model from a file (usually .fbx)
|
||||
*/
|
||||
public static DDDModel loadModel(String filename) throws IOException {
|
||||
InputStream input = AssetManager.getResource(filename);
|
||||
byte[] buffer = input.readAllBytes();
|
||||
ByteBuffer data = MemoryUtil.memCalloc(buffer.length);
|
||||
data.put(buffer);
|
||||
data.flip();
|
||||
|
||||
AIScene scene = Assimp.aiImportFileFromMemory(
|
||||
data,
|
||||
Assimp.aiProcess_Triangulate | Assimp.aiProcess_PreTransformVertices | Assimp.aiProcess_GlobalScale
|
||||
| Assimp.aiProcess_ValidateDataStructure,
|
||||
"");
|
||||
|
||||
if (scene == null)
|
||||
System.err.println(Assimp.aiGetErrorString());
|
||||
|
||||
List<VertexArray> vertecies = new ArrayList<>();
|
||||
|
||||
processNode(scene.mRootNode(), scene, vertecies);
|
||||
|
||||
MemoryUtil.memFree(data);
|
||||
|
||||
return new DDDModel(vertecies);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,78 @@
|
||||
package chess.view.DDDrender.loader;
|
||||
|
||||
import java.io.IOException;
|
||||
import java.util.HashMap;
|
||||
import java.util.Map;
|
||||
|
||||
import chess.model.Color;
|
||||
import chess.model.Piece;
|
||||
import chess.model.PieceVisitor;
|
||||
import chess.model.pieces.Bishop;
|
||||
import chess.model.pieces.King;
|
||||
import chess.model.pieces.Knight;
|
||||
import chess.model.pieces.Pawn;
|
||||
import chess.model.pieces.Queen;
|
||||
import chess.model.pieces.Rook;
|
||||
import chess.view.DDDrender.DDDModel;
|
||||
|
||||
/**
|
||||
* Visitor that returns the 3d model of a piece.
|
||||
*/
|
||||
public class Piece3DModel implements PieceVisitor<String> {
|
||||
|
||||
private static final String basePath = "3d/";
|
||||
private static final Map<String, DDDModel> cache = new HashMap<>();
|
||||
|
||||
public DDDModel getModel(Piece piece) throws IOException {
|
||||
if (piece == null)
|
||||
return null;
|
||||
|
||||
String path = basePath + colorToString(piece.getColor()) + "-" + visit(piece) + ".fbx";
|
||||
return getModel(path);
|
||||
}
|
||||
|
||||
private DDDModel getModel(String path) throws IOException {
|
||||
DDDModel model = cache.get(path);
|
||||
if (model != null)
|
||||
return model;
|
||||
|
||||
model = ModelLoader.loadModel(path);
|
||||
cache.put(path, model);
|
||||
return model;
|
||||
}
|
||||
|
||||
private String colorToString(Color color) {
|
||||
return color == Color.Black ? "black" : "white";
|
||||
}
|
||||
|
||||
@Override
|
||||
public String visitPiece(Bishop bishop) {
|
||||
return "bishop";
|
||||
}
|
||||
|
||||
@Override
|
||||
public String visitPiece(King king) {
|
||||
return "king";
|
||||
}
|
||||
|
||||
@Override
|
||||
public String visitPiece(Knight knight) {
|
||||
return "knight";
|
||||
}
|
||||
|
||||
@Override
|
||||
public String visitPiece(Pawn pawn) {
|
||||
return "pawn";
|
||||
}
|
||||
|
||||
@Override
|
||||
public String visitPiece(Queen queen) {
|
||||
return "queen";
|
||||
}
|
||||
|
||||
@Override
|
||||
public String visitPiece(Rook rook) {
|
||||
return "rook";
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,10 +1,13 @@
|
||||
package chess.view.DDDrender;
|
||||
package chess.view.DDDrender.opengl;
|
||||
|
||||
import java.io.Closeable;
|
||||
import java.io.IOException;
|
||||
|
||||
import org.lwjgl.opengl.GL30;
|
||||
|
||||
public class ElementBuffer {
|
||||
private int id;
|
||||
private int indiciesCount;
|
||||
public class ElementBuffer implements Closeable {
|
||||
private final int id;
|
||||
private final int indiciesCount;
|
||||
|
||||
public ElementBuffer(int[] indicies) {
|
||||
this.indiciesCount = indicies.length;
|
||||
@@ -15,10 +18,6 @@ public class ElementBuffer {
|
||||
Unbind();
|
||||
}
|
||||
|
||||
public void Destroy() {
|
||||
GL30.glDeleteBuffers(this.id);
|
||||
}
|
||||
|
||||
public void Bind() {
|
||||
GL30.glBindBuffer(GL30.GL_ELEMENT_ARRAY_BUFFER, this.id);
|
||||
}
|
||||
@@ -30,4 +29,9 @@ public class ElementBuffer {
|
||||
public int GetIndiciesCount() {
|
||||
return this.indiciesCount;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void close() throws IOException {
|
||||
GL30.glDeleteBuffers(this.id);
|
||||
}
|
||||
}
|
||||
116
app/src/main/java/chess/view/DDDrender/opengl/FrameBuffer.java
Normal file
116
app/src/main/java/chess/view/DDDrender/opengl/FrameBuffer.java
Normal file
@@ -0,0 +1,116 @@
|
||||
package chess.view.DDDrender.opengl;
|
||||
|
||||
import static org.lwjgl.opengl.GL11.GL_COLOR_BUFFER_BIT;
|
||||
import static org.lwjgl.opengl.GL11.GL_DEPTH_BUFFER_BIT;
|
||||
import static org.lwjgl.opengl.GL11.GL_DEPTH_COMPONENT;
|
||||
import static org.lwjgl.opengl.GL11.GL_RGB;
|
||||
import static org.lwjgl.opengl.GL11.GL_TEXTURE_2D;
|
||||
import static org.lwjgl.opengl.GL11.GL_UNSIGNED_BYTE;
|
||||
import static org.lwjgl.opengl.GL11.glBindTexture;
|
||||
import static org.lwjgl.opengl.GL11.glClear;
|
||||
import static org.lwjgl.opengl.GL11.glTexImage2D;
|
||||
import static org.lwjgl.opengl.GL11.glViewport;
|
||||
|
||||
import java.io.Closeable;
|
||||
import java.io.IOException;
|
||||
|
||||
import org.lwjgl.opengl.GL30;
|
||||
|
||||
public class FrameBuffer implements Closeable {
|
||||
|
||||
private int fbo;
|
||||
private int renderTexture;
|
||||
private int depthBuffer;
|
||||
|
||||
private int width;
|
||||
private int height;
|
||||
|
||||
public FrameBuffer(int width, int height) {
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
|
||||
// The frame buffer
|
||||
this.fbo = GL30.glGenFramebuffers();
|
||||
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fbo);
|
||||
|
||||
// The texture
|
||||
this.renderTexture = GL30.glGenTextures();
|
||||
glBindTexture(GL_TEXTURE_2D, renderTexture);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
|
||||
|
||||
GL30.glTexParameteri(GL_TEXTURE_2D, GL30.GL_TEXTURE_MAG_FILTER, GL30.GL_NEAREST);
|
||||
GL30.glTexParameteri(GL_TEXTURE_2D, GL30.GL_TEXTURE_MIN_FILTER, GL30.GL_NEAREST);
|
||||
|
||||
// The depth buffer
|
||||
this.depthBuffer = GL30.glGenRenderbuffers();
|
||||
GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, depthBuffer);
|
||||
GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
|
||||
GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL30.GL_RENDERBUFFER,
|
||||
depthBuffer);
|
||||
|
||||
// Set "renderedTexture" as our colour attachement #0
|
||||
GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTexture, 0);
|
||||
// Set the list of draw buffers.
|
||||
int[] drawBuffers = { GL30.GL_COLOR_ATTACHMENT0 };
|
||||
GL30.glDrawBuffers(drawBuffers);
|
||||
}
|
||||
|
||||
public void Bind() {
|
||||
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, this.fbo);
|
||||
glViewport(0, 0, this.width, this.height);
|
||||
}
|
||||
|
||||
public void Unbind() {
|
||||
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
public void Clear() {
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
|
||||
}
|
||||
|
||||
public void Resize(int width, int height) {
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
|
||||
GL30.glBindTexture(GL_TEXTURE_2D, this.renderTexture);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, this.width, this.height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
|
||||
|
||||
GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, this.depthBuffer);
|
||||
GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL_DEPTH_COMPONENT, this.width, this.height);
|
||||
}
|
||||
|
||||
public void SetPixelScaling(boolean pixelated) {
|
||||
glBindTexture(GL_TEXTURE_2D, renderTexture);
|
||||
|
||||
int method = pixelated ? GL30.GL_NEAREST : GL30.GL_LINEAR;
|
||||
|
||||
GL30.glTexParameteri(GL_TEXTURE_2D, GL30.GL_TEXTURE_MAG_FILTER, method);
|
||||
GL30.glTexParameteri(GL_TEXTURE_2D, GL30.GL_TEXTURE_MIN_FILTER, method);
|
||||
}
|
||||
|
||||
public float getAspectRatio() {
|
||||
return (float) width / (float) height;
|
||||
}
|
||||
|
||||
public int getWidth() {
|
||||
return width;
|
||||
}
|
||||
|
||||
public int getHeight() {
|
||||
return height;
|
||||
}
|
||||
|
||||
public int getRenderTexture() {
|
||||
return renderTexture;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void close() throws IOException {
|
||||
GL30.glDeleteFramebuffers(this.fbo);
|
||||
GL30.glDeleteRenderbuffers(this.depthBuffer);
|
||||
GL30.glDeleteTextures(this.renderTexture);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,14 +1,17 @@
|
||||
package chess.view.DDDrender;
|
||||
package chess.view.DDDrender.opengl;
|
||||
|
||||
import java.io.Closeable;
|
||||
import java.io.IOException;
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
|
||||
import org.lwjgl.opengl.GL30;
|
||||
|
||||
public class VertexArray {
|
||||
private int id;
|
||||
private ElementBuffer elementBuffer;
|
||||
private List<VertexBuffer> vertexBuffers;
|
||||
public class VertexArray implements Closeable {
|
||||
|
||||
private final int id;
|
||||
private final ElementBuffer elementBuffer;
|
||||
private final List<VertexBuffer> vertexBuffers;
|
||||
|
||||
public VertexArray(ElementBuffer elementBuffer) {
|
||||
this.id = GL30.glGenVertexArrays();
|
||||
@@ -19,10 +22,6 @@ public class VertexArray {
|
||||
Unbind();
|
||||
}
|
||||
|
||||
public void Destroy() {
|
||||
GL30.glDeleteBuffers(this.id);
|
||||
}
|
||||
|
||||
public int GetVertexCount() {
|
||||
return this.elementBuffer.GetIndiciesCount();
|
||||
}
|
||||
@@ -44,4 +43,17 @@ public class VertexArray {
|
||||
private void BindElementArrayBuffer() {
|
||||
this.elementBuffer.Bind();
|
||||
}
|
||||
|
||||
public List<VertexBuffer> getVertexBuffers() {
|
||||
return vertexBuffers;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void close() throws IOException {
|
||||
GL30.glDeleteBuffers(this.id);
|
||||
for (VertexBuffer vertexBuffer : vertexBuffers) {
|
||||
vertexBuffer.close();
|
||||
}
|
||||
elementBuffer.close();
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
package chess.view.DDDrender;
|
||||
package chess.view.DDDrender.opengl;
|
||||
|
||||
public record VertexAttribPointer(int index, int size, int offset) {
|
||||
|
||||
@@ -1,16 +1,18 @@
|
||||
package chess.view.DDDrender;
|
||||
package chess.view.DDDrender.opengl;
|
||||
|
||||
import static org.lwjgl.opengl.GL11.GL_FLOAT;
|
||||
|
||||
import java.io.Closeable;
|
||||
import java.io.IOException;
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
|
||||
import org.lwjgl.opengl.GL30;
|
||||
|
||||
public class VertexBuffer {
|
||||
private int id;
|
||||
private int dataStride;
|
||||
List<VertexAttribPointer> vertexAttribs;
|
||||
public class VertexBuffer implements Closeable {
|
||||
private final int id;
|
||||
private final int dataStride;
|
||||
private final List<VertexAttribPointer> vertexAttribs;
|
||||
|
||||
public VertexBuffer(float[] data, int stride) {
|
||||
this.id = GL30.glGenBuffers();
|
||||
@@ -22,8 +24,10 @@ public class VertexBuffer {
|
||||
Unbind();
|
||||
}
|
||||
|
||||
public void Destroy() {
|
||||
GL30.glDeleteBuffers(id);
|
||||
public void UpdateData(int offset, float[] data) {
|
||||
Bind();
|
||||
GL30.glBufferSubData(GL30.GL_ARRAY_BUFFER, offset, data);
|
||||
Unbind();
|
||||
}
|
||||
|
||||
public void Bind() {
|
||||
@@ -46,4 +50,9 @@ public class VertexBuffer {
|
||||
this.dataStride * 4, vertexAttribPointer.offset());
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void close() throws IOException {
|
||||
GL30.glDeleteBuffers(id);
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,6 @@
|
||||
package chess.view.DDDrender.shader;
|
||||
|
||||
import org.joml.Matrix4f;
|
||||
import chess.view.DDDrender.Camera;
|
||||
|
||||
public class BoardShader extends ShaderProgram {
|
||||
|
||||
@@ -10,14 +10,31 @@ public class BoardShader extends ShaderProgram {
|
||||
layout(location = 0) in vec3 position;
|
||||
layout(location = 1) in vec3 color;
|
||||
|
||||
uniform mat4 camMatrix;
|
||||
uniform mat4 viewMatrix;
|
||||
uniform mat4 projectionMatrix;
|
||||
uniform vec3 lightPosition = vec3(0, 10, 0);
|
||||
|
||||
flat out vec3 pass_color;
|
||||
|
||||
out vec3 toLightVector;
|
||||
out vec3 toCameraVector;
|
||||
out vec3 surfaceNormal;
|
||||
|
||||
void main(void){
|
||||
gl_Position = camMatrix * vec4(position, 1.0);
|
||||
const vec4 normal = vec4(0.0, 1.0, 0.0, 1.0);
|
||||
|
||||
gl_Position = projectionMatrix * viewMatrix * vec4(position, 1.0);
|
||||
|
||||
vec3 camPos = (inverse(viewMatrix) * vec4(0.0, 0.0, 0.0, 1.0)).xyz;
|
||||
|
||||
toLightVector = lightPosition - position;
|
||||
|
||||
toCameraVector = camPos - position;
|
||||
surfaceNormal = (normal).xyz;
|
||||
|
||||
pass_color = color;
|
||||
}
|
||||
|
||||
""";
|
||||
|
||||
private static String fragmentShader = """
|
||||
@@ -25,14 +42,44 @@ public class BoardShader extends ShaderProgram {
|
||||
|
||||
flat in vec3 pass_color;
|
||||
|
||||
out vec4 out_color;
|
||||
in vec3 toLightVector;
|
||||
in vec3 toCameraVector;
|
||||
in vec3 surfaceNormal;
|
||||
|
||||
layout(location = 0) out vec4 out_color;
|
||||
|
||||
void main(void){
|
||||
out_color = vec4(pass_color, 1.0);
|
||||
const float shineDamper = 10.0;
|
||||
const float reflectivity = 1.0;
|
||||
|
||||
float lightDistance = length(toLightVector);
|
||||
|
||||
const vec3 attenuation = vec3(0.2, 0.1, 0.0);
|
||||
float attenuationFactor = attenuation.x + attenuation.y * lightDistance + attenuation.z * lightDistance * lightDistance;
|
||||
|
||||
vec3 unitNormal = normalize(surfaceNormal);
|
||||
vec3 unitLightVector = normalize(toLightVector);
|
||||
vec3 unitCamVector = normalize(toCameraVector);
|
||||
|
||||
vec3 lightDirection = -unitLightVector;
|
||||
vec3 reflectedLightDirection = reflect(lightDirection, unitNormal);
|
||||
|
||||
float diffuse = max(0.2, dot(unitNormal, unitLightVector));
|
||||
|
||||
float specularFactor = max(0.0, dot(reflectedLightDirection, unitCamVector));
|
||||
float specular = pow(specularFactor, shineDamper) * reflectivity;
|
||||
|
||||
float brightness = (diffuse + specular) / attenuationFactor;
|
||||
|
||||
out_color = brightness * vec4(pass_color, 1.0);
|
||||
out_color.w = 1.0;
|
||||
|
||||
}
|
||||
|
||||
""";
|
||||
|
||||
private int location_CamMatrix = 0;
|
||||
private int location_ProjectionMatrix = 0;
|
||||
private int location_ViewMatrix = 0;
|
||||
|
||||
public BoardShader() {
|
||||
|
||||
@@ -44,10 +91,12 @@ public class BoardShader extends ShaderProgram {
|
||||
|
||||
@Override
|
||||
protected void GetAllUniformLocation() {
|
||||
location_CamMatrix = GetUniformLocation("camMatrix");
|
||||
location_ProjectionMatrix = GetUniformLocation("projectionMatrix");
|
||||
location_ViewMatrix = GetUniformLocation("viewMatrix");
|
||||
}
|
||||
|
||||
public void SetCamMatrix(Matrix4f mat) {
|
||||
LoadMat4(location_CamMatrix, mat);
|
||||
public void SetCamMatrix(Camera camera) {
|
||||
LoadMat4(location_ProjectionMatrix, camera.getPerspectiveMatrix());
|
||||
LoadMat4(location_ViewMatrix, camera.getViewMatrix());
|
||||
}
|
||||
}
|
||||
|
||||
116
app/src/main/java/chess/view/DDDrender/shader/PieceShader.java
Normal file
116
app/src/main/java/chess/view/DDDrender/shader/PieceShader.java
Normal file
@@ -0,0 +1,116 @@
|
||||
package chess.view.DDDrender.shader;
|
||||
|
||||
import org.joml.Matrix4f;
|
||||
import org.joml.Vector3f;
|
||||
|
||||
import chess.view.DDDrender.Camera;
|
||||
|
||||
public class PieceShader extends ShaderProgram {
|
||||
|
||||
private static String vertexShader = """
|
||||
#version 330
|
||||
|
||||
layout(location = 0) in vec3 position;
|
||||
layout(location = 1) in vec3 normal;
|
||||
|
||||
uniform mat4 projectionMatrix;
|
||||
uniform mat4 viewMatrix;
|
||||
uniform mat4 modelTransform;
|
||||
uniform vec3 lightPosition = vec3(0, 10, 0);
|
||||
|
||||
out vec3 toLightVector;
|
||||
out vec3 toCameraVector;
|
||||
out vec3 surfaceNormal;
|
||||
|
||||
void main(void){
|
||||
|
||||
vec4 modelPos = modelTransform * vec4(position, 1.0);
|
||||
vec4 globalNormal = modelTransform * vec4(normal, 1.0);
|
||||
|
||||
gl_Position = projectionMatrix * viewMatrix * modelPos;
|
||||
|
||||
vec3 camPos = (inverse(viewMatrix) * vec4(0.0, 0.0, 0.0, 1.0)).xyz;
|
||||
|
||||
toLightVector = lightPosition - modelPos.xyz;
|
||||
|
||||
toCameraVector = camPos - position;
|
||||
surfaceNormal = normalize(globalNormal.xyz);
|
||||
}
|
||||
|
||||
""";
|
||||
|
||||
private static String fragmentShader = """
|
||||
#version 330
|
||||
|
||||
in vec3 toLightVector;
|
||||
in vec3 toCameraVector;
|
||||
in vec3 surfaceNormal;
|
||||
|
||||
uniform vec3 modelColor;
|
||||
|
||||
layout(location = 0) out vec4 out_color;
|
||||
|
||||
void main(void){
|
||||
const float shineDamper = 10.0;
|
||||
const float reflectivity = 1.0;
|
||||
|
||||
float lightDistance = length(toLightVector);
|
||||
|
||||
const vec3 attenuation = vec3(0.2, 0.1, 0.0);
|
||||
float attenuationFactor = attenuation.x + attenuation.y * lightDistance + attenuation.z * lightDistance * lightDistance;
|
||||
|
||||
vec3 unitNormal = normalize(surfaceNormal);
|
||||
vec3 unitLightVector = normalize(toLightVector);
|
||||
vec3 unitCamVector = normalize(toCameraVector);
|
||||
|
||||
vec3 lightDirection = -unitLightVector;
|
||||
vec3 reflectedLightDirection = reflect(lightDirection, unitNormal);
|
||||
|
||||
float diffuse = max(0.2, dot(unitNormal, unitLightVector));
|
||||
|
||||
float specularFactor = max(0.0, dot(reflectedLightDirection, unitCamVector));
|
||||
float specular = pow(specularFactor, shineDamper) * reflectivity;
|
||||
|
||||
float brightness = (diffuse + specular) / attenuationFactor;
|
||||
|
||||
out_color = brightness * vec4(modelColor, 1.0);
|
||||
out_color.w = 1.0;
|
||||
|
||||
}
|
||||
|
||||
""";
|
||||
|
||||
private int location_ProjectionMatrix = 0;
|
||||
private int location_ViewMatrix = 0;
|
||||
private int location_ModelTransform = 0;
|
||||
private int location_ModelColor = 0;
|
||||
|
||||
public PieceShader() {
|
||||
|
||||
}
|
||||
|
||||
public void LoadShader() {
|
||||
super.LoadProgram(vertexShader, fragmentShader);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void GetAllUniformLocation() {
|
||||
location_ProjectionMatrix = GetUniformLocation("projectionMatrix");
|
||||
location_ViewMatrix = GetUniformLocation("viewMatrix");
|
||||
location_ModelTransform = GetUniformLocation("modelTransform");
|
||||
location_ModelColor = GetUniformLocation("modelColor");
|
||||
}
|
||||
|
||||
public void SetCamMatrix(Camera camera) {
|
||||
LoadMat4(location_ProjectionMatrix, camera.getPerspectiveMatrix());
|
||||
LoadMat4(location_ViewMatrix, camera.getViewMatrix());
|
||||
}
|
||||
|
||||
public void setModelTransform(Matrix4f mat) {
|
||||
LoadMat4(location_ModelTransform, mat);
|
||||
}
|
||||
|
||||
public void setModelColor(Vector3f color) {
|
||||
LoadVector(location_ModelColor, color);
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,7 @@
|
||||
package chess.view.DDDrender.shader;
|
||||
|
||||
import java.io.Closeable;
|
||||
import java.io.IOException;
|
||||
import java.nio.FloatBuffer;
|
||||
import java.nio.IntBuffer;
|
||||
|
||||
@@ -9,7 +11,7 @@ import org.lwjgl.BufferUtils;
|
||||
import org.lwjgl.opengl.GL30;
|
||||
import org.lwjgl.system.MemoryStack;
|
||||
|
||||
public abstract class ShaderProgram {
|
||||
public abstract class ShaderProgram implements Closeable {
|
||||
private int programId;
|
||||
private int vertexShaderId;
|
||||
private int fragmentShaderId;
|
||||
@@ -28,6 +30,11 @@ public abstract class ShaderProgram {
|
||||
GL30.glUseProgram(0);
|
||||
}
|
||||
|
||||
/**
|
||||
* Load the shader program.
|
||||
* @param vertexSource the source code of the vertex shader.
|
||||
* @param fragmentSource the source code of the fragment shader.
|
||||
*/
|
||||
public void LoadProgram(String vertexSource, String fragmentSource) {
|
||||
this.vertexShaderId = LoadShader(vertexSource, GL30.GL_VERTEX_SHADER);
|
||||
this.fragmentShaderId = LoadShader(fragmentSource, GL30.GL_FRAGMENT_SHADER);
|
||||
@@ -45,6 +52,12 @@ public abstract class ShaderProgram {
|
||||
GetAllUniformLocation();
|
||||
}
|
||||
|
||||
/**
|
||||
* Load a shader from source code.
|
||||
* @param source
|
||||
* @param type
|
||||
* @return
|
||||
*/
|
||||
private int LoadShader(String source, int type) {
|
||||
int shaderId = GL30.glCreateShader(type);
|
||||
|
||||
@@ -56,8 +69,8 @@ public abstract class ShaderProgram {
|
||||
|
||||
if (compileSuccesful.get() != 1) {
|
||||
System.out.println("Shader did not compile !");
|
||||
System.err.println(GL30.glGetShaderInfoLog(shaderId));
|
||||
return -1;
|
||||
|
||||
}
|
||||
|
||||
return shaderId;
|
||||
@@ -68,7 +81,7 @@ public abstract class ShaderProgram {
|
||||
protected int GetUniformLocation(String uniformName) {
|
||||
int location = GL30.glGetUniformLocation(programId, uniformName);
|
||||
if (location == -1) {
|
||||
System.out.println("Uniform value not found !");
|
||||
System.out.println("Uniform value \"" + uniformName + "\" not found !");
|
||||
}
|
||||
return location;
|
||||
}
|
||||
@@ -91,4 +104,11 @@ public abstract class ShaderProgram {
|
||||
GL30.glUniformMatrix4fv(location, false, buffer);
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void close() throws IOException {
|
||||
GL30.glDeleteShader(vertexShaderId);
|
||||
GL30.glDeleteShader(fragmentShaderId);
|
||||
GL30.glDeleteProgram(programId);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,62 @@
|
||||
package chess.view.DDDrender.world;
|
||||
|
||||
import java.io.IOException;
|
||||
|
||||
import org.joml.Matrix4f;
|
||||
import org.joml.Vector3f;
|
||||
|
||||
import chess.model.Coordinate;
|
||||
import chess.view.DDDrender.Renderer;
|
||||
import chess.view.DDDrender.loader.BoardModelLoader;
|
||||
import chess.view.DDDrender.opengl.VertexArray;
|
||||
import chess.view.DDDrender.opengl.VertexBuffer;
|
||||
|
||||
/**
|
||||
* Abstraction of the 3D model of the board.
|
||||
*/
|
||||
public class BoardEntity extends Entity {
|
||||
|
||||
private final VertexArray vao;
|
||||
private final VertexBuffer colorVbo;
|
||||
|
||||
private static final Vector3f WHITE = new Vector3f(1, 1, 1);
|
||||
private static final Vector3f BLACK = new Vector3f(0, 0, 0);
|
||||
|
||||
public BoardEntity() {
|
||||
this.vao = BoardModelLoader.GetBoardModel();
|
||||
this.colorVbo = this.vao.getVertexBuffers().get(1);
|
||||
}
|
||||
|
||||
/**
|
||||
* Set the color of a cell.
|
||||
* @param coord the coordinate of the cell.
|
||||
* @param color the color of the cell in RGB format.
|
||||
*/
|
||||
public void setCellColor(Coordinate coord, Vector3f color) {
|
||||
float[] data = { color.x, color.y, color.z, color.x, color.y, color.z, color.x, color.y, color.z, color.x,
|
||||
color.y, color.z};
|
||||
int cellNumber = (Coordinate.VALUE_MAX - 1 - coord.getX()) * Coordinate.VALUE_MAX + Coordinate.VALUE_MAX - 1 - coord.getY();
|
||||
int offset = cellNumber * 4 * 4 * 3;
|
||||
this.colorVbo.UpdateData(offset, data);
|
||||
}
|
||||
|
||||
public void resetCellColor(Coordinate coord) {
|
||||
setCellColor(coord, (coord.getX() + coord.getY()) % 2 == 0 ? WHITE : BLACK);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void render(Renderer renderer) {
|
||||
renderer.RenderVao(renderer.getBoardShader(), vao);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void close() throws IOException {
|
||||
vao.close();
|
||||
}
|
||||
|
||||
@Override
|
||||
public Matrix4f getTransform() {
|
||||
return null;
|
||||
}
|
||||
|
||||
}
|
||||
18
app/src/main/java/chess/view/DDDrender/world/Entity.java
Normal file
18
app/src/main/java/chess/view/DDDrender/world/Entity.java
Normal file
@@ -0,0 +1,18 @@
|
||||
package chess.view.DDDrender.world;
|
||||
|
||||
import java.io.Closeable;
|
||||
|
||||
import org.joml.Matrix4f;
|
||||
|
||||
import chess.view.DDDrender.Renderer;
|
||||
|
||||
/**
|
||||
* Abstract class for all entities in the 3D view.
|
||||
*/
|
||||
public abstract class Entity implements Closeable{
|
||||
|
||||
public abstract void render(Renderer renderer);
|
||||
|
||||
public abstract Matrix4f getTransform();
|
||||
|
||||
}
|
||||
@@ -0,0 +1,64 @@
|
||||
package chess.view.DDDrender.world;
|
||||
|
||||
import java.io.IOException;
|
||||
|
||||
import org.joml.Matrix4f;
|
||||
import org.joml.Vector3f;
|
||||
|
||||
import chess.view.DDDrender.DDDModel;
|
||||
import chess.view.DDDrender.Renderer;
|
||||
|
||||
/**
|
||||
* Generic type for 3D model that can be rendered.
|
||||
*/
|
||||
public class ModelEntity extends Entity {
|
||||
|
||||
protected Vector3f position;
|
||||
protected Vector3f color;
|
||||
protected float rotation;
|
||||
protected DDDModel model;
|
||||
|
||||
private Matrix4f transform;
|
||||
|
||||
public ModelEntity(DDDModel model, Vector3f position, Vector3f color, float rotation) {
|
||||
this.position = position;
|
||||
this.color = color;
|
||||
this.rotation = rotation;
|
||||
this.model = model;
|
||||
updateTransform();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void render(Renderer renderer) {
|
||||
renderer.Render(model, color, transform);
|
||||
}
|
||||
|
||||
public void setPosition(Vector3f position) {
|
||||
this.position = position;
|
||||
updateTransform();
|
||||
}
|
||||
|
||||
public void setColor(Vector3f color) {
|
||||
this.color = color;
|
||||
}
|
||||
|
||||
public void setRotation(float rotation) {
|
||||
this.rotation = rotation;
|
||||
updateTransform();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void close() throws IOException {
|
||||
this.model.close();
|
||||
}
|
||||
|
||||
private void updateTransform() {
|
||||
this.transform = new Matrix4f().translate(this.position).rotate(this.rotation, new Vector3f(0, 1, 0));
|
||||
}
|
||||
|
||||
@Override
|
||||
public Matrix4f getTransform() {
|
||||
return transform;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
package chess.view.DDDrender.world;
|
||||
|
||||
import java.io.IOException;
|
||||
|
||||
import org.joml.Vector3f;
|
||||
|
||||
import chess.model.Piece;
|
||||
import chess.view.DDDrender.loader.Piece3DModel;
|
||||
|
||||
/**
|
||||
* Model entity of a piece. Loads the correct model of the resources files for the kind of piece.
|
||||
*/
|
||||
public class PieceEntity extends ModelEntity {
|
||||
|
||||
private static final Piece3DModel modelLoader = new Piece3DModel();
|
||||
|
||||
private final Piece piece;
|
||||
|
||||
public PieceEntity(Piece piece, Vector3f position, Vector3f color, float rotation) throws IOException {
|
||||
super(modelLoader.getModel(piece), position, color, rotation);
|
||||
this.piece = piece;
|
||||
}
|
||||
|
||||
public Piece getPiece() {
|
||||
return piece;
|
||||
}
|
||||
|
||||
}
|
||||
75
app/src/main/java/chess/view/DDDrender/world/World.java
Normal file
75
app/src/main/java/chess/view/DDDrender/world/World.java
Normal file
@@ -0,0 +1,75 @@
|
||||
package chess.view.DDDrender.world;
|
||||
|
||||
import java.io.Closeable;
|
||||
import java.io.IOException;
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
|
||||
import chess.model.Coordinate;
|
||||
import chess.model.Move;
|
||||
import chess.model.Piece;
|
||||
|
||||
/**
|
||||
* Contains all 3D entities.
|
||||
*/
|
||||
public class World implements Closeable{
|
||||
/** Renderable entity list */
|
||||
private final List<Entity> entites;
|
||||
|
||||
/** provides fast access to 3d pieces */
|
||||
private final PieceEntity[] pieces;
|
||||
|
||||
public World() {
|
||||
this.entites = new ArrayList<>();
|
||||
this.pieces = new PieceEntity[Coordinate.VALUE_MAX * Coordinate.VALUE_MAX];
|
||||
}
|
||||
|
||||
public PieceEntity getEntity(Piece piece) {
|
||||
for (Entity entity : entites) {
|
||||
if (entity instanceof PieceEntity p) {
|
||||
if (p.getPiece() == piece)
|
||||
return p;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public void addPiece(PieceEntity entity, Coordinate coordinate) {
|
||||
addEntity(entity);
|
||||
setPieceCoords(entity, coordinate);
|
||||
}
|
||||
|
||||
public void setPieceCoords(PieceEntity entity, Coordinate coordinate) {
|
||||
pieces[coordinate.toIndex()] = entity;
|
||||
}
|
||||
|
||||
public void movePiece(PieceEntity entity, Move move) {
|
||||
setPieceCoords(entity, move.getFinish());
|
||||
setPieceCoords(null, move.getStart());
|
||||
}
|
||||
|
||||
public void ejectPiece(PieceEntity entity) {
|
||||
if (entity != null)
|
||||
this.entites.remove(entity);
|
||||
}
|
||||
|
||||
public PieceEntity getPiece(Coordinate coordinate) {
|
||||
return pieces[coordinate.toIndex()];
|
||||
}
|
||||
|
||||
public void addEntity(Entity entity) {
|
||||
this.entites.add(entity);
|
||||
}
|
||||
|
||||
public List<Entity> getEntites() {
|
||||
return entites;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void close() throws IOException {
|
||||
for (Entity entity : entites) {
|
||||
entity.close();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -10,6 +10,10 @@ import java.net.URISyntaxException;
|
||||
|
||||
import common.AssetManager;
|
||||
|
||||
/**
|
||||
* Manage audio files: download, save, and load them.
|
||||
*/
|
||||
|
||||
public class AudioFiles {
|
||||
|
||||
private static final String baseURL = "https://images.chesscomfiles.com/chess-themes/sounds/_WAV_/default/";
|
||||
|
||||
@@ -8,7 +8,15 @@ import javax.sound.sampled.AudioInputStream;
|
||||
import javax.sound.sampled.AudioSystem;
|
||||
import javax.sound.sampled.Clip;
|
||||
|
||||
/**
|
||||
* Audio player class to play sound files.
|
||||
*/
|
||||
public class AudioPlayer {
|
||||
|
||||
/**
|
||||
* Play a sound file.
|
||||
* @param audio the audio input stream to play
|
||||
*/
|
||||
public static void playSound(InputStream audio) {
|
||||
new Thread(new Runnable() {
|
||||
// The wrapper thread is unnecessary, unless it blocks on the
|
||||
@@ -27,6 +35,11 @@ public class AudioPlayer {
|
||||
}).start();
|
||||
}
|
||||
|
||||
/**
|
||||
* Convert the given audio input stream to PCM format.
|
||||
* @param audioInputStream the audio input stream to convert
|
||||
* @return
|
||||
*/
|
||||
private static AudioInputStream convertToPCM(AudioInputStream audioInputStream) {
|
||||
AudioFormat m_format = audioInputStream.getFormat();
|
||||
|
||||
|
||||
@@ -2,8 +2,12 @@ package chess.view.audio;
|
||||
|
||||
import chess.controller.commands.PromoteCommand.PromoteType;
|
||||
import chess.controller.event.GameAdapter;
|
||||
import chess.model.Coordinate;
|
||||
import chess.model.Move;
|
||||
|
||||
/**
|
||||
* Class to handle audio events in the game.
|
||||
*/
|
||||
public class GameAudio extends GameAdapter {
|
||||
|
||||
private final boolean functional;
|
||||
@@ -51,12 +55,12 @@ public class GameAudio extends GameAdapter {
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onPawnPromoted(PromoteType promotion) {
|
||||
public void onPawnPromoted(PromoteType promotion, Coordinate coordinate) {
|
||||
playSound("promote");
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onCastling(boolean bigCastling) {
|
||||
public void onCastling(boolean bigCastling, Move kingMove, Move rookMove) {
|
||||
playSound("castle");
|
||||
}
|
||||
|
||||
|
||||
@@ -1,5 +1,8 @@
|
||||
package chess.view.consolerender;
|
||||
|
||||
/**
|
||||
* Colors class for console output, contains ANSI escape codes.
|
||||
*/
|
||||
public class Colors {
|
||||
// Reset
|
||||
public static final String RESET = "\u001B[0m"; // Text Reset
|
||||
@@ -15,24 +18,24 @@ public class Colors {
|
||||
public static final String CYAN = "\033[38;2;0;255;255m";
|
||||
|
||||
// Background
|
||||
public static final String BLACK_BACKGROUND = "\033[40m"; // BLACK
|
||||
public static final String BLACK_BACKGROUND = "\033[40m";
|
||||
public static final String LIGHT_GRAY_BACKGROUND = "\033[48;2;180;180;180m";
|
||||
public static final String DARK_GRAY_BACKGROUND = "\033[48;2;120;120;120m";
|
||||
public static final String RED_BACKGROUND = "\033[41m"; // RED
|
||||
public static final String GREEN_BACKGROUND = "\033[42m"; // GREEN
|
||||
public static final String YELLOW_BACKGROUND = "\033[43m"; // YELLOW
|
||||
public static final String BLUE_BACKGROUND = "\033[44m"; // BLUE
|
||||
public static final String PURPLE_BACKGROUND = "\033[45m"; // PURPLE
|
||||
public static final String CYAN_BACKGROUND = "\033[46m"; // CYAN
|
||||
public static final String WHITE_BACKGROUND = "\033[47m"; // WHITE
|
||||
public static final String RED_BACKGROUND = "\033[41m";
|
||||
public static final String GREEN_BACKGROUND = "\033[42m";
|
||||
public static final String YELLOW_BACKGROUND = "\033[43m";
|
||||
public static final String BLUE_BACKGROUND = "\033[44m";
|
||||
public static final String PURPLE_BACKGROUND = "\033[45m";
|
||||
public static final String CYAN_BACKGROUND = "\033[46m";
|
||||
public static final String WHITE_BACKGROUND = "\033[47m";
|
||||
|
||||
// High Intensity backgrounds
|
||||
public static final String BLACK_BACKGROUND_BRIGHT = "\033[0;100m";// BLACK
|
||||
public static final String RED_BACKGROUND_BRIGHT = "\033[0;101m";// RED
|
||||
public static final String GREEN_BACKGROUND_BRIGHT = "\033[0;102m";// GREEN
|
||||
public static final String YELLOW_BACKGROUND_BRIGHT = "\033[0;103m";// YELLOW
|
||||
public static final String BLUE_BACKGROUND_BRIGHT = "\033[0;104m";// BLUE
|
||||
public static final String PURPLE_BACKGROUND_BRIGHT = "\033[0;105m"; // PURPLE
|
||||
public static final String CYAN_BACKGROUND_BRIGHT = "\033[0;106m"; // CYAN
|
||||
public static final String WHITE_BACKGROUND_BRIGHT = "\033[0;107m"; // WHITE
|
||||
public static final String BLACK_BACKGROUND_BRIGHT = "\033[0;100m";
|
||||
public static final String RED_BACKGROUND_BRIGHT = "\033[0;101m";
|
||||
public static final String GREEN_BACKGROUND_BRIGHT = "\033[0;102m";
|
||||
public static final String YELLOW_BACKGROUND_BRIGHT = "\033[0;103m";
|
||||
public static final String BLUE_BACKGROUND_BRIGHT = "\033[0;104m";
|
||||
public static final String PURPLE_BACKGROUND_BRIGHT = "\033[0;105m";
|
||||
public static final String CYAN_BACKGROUND_BRIGHT = "\033[0;106m";
|
||||
public static final String WHITE_BACKGROUND_BRIGHT = "\033[0;107m";
|
||||
}
|
||||
@@ -2,9 +2,10 @@ package chess.view.consolerender;
|
||||
|
||||
import chess.controller.Command;
|
||||
import chess.controller.CommandExecutor;
|
||||
import chess.controller.CommandSender;
|
||||
import chess.controller.commands.*;
|
||||
import chess.controller.commands.PromoteCommand.PromoteType;
|
||||
import chess.controller.event.GameListener;
|
||||
import chess.controller.event.GameAdapter;
|
||||
import chess.model.Color;
|
||||
import chess.model.Coordinate;
|
||||
import chess.model.Move;
|
||||
@@ -16,7 +17,11 @@ import java.util.Scanner;
|
||||
import java.util.concurrent.ExecutorService;
|
||||
import java.util.concurrent.Executors;
|
||||
|
||||
public class Console implements GameListener {
|
||||
/**
|
||||
* Console renderer.
|
||||
*/
|
||||
|
||||
public class Console extends GameAdapter implements CommandSender {
|
||||
private final Scanner scanner = new Scanner(System.in);
|
||||
private final CommandExecutor commandExecutor;
|
||||
private final ConsolePieceName consolePieceName = new ConsolePieceName();
|
||||
@@ -33,20 +38,12 @@ public class Console implements GameListener {
|
||||
this(commandExecutor, true);
|
||||
}
|
||||
|
||||
private Piece pieceAt(int x, int y) {
|
||||
return pieceAt(new Coordinate(x, y));
|
||||
}
|
||||
|
||||
private Command.CommandResult sendCommand(Command command) {
|
||||
return this.commandExecutor.executeCommand(command);
|
||||
}
|
||||
|
||||
private Piece pieceAt(Coordinate coordinate) {
|
||||
GetPieceAtCommand command = new GetPieceAtCommand(coordinate);
|
||||
sendCommand(command);
|
||||
return command.getPiece();
|
||||
}
|
||||
|
||||
/**
|
||||
* Translate a string containing chess coordinates (such as "a1" or "d6") to coordinates.
|
||||
* @param coordinates the string to translate
|
||||
* @return the coordinates of the cell
|
||||
* @throws Exception if the string is not valid
|
||||
*/
|
||||
public Coordinate stringToCoordinate(String coordinates) throws Exception {
|
||||
char xPos = coordinates.charAt(0);
|
||||
char yPos = coordinates.charAt(1);
|
||||
@@ -65,6 +62,9 @@ public class Console implements GameListener {
|
||||
return new Coordinate(x, y);
|
||||
}
|
||||
|
||||
/**
|
||||
* Open a dialog so the user can, during their turn, move a piece, show move previews, or surrender.
|
||||
*/
|
||||
@Override
|
||||
public void onPlayerTurn(Color color, boolean undone) {
|
||||
if (!captureInput)
|
||||
@@ -95,10 +95,15 @@ public class Console implements GameListener {
|
||||
}
|
||||
|
||||
private boolean playerPickedSurrender(Color color) {
|
||||
sendCommand(new SurrenderCommand(color));
|
||||
sendSurrender(color);
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Ask the user to pick a move
|
||||
* @param color the color of the player
|
||||
* @return true if there has been a move, false otherwise
|
||||
*/
|
||||
public boolean playerPickedMove(Color color) {
|
||||
try {
|
||||
System.out.println("Piece to move, or \"castling\" for a castling");
|
||||
@@ -109,7 +114,7 @@ public class Console implements GameListener {
|
||||
Coordinate start = stringToCoordinate(answer);
|
||||
System.out.println("New position: ");
|
||||
Coordinate end = stringToCoordinate(scanner.nextLine());
|
||||
Command.CommandResult result = sendCommand(new MoveCommand(new Move(start, end)));
|
||||
Command.CommandResult result = sendMove(new Move(start, end));
|
||||
|
||||
return switch (Objects.requireNonNull(result)) {
|
||||
case Command.CommandResult.Moved, Command.CommandResult.ActionNeeded -> true;
|
||||
@@ -122,16 +127,16 @@ public class Console implements GameListener {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Ask the user to pick a piece, and show its potential moves
|
||||
* @param color
|
||||
* @return
|
||||
*/
|
||||
private boolean playerPickedShowMoves(Color color) {
|
||||
try {
|
||||
System.out.println("Piece to examine: ");
|
||||
Coordinate piece = stringToCoordinate(scanner.nextLine());
|
||||
GetAllowedMovesPieceCommand movesCommand = new GetAllowedMovesPieceCommand(piece);
|
||||
if (sendCommand(movesCommand) == Command.CommandResult.NotAllowed) {
|
||||
System.out.println("Not allowed.");
|
||||
return false;
|
||||
}
|
||||
List<Coordinate> allowedMoves = movesCommand.getDestinations();
|
||||
List<Coordinate> allowedMoves = getPieceAllowedMoves(piece);
|
||||
if (allowedMoves.isEmpty()) {
|
||||
System.out.println("No moves allowed for this piece.");
|
||||
return false;
|
||||
@@ -182,6 +187,10 @@ public class Console implements GameListener {
|
||||
this.executor.shutdown();
|
||||
}
|
||||
|
||||
/**
|
||||
* Open the dialog to promote a pawn.
|
||||
* @param pieceCoords the coordinates of the pawn to promote
|
||||
*/
|
||||
@Override
|
||||
public void onPromotePawn(Coordinate pieceCoords) {
|
||||
System.out.println("The pawn on the " + pieceCoords + " coordinates needs to be promoted.");
|
||||
@@ -201,7 +210,7 @@ public class Console implements GameListener {
|
||||
default -> throw new Exception();
|
||||
};
|
||||
valid = true;
|
||||
sendCommand(new PromoteCommand(newPiece));
|
||||
sendPawnPromotion(newPiece);
|
||||
} catch (Exception e) {
|
||||
System.out.println("Invalid input!");
|
||||
}
|
||||
@@ -209,6 +218,9 @@ public class Console implements GameListener {
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Update and print the board in the console.
|
||||
*/
|
||||
@Override
|
||||
public void onBoardUpdate() {
|
||||
if (!this.captureInput)
|
||||
@@ -218,7 +230,7 @@ public class Console implements GameListener {
|
||||
for (int i = 0; i < Coordinate.VALUE_MAX; i++) {
|
||||
string.append(8 - i).append(" ");
|
||||
for (int j = 0; j < Coordinate.VALUE_MAX; j++) {
|
||||
Piece p = pieceAt(j, i);
|
||||
Piece p = getPieceAt(new Coordinate(j, i));
|
||||
if ((i + j) % 2 == 0) {
|
||||
string.append(Colors.LIGHT_GRAY_BACKGROUND);
|
||||
} else {
|
||||
@@ -236,6 +248,11 @@ public class Console implements GameListener {
|
||||
System.out.flush();
|
||||
}
|
||||
|
||||
/**
|
||||
* Display the possible moves of a piece.
|
||||
* @param piece
|
||||
* @param moves
|
||||
*/
|
||||
public void displayMoves(Coordinate piece, List<Coordinate> moves) {
|
||||
StringBuilder string = new StringBuilder();
|
||||
string.append(" a b c d e f g h \n");
|
||||
@@ -243,7 +260,7 @@ public class Console implements GameListener {
|
||||
string.append(8 - i).append(" ");
|
||||
for (int j = 0; j < Coordinate.VALUE_MAX; j++) {
|
||||
Coordinate currentCell = new Coordinate(j, i);
|
||||
Piece p = pieceAt(j, i);
|
||||
Piece p = getPieceAt(new Coordinate(j, i));
|
||||
if (moves.contains(currentCell)) {
|
||||
string.append(Colors.YELLOW_BACKGROUND);
|
||||
} else {
|
||||
@@ -269,10 +286,6 @@ public class Console implements GameListener {
|
||||
System.out.println(string);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onMove(Move move, boolean captured) {
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onMoveNotAllowed(Move move) {
|
||||
System.out.println("Move not allowed.");
|
||||
@@ -283,10 +296,12 @@ public class Console implements GameListener {
|
||||
System.out.println("Repeated positions!");
|
||||
}
|
||||
|
||||
/**
|
||||
* Open different dialogs according to which castling is allowed.
|
||||
* @return true if a castling was played, false otherwise
|
||||
*/
|
||||
private boolean onAskedCastling() {
|
||||
GetAllowedCastlingsCommand cmd = new GetAllowedCastlingsCommand();
|
||||
sendCommand(cmd);
|
||||
return switch (cmd.getCastlingResult()) {
|
||||
return switch (getAllowedCastlings()) {
|
||||
case Small -> onSmallCastling();
|
||||
case Big -> onBigCastling();
|
||||
case Both -> onBothCastling();
|
||||
@@ -297,6 +312,10 @@ public class Console implements GameListener {
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Ask the user to confirm a small castling.
|
||||
* @return true if the castling was played, false otherwise
|
||||
*/
|
||||
private boolean onSmallCastling() {
|
||||
System.out.println("Small castling allowed. Confirm with \"y\":");
|
||||
String answer = scanner.nextLine();
|
||||
@@ -307,6 +326,10 @@ public class Console implements GameListener {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Ask the user to confirm a big castling.
|
||||
* @return true if the castling was played, false otherwise
|
||||
*/
|
||||
private boolean onBigCastling() {
|
||||
System.out.println("Big castling allowed. Confirm with \"y\":");
|
||||
String answer = scanner.nextLine();
|
||||
@@ -317,6 +340,10 @@ public class Console implements GameListener {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Ask the user to pick a castling when both are allowed.
|
||||
* @return true if a castling was played, false otherwise
|
||||
*/
|
||||
private boolean onBothCastling() {
|
||||
System.out.println("Both castlings allowed. Pick \"s\" to play a castling, \"b\" to play a big castling.");
|
||||
String answer = scanner.nextLine();
|
||||
@@ -334,10 +361,9 @@ public class Console implements GameListener {
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onCastling(boolean bigCastling) {}
|
||||
|
||||
@Override
|
||||
public void onPawnPromoted(PromoteType promotion) {}
|
||||
public CommandExecutor getCommandExecutor() {
|
||||
return this.commandExecutor;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
@@ -5,6 +5,10 @@ import chess.model.Piece;
|
||||
import chess.model.PieceVisitor;
|
||||
import chess.model.pieces.*;
|
||||
|
||||
/**
|
||||
* Manage appearance of pieces in the console.
|
||||
*/
|
||||
|
||||
public class ConsolePieceName implements PieceVisitor<String> {
|
||||
|
||||
public String getString(Piece piece){
|
||||
|
||||
@@ -19,11 +19,21 @@ import chess.model.pieces.Queen;
|
||||
import chess.model.pieces.Rook;
|
||||
import common.AssetManager;
|
||||
|
||||
/**
|
||||
* Visitor that returns the png icon of a piece.
|
||||
*/
|
||||
|
||||
public class PieceIcon implements PieceVisitor<String> {
|
||||
|
||||
private static final String basePath = "pieces2D/";
|
||||
private static final Map<String, Icon> cache = new HashMap<>();
|
||||
|
||||
/**
|
||||
* Get icon of the given piece.
|
||||
* @param piece
|
||||
* @return icon of the piece
|
||||
* @throws IOException
|
||||
*/
|
||||
public Icon getIcon(Piece piece) throws IOException {
|
||||
if (piece == null)
|
||||
return null;
|
||||
@@ -31,6 +41,12 @@ public class PieceIcon implements PieceVisitor<String> {
|
||||
return getIcon(path);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get icon at the given path.
|
||||
* @param path
|
||||
* @return icon at the given path
|
||||
* @throws IOException
|
||||
*/
|
||||
private Icon getIcon(String path) throws IOException {
|
||||
Icon image = cache.get(path);
|
||||
if (image != null)
|
||||
|
||||
@@ -17,24 +17,17 @@ import javax.swing.JOptionPane;
|
||||
import javax.swing.JPanel;
|
||||
import javax.swing.SwingUtilities;
|
||||
|
||||
import chess.controller.Command;
|
||||
import chess.controller.Command.CommandResult;
|
||||
import chess.controller.CommandExecutor;
|
||||
import chess.controller.commands.CastlingCommand;
|
||||
import chess.controller.commands.GetAllowedCastlingsCommand;
|
||||
import chess.controller.commands.GetAllowedMovesPieceCommand;
|
||||
import chess.controller.commands.GetPieceAtCommand;
|
||||
import chess.controller.commands.MoveCommand;
|
||||
import chess.controller.commands.PromoteCommand;
|
||||
import chess.controller.CommandSender;
|
||||
import chess.controller.commands.PromoteCommand.PromoteType;
|
||||
import chess.controller.commands.UndoCommand;
|
||||
import chess.controller.commands.GetAllowedCastlingsCommand.CastlingResult;
|
||||
import chess.controller.event.GameListener;
|
||||
import chess.model.Coordinate;
|
||||
import chess.model.Move;
|
||||
import chess.model.Piece;
|
||||
|
||||
public class Window extends JFrame implements GameListener {
|
||||
/**
|
||||
* Window for the 2D chess game.
|
||||
*/
|
||||
public class Window extends JFrame implements GameListener, CommandSender {
|
||||
|
||||
private final CommandExecutor commandExecutor;
|
||||
|
||||
@@ -65,25 +58,26 @@ public class Window extends JFrame implements GameListener {
|
||||
});
|
||||
}
|
||||
|
||||
private CommandResult sendCommand(Command command) {
|
||||
return this.commandExecutor.executeCommand(command);
|
||||
}
|
||||
|
||||
private Color getCellColor(int x, int y) {
|
||||
return ((x + y) % 2 == 1) ? Color.DARK_GRAY : Color.LIGHT_GRAY;
|
||||
}
|
||||
|
||||
/**
|
||||
* Build and set the buttons of the window.
|
||||
* @param bottom the Jpanel in which to add the buttons
|
||||
*/
|
||||
@SuppressWarnings("unused")
|
||||
private void buildButtons(JPanel bottom) {
|
||||
castlingButton.addActionListener((event) -> {
|
||||
sendCommand(new CastlingCommand(false));
|
||||
sendCastling();
|
||||
});
|
||||
|
||||
bigCastlingButton.addActionListener((event) -> {
|
||||
sendCommand(new CastlingCommand(true));
|
||||
sendBigCastling();
|
||||
});
|
||||
|
||||
undoButton.addActionListener((event) -> {
|
||||
sendCommand(new UndoCommand());
|
||||
sendUndo();
|
||||
});
|
||||
|
||||
bottom.add(castlingButton);
|
||||
@@ -91,6 +85,9 @@ public class Window extends JFrame implements GameListener {
|
||||
bottom.add(undoButton);
|
||||
}
|
||||
|
||||
/**
|
||||
* Build the playable board in the window.
|
||||
*/
|
||||
private void buildBoard() {
|
||||
JPanel content = new JPanel();
|
||||
JPanel grid = new JPanel(new GridLayout(8, 8));
|
||||
@@ -127,23 +124,16 @@ public class Window extends JFrame implements GameListener {
|
||||
updateBoard();
|
||||
}
|
||||
|
||||
private boolean isCellEmpty(int x, int y) {
|
||||
return pieceAt(x, y) == null;
|
||||
}
|
||||
|
||||
private Piece pieceAt(int x, int y) {
|
||||
GetPieceAtCommand command = new GetPieceAtCommand(new Coordinate(x, y));
|
||||
sendCommand(command);
|
||||
return command.getPiece();
|
||||
}
|
||||
|
||||
/**
|
||||
* Update the board with the newest pieces' positions.
|
||||
*/
|
||||
private void updateBoard() {
|
||||
PieceIcon pieceIcon = new PieceIcon();
|
||||
for (int y = 0; y < 8; y++) {
|
||||
for (int x = 0; x < 8; x++) {
|
||||
JLabel cell = this.cells[x][y];
|
||||
try {
|
||||
cell.setIcon(pieceIcon.getIcon(pieceAt(x, y)));
|
||||
cell.setIcon(pieceIcon.getIcon(getPieceAt(x, y)));
|
||||
} catch (IOException e) {
|
||||
e.printStackTrace();
|
||||
}
|
||||
@@ -151,12 +141,14 @@ public class Window extends JFrame implements GameListener {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Show the possible moves of the piece at the given coordinates
|
||||
* @param x position of the piece on the x axis
|
||||
* @param y position of the piece on the y axis
|
||||
* @return true if the piece has possible moves, false otherwise
|
||||
*/
|
||||
private boolean previewMoves(int x, int y) {
|
||||
GetAllowedMovesPieceCommand movesCommand = new GetAllowedMovesPieceCommand(new Coordinate(x, y));
|
||||
if (sendCommand(movesCommand) == CommandResult.NotAllowed)
|
||||
return false;
|
||||
|
||||
List<Coordinate> allowedMoves = movesCommand.getDestinations();
|
||||
List<Coordinate> allowedMoves = getPieceAllowedMoves(new Coordinate(x, y));
|
||||
if (allowedMoves.isEmpty())
|
||||
return false;
|
||||
|
||||
@@ -186,6 +178,11 @@ public class Window extends JFrame implements GameListener {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle the click on a cell. Cancel previous rendering, move the previously selected piece if needed.
|
||||
* @param x position of the cell on the x axis
|
||||
* @param y position of the cell on the y axis
|
||||
*/
|
||||
private void onCellClicked(int x, int y) {
|
||||
clearMoves();
|
||||
if (this.lastClick == null) {
|
||||
@@ -198,18 +195,14 @@ public class Window extends JFrame implements GameListener {
|
||||
}
|
||||
if (!this.lastClick.equals(new Coordinate(x, y))) {
|
||||
Move move = new Move(lastClick, new Coordinate(x, y));
|
||||
sendCommand(new MoveCommand(move));
|
||||
sendMove(move);
|
||||
}
|
||||
this.lastClick = null;
|
||||
}
|
||||
|
||||
private void updateButtons() {
|
||||
GetAllowedCastlingsCommand cmd = new GetAllowedCastlingsCommand();
|
||||
sendCommand(cmd);
|
||||
this.castlingButton.setEnabled(
|
||||
cmd.getCastlingResult() == CastlingResult.Small || cmd.getCastlingResult() == CastlingResult.Both);
|
||||
this.bigCastlingButton.setEnabled(
|
||||
cmd.getCastlingResult() == CastlingResult.Big || cmd.getCastlingResult() == CastlingResult.Both);
|
||||
this.castlingButton.setEnabled(canDoCastling());
|
||||
this.bigCastlingButton.setEnabled(canDoBigCastling());
|
||||
}
|
||||
|
||||
@Override
|
||||
@@ -261,6 +254,9 @@ public class Window extends JFrame implements GameListener {
|
||||
buildBoard();
|
||||
}
|
||||
|
||||
/**
|
||||
* Open a dialog box when a pawn needs to be promoted
|
||||
*/
|
||||
@Override
|
||||
public void onPromotePawn(Coordinate pieceCoords) {
|
||||
if (!showPopups)
|
||||
@@ -296,7 +292,7 @@ public class Window extends JFrame implements GameListener {
|
||||
}
|
||||
|
||||
if (choosedType != null)
|
||||
sendCommand(new PromoteCommand(choosedType));
|
||||
sendPawnPromotion(choosedType);
|
||||
});
|
||||
}
|
||||
|
||||
@@ -319,9 +315,14 @@ public class Window extends JFrame implements GameListener {
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onCastling(boolean bigCastling) {}
|
||||
public void onCastling(boolean bigCastling, Move kingMove, Move rookMove) {}
|
||||
|
||||
@Override
|
||||
public void onPawnPromoted(PromoteType promotion) {}
|
||||
public void onPawnPromoted(PromoteType promotion, Coordinate coordinate) {}
|
||||
|
||||
@Override
|
||||
public CommandExecutor getCommandExecutor() {
|
||||
return this.commandExecutor;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -7,10 +7,18 @@ import java.io.IOException;
|
||||
import java.io.InputStream;
|
||||
import java.io.InputStreamReader;
|
||||
|
||||
/**
|
||||
* Manage loading of resources.
|
||||
*/
|
||||
public class AssetManager {
|
||||
|
||||
private static final String gradleBase = "app/src/main/resources/";
|
||||
|
||||
/**
|
||||
* Get a resource from the classpath or from the file system.
|
||||
* @param name the name of the resource
|
||||
* @return the InputStream of the resource
|
||||
*/
|
||||
public static InputStream getResource(String name) {
|
||||
// we first search it in files
|
||||
InputStream inputStream = getFileInputStream(name);
|
||||
@@ -31,6 +39,11 @@ public class AssetManager {
|
||||
return builder.toString();
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a resource from the file system.
|
||||
* @param path the path of the resource
|
||||
* @return the InputStream of the resource
|
||||
*/
|
||||
private static InputStream getFileInputStream(String path) {
|
||||
File f = new File(path);
|
||||
if (f.exists()) {
|
||||
|
||||
@@ -3,6 +3,10 @@ package common;
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
|
||||
/**
|
||||
* Signal with no arguments.
|
||||
*/
|
||||
|
||||
public class Signal0 {
|
||||
private final List<Runnable> handlers;
|
||||
|
||||
|
||||
@@ -4,6 +4,10 @@ import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
import java.util.function.Consumer;
|
||||
|
||||
/**
|
||||
* Signal with one argument.
|
||||
*/
|
||||
|
||||
public class Signal1<T> {
|
||||
private final List<Consumer<T>> handlers;
|
||||
|
||||
|
||||
BIN
app/src/main/resources/3d/black-bishop.fbx
LFS
Normal file
BIN
app/src/main/resources/3d/black-bishop.fbx
LFS
Normal file
Binary file not shown.
BIN
app/src/main/resources/3d/black-king.fbx
LFS
Normal file
BIN
app/src/main/resources/3d/black-king.fbx
LFS
Normal file
Binary file not shown.
BIN
app/src/main/resources/3d/black-knight.fbx
LFS
Normal file
BIN
app/src/main/resources/3d/black-knight.fbx
LFS
Normal file
Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user