cd ..

~/projects/warhammer-combat-arena

FinishedZavršeno solo projectsamostalni projekt 2026-05 → 2026-06

Warhammer Combat Arena

A JavaFX hex-grid tactics duel with networked multiplayer.JavaFX taktički dvoboj na heksagonalnoj mreži s mrežnim multiplayerom.

Warhammer Combat Arena cover

Warhammer Combat Arena is a digital adaptation of the tabletop game Combat Arena: Lair of the Beast, built solo as a university capstone in Java. Two fighters duel on a 6×7 hex grid, drawing action cards with three tiers of abilities — movement, attack, and reaction.

What makes it more than a board-game clone is the systems work underneath: a weighted random turn pool, a live defensive reaction window, and three play modes — single-player hot-seat, local multiplayer over TCP sockets, and RMI chat. It was a deliberate tour of Java done properly: MVC, concurrent threading, serialization, DOM/SAX XML with DTD validation, and JNDI — built with JavaFX 21 and Maven.

Warhammer Combat Arena je digitalna adaptacija društvene igre Combat Arena: Lair of the Beast, izrađena samostalno kao studentski završni rad u Javi. Dva borca se bore na 6×7 heksagonalnoj mreži, vukući akcijske karte s tri razine sposobnosti — kretanje, napad i reakcija.

Ono što je čini više od kopije društvene igre je rad na sustavima ispod: težinski nasumičan raspored poteza, prozor obrambene reakcije uživo i tri načina igre — hot-seat za jednog igrača, lokalni multiplayer preko TCP socketa i RMI chat. Bila je to namjerna vježba Jave kako treba: MVC, paralelne dretve, serijalizacija, DOM/SAX XML s DTD provjerom i JNDI — izrađeno u JavaFX 21 i Mavenu.

HighlightsIstaknuto

6×7 hex-grid combat with directional facing, tiered kill-zones, and an energy-based action economy.

Five asymmetric commanders, each with twelve signature action cards (movement, attack, reaction).

Interactive defense: an attacker waits for the opponent's real-time Dodge / Parry / Deflect reaction.

Local multiplayer over TCP with an authoritative host, plus RMI-based chat and a shared event log.

Save/load via serialization, binary move history, and XML export validated against a DTD.

Borba na 6×7 heksagonalnoj mreži sa smjerom okretanja, slojevitim zonama pogotka i ekonomijom akcija temeljenom na energiji.

Pet asimetričnih zapovjednika, svaki s dvanaest prepoznatljivih akcijskih karata (kretanje, napad, reakcija).

Interaktivna obrana: napadač čeka protivnikovu reakciju u stvarnom vremenu — Dodge / Parry / Deflect.

Lokalni multiplayer preko TCP-a s autoritativnim hostom, uz RMI chat i zajednički zapis događaja.

Spremanje/učitavanje serijalizacijom, binarna povijest poteza i XML izvoz provjeren prema DTD-u.