Testing out JmonkeyEngine to make a game in Scala with Akka Actors within a pure FP layer
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package wow.doge.mygame
import akka.actor.typed.ActorRef
import akka.actor.typed.ActorSystem
import akka.actor.typed.Scheduler
import akka.actor.typed.SpawnProtocol
import akka.util.Timeout
import cats.effect.concurrent.Ref
import com.jme3.app.state.AppStateManager
import com.jme3.asset.AssetManager
import com.jme3.asset.plugins.ZipLocator
import com.jme3.bullet.BulletAppState
import com.jme3.input.InputManager
import com.jme3.renderer.Camera
import com.jme3.scene.Node
import com.softwaremill.macwire._
import com.softwaremill.tagging._
import io.odin.Logger
import monix.bio.IO
import monix.bio.Task
import wow.doge.mygame.events.EventBus
import wow.doge.mygame.game.GameApp2
import wow.doge.mygame.game.nodes.PlayerTag
import wow.doge.mygame.game.nodes.PlayerController
import wow.doge.mygame.game.subsystems.input.GameInputHandler
import wow.doge.mygame.implicits._
import wow.doge.mygame.math.ImVector3f
import wow.doge.mygame.subsystems.events.EntityMovementEvent
import wow.doge.mygame.subsystems.events.EventsModule2
import wow.doge.mygame.subsystems.events.PlayerCameraEvent
import wow.doge.mygame.game.subsystems.level.DefaultGameLevel
import com.jme3.renderer.ViewPort
import wow.doge.mygame.subsystems.scriptsystem.ScriptSystemResource
import wow.doge.mygame.subsystems.scriptsystem.ScriptInitMode
import wow.doge.mygame.launcher.Launcher
import wow.doge.mygame.executors.Schedulers
import scalafx.application.JFXApp.PrimaryStage
import scalafx.geometry.Insets
import scalafx.scene.Scene
import scalafx.scene.control.Button
import scalafx.scene.layout.StackPane
import scalafx.scene.paint.Color
import scalafx.scene.shape.Rectangle
import scalafx.Includes._
import scala.concurrent.duration._
import cats.effect.concurrent.Deferred
import monix.bio.Fiber
import wow.doge.mygame.launcher.Launcher.LauncherResult
import scalafx.scene.control.TextArea
import com.jayfella.jme.jfx.JavaFxUI
import wow.doge.mygame.utils.GenericConsoleStream
import java.io.PrintStream
class MainApp(
logger: Logger[Task],
gameApp: GameApp2,
spawnProtocol: ActorSystem[SpawnProtocol.Command],
jmeThread: monix.execution.Scheduler,
schedulers: Schedulers,
consoleStream: GenericConsoleStream[TextArea]
)(implicit
@annotation.unused timeout: Timeout,
@annotation.unused scheduler: Scheduler
) {
lazy val scriptSystemInit =
new ScriptSystemResource(os.pwd, spawnProtocol, ScriptInitMode.Eager).init
def gameInit: Task[Fiber[Throwable, Unit]] =
for {
eventsModule <- Task(new EventsModule2(spawnProtocol))
playerMovementEventBus <- eventsModule.playerMovementEventBusTask
playerCameraEventBus <- eventsModule.playerCameraEventBusTask
gameAppFib <- gameApp.start.executeOn(jmeThread).start
/**
* schedule a task to run on the JME thread and wait for it's completion
* before proceeding forward, as a signal that JME thread has been
* initialized, otherwise we'll get NPEs trying to access the fields
* of the game app
*/
res <- gameApp.enqueueL(() => Task("done")).flatten
_ <- logger.info(s"Result = $res")
inputManager <- gameApp.inputManager
assetManager <- gameApp.assetManager
stateManager <- gameApp.stateManager
camera <- gameApp.camera
rootNode <- gameApp.rootNode
enqueueR <- Task(gameApp.enqueue _)
viewPort <- gameApp.viewPort
_ <- logger.info("before")
// jfxUI <- Task(JavaFxUI.initialize(gameApp.app))
// .executeOn(gameApp.scheduler) >> Task.sleep(500.millis) >> Task(
// JavaFxUI.getInstance()
// )
// .start
jfxUI <- gameApp.jfxUI
consoleTextArea <- Task(new TextArea {
text = "hello"
editable = false
wrapText = true
// maxHeight = 150
// maxWidth = 300
})
_ <- Task(consoleStream := consoleTextArea)
_ <- Task(jfxUI += consoleTextArea)
// consoleStream <- Task(
// GenericConsoleStream.textAreaStream(consoleTextArea)
// )
_ <- logger.info("after")
bulletAppState <- Task(new BulletAppState())
_ <- Task(stateManager.attach(bulletAppState))
_ <- logger.info("Initializing console stream")
// _ <- Task(GenericConsoleStream.textAreaStream(consoleTextArea)).bracket(
// consoleStream =>
// Task { System.setOut(consoleStream) } >> wire[MainAppDelegate]
// .init(gameApp.scheduler, consoleStream)
// // consoleLogger
// // Console.withOut(consoleStream)(
// // wire[MainAppDelegate].init(gameApp.scheduler, consoleStream)
// // )
// )(stream => Task(stream.close()).onErrorHandle(_.printStackTrace()))
// _ <- Task { System.setOut(new PrintStream(consoleStream, true)) }
// _ <- Task {
// Console.withOut(consoleStream)(println("hello"))
// }
_ <- wire[MainAppDelegate].init(gameApp.scheduler)
} yield (gameAppFib)
lazy val program = for {
scriptSystem <- scriptSystemInit
/**
* Signal for synchronization between the JavaFX launcher and the in-game JavaFX GUI
* Without this, we get a "Toolkit already initialized" excResult. The launch button
* in the launcher completes the signal. The game init process which listens for this
* signal can then continue
*/
launchSignal <- Deferred[Task, Launcher.LauncherResult]
launcher <- new Launcher.Props(schedulers, launchSignal).create
cancelToken <- launcher.init()
launchResult <- launchSignal.get
_ <- cancelToken.cancel
_ <-
if (launchResult == LauncherResult.Exit)
logger.info("Exiting")
else gameInit.flatMap(_.join)
// _ <- Task.sleep(2000.millis)
// gameAppFib <- gameInit
/**
* Wait for game window to close
*/
// _ <- gameAppFib.join
} yield ()
}
/**
* Class with all dependencies in one place for easy wiring
*/
class MainAppDelegate(
gameApp: GameApp2,
spawnProtocol: ActorSystem[SpawnProtocol.Command],
loggerL: Logger[Task],
// eventBuses: EventsModule2
playerMovementEventBus: ActorRef[
EventBus.Command[EntityMovementEvent.PlayerMovementEvent]
],
playerCameraEventBus: ActorRef[EventBus.Command[PlayerCameraEvent]],
inputManager: InputManager,
assetManager: AssetManager,
stateManager: AppStateManager,
camera: Camera,
viewPort: ViewPort,
enqueueR: Function1[() => Unit, Unit],
rootNode: Ref[Task, Node],
bulletAppState: BulletAppState
)(implicit
@annotation.unused timeout: Timeout,
@annotation.unused scheduler: Scheduler
) {
def init(
appScheduler: monix.execution.Scheduler
// consoleStream: GenericConsoleStream[TextArea]
) =
for {
_ <- loggerL.info("Initializing Systems")
_ <- Task(
assetManager.registerLocator(
(os.rel / "assets" / "town.zip"),
classOf[ZipLocator]
)
)
_ <- loggerL.info("test hmm")
// _ <- Task(consoleStream.println("text"))
_ <- DefaultGameLevel(assetManager, viewPort)
.addToGame(
rootNode,
bulletAppState.physicsSpace
)
.executeOn(appScheduler)
_ <- createPlayerController(appScheduler).startAndForget.onErrorRestart(3)
_ <- wire[GameInputHandler.Props].begin.onErrorRestart(3)
} yield ()
def createPlayerController(
appScheduler: monix.execution.Scheduler
// playerMovementEventBus: ActorRef[
// EventBus.Command[PlayerMovementEvent]
// ],
// playerCameraEventBus: ActorRef[EventBus.Command[PlayerCameraEvent]]
): IO[PlayerController.Error, Unit] = {
@annotation.unused
val playerPos = ImVector3f.ZERO
@annotation.unused
val playerNode = None.taggedWith[PlayerTag]
@annotation.unused
val modelPath = os.rel / "Models" / "Jaime" / "Jaime.j3o"
wire[PlayerController.Props].create
}
}