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.game
import cats.effect.concurrent.Ref
import com.jme3.app.state.AppStateManager
import com.jme3.asset.AssetManager
import com.jme3.input.InputManager
import monix.bio.IO
import monix.bio.Task
import com.jme3.scene.Node
import monix.catnap.Semaphore
import com.jme3.scene.Spatial
import wow.doge.mygame.game.GameApp2.SynchedObject
import wow.doge.mygame.game.subsystems.ui.JFxUI
sealed trait Error
case object FlyCamNotExists extends Error
class GameApp2(val app: GameApp) {
def stateManager: Task[AppStateManager] = Task(app.getStateManager())
def inputManager: Task[InputManager] = Task(app.getInputManager())
def assetManager: Task[AssetManager] = Task(app.getAssetManager())
def guiNode = Ref[Task].of(app.getGuiNode())
def flyCam =
IO(app.getFlyByCamera()).onErrorHandleWith(_ =>
IO.raiseError(FlyCamNotExists)
)
def camera = Task(app.getCamera())
def viewPort = Task(app.getViewPort())
def rootNode = Ref[Task].of(app.getRootNode())
def rootNode2 = SynchedObject(app.getRootNode())
def enqueue(cb: () => Unit) =
app.enqueue(new Runnable {
override def run() = cb()
})
def enqueueL[T](cb: () => T): Task[T] = app.enqueueL(cb)
def start = Task(app.start())
def stop = Task(app.stop())
def scheduler = app.scheduler
def jfxUI = JFxUI(app)
}
object GameApp2 {
class WrappedNode(node: Node, lock: Semaphore[Task]) {
def +=(spat: Spatial) = lock.withPermit(Task(node.attachChild(spat)))
}
/**
* Synchronization wrapper for a mutable object
*
* @param obj the mutable object
* @param lock lock for synchronization
*/
class SynchedObject[A](obj: A, lock: Semaphore[Task]) {
def modify(f: A => Unit): Task[Unit] =
lock.withPermit(Task(f(obj)))
def flatModify(f: A => Task[Unit]): Task[Unit] =
lock.withPermit(f(obj))
def get: Task[A] = lock.withPermit(Task(obj))
}
object SynchedObject {
def apply[A](obj: A) =
Semaphore[Task](1).flatMap(lock => Task(new SynchedObject(obj, lock)))
}
}