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.subsystems.level
import com.jme3.asset.AssetManager
import com.jme3.bullet.control.RigidBodyControl
import com.jme3.bullet.util.CollisionShapeFactory
import com.jme3.light.AmbientLight
import com.jme3.light.DirectionalLight
import com.jme3.math.ColorRGBA
import com.jme3.math.Vector3f
import com.jme3.renderer.ViewPort
import com.jme3.scene.Spatial
object DefaultGameLevel {
def apply(
assetManager: AssetManager,
viewPort: ViewPort
) = {
lazy val sceneModel: Spatial = assetManager.loadModel("main.scene")
lazy val sceneShape = CollisionShapeFactory.createMeshShape(
sceneModel.toNode match {
case Right(node) => node
case Left(ex) =>
throw new NotImplementedError("No fallback sceneshape")
}
)
lazy val landscape: RigidBodyControl =
new RigidBodyControl(sceneShape, 0)
viewPort.setBackgroundColor(new ColorRGBA(0.7f, 0.8f, 1f, 1f))
sceneModel.setLocalScale(2f)
sceneModel.addControl(landscape)
// discard { rootNode.attachChild(sceneModel) }
// bulletAppState.getPhysicsSpace.add(landscape)
// bulletAppState.getPhysicsSpace.add(player)
val al = new AmbientLight();
al.setColor(ColorRGBA.White.mult(1.3f));
// app.rootNode.addLight(al);
val dl = new DirectionalLight();
dl.setColor(ColorRGBA.White);
dl.setDirection(new Vector3f(2.8f, -2.8f, -2.8f).normalizeLocal());
// app.rootNode.addLight(dl);
new GameLevel(
model = sceneModel,
physicsControl = landscape,
ambientLight = al,
directionalLight = dl
)
}
}