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276 lines
9.2 KiB
276 lines
9.2 KiB
package wow.doge.mygame
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import akka.actor.typed.ActorRef
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import akka.actor.typed.ActorSystem
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import akka.actor.typed.Scheduler
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import akka.actor.typed.SpawnProtocol
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import akka.util.Timeout
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import cats.effect.concurrent.Deferred
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import com.jme3.app.state.AppStateManager
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import com.jme3.asset.AssetManager
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import com.jme3.asset.plugins.ZipLocator
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import com.jme3.bullet.BulletAppState
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import com.jme3.input.InputManager
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import com.jme3.renderer.Camera
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import com.jme3.renderer.ViewPort
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import com.jme3.scene.Node
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import com.softwaremill.macwire._
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import com.softwaremill.tagging._
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import io.odin.Logger
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import monix.bio.Fiber
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import monix.bio.IO
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import monix.bio.Task
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import scalafx.scene.control.TextArea
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import wow.doge.mygame.executors.Schedulers
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import wow.doge.mygame.game.GameApp
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import wow.doge.mygame.game.GameAppActor
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import wow.doge.mygame.game.GameAppTags
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import wow.doge.mygame.game.entities.PlayerController
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import wow.doge.mygame.game.entities.PlayerControllerTags
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import wow.doge.mygame.game.subsystems.input.GameInputHandler
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import wow.doge.mygame.game.subsystems.level.DefaultGameLevel
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import wow.doge.mygame.implicits._
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import wow.doge.mygame.launcher.Launcher
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import wow.doge.mygame.launcher.Launcher.LauncherResult
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import wow.doge.mygame.math.ImVector3f
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import wow.doge.mygame.subsystems.events.EventBus
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import wow.doge.mygame.subsystems.events.EventsModule
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import wow.doge.mygame.subsystems.events.PlayerCameraEvent
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import wow.doge.mygame.subsystems.events.PlayerMovementEvent
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import wow.doge.mygame.subsystems.events.TickEvent
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import wow.doge.mygame.subsystems.scriptsystem.ScriptInitMode
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import wow.doge.mygame.subsystems.scriptsystem.ScriptSystemResource
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import wow.doge.mygame.utils.AkkaUtils
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import wow.doge.mygame.utils.GenericConsoleStream
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import EventsModule.GameEventBus
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import wow.doge.mygame.game.entities.NpcMovementActor2
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import wow.doge.mygame.game.entities.NpcActorSupervisor
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import monix.execution.exceptions.DummyException
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import com.jme3.bullet.control.BetterCharacterControl
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class MainApp(
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logger: Logger[Task],
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gameApp: GameApp,
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implicit val spawnProtocol: ActorSystem[SpawnProtocol.Command],
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jmeThread: monix.execution.Scheduler,
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schedulers: Schedulers,
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consoleStream: GenericConsoleStream[TextArea]
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)(implicit
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@annotation.unused timeout: Timeout,
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@annotation.unused scheduler: Scheduler
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) {
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lazy val scriptSystemInit =
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new ScriptSystemResource(os.pwd, spawnProtocol, ScriptInitMode.Eager).init
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def gameInit: Task[Fiber[Throwable, Unit]] =
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for {
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eventsModule <- Task(new EventsModule(spawnProtocol))
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playerMovementEventBus <- eventsModule.playerMovementEventBusTask
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playerCameraEventBus <- eventsModule.playerCameraEventBusTask
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mainEventBus <- eventsModule.mainEventBusTask
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tickEventBus <- eventsModule.tickEventBusTask
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gameAppActor <- AkkaUtils.spawnActorL2(
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GameAppActor.Props(tickEventBus).create,
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"gameAppActor"
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)
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_ <- gameAppActor !! GameAppActor.Start
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gameAppFib <- gameApp.start.executeOn(jmeThread).start
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/**
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* schedule a task to run on the JME thread and wait for it's completion
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* before proceeding forward, as a signal that the JME thread has been
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* initialized, otherwise we'll get NPEs trying to access the fields
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* of the game app
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*/
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res <- gameApp.enqueueL(() => "done")
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_ <- logger.info(s"Result = $res")
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/**
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* JME Thread has been initialized at this point. We can now access the
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* field of the game application
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*/
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inputManager <- gameApp.inputManager
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assetManager <- gameApp.assetManager
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stateManager <- gameApp.stateManager
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camera <- gameApp.camera
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rootNode <- gameApp.rootNode
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enqueueR <- Task(gameApp.enqueue _)
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viewPort <- gameApp.viewPort
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_ <- logger.info("before")
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// jfxUI <- gameApp.jfxUI
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consoleTextArea <- Task(new TextArea {
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text = "hello \n"
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editable = false
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wrapText = true
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// maxHeight = 150
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// maxWidth = 300
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})
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// _ <- Task(consoleStream := consoleTextArea)
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// _ <- Task(jfxUI += consoleTextArea)
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_ <- logger.info("after")
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bulletAppState <- Task(new BulletAppState())
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_ <- Task(stateManager.attach(bulletAppState))
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_ <- logger.info("Initializing console stream")
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_ <- wire[MainAppDelegate].init(gameApp.scheduler)
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} yield (gameAppFib)
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lazy val program = for {
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scriptSystem <- scriptSystemInit
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/**
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* Signal for synchronization between the JavaFX launcher and the in-game JavaFX GUI
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* Without this, we get a "Toolkit already initialized" exception. The launch button
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* in the launcher completes the signal. The game init process which listens for this
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* signal can then continue
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*/
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launchSignal <- Deferred[Task, Launcher.LauncherResult]
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launcher <- new Launcher.Props(schedulers, launchSignal).create
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cancelToken <- launcher.init()
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launchResult <- launchSignal.get
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_ <- cancelToken.cancel
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_ <-
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/**
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* User chose to quit
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*/
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if (launchResult == LauncherResult.Exit)
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logger.info("Exiting")
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/**
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* User chose launch. Wait for game window to close
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*/
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else
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gameInit.flatMap(_.join)
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} yield ()
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}
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/**
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* Class with all dependencies in one place for easy wiring
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*/
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class MainAppDelegate(
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gameApp: GameApp,
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implicit val spawnProtocol: ActorSystem[SpawnProtocol.Command],
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loggerL: Logger[Task],
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playerMovementEventBus: ActorRef[
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EventBus.Command[PlayerMovementEvent]
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],
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playerCameraEventBus: ActorRef[EventBus.Command[PlayerCameraEvent]],
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tickEventBus: GameEventBus[TickEvent],
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inputManager: InputManager,
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assetManager: AssetManager,
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stateManager: AppStateManager,
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camera: Camera,
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viewPort: ViewPort,
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enqueueR: Function1[() => Unit, Unit],
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rootNode: Node @@ GameAppTags.RootNode,
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bulletAppState: BulletAppState
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)(implicit
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@annotation.unused timeout: Timeout,
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@annotation.unused scheduler: Scheduler
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) {
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lazy val physicsSpace = bulletAppState.physicsSpace
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def init(
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appScheduler: monix.execution.Scheduler
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// consoleStream: GenericConsoleStream[TextArea]
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) =
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for {
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_ <- loggerL.info("Initializing Systems")
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_ <- Task(
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assetManager.registerLocator(
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os.rel / "assets" / "town.zip",
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classOf[ZipLocator]
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)
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)
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_ <- loggerL.info("test")
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// _ <- Task(consoleStream.println("text"))
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_ <- DefaultGameLevel(assetManager, viewPort)
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.addToGame(
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rootNode,
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bulletAppState.physicsSpace
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)
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.executeOn(appScheduler)
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_ <- createPlayerController(appScheduler)
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.absorbWith(e => DummyException("boom"))
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.onErrorRestart(3)
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johnActor <- createNpc(appScheduler, "John").executeOn(appScheduler)
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_ <- johnActor !! NpcActorSupervisor.Move(ImVector3f(0, 0, 20))
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_ <- wire[GameInputHandler.Props].begin.onErrorRestart(3)
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} yield ()
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def createPlayerController(
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appScheduler: monix.execution.Scheduler
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): IO[PlayerController.Error, Unit] = {
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val playerPos = ImVector3f.ZERO
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val modelPath = os.rel / "Models" / "Jaime" / "Jaime.j3o"
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val playerPhysicsControl =
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PlayerController.Defaults.defaultPlayerPhysicsControl
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.taggedWith[PlayerControllerTags.PlayerTag]
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val camNode =
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PlayerController.Defaults
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.defaultCamerNode(camera, playerPos)
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.taggedWith[PlayerControllerTags.PlayerCameraNode]
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val mbPlayerNode = PlayerController.Defaults
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.defaultPlayerNode(
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assetManager,
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modelPath,
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playerPos,
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camNode,
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playerPhysicsControl
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)
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for {
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playerNode <- IO.fromEither(mbPlayerNode)
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_ <- wire[PlayerController.Props].create
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} yield ()
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}
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def createNpc(
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appScheduler: monix.execution.Scheduler,
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npcName: String
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) =
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// : IO[PlayerController.Error, Unit] =
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{
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val initialPos = ImVector3f(100, 0, 0)
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// val modelPath = os.rel / "Models" / "Jaime" / "Jaime.j3o"
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lazy val npcPhysicsControl =
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new BetterCharacterControl(1f, 2.1f, 10f)
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// .withJumpForce(ImVector3f(0, 5f, 0))
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// val npcMovementActor = AkkaUtils.spawnActorL2(
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// new NpcMovementActor2.Props(
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// initialPos,
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// tickEventBus,
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// npcPhysicsControl
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// ).create,
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// s"${npcName}-npcMovementActor"
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// )
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lazy val mbNpcNode = PlayerController.Defaults.defaultNpcNode(
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assetManager,
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initialPos,
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npcPhysicsControl,
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"John"
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)
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val npcActorTask = AkkaUtils.spawnActorL2(
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NpcActorSupervisor
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.Props(
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new NpcMovementActor2.Props(
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enqueueR,
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initialPos,
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tickEventBus,
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npcPhysicsControl
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).create,
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npcName,
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initialPos
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)
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.create,
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s"${npcName}-npcMovementActorSupervisor"
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)
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// .taggedWith[PlayerControllerTags.PlayerTag]
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for {
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npcNode <- IO.fromEither(mbNpcNode)
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npcActor <- npcActorTask
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_ <- IO {
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physicsSpace += npcPhysicsControl
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physicsSpace += npcNode
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rootNode += npcNode
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}
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} yield (npcActor)
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}
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}
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