Add rest of the player movement messages
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@ -40,7 +40,7 @@ object PlayerActor {
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case object Dead extends Status
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}
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sealed trait Command
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sealed trait Command extends Product with Serializable
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final case class TakeDamage(
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value: CharacterStats.DamageHealth,
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replyTo: ActorRef[Unit]
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@ -57,8 +57,15 @@ object PlayerActor {
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replyTo: ActorRef[UIO[Observable[CharacterStats]]]
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) extends Command
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sealed trait Movement extends Command
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final case class MoveLeft(pressed: Boolean) extends Movement
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final case class MoveLeft(pressed: Boolean) extends Command
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final case class MoveUp(pressed: Boolean) extends Command
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final case class MoveRight(pressed: Boolean) extends Command
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final case class MoveDown(pressed: Boolean) extends Command
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case object Jump extends Command
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private[player] final case class HandleMovement(
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b: CharacterStats,
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pressed: Boolean
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) extends Command
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private[player] case object Die extends Command
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private[player] final case class StatsResponse(
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@ -102,7 +109,6 @@ object PlayerActor {
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Behaviors
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.supervise(
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new PlayerMovementEventListener.Props(
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playerMovementActor,
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ctx.self,
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scheduler
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).behavior
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@ -18,6 +18,8 @@ import wow.doge.mygame.AppError
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import wow.doge.mygame.executors.Schedulers
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import wow.doge.mygame.executors.Schedulers.AsyncScheduler
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import wow.doge.mygame.game.GameApp
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import wow.doge.mygame.game.entities.CharacterStats
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import wow.doge.mygame.game.entities.StatsActor
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import wow.doge.mygame.implicits._
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import wow.doge.mygame.math.ImVector3f
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import wow.doge.mygame.subsystems.events.EventsModule.GameEventBus
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@ -26,8 +28,6 @@ import wow.doge.mygame.subsystems.events.TickEvent
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import wow.doge.mygame.subsystems.movement.ImMovementActor
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import wow.doge.mygame.types._
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import wow.doge.mygame.utils.wrappers.jme._
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import wow.doge.mygame.game.entities.StatsActor
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import wow.doge.mygame.game.entities.CharacterStats
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object PlayerController {
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sealed trait Error
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@ -2,12 +2,13 @@ package wow.doge.mygame.game.entities.player
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import scala.concurrent.duration._
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import akka.actor.typed.ActorRef
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import akka.actor.typed.Behavior
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import akka.actor.typed.LogOptions
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import akka.actor.typed.scaladsl.ActorContext
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import akka.actor.typed.scaladsl.AskPattern._
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import akka.actor.typed.scaladsl.Behaviors
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import akka.util.Timeout
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import cats.syntax.eq._
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import com.typesafe.scalalogging.Logger
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import monix.eval.Task
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import monix.execution.CancelableFuture
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@ -17,14 +18,11 @@ import wow.doge.mygame.executors.Schedulers
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import wow.doge.mygame.game.entities.CharacterStats
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import wow.doge.mygame.implicits._
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import wow.doge.mygame.subsystems.events.PlayerMovementEvent
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import wow.doge.mygame.subsystems.movement.ImMovementActor
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import cats.syntax.eq._
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object PlayerMovementEventListener {
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final case class State(keysPressed: Int, staminaTimer: CancelableFuture[Unit])
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class Props(
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val movementActor: ActorRef[ImMovementActor.Command],
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val playerActor: PlayerActor.Ref,
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val asyncScheduler: Schedulers.AsyncScheduler
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) {
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@ -97,16 +95,22 @@ class PlayerMovementEventListener(
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props.playerActor ! PlayerActor.MoveLeft(pressed)
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receive(handleStamina(pressed))
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case PlayerMovedRight(pressed) =>
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props.movementActor ! ImMovementActor.MoveRight(pressed)
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props.playerActor ! PlayerActor.MoveRight(pressed)
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receive(handleStamina(pressed))
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case PlayerMovedForward(pressed) =>
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props.movementActor ! ImMovementActor.MoveUp(pressed)
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props.playerActor ! PlayerActor.MoveUp(pressed)
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receive(handleStamina(pressed))
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case PlayerMovedBackward(pressed) =>
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props.movementActor ! ImMovementActor.MoveDown(pressed)
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props.playerActor ! PlayerActor.MoveDown(pressed)
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receive(handleStamina(pressed))
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case PlayerJumped =>
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props.movementActor ! ImMovementActor.Jump
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props.playerActor ! PlayerActor.Jump
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// props.playerActor
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// ctx.ask(
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// props.playerActor,
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// PlayerActor
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// .ConsumeStamina(CharacterStats.DamageStamina(1), _)
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// )(_ => ())
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Behaviors.same
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// case PlayerTurnedRight =>
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// movementActor ! ImMovementActor.RotateRight
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@ -23,7 +23,6 @@ class IdleBehaviorFactory(
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deadState: Behavior[PlayerActor.Command],
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consumptionMultiplier: Int => Int
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)(implicit timeout: Timeout) {
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import IdleBehaviorFactory.IdleBehavior
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import env._
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implicit val sched = ctx.system.scheduler
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@ -32,11 +31,46 @@ class IdleBehaviorFactory(
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IdleBehavior(
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Behaviors
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.receiveMessage[PlayerActor.Command] {
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case PlayerActor.HandleMovement(curStats, pressed) =>
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if (curStats.stamina.toInt > 0) {
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children.movementActor ! ImMovementActor.MoveLeft(pressed)
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if (pressed) nextStateFn(AliveSubstate.Moving(Walking))
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else nextStateFn(AliveSubstate.Idle)
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} else Behaviors.same
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case PlayerActor.MoveLeft(pressed) =>
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children.movementActor ! ImMovementActor.MoveLeft(pressed)
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if (pressed)
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nextStateFn(AliveSubstate.Moving(Walking))
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implicit val ec = props.scheduler.value
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for {
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curStats <- children.statsActor.ask(StatsActor.CurrentStats)
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res <- Future.successful(
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ctx.self ! PlayerActor.HandleMovement(curStats, pressed)
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)
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} yield res
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Behaviors.same
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case PlayerActor.MoveRight(pressed) =>
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children.movementActor ! ImMovementActor.MoveRight(pressed)
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if (pressed) nextStateFn(AliveSubstate.Moving(Walking))
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else nextStateFn(AliveSubstate.Idle)
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case PlayerActor.MoveUp(pressed) =>
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children.movementActor ! ImMovementActor.MoveUp(pressed)
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if (pressed) nextStateFn(AliveSubstate.Moving(Walking))
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else nextStateFn(AliveSubstate.Idle)
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case PlayerActor.MoveDown(pressed) =>
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children.movementActor ! ImMovementActor.MoveDown(pressed)
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if (pressed) nextStateFn(AliveSubstate.Moving(Walking))
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else nextStateFn(AliveSubstate.Idle)
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case PlayerActor.Jump =>
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children.movementActor ! ImMovementActor.Jump
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ctx.self.ask(
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PlayerActor.ConsumeStamina(CharacterStats.DamageStamina(10), _)
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)
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Behaviors.same
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case PlayerActor.TakeDamage(value, replyTo) =>
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implicit val ec = props.scheduler.value
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for {
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@ -47,6 +81,7 @@ class IdleBehaviorFactory(
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)
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} yield ()
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Behaviors.same
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case PlayerActor.ConsumeStamina(value, replyTo) =>
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implicit val ec = props.scheduler.value
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val newValue =
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@ -60,15 +95,19 @@ class IdleBehaviorFactory(
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.StatsResponse(response, replyTo)
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} yield ()
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Behaviors.same
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case PlayerActor.CurrentStats(replyTo) =>
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children.statsActor ! StatsActor.CurrentStats(replyTo)
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Behaviors.same
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case PlayerActor.Heal(value) =>
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children.statsActor ! StatsActor.HealResult(value)
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Behaviors.same
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case PlayerActor.GetStatus(replyTo) =>
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replyTo ! PlayerActor.Status.Alive
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Behaviors.same
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case PlayerActor.GetStatsObservable(replyTo) =>
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import monix.{eval => me}
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replyTo !
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@ -82,6 +121,7 @@ class IdleBehaviorFactory(
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)
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Behaviors.same
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case PlayerActor.StatsResponse(response, replyTo) =>
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response match {
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case (dead, stats) =>
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@ -94,8 +134,9 @@ class IdleBehaviorFactory(
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}(props.scheduler.value)
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}
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Behaviors.same
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// nextStateFn(InCombat(Moving(Walking)))
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case PlayerActor.Die => deadState
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case PlayerActor.LogError(ex) =>
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ctx.log.error(ex.getMessage)
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Behaviors.same
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@ -108,8 +149,4 @@ class IdleBehaviorFactory(
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)
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}
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object IdleBehaviorFactory {
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final case class IdleBehavior(
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value: Behavior[PlayerActor.Command]
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)
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}
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final case class IdleBehavior(value: Behavior[PlayerActor.Command])
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