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.entities.player
import scala.concurrent.duration._
import akka.actor.typed.Behavior
import akka.actor.typed.LogOptions
import akka.actor.typed.scaladsl.ActorContext
import akka.actor.typed.scaladsl.AskPattern._
import akka.actor.typed.scaladsl.Behaviors
import akka.util.Timeout
import cats.syntax.eq._
import com.typesafe.scalalogging.Logger
import monix.eval.Task
import monix.execution.CancelableFuture
import monix.reactive.Observable
import org.slf4j.event.Level
import wow.doge.mygame.executors.Schedulers
import wow.doge.mygame.game.entities.CharacterStats
import wow.doge.mygame.implicits._
import wow.doge.mygame.subsystems.events.PlayerMovementEvent
import wow.doge.mygame.utils.MovementDirection
object PlayerMovementEventListener {
final case class State(
keysPressed: Int,
staminaTimer: CancelableFuture[Unit],
staminaRegenTimer: CancelableFuture[Unit]
)
class Props(
val playerActor: PlayerActor.Ref,
val asyncScheduler: Schedulers.AsyncScheduler
) {
def behavior =
Behaviors.setup[PlayerMovementEvent] { ctx =>
new PlayerMovementEventListener(ctx, this)
.receive(State(0, CancelableFuture.unit, CancelableFuture.unit))
}
}
}
class PlayerMovementEventListener(
ctx: ActorContext[PlayerMovementEvent],
props: PlayerMovementEventListener.Props
) {
import PlayerMovementEventListener._
import PlayerMovementEvent._
import com.softwaremill.quicklens._
def receive(state: State): Behavior[PlayerMovementEvent] =
Behaviors.logMessages(
LogOptions()
.withLevel(Level.TRACE)
.withLogger(
Logger[PlayerMovementEventListener.type].underlying
),
Behaviors.setup[PlayerMovementEvent] { ctx =>
implicit val timeout = Timeout(1.second)
implicit val sched = ctx.system.scheduler
val staminaTimer =
Task.deferAction(implicit s =>
Observable
.interval(250.millis)
.doOnNext(_ => Task(pprint.log("Sending Stamina Consume Item")))
.mapEvalF(_ =>
props.playerActor
.askL(
PlayerActor
.ConsumeStamina(CharacterStats.DamageStamina(25), _)
)
)
.doOnNext(stats =>
if (stats.stamina.toInt === 0)
Task(props.playerActor ! PlayerActor.StopMoving)
else Task.unit
)
.takeWhile(_.stamina.toInt >= 0)
.completedL
)
val staminaRegenTimer =
Task.deferAction(implicit s =>
Observable
.interval(500.millis)
.doOnNext(_ => Task(pprint.log("Sending Stamina Regen Item")))
.mapEvalF(_ =>
props.playerActor.askL(
PlayerActor
.HealStamina(CharacterStats.HealStamina(1), _)
)
)
.takeWhile(_.stamina.toInt =!= 100)
.delayExecution(1.second)
.completedL
)
def handleStamina(pressed: Boolean) = {
state.staminaRegenTimer.cancel()
if (pressed) {
val nextState1 =
if (state.keysPressed === 0)
state
.modify(_.staminaTimer)
.setTo(
staminaTimer.runToFuture(props.asyncScheduler.value)
)
else state
val nextState2 = nextState1
.modify(_.keysPressed)
.using(_ + 1)
nextState2
} else {
val nextState1 = state
.modify(_.keysPressed)
.using(_ - 1)
if (nextState1.keysPressed === 0) {
nextState1.staminaTimer.cancel()
nextState1
.modify(_.staminaRegenTimer)
.setTo(
staminaRegenTimer.runToFuture(props.asyncScheduler.value)
)
} else
nextState1
}
}
Behaviors.receiveMessage {
case PlayerMovedLeft(pressed) =>
// props.movementActor ! ImMovementActor.MoveLeft(pressed)
// props.playerActor ! PlayerActor.MoveLeft(pressed)
props.playerActor ! PlayerActor.Walk(
pressed,
MovementDirection.Left
)
receive(handleStamina(pressed))
case PlayerMovedRight(pressed) =>
// props.playerActor ! PlayerActor.MoveRight(pressed)
props.playerActor ! PlayerActor.Walk(
pressed,
MovementDirection.Right
)
receive(handleStamina(pressed))
case PlayerMovedForward(pressed) =>
// props.playerActor ! PlayerActor.MoveUp(pressed)
props.playerActor ! PlayerActor.Walk(
pressed,
MovementDirection.Forward
)
receive(handleStamina(pressed))
case PlayerMovedBackward(pressed) =>
// props.playerActor ! PlayerActor.MoveDown(pressed)
props.playerActor ! PlayerActor.Walk(
pressed,
MovementDirection.Backward
)
receive(handleStamina(pressed))
case PlayerJumped =>
props.playerActor ! PlayerActor.Jump
// props.playerActor
// ctx.ask(
// props.playerActor,
// PlayerActor
// .ConsumeStamina(CharacterStats.DamageStamina(1), _)
// )(_ => ())
Behaviors.same
// case PlayerTurnedRight =>
// movementActor ! ImMovementActor.RotateRight
// Behaviors.same
// case PlayerTurnedLeft =>
// movementActor ! ImMovementActor.RotateLeft
// Behaviors.same
}
}
)
}