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.util.Timeout
import cats.syntax.eq._
import monix.eval.Fiber
import monix.eval.Task
import monix.reactive.Observable
import monix.{eval => me}
import wow.doge.mygame.EnumActionEvent
import wow.doge.mygame.game.entities.CharacterStats
import wow.doge.mygame.game.subsystems.input.PlayerMovementInput
import wow.doge.mygame.game.subsystems.input.PlayerMovementInput.Jump
import wow.doge.mygame.game.subsystems.input.PlayerMovementInput.WalkBackward
import wow.doge.mygame.game.subsystems.input.PlayerMovementInput.WalkForward
import wow.doge.mygame.game.subsystems.input.PlayerMovementInput.WalkLeft
import wow.doge.mygame.game.subsystems.input.PlayerMovementInput.WalkRight
import wow.doge.mygame.implicits._
import wow.doge.mygame.types.AkkaScheduler
import wow.doge.mygame.utils.MovementDirection
import io.odin.Logger
class PlayerMovementReducer(
val playerActor: PlayerActor.Ref,
logger: Logger[monix.bio.Task]
)(implicit
akkaSched: AkkaScheduler
) {
import PlayerMovementReducer._
import com.softwaremill.quicklens._
implicit val timeout = Timeout(1.second)
implicit val sched = akkaSched.value
def staminaTimer(multiplier: Int) =
Task.deferAction(implicit s =>
Observable
.interval(250.millis)
.doOnNextF(_ => logger.trace("Sending Stamina Consume Item"))
.mapEvalF(_ =>
playerActor
.askL(
PlayerActor
.ConsumeStamina(CharacterStats.DamageStamina(1 * multiplier), _)
)
)
.doOnNext(stats =>
if (stats.stamina.toInt === 0)
Task(playerActor ! PlayerActor.StopMoving)
else Task.unit
)
.takeWhile(_.stamina.toInt >= 0)
.completedL
)
def staminaRegenTimer(multiplier: Int) =
Task.deferAction(implicit s =>
Observable
.interval(500.millis)
.doOnNextF(_ => logger.trace("Sending Stamina Regen Item"))
.mapEvalF(_ =>
playerActor.askL(
PlayerActor
.HealStamina(CharacterStats.HealStamina(1 * multiplier), _)
)
)
.takeWhile(_.stamina.toInt =!= 100)
.delayExecution(1.second)
.completedL
)
def handleStamina(
state: State,
pressed: Boolean,
consumptionMultiplier: Int,
regenMultiplier: Int
): Task[State] =
state.staminaRegenTimer.cancel >>
(if (pressed) {
val nextState1 =
if (state.keysPressed === 0)
staminaTimer(consumptionMultiplier).start.map(
state.modify(_.staminaTimer).setTo
)
else Task.pure(state)
val nextState2 =
nextState1.map(_.modify(_.keysPressed).using(_ + 1))
nextState2
} else {
val nextState1 = state
.modify(_.keysPressed)
.using(_ - 1)
if (nextState1.keysPressed === 0)
nextState1.staminaTimer.cancel >>
staminaRegenTimer(regenMultiplier).start.map(
nextState1.modify(_.staminaRegenTimer).setTo
)
else
Task.pure(nextState1)
})
def value(
state: State,
action: EnumActionEvent[PlayerMovementInput]
): Task[State] =
action match {
case EnumActionEvent(WalkForward, pressed, tpf) =>
playerActor ! PlayerActor.Walk(pressed, MovementDirection.Forward)
handleStamina(state, pressed, 1, 1)
case EnumActionEvent(WalkRight, pressed, tpf) =>
playerActor ! PlayerActor.Walk(pressed, MovementDirection.Right)
handleStamina(state, pressed, 1, 1)
case EnumActionEvent(WalkLeft, pressed, tpf) =>
playerActor ! PlayerActor.Walk(pressed, MovementDirection.Left)
handleStamina(state, pressed, 1, 1)
case EnumActionEvent(WalkBackward, pressed, tpf) =>
playerActor ! PlayerActor.Walk(pressed, MovementDirection.Backward)
handleStamina(state, pressed, 1, 1)
case EnumActionEvent(Jump, pressed, tpf) =>
if (pressed) playerActor ! PlayerActor.Jump else ()
handleStamina(state, pressed, 10, 1)
}
}
object PlayerMovementReducer {
final case class State(
keysPressed: Int,
staminaTimer: Fiber[Unit],
staminaRegenTimer: Fiber[Unit]
)
object State {
val empty = State(
0,
me.Fiber(me.Task.unit, me.Task.unit),
me.Fiber(me.Task.unit, me.Task.unit)
)
}
}