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
import monix.bio.IO
import monix.bio.UIO
import wow.doge.mygame.AppError
object DefaultGameLevel {
def apply(
assetManager: AssetManager,
viewPort: ViewPort
) = {
val sceneModel: Spatial = assetManager.loadModel("main.scene")
val sceneShape = CollisionShapeFactory.createMeshShape(
sceneModel.toNode match {
case Right(node) => node
case Left(ex) =>
throw new NotImplementedError("No fallback sceneshape")
}
)
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
)
}
def apply(
assetManager: wow.doge.mygame.utils.wrappers.jme.AssetManager,
viewPort: ViewPort
): IO[AppError, GameLevel] =
// for {
// sceneModel <- assetManager.loadModelAs[Node](os.rel / "main.scene")
// sceneShape <- UIO(CollisionShapeFactory.createMeshShape(sceneModel))
// landscape <- UIO(new RigidBodyControl(sceneShape, 0))
// _ <- UIO {
// viewPort.setBackgroundColor(new ColorRGBA(0.7f, 0.8f, 1f, 1f))
// sceneModel.setLocalScale(2f)
// sceneModel.addControl(landscape)
// }
// al = {
// val al = new AmbientLight()
// al.setColor(ColorRGBA.White.mult(1.3f))
// al
// }
// dl = {
// val dl = new DirectionalLight()
// dl.setColor(ColorRGBA.White)
// dl.setDirection(new Vector3f(2.8f, -2.8f, -2.8f).normalizeLocal())
// dl
// }
// } yield new GameLevel(
// model = sceneModel,
// physicsControl = landscape,
// ambientLight = al,
// directionalLight = dl
// )
GameLevel(
os.rel / "main.scene", {
val al = new AmbientLight()
al.setColor(ColorRGBA.White.mult(1.3f))
al
}, {
val dl = new DirectionalLight()
dl.setColor(ColorRGBA.White)
dl.setDirection(new Vector3f(2.8f, -2.8f, -2.8f).normalizeLocal())
dl
}
)(assetManager).flatMap(gameLevel =>
UIO {
viewPort.setBackgroundColor(new ColorRGBA(0.7f, 0.8f, 1f, 1f))
gameLevel.model.setLocalScale(2f)
gameLevel.model.addControl(gameLevel.physicsControl)
gameLevel
}
)
}