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 cats.effect.Resource
import com.jme3.bullet.control.RigidBodyControl
import com.jme3.light.AmbientLight
import com.jme3.light.DirectionalLight
import com.jme3.scene.Node
import com.jme3.scene.Spatial
import com.softwaremill.tagging._
import monix.bio.IO
import monix.bio.UIO
import wow.doge.mygame.AppError
import wow.doge.mygame.game.GameAppTags
import wow.doge.mygame.utils.wrappers.jme.AppNode2
import wow.doge.mygame.utils.wrappers.jme.CollisionShapeFactory
import wow.doge.mygame.utils.wrappers.jme.PhysicsSpace
class GameLevel(
val model: Spatial,
val physicsControl: RigidBodyControl,
val ambientLight: AmbientLight,
val directionalLight: DirectionalLight
) {
def addToGame(
rootNode: AppNode2 @@ GameAppTags.RootNode,
physicsSpace: PhysicsSpace
) =
(for {
_ <- rootNode += model
_ <- rootNode += ambientLight
_ <- rootNode += directionalLight
_ <- physicsSpace += model
_ <- physicsSpace += physicsControl
} yield ()).mapError(AppError.AppNodeError)
def removeFromGame(
rootNode: AppNode2 @@ GameAppTags.RootNode,
physicsSpace: PhysicsSpace
) =
for {
_ <- rootNode -= model
_ <- rootNode -= ambientLight
_ <- rootNode -= directionalLight
_ <- physicsSpace -= model
_ <- physicsSpace -= physicsControl
} yield ()
def resource(
rootNode: AppNode2 @@ GameAppTags.RootNode,
physicsSpace: PhysicsSpace
) =
Resource.make(this.addToGame(rootNode, physicsSpace))(_ =>
this.removeFromGame(rootNode, physicsSpace)
)
}
object GameLevel {
def apply(
modelPath: os.RelPath,
al: AmbientLight,
dl: DirectionalLight
)(implicit
assetManager: wow.doge.mygame.utils.wrappers.jme.AssetManager
): IO[AppError, GameLevel] =
for {
sceneModel <-
assetManager
.loadModelAs[Node](modelPath)
.mapError(AppError.AssetManagerError)
sceneShape <-
CollisionShapeFactory
.createMeshShape(sceneModel)
.mapError(AppError.CollisionShapeCreationFailed)
landscape <- UIO(new RigidBodyControl(sceneShape, 0))
} yield new GameLevel(
model = sceneModel,
physicsControl = landscape,
ambientLight = al,
directionalLight = dl
)
}