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https://github.com/HifiExperiments/overte.git
synced 2025-04-07 10:02:24 +02:00
removal of debug prints, style fixes, added headers
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4c09fbfe74
commit
b8e7be087d
6 changed files with 54 additions and 55 deletions
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@ -1,10 +1,18 @@
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//
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// Created by Thijs Wenker on 3/31/2017
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// Copyright 2017 High Fidelity, Inc.
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//
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// Revision of James B. Pollack's work on GamesTable in 2016
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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var CLEARCACHE = "?"+Math.random().toString(36).substring(7);
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var TABLE_MODEL_URL = Script.resolvePath('assets/table/gameTable.fbx') + CLEARCACHE;
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var MODEL_URL = Script.resolvePath('assets/table/finalFrame.fbx') + CLEARCACHE;
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var TABLE_SCRIPT_URL = Script.resolvePath('table.js') + CLEARCACHE;
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var ENTITY_SPAWNER_SCRIPT_URL = Script.resolvePath('entitySpawner.js') + CLEARCACHE;
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var MAT_SCRIPT_URL = Script.resolvePath('mat.js') + CLEARCACHE;
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var NEXT_GAME_BUTTON_SCRIPT_URL = Script.resolvePath('nextGameButton.js') + CLEARCACHE;
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var RESET_BUTTON_SCRIPT_URL = Script.resolvePath('resetGameButton.js') + CLEARCACHE;
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var TABLE_PICTURE_URL = Script.resolvePath('assets/mats/Table-default.jpg') + CLEARCACHE;
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@ -152,7 +160,6 @@ function createMat() {
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Picture: TABLE_PICTURE_URL
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}),
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parentID: table,
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script: MAT_SCRIPT_URL,
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position: getOffsetFromTable(matOffset.forward, matOffset.vertical, matOffset.right),
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userData: JSON.stringify({
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grabbableKey: {
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@ -240,7 +247,6 @@ function makeTable() {
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createEntitySpawner();
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createResetGameButton();
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createNextGameButton();
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}
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function cleanup() {
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@ -1,3 +1,11 @@
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//
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// Created by Thijs Wenker on 3/31/2017
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// Copyright 2017 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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(function() {
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var _this;
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@ -198,8 +206,6 @@
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_this.entityID = id;
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},
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createSingleEntity: function(url, spawnLocation, spawnRotation) {
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// print('creating a single entity: ' + url)
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// print('creating a single entity at : ' + JSON.stringify(spawnLocation))
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if (url === 'empty') {
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return null;
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}
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@ -217,10 +223,8 @@
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})
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},
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spawnEntities: function(id, params) {
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print('spawn entities called!!');
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this.items = [];
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var dimensions = Entities.getEntityProperties(params[1]).dimensions;
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print('and it has params: ' + params.length);
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_this.game = JSON.parse(params[0]);
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_this.matDimensions = dimensions;
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_this.matCenter = Entities.getEntityProperties(params[1]).position;
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@ -242,12 +246,8 @@
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},
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spawnByPile: function() {
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print('should spawn by pile');
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var props = Entities.getEntityProperties(_this.entityID);
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var i;
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for (i = 0; i < _this.game.howMany; i++) {
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print('spawning entity from pile:: ' + i);
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for (var i = 0; i < _this.game.howMany; i++) {
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var spawnLocation = {
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x: props.position.x,
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y: props.position.y - 0.25,
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@ -264,8 +264,7 @@
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}
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},
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spawnByArranged: function() {
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print('should spawn by arranged');
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// make sure to set userData.gameTable.attachedTo appropriately
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// make sure to set userData.gameTable.attachedTo appropriately
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_this.setupGrid();
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},
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@ -294,11 +293,9 @@
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setupGrid: function() {
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_this.tiles = [];
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var i;
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var j;
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for (i = 0; i < _this.game.startingArrangement.length; i++) {
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for (j = 0; j < _this.game.startingArrangement[i].length; j++) {
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for (var i = 0; i < _this.game.startingArrangement.length; i++) {
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for (var j = 0; j < _this.game.startingArrangement[i].length; j++) {
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// print('jbp there is a tile at:: ' + i + "::" + j)
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var tile = new Tile(i, j);
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var item = _this.createSingleEntity(tile.url, tile.middle, _this.tableRotation);
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@ -1,9 +0,0 @@
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(function() {
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var _this
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function Mat() {
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_this = this;
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};
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Mat.prototype = {}
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return new Mat();
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});
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@ -1,3 +1,13 @@
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//
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// Created by Thijs Wenker on 3/31/2017
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// Copyright 2017 High Fidelity, Inc.
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//
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// Revision of James B. Pollack's work on GamesTable in 2016
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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(function() {
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var _this;
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var CLICK_SOUND_URL = Script.resolvePath('assets/sfx/woodenTapClick.wav');
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@ -18,7 +28,6 @@
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var props = Entities.getEntityProperties(_this.entityID);
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var results = Entities.findEntities(props.position, 7.5);
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var found = false;
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print('results? ' + results.length);
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results.forEach(function(item) {
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var itemProps = Entities.getEntityProperties(item);
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var descriptionSplit = itemProps.description.split(":");
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@ -37,9 +46,7 @@
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startFarTrigger: function() {},
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nextGame: function() {
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Audio.playSound(CLICK_SOUND_URL, { loop: false, position: myLocation, volume: 0.4 });
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print('next game button calling nextGame');
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var table = _this.getEntityFromGroup('gameTable', 'table');
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print('has table?' + table);
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var tableString = table.substr(1, table.length - 2);
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Entities.callEntityMethod(tableString, 'nextGame');
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}
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@ -1,3 +1,11 @@
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//
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// Created by Thijs Wenker on 3/31/2017
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// Copyright 2017 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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(function() {
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var _this;
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var DONT_SNAP_WHEN_FARTHER_THAN_THIS = 0.25;
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@ -1,3 +1,13 @@
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//
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// Created by Thijs Wenker on 3/31/2017
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// Copyright 2017 High Fidelity, Inc.
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//
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// Revision of James B. Pollack's work on GamesTable in 2016
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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(function() {
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var CLEARCACHE = "?"+Math.random().toString(36).substring(7);
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var GAMES_LIST_ENDPOINT = Script.resolvePath('games/gamesDirectory.svo.json') + CLEARCACHE;
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@ -12,7 +22,6 @@
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GameTable.prototype = {
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matCorner: null,
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currentGameIndex: 0,
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count: 0,
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preload: function(entityID) {
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_this.entityID = entityID;
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Script.setTimeout(function() {
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@ -50,27 +59,21 @@
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var userData = _this.getCurrentUserData();
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if (!(userData.gameTableData !== undefined && userData.gameTableData.currentGame !== undefined)) {
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_this.currentGameIndex = -1;
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print("no userdata found, setting game index to -1.")
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return;
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}
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var foundIndex = -1;
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_this.gamesList.forEach(function(game, index) {
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if (game.gameName === userData.gameTableData.currentGame) {
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foundIndex = index;
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print("found " + game.gameName + " at index " + index);
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}
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})
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});
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_this.currentGameIndex = foundIndex;
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},
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setInitialGameIfNone: function() {
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_this.getCurrentGame();
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if (_this.currentGameIndex === -1) {
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print('userdata has no gameTableData or no currentGame');
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_this.setCurrentGame();
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_this.cleanupGameEntities();
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print('i set the game and reset the game')
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} else {
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print('already has game')
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}
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},
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resetGame: function() {
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nextGame: function() {
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// always check the current game before switching
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_this.getCurrentGame();
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print("got current game " + _this.currentGameIndex);
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_this.currentGameIndex = (_this.currentGameIndex + 1) % _this.gamesList.length;
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print("it is now " + _this.currentGameIndex);
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_this.cleanupGameEntities();
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print("and now it is " + _this.currentGameIndex);
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},
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cleanupGameEntities: function() {
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var props = Entities.getEntityProperties(_this.entityID);
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_this.spawnEntitiesForGame();
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},
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setCurrentGamesList: function() {
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var gamesList = getGamesList();
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_this.gamesList = gamesList;
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print('set gamesList to: ' + JSON.stringify(gamesList));
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_this.gamesList = getGamesList();
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_this.setInitialGameIfNone();
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},
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setCurrentGame: function() {
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result = item;
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}
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});
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print('result returned ought to be: ' + result);
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return result
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},
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spawnEntitiesForGame: function() {
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print('jbp should spawn entities for game. count: ' + this.count);
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var entitySpawner = _this.getEntityFromGroup('gameTable', 'entitySpawner');
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var props = Entities.getEntityProperties(_this.entityID);
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var mat = _this.getEntityFromGroup('gameTable', 'mat');
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Entities.callEntityMethod(entitySpawner, 'spawnEntities', [JSON.stringify(_this.currentGameFull), mat, _this.entityID]);
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this.count++;
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Entities.callEntityMethod(entitySpawner, 'spawnEntities', [JSON.stringify(_this.currentGameFull),mat,
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_this.entityID]);
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}
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};
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var request = new XMLHttpRequest();
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request.open("GET", GAMES_LIST_ENDPOINT, false);
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request.send();
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var response = JSON.parse(request.responseText);
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print('got gamesList' + request.responseText);
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return response;
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return JSON.parse(request.responseText);
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}
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return new GameTable();
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