// // detectGrabExample.js // examples/entityScripts // // Created by Brad Hefta-Gaub on 9/3/15. // Copyright 2015 High Fidelity, Inc. // // This is an example of an entity script which when assigned to an entity, will detect when the entity is being grabbed by the hydraGrab script // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // (function() { var _this; HIFI_PUBLIC_BUCKET = "http://s3.amazonaws.com/hifi-public/"; // this is the "constructor" for the entity as a JS object we don't do much here, but we do want to remember // our this object, so we can access it in cases where we're called without a this (like in the case of various global signals) Doll = function() { _this = this; var screamSoundDirectory = HIFI_PUBLIC_BUCKET + "eric/sounds/" this.screamSounds = [SoundCache.getSound(screamSoundDirectory + "dollScream2.wav?=v2"), SoundCache.getSound(screamSoundDirectory + "dollScream1.wav?=v2")]; this.startAnimationSetting = JSON.stringify({ running: true, lastFrame: 64 }); this.stopAnimationSetting = JSON.stringify({ running: false }); }; Doll.prototype = { startNearGrab: function() { Entities.editEntity(this.entityID, { animationURL: "https://hifi-public.s3.amazonaws.com/models/Bboys/zombie_scream.fbx", animationSettings: this.startAnimationSetting }); var position = Entities.getEntityProperties(this.entityID, "position").position; Audio.playSound(this.screamSounds[randInt(0, this.screamSounds.length)], { position: position, volume: 0.01 }); }, releaseGrab: function() { Entities.editEntity(this.entityID, { animationURL: "http://hifi-public.s3.amazonaws.com/models/Bboys/bboy2/bboy2.fbx", // animationSettings: this.stopAnimationSetting }); }, // preload() will be called when the entity has become visible (or known) to the interface // it gives us a chance to set our local JavaScript object up. In this case it means: // * remembering our entityID, so we can access it in cases where we're called without an entityID // * connecting to the update signal so we can check our grabbed state preload: function(entityID) { this.entityID = entityID; }, }; // entity scripts always need to return a newly constructed object of our type return new Doll(); }) function randFloat(low, high) { return low + Math.random() * (high - low); } function randInt(low, high) { return Math.floor(randFloat(low, high)); }