// // Created by Eric Levin on 3/25/16 // Copyright 2016 High Fidelity, Inc. // // This entity script handles the logic for untipping a cow after it collides with something // // 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 = this; _this.COLLISION_COOLDOWN_TIME = 5000; _this.preload = function(entityID) { //set our id so other methods can get it. _this.entityID = entityID; //load the mooing sound _this.mooSound = SoundCache.getSound("https://content.overte.org/Developer/Tutorials/cow/moo.wav") _this.mooSoundOptions = { volume: 0.7, loop: false }; //variables we will use to keep track of when to reset the cow _this.timeSinceLastCollision = 0; _this.shouldUntipCow = true; } _this.collisionWithEntity = function(myID, otherID, collisionInfo) { //we dont actually use any of the parameters above, since we don't really care what we collided with, or the details of the collision. //5 seconds after a collision, upright the cow. protect from multiple collisions in a short timespan with the 'shouldUntipCow' variable if (_this.shouldUntipCow) { //in Hifi, preface setTimeout with Script.setTimeout Script.setTimeout(function() { _this.untipCow(); _this.shouldUntipCow = true; }, _this.COLLISION_COOLDOWN_TIME); } _this.shouldUntipCow = false; } _this.untipCow = function() { // keep yaw but reset pitch and roll var cowProps = Entities.getEntityProperties(_this.entityID, ["rotation", "position"]); var eulerRotation = Quat.safeEulerAngles(cowProps.rotation); eulerRotation.x = 0; eulerRotation.z = 0; var newRotation = Quat.fromVec3Degrees(eulerRotation); //we zero out the velocity and angular velocity so the cow doesn't change position or spin Entities.editEntity(_this.entityID, { rotation: newRotation, velocity: { x: 0, y: 0, z: 0 }, angularVelocity: { x: 0, y: 0, z: 0 } }); //play the mooing sound when we untip! if it isn't already playing. _this.mooSoundOptions.position = cowProps.position; if (!_this.soundInjector) { _this.soundInjector = Audio.playSound(_this.mooSound, _this.mooSoundOptions); } else { //if its already playing, just restart _this.soundInjector.setOptions(_this.mooSoundOptions); _this.soundInjector.restart(); } } });