overte-JulianGro/script-archive/example/games/sword.js
2016-04-26 11:18:22 -07:00

477 lines
14 KiB
JavaScript

// sword.js
// examples
//
// Created by Seth Alves on 2015-6-10
// Copyright 2015 High Fidelity, Inc.
//
// Allow avatar to hold a sword
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
"use strict";
/*jslint vars: true*/
var Script, Entities, MyAvatar, Window, Overlays, Controller, Vec3, Quat, print, ToolBar, Settings; // Referenced globals provided by High Fidelity.
Script.include("http://s3.amazonaws.com/hifi-public/scripts/libraries/toolBars.js");
var zombieGameScriptURL = "https://hifi-public.s3.amazonaws.com/eric/scripts/zombieFight.js?v2";
// var zombieGameScriptURL = "zombieFight.js";
Script.include(zombieGameScriptURL);
var zombieFight = new ZombieFight();
var hand = "right";
var zombieFight;
var nullActionID = "00000000-0000-0000-0000-000000000000";
var controllerID;
var controllerActive;
var swordID = null;
var actionID = nullActionID;
var dimensions = {
x: 0.3,
y: 0.15,
z: 2.0
};
var BUTTON_SIZE = 32;
var health = 100;
var healthLossOnHit = 10;
var swordModel = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.fbx";
// var swordCollisionShape = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.obj";
var swordCollisionShape = "https://hifi-public.s3.amazonaws.com/eric/models/noHandleSwordCollisionShape.obj?=v2";
var swordCollisionSoundURL = "http://public.highfidelity.io/sounds/Collisions-hitsandslaps/swordStrike1.wav";
var avatarCollisionSoundURL = "https://hifi-public.s3.amazonaws.com/eric/sounds/blankSound.wav"; //Just to avoid no collision callback bug
var zombieGameScriptURL = "https://hifi-public.s3.amazonaws.com/eric/scripts/zombieFight.js";
var whichModel = "sword";
var originalAvatarCollisionSound;
var avatarCollisionSounds = [SoundCache.getSound("https://hifi-public.s3.amazonaws.com/eric/sounds/avatarHit.wav"), SoundCache.getSound("https://hifi-public.s3.amazonaws.com/eric/sounds/avatarHit2.wav?=v2")];
var toolBar = new ToolBar(0, 0, ToolBar.vertical, "highfidelity.sword.toolbar", function() {
return {
x: 100,
y: 380
};
});
var gameStarted = false;
var SWORD_IMAGE = "https://hifi-public.s3.amazonaws.com/images/sword/sword.svg"; // Toggle between brandishing/sheathing sword (creating if necessary)
var TARGET_IMAGE = "https://hifi-public.s3.amazonaws.com/images/sword/dummy2.svg"; // Create a target dummy
var CLEANUP_IMAGE = "http://s3.amazonaws.com/hifi-public/images/delete.png"; // Remove sword and all target dummies.f
var swordButton = toolBar.addOverlay("image", {
width: BUTTON_SIZE,
height: BUTTON_SIZE,
imageURL: SWORD_IMAGE,
alpha: 1
});
var targetButton = toolBar.addOverlay("image", {
width: BUTTON_SIZE,
height: BUTTON_SIZE,
imageURL: TARGET_IMAGE,
alpha: 1
});
var cleanupButton = toolBar.addOverlay("image", {
width: BUTTON_SIZE,
height: BUTTON_SIZE,
imageURL: CLEANUP_IMAGE,
alpha: 1
});
var flasher;
var leftHandClick = 14;
var leftTriggerValue = 0;
var prevLeftTriggerValue = 0;
var LEFT = 0;
var RIGHT = 1;
var leftPalm = 2 * LEFT;
var rightPalm = 2 * RIGHT;
var rightHandClick = 15;
var prevRightTriggerValue = 0;
var rightTriggerValue = 0;
var TRIGGER_THRESHOLD = 0.2;
var swordHeld = false;
function clearFlash() {
if (!flasher) {
return;
}
Script.clearTimeout(flasher.timer);
Overlays.deleteOverlay(flasher.overlay);
flasher = null;
}
function flash(color) {
return;
clearFlash();
flasher = {};
flasher.overlay = Overlays.addOverlay("text", {
backgroundColor: color,
backgroundAlpha: 0.7,
width: Window.innerWidth,
height: Window.innerHeight
});
flasher.timer = Script.setTimeout(clearFlash, 500);
}
var display2d, display3d;
function trackAvatarWithText() {
Entities.editEntity(display3d, {
position: Vec3.sum(MyAvatar.position, {
x: 0,
y: 1.5,
z: 0
}),
rotation: Quat.multiply(MyAvatar.orientation, Quat.fromPitchYawRollDegrees(0, 180, 0))
});
}
function updateDisplay() {
var text = health.toString();
if (!display2d) {
display2d = Overlays.addOverlay("text", {
text: text,
font: {
size: 20
},
color: {
red: 0,
green: 255,
blue: 0
},
backgroundColor: {
red: 100,
green: 100,
blue: 100
}, // Why doesn't this and the next work?
backgroundAlpha: 0.9,
x: toolBar.x - 5, // I'd like to add the score to the toolBar and have it drag with it, but toolBar doesn't support text (just buttons).
y: toolBar.y - 30 // So next best thing is to position it each time as if it were on top.
});
display3d = Entities.addEntity({
name: MyAvatar.displayName + " score",
textColor: {
red: 255,
green: 255,
blue: 255
},
type: "Text",
text: text,
lineHeight: 0.14,
backgroundColor: {
red: 64,
green: 64,
blue: 64
},
dimensions: {
x: 0.3,
y: 0.2,
z: 0.01
},
});
Script.update.connect(trackAvatarWithText);
} else {
Overlays.editOverlay(display2d, {
text: text
});
Entities.editEntity(display3d, {
text: text
});
}
}
function removeDisplay() {
if (display2d) {
Overlays.deleteOverlay(display2d);
display2d = null;
Script.update.disconnect(trackAvatarWithText);
Entities.deleteEntity(display3d);
display3d = null;
}
}
function gotHit(collision) {
Audio.playSound(avatarCollisionSounds[randInt(0, avatarCollisionSounds.length)], {
position: MyAvatar.position,
volume: 0.5
});
health -= healthLossOnHit;
if (health <= 30) {
Overlays.editOverlay(display2d, {
color: {
red: 200,
green: 10,
blue: 10
}
});
}
if (health <= 0 && zombieFight) {
zombieFight.loseGame();
}
flash({
red: 255,
green: 0,
blue: 0
});
updateDisplay();
}
function isFighting() {
return swordID && (actionID !== nullActionID);
}
var inHand = false;
function isControllerActive() {
// I don't think the hydra API provides any reliable way to know whether a particular controller is active. Ask for both.
controllerActive = (Vec3.length(MyAvatar.leftHandPose.translation) > 0) || Vec3.length(MyAvatar.rightHandPose.translation) > 0;
return controllerActive;
}
function removeSword() {
if (swordID) {
print('deleting action ' + actionID + ' and entity ' + swordID);
Entities.deleteAction(swordID, actionID);
Entities.deleteEntity(swordID);
swordID = null;
actionID = nullActionID;
Controller.mouseMoveEvent.disconnect(mouseMoveEvent);
MyAvatar.collisionWithEntity.disconnect(gotHit);
// removeEventhHandler happens automatically when the entity is deleted.
}
inHand = false;
if (originalAvatarCollisionSound !== undefined) {
MyAvatar.collisionSoundURL = originalAvatarCollisionSound;
}
removeDisplay();
swordHeld = false;
}
function cleanUp(leaveButtons) {
if (!leaveButtons) {
toolBar.cleanup();
}
removeSword();
gameStarted = false;
zombieFight.cleanup();
}
function makeSword() {
var swordPosition = Vec3.sum(MyAvatar.position, Vec3.multiply(5, Quat.getFront(MyAvatar.orientation)));
var orientationAdjustment = Quat.fromPitchYawRollDegrees(90, 0, 0);
swordID = Entities.addEntity({
type: "Model",
name: "sword",
modelURL: swordModel,
compoundShapeURL: swordCollisionShape,
dimensions: dimensions,
position: swordPosition,
rotation: Quat.fromPitchYawRollDegrees(90, 0, 0),
damping: 0.1,
collisionSoundURL: swordCollisionSoundURL,
restitution: 0.01,
dynamic: true,
});
if (originalAvatarCollisionSound === undefined) {
originalAvatarCollisionSound = MyAvatar.collisionSoundURL; // We won't get MyAvatar.collisionWithEntity unless there's a sound URL. (Bug.)
SoundCache.getSound(avatarCollisionSoundURL); // Interface does not currently "preload" this? (Bug?)
}
if (!isControllerActive()) {
grabSword("right");
}
MyAvatar.collisionSoundURL = avatarCollisionSoundURL;
Controller.mouseMoveEvent.connect(mouseMoveEvent);
MyAvatar.collisionWithEntity.connect(gotHit);
updateDisplay();
}
function grabSword(hand) {
if (!swordID) {
print("Create a sword by clicking on sword icon!")
return;
}
var handRotation;
if (hand === "right") {
handRotation = MyAvatar.rightHandPose.rotation;
} else if (hand === "left") {
handRotation = MyAvatar.leftHandPose.rotation;
}
var swordRotation = Entities.getEntityProperties(swordID).rotation;
var offsetRotation = Quat.multiply(Quat.inverse(handRotation), swordRotation);
actionID = Entities.addAction("hold", swordID, {
relativePosition: {
x: 0.0,
y: 0.0,
z: -dimensions.z * 0.5
},
relativeRotation: offsetRotation,
hand: hand,
timeScale: 0.05
});
if (actionID === nullActionID) {
print('*** FAILED TO MAKE SWORD ACTION ***');
cleanUp();
} else {
swordHeld = true;
}
}
function releaseSword() {
Entities.deleteAction(swordID, actionID);
actionID = nullActionID;
Entities.editEntity(swordID, {
velocity: {
x: 0,
y: 0,
z: 0
},
angularVelocity: {
x: 0,
y: 0,
z: 0
}
});
swordHeld = false;
}
function update() {
updateControllerState();
}
function updateControllerState() {
rightTriggerValue = Controller.getValue(Controller.Standard.RT);
leftTriggerValue =Controller.getValue(Controller.Standard.LT);
if (rightTriggerValue > TRIGGER_THRESHOLD && !swordHeld) {
grabSword("right")
} else if (rightTriggerValue < TRIGGER_THRESHOLD && prevRightTriggerValue > TRIGGER_THRESHOLD && swordHeld) {
releaseSword();
}
if (leftTriggerValue > TRIGGER_THRESHOLD && !swordHeld) {
grabSword("left")
} else if (leftTriggerValue < TRIGGER_THRESHOLD && prevLeftTriggerValue > TRIGGER_THRESHOLD && swordHeld) {
releaseSword();
}
prevRightTriggerValue = rightTriggerValue;
prevLeftTriggerValue = leftTriggerValue;
}
randFloat = function(low, high) {
return low + Math.random() * (high - low);
}
randInt = function(low, high) {
return Math.floor(randFloat(low, high));
}
function positionSword(swordOrientation) {
var reorient = Quat.fromPitchYawRollDegrees(0, -90, 0);
var baseOffset = {
x: -dimensions.z * 0.8,
y: 0,
z: 0
};
var offset = Vec3.multiplyQbyV(reorient, baseOffset);
swordOrientation = Quat.multiply(reorient, swordOrientation);
inHand = false;
Entities.updateAction(swordID, actionID, {
relativePosition: offset,
relativeRotation: swordOrientation,
hand: "right"
});
}
function resetToHand() { // For use with controllers, puts the sword in contact with the hand.
// Maybe coordinate with positionSword?
if (inHand) { // Optimization: bail if we're already inHand.
return;
}
print('Reset to hand');
Entities.updateAction(swordID, actionID, {
relativePosition: {
x: 0.0,
y: 0.0,
z: -dimensions.z * 0.5
},
relativeRotation: Quat.fromVec3Degrees({
x: 45.0,
y: 0.0,
z: 0.0
}),
hand: "right", // It should not be necessary to repeat these two, but there seems to be a bug in that that
timeScale: 0.05 // they do not retain their earlier values if you don't repeat them.
});
inHand = true;
}
function mouseMoveEvent(event) {
//When a controller like the hydra gives a mouse event, the x/y is not meaningful to us, but we can detect with a truty deviceID
if (event.deviceID || !isFighting() || isControllerActive()) {
resetToHand();
return;
}
var windowCenterX = Window.innerWidth / 2;
var windowCenterY = Window.innerHeight / 2;
var mouseXCenterOffset = event.x - windowCenterX;
var mouseYCenterOffset = event.y - windowCenterY;
var mouseXRatio = mouseXCenterOffset / windowCenterX;
var mouseYRatio = mouseYCenterOffset / windowCenterY;
var swordOrientation = Quat.fromPitchYawRollDegrees(mouseYRatio * 90, mouseXRatio * 90, 0);
positionSword(swordOrientation);
}
function onClick(event) {
switch (Overlays.getOverlayAtPoint(event)) {
case swordButton:
if (!swordID) {
makeSword();
} else {
removeSword();
}
break;
case targetButton:
if (gameStarted) {
return;
}
Script.include("https://hifi-public.s3.amazonaws.com/eric/scripts/zombieFight.js");
zombieFight = new ZombieFight();
zombieFight.initiateZombieApocalypse();
gameStarted = true;
break;
case cleanupButton:
cleanUp('leaveButtons');
break;
}
}
Script.scriptEnding.connect(cleanUp);
Script.update.connect(update);
Controller.mousePressEvent.connect(onClick);