overte-JulianGro/examples/dice.js
Andrew Meadows 5b854857c1 fix JS scripts to use radians per second
in entity properties
2015-03-07 18:02:41 -08:00

113 lines
3.8 KiB
JavaScript

//
// dice.js
// examples
//
// Created by Philip Rosedale on February 2, 2015
// Copyright 2015 High Fidelity, Inc.
//
// Press the dice button to throw some dice from the center of the screen.
// Change NUMBER_OF_DICE to change the number thrown (Yahtzee, anyone?)
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
var isDice = false;
var NUMBER_OF_DICE = 2;
var dice = [];
var DIE_SIZE = 0.20;
var madeSound = true; // Set false at start of throw to look for collision
HIFI_PUBLIC_BUCKET = "http://s3.amazonaws.com/hifi-public/";
var rollSound = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/dice/diceRoll.wav");
var screenSize = Controller.getViewportDimensions();
var offButton = Overlays.addOverlay("image", {
x: screenSize.x - 48,
y: 96,
width: 32,
height: 32,
imageURL: HIFI_PUBLIC_BUCKET + "images/close.png",
color: { red: 255, green: 255, blue: 255},
alpha: 1
});
var diceButton = Overlays.addOverlay("image", {
x: screenSize.x - 48,
y: 130,
width: 32,
height: 32,
imageURL: HIFI_PUBLIC_BUCKET + "images/die.png",
color: { red: 255, green: 255, blue: 255},
alpha: 1
});
var GRAVITY = -3.5;
var LIFETIME = 300;
function shootDice(position, velocity) {
for (var i = 0; i < NUMBER_OF_DICE; i++) {
dice.push(Entities.addEntity(
{ type: "Model",
modelURL: HIFI_PUBLIC_BUCKET + "models/props/Dice/goldDie.fbx",
position: position,
velocity: velocity,
rotation: Quat.fromPitchYawRollDegrees(Math.random() * 360, Math.random() * 360, Math.random() * 360),
// NOTE: angularVelocity is in radians/sec
var maxAngularSpeed = Math.PI;
angularVelocity: { x: Math.random() * maxAngularSpeed, y: Math.random() * maxAngularSpeed, z: Math.random() * maxAngularSpeed },
lifetime: LIFETIME,
gravity: { x: 0, y: GRAVITY, z: 0 },
shapeType: "box",
collisionsWillMove: true
}));
position = Vec3.sum(position, Vec3.multiply(DIE_SIZE, Vec3.normalize(Quat.getRight(Camera.getOrientation()))));
}
}
function deleteDice() {
while(dice.length > 0) {
Entities.deleteEntity(dice.pop());
}
}
function entityCollisionWithEntity(entity1, entity2, collision) {
if (!madeSound) {
// Is it one of our dice?
for (var i = 0; i < dice.length; i++) {
if (!dice[i].isKnownID) {
dice[i] = Entities.identifyEntity(dice[i]);
}
if ((entity1.id == dice[i].id) || (entity2.id == dice[i].id)) {
madeSound = true;
Audio.playSound(rollSound, { position: collision.contactPoint });
}
}
}
}
function mousePressEvent(event) {
var clickedText = false;
var clickedOverlay = Overlays.getOverlayAtPoint({x: event.x, y: event.y});
if (clickedOverlay == offButton) {
deleteDice();
} else if (clickedOverlay == diceButton) {
var HOW_HARD = 2.0;
var position = Vec3.sum(Camera.getPosition(), Quat.getFront(Camera.getOrientation()));
var velocity = Vec3.multiply(HOW_HARD, Quat.getFront(Camera.getOrientation()));
shootDice(position, velocity);
madeSound = false;
}
}
function scriptEnding() {
deleteDice();
Overlays.deleteOverlay(offButton);
Overlays.deleteOverlay(diceButton);
}
Entities.entityCollisionWithEntity.connect(entityCollisionWithEntity);
Controller.mousePressEvent.connect(mousePressEvent);
Script.scriptEnding.connect(scriptEnding);