overte-JulianGro/script-archive/entityScripts/boombox.js
2016-04-26 11:18:22 -07:00

126 lines
5.9 KiB
JavaScript

//
// boombox.js
// examples/entityScripts
//
// Created by Brad Hefta-Gaub on 9/3/15.
// Copyright 2015 High Fidelity, Inc.
//
// This is an example of a boom box entity script which when assigned to an entity, will detect when the entity is being touched by the avatars hands
// and start to play a boom box song
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
(function() {
Script.include("../libraries/utils.js");
var _this;
var BOOMBOX_USER_DATA_KEY = "boombox";
var THE_SONG = "http://hifi-public.s3.amazonaws.com/ryan/freaks7.wav";
// 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)
DetectTouched = function() {
_this = this;
_this.beingTouched = false;
_this.isPlaying = false;
_this.injector = null;
};
DetectTouched.prototype = {
// update() will be called regulary, because we've hooked the update signal in our preload() function.
// we will check the avatars hand positions and if either hand is in our bounding box, we will notice that
update: function() {
// because the update() signal doesn't have a valid this, we need to use our memorized _this to access our entityID
var entityID = _this.entityID;
var leftHandPosition = MyAvatar.getLeftPalmPosition();
var rightHandPosition = MyAvatar.getRightPalmPosition();
var props = Entities.getEntityProperties(entityID);
var entityMinPoint = props.boundingBox.brn;
var entityMaxPoint = props.boundingBox.tfl;
// this is our assumed boombox data if it's not known
var defaultBoomboxData = { isPlaying: false, avatarID: null };
// this handy function getEntityCustomData() is available in utils.js and it will return just the specific section
// of user data we asked for. If it's not available it returns our default data.
var boomboxData = getEntityCustomData(BOOMBOX_USER_DATA_KEY, entityID, defaultBoomboxData);
// Only allow interaction if no one else is interacting with the boombox or if we are...
if (!boomboxData.isPlaying || boomboxData.avatarID == MyAvatar.sessionUUID) {
// If we were not previously being touched, and we just got touched, then we do our touching action.
if (pointInExtents(leftHandPosition, entityMinPoint, entityMaxPoint) || pointInExtents(rightHandPosition, entityMinPoint, entityMaxPoint)) {
if (!_this.beingTouched) {
print("I was just touched...");
// remember we're being grabbed so we can detect being released
_this.beingTouched = true;
// determine what to do based on if we are currently playing
if (!_this.isPlaying) {
// if we are not currently playing, then start playing.
print("Start playing...");
_this.isPlaying = true;
if (_this.injector == null) {
_this.injector = Audio.playSound(_this.song, {
position: props.position, // position of boombox entity
volume: 0.1,
loop: true
});
} else {
_this.injector.restart();
}
setEntityCustomData(BOOMBOX_USER_DATA_KEY, entityID, { isPlaying: true, avatarID: MyAvatar.sessionUUID });
} else {
// if we are currently playing, then stop playing
print("Stop playing...");
_this.isPlaying = false;
_this.injector.stop();
setEntityCustomData(BOOMBOX_USER_DATA_KEY, entityID, { isPlaying: false, avatarID: null });
} // endif (!isPlaying)
} // endif !beingTouched
} else if (_this.beingTouched) {
// if we are not being grabbed, and we previously were, then we were just released, remember that
// and print out a message
_this.beingTouched = false;
print("I'm am no longer being touched...");
}
} else {
// end if for -- only interact if no one else is...
print("someone else is playing the boombox...");
}
},
// 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) {
print("preload!");
this.entityID = entityID;
Script.update.connect(this.update);
this.song = SoundCache.getSound(THE_SONG);
},
// unload() will be called when our entity is no longer available. It may be because we were deleted,
// or because we've left the domain or quit the application. In all cases we want to unhook our connection
// to the update signal
unload: function(entityID) {
Script.update.disconnect(this.update);
},
};
// entity scripts always need to return a newly constructed object of our type
return new DetectTouched();
})