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Merge pull request #5882 from imgntn/flashlight_updates_2
[Scripts] Flashlight Updates
This commit is contained in:
commit
be4fda3493
2 changed files with 69 additions and 91 deletions
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@ -11,7 +11,7 @@
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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/*global MyAvatar, Entities, AnimationCache, SoundCache, Scene, Camera, Overlays, HMD, AvatarList, AvatarManager, Controller, UndoStack, Window, Account, GlobalServices, Script, ScriptDiscoveryService, LODManager, Menu, Vec3, Quat, AudioDevice, Paths, Clipboard, Settings, XMLHttpRequest, randFloat, randInt */
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Script.include("https://hifi-public.s3.amazonaws.com/scripts/utilities.js");
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@ -19,34 +19,14 @@ var scriptURL = Script.resolvePath('flashlight.js?123123');
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var modelURL = "https://hifi-public.s3.amazonaws.com/models/props/flashlight.fbx";
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var center = Vec3.sum(Vec3.sum(MyAvatar.position, {
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x: 0,
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y: 0.5,
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z: 0
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}), Vec3.multiply(0.5, Quat.getFront(Camera.getOrientation())));
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var center = Vec3.sum(Vec3.sum(MyAvatar.position, {x: 0, y: 0.5, z: 0}), Vec3.multiply(0.5, Quat.getFront(Camera.getOrientation())));
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var flashlight = Entities.addEntity({
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type: "Model",
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modelURL: modelURL,
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position: center,
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dimensions: {
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x: 0.08,
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y: 0.30,
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z: 0.08
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},
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collisionsWillMove: true,
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shapeType: 'box',
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script: scriptURL
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type: "Model",
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modelURL: modelURL,
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position: center,
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dimensions: { x: 0.08, y: 0.30, z: 0.08},
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collisionsWillMove: true,
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shapeType: 'box',
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script: scriptURL
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});
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function cleanup() {
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//commenting out the line below makes this persistent. to delete at cleanup, uncomment
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//Entities.deleteEntity(flashlight);
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}
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Script.scriptEnding.connect(cleanup);
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// Close script after running once to prevent a flashlight from being created each time you start Interface
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Script.stop();
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@ -14,39 +14,28 @@
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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/*global MyAvatar, Entities, AnimationCache, SoundCache, Scene, Camera, Overlays, Audio, HMD, AvatarList, AvatarManager, Controller, UndoStack, Window, Account, GlobalServices, Script, ScriptDiscoveryService, LODManager, Menu, Vec3, Quat, AudioDevice, Paths, Clipboard, Settings, XMLHttpRequest, randFloat, randInt */
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(function() {
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Script.include("../../libraries/utils.js");
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var _this;
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var ON_SOUND_URL = 'http://hifi-public.s3.amazonaws.com/sounds/Switches%20and%20sliders/flashlight_on.wav';
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var OFF_SOUND_URL = 'http://hifi-public.s3.amazonaws.com/sounds/Switches%20and%20sliders/flashlight_off.wav';
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// this is the "constructor" for the entity as a JS object we don't do much here, but we do want to remember
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// 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)
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Flashlight = function() {
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_this = this;
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};
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function Flashlight() {
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return;
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}
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//if the trigger value goes below this while held, the flashlight will turn off. if it goes above, it will
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var DISABLE_LIGHT_THRESHOLD = 0.7;
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// These constants define the Spotlight position and orientation relative to the model
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var MODEL_LIGHT_POSITION = {
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x: 0,
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y: -0.3,
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z: 0
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};
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var MODEL_LIGHT_ROTATION = Quat.angleAxis(-90, {
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x: 1,
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y: 0,
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z: 0
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});
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var MODEL_LIGHT_POSITION = { x: 0, y: -0.3, z: 0 };
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var MODEL_LIGHT_ROTATION = Quat.angleAxis(-90, { x: 1, y: 0, z: 0 });
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var GLOW_LIGHT_POSITION = {
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x: 0,
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y: -0.1,
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z: 0
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}
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var GLOW_LIGHT_POSITION = { x: 0, y: -0.1, z: 0};
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// Evaluate the world light entity positions and orientations from the model ones
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function evalLightWorldTransform(modelPos, modelRot) {
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@ -55,15 +44,14 @@
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p: Vec3.sum(modelPos, Vec3.multiplyQbyV(modelRot, MODEL_LIGHT_POSITION)),
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q: Quat.multiply(modelRot, MODEL_LIGHT_ROTATION)
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};
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};
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}
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function glowLightWorldTransform(modelPos, modelRot) {
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return {
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p: Vec3.sum(modelPos, Vec3.multiplyQbyV(modelRot, GLOW_LIGHT_POSITION)),
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q: Quat.multiply(modelRot, MODEL_LIGHT_ROTATION)
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};
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};
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}
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Flashlight.prototype = {
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lightOn: false,
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@ -74,11 +62,13 @@
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setRightHand: function() {
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this.hand = 'RIGHT';
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},
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setLeftHand: function() {
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this.hand = 'LEFT';
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},
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startNearGrab: function() {
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if (!_this.hasSpotlight) {
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if (!this.hasSpotlight) {
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//this light casts the beam
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this.spotlight = Entities.addEntity({
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@ -117,29 +107,16 @@
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cutoff: 90, // in degrees
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});
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this.debugBox = Entities.addEntity({
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type: 'Box',
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color: {
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red: 255,
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blue: 0,
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green: 0
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},
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dimensions: {
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x: 0.25,
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y: 0.25,
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z: 0.25
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},
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ignoreForCollisions:true
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})
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this.hasSpotlight = true;
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}
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},
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setWhichHand: function() {
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this.whichHand = this.hand;
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},
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continueNearGrab: function() {
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if (this.whichHand === null) {
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//only set the active hand once -- if we always read the current hand, our 'holding' hand will get overwritten
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@ -149,6 +126,7 @@
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this.changeLightWithTriggerPressure(this.whichHand);
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}
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},
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releaseGrab: function() {
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//delete the lights and reset state
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if (this.hasSpotlight) {
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@ -158,9 +136,10 @@
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this.glowLight = null;
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this.spotlight = null;
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this.whichHand = null;
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this.lightOn = false;
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}
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},
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updateLightPositions: function() {
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var modelProperties = Entities.getEntityProperties(this.entityID, ['position', 'rotation']);
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@ -168,27 +147,20 @@
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var lightTransform = evalLightWorldTransform(modelProperties.position, modelProperties.rotation);
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var glowLightTransform = glowLightWorldTransform(modelProperties.position, modelProperties.rotation);
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//move them with the entity model
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Entities.editEntity(this.spotlight, {
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position: lightTransform.p,
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rotation: lightTransform.q,
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})
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});
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Entities.editEntity(this.glowLight, {
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position: glowLightTransform.p,
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rotation: glowLightTransform.q,
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})
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// Entities.editEntity(this.debugBox, {
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// position: lightTransform.p,
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// rotation: lightTransform.q,
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// })
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});
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},
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changeLightWithTriggerPressure: function(flashLightHand) {
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changeLightWithTriggerPressure: function(flashLightHand) {
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var handClickString = flashLightHand + "_HAND_CLICK";
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var handClick = Controller.findAction(handClickString);
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@ -200,37 +172,62 @@
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} else if (this.triggerValue >= DISABLE_LIGHT_THRESHOLD && this.lightOn === false) {
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this.turnLightOn();
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}
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return
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return;
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},
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turnLightOff: function() {
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this.playSoundAtCurrentPosition(false);
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Entities.editEntity(this.spotlight, {
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intensity: 0
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});
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Entities.editEntity(this.glowLight, {
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intensity: 0
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});
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this.lightOn = false
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this.lightOn = false;
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},
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turnLightOn: function() {
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this.playSoundAtCurrentPosition(true);
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Entities.editEntity(this.glowLight, {
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intensity: 2
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});
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Entities.editEntity(this.spotlight, {
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intensity: 2
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});
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this.lightOn = true
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this.lightOn = true;
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},
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// preload() will be called when the entity has become visible (or known) to the interface
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// it gives us a chance to set our local JavaScript object up. In this case it means:
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// * remembering our entityID, so we can access it in cases where we're called without an entityID
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playSoundAtCurrentPosition: function(playOnSound) {
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var position = Entities.getEntityProperties(this.entityID, "position").position;
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var audioProperties = {
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volume: 0.25,
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position: position
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};
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if (playOnSound) {
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Audio.playSound(this.ON_SOUND, audioProperties);
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} else {
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Audio.playSound(this.OFF_SOUND, audioProperties);
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}
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},
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preload: function(entityID) {
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// preload() will be called when the entity has become visible (or known) to the interface
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// it gives us a chance to set our local JavaScript object up. In this case it means:
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// * remembering our entityID, so we can access it in cases where we're called without an entityID
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// * preloading sounds
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this.entityID = entityID;
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this.ON_SOUND = SoundCache.getSound(ON_SOUND_URL);
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this.OFF_SOUND = SoundCache.getSound(OFF_SOUND_URL);
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},
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// unload() will be called when our entity is no longer available. It may be because we were deleted,
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// or because we've left the domain or quit the application.
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unload: function(entityID) {
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unload: function() {
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// unload() will be called when our entity is no longer available. It may be because we were deleted,
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// or because we've left the domain or quit the application.
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if (this.hasSpotlight) {
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Entities.deleteEntity(this.spotlight);
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Entities.deleteEntity(this.glowLight);
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@ -238,12 +235,13 @@
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this.glowLight = null;
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this.spotlight = null;
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this.whichHand = null;
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this.lightOn = false;
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}
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},
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};
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// entity scripts always need to return a newly constructed object of our type
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return new Flashlight();
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})
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});
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