// // 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(); })