Flipped lights so up is lights on and vica versa

This commit is contained in:
ericrius1 2015-09-24 10:15:50 -07:00
parent f334651a57
commit 1e1cfb6aae
2 changed files with 44 additions and 25 deletions

View file

@ -52,16 +52,7 @@
this.createLights(); this.createLights();
} }
// flip model to give illusion of light switch being flicked this.flipLights();
var rotation = Entities.getEntityProperties(this.entityID, "rotation").rotation;
var axis = {x: 0, y: 1, z: 0};
var dQ = Quat.angleAxis(180, axis);
rotation = Quat.multiply(rotation, dQ);
Entities.editEntity(this.entityID, {
rotation: rotation
});
Audio.playSound(this.switchSound, { Audio.playSound(this.switchSound, {
volume: 0.5, volume: 0.5,
@ -86,7 +77,7 @@
}, },
createLights: function() { createLights: function() {
var sconceLight3 = Entities.addEntity({ var sconceLight3 = Entities.addEntity({
type: "Light", type: "Light",
@ -176,6 +167,25 @@
}, },
flipLights: function() {
// flip model to give illusion of light switch being flicked
var rotation = Entities.getEntityProperties(this.entityID, "rotation").rotation;
var axis = {
x: 0,
y: 1,
z: 0
};
var dQ = Quat.angleAxis(180, axis);
rotation = Quat.multiply(rotation, dQ);
Entities.editEntity(this.entityID, {
rotation: rotation
});
},
// preload() will be called when the entity has become visible (or known) to the interface // 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: // it gives us a chance to set our local JavaScript object up. In this case it means:
preload: function(entityID) { preload: function(entityID) {
@ -191,6 +201,7 @@
//If light is off, then we create two new lights- at the position of the sconces //If light is off, then we create two new lights- at the position of the sconces
if (lightState.on === false) { if (lightState.on === false) {
this.createLights(); this.createLights();
this.flipLights();
} }
//If lights are on, do nothing! //If lights are on, do nothing!
}, },

View file

@ -53,19 +53,7 @@
} }
// flip model to give illusion of light switch being flicked // flip model to give illusion of light switch being flicked
var rotation = Entities.getEntityProperties(this.entityID, "rotation").rotation; this.flipLights();
var axis = {
x: 0,
y: 1,
z: 0
};
var dQ = Quat.angleAxis(180, axis);
rotation = Quat.multiply(rotation, dQ);
Entities.editEntity(this.entityID, {
rotation: rotation
});
Audio.playSound(this.switchSound, { Audio.playSound(this.switchSound, {
volume: 0.5, volume: 0.5,
@ -148,9 +136,27 @@
}, },
flipLights: function() {
// flip model to give illusion of light switch being flicked
var rotation = Entities.getEntityProperties(this.entityID, "rotation").rotation;
var axis = {
x: 0,
y: 1,
z: 0
};
var dQ = Quat.angleAxis(180, axis);
rotation = Quat.multiply(rotation, dQ);
Entities.editEntity(this.entityID, {
rotation: rotation
});
},
// preload() will be called when the entity has become visible (or known) to the interface // 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: // it gives us a chance to set our local JavaScript object up. In this case it means:
preload: function(entityID) { preload: function(entityID) {
this.entityID = entityID; this.entityID = entityID;
//The light switch is static, so just cache its position once //The light switch is static, so just cache its position once
@ -163,6 +169,8 @@
//If light is off, then we create two new lights- at the position of the sconces //If light is off, then we create two new lights- at the position of the sconces
if (lightState.on === false) { if (lightState.on === false) {
this.createLights(); this.createLights();
this.flipLights();
} }
//If lights are on, do nothing! //If lights are on, do nothing!
}, },