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Merge pull request #5344 from ericrius1/newSword
updated sword script so users can grab sword with hydra to adjust rel…
This commit is contained in:
commit
32a30c4963
1 changed files with 313 additions and 172 deletions
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@ -1,10 +1,10 @@
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// stick.js
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// sword.js
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// examples
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// examples
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//
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//
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// Created by Seth Alves on 2015-6-10
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// Created by Seth Alves on 2015-6-10
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// Copyright 2015 High Fidelity, Inc.
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// Copyright 2015 High Fidelity, Inc.
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//
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//
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// Allow avatar to hold a stick
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// Allow avatar to hold a sword
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//
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//
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// Distributed under the Apache License, Version 2.0.
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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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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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@ -14,32 +14,48 @@
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var Script, Entities, MyAvatar, Window, Overlays, Controller, Vec3, Quat, print, ToolBar, Settings; // Referenced globals provided by High Fidelity.
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var Script, Entities, MyAvatar, Window, Overlays, Controller, Vec3, Quat, print, ToolBar, Settings; // Referenced globals provided by High Fidelity.
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Script.include("http://s3.amazonaws.com/hifi-public/scripts/libraries/toolBars.js");
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Script.include("http://s3.amazonaws.com/hifi-public/scripts/libraries/toolBars.js");
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var hand = Settings.getValue("highfidelity.sword.hand", "right");
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var zombieFight;
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var hand = "right";
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var nullActionID = "00000000-0000-0000-0000-000000000000";
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var nullActionID = "00000000-0000-0000-0000-000000000000";
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var controllerID;
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var controllerID;
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var controllerActive;
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var controllerActive;
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var stickID = null;
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var swordID = null;
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var actionID = nullActionID;
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var actionID = nullActionID;
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var targetIDs = [];
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var dimensions = {
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var dimensions = { x: 0.3, y: 0.15, z: 2.0 };
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x: 0.3,
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y: 0.15,
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z: 2.0
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};
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var BUTTON_SIZE = 32;
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var BUTTON_SIZE = 32;
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var stickModel = "https://hifi-public.s3.amazonaws.com/eric/models/stick.fbx";
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var health = 100;
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var healthLossOnHit = 10;
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var swordModel = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.fbx";
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var swordModel = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.fbx";
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var swordCollisionShape = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.obj";
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// var swordCollisionShape = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.obj";
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var swordCollisionShape = "https://hifi-public.s3.amazonaws.com/eric/models/noHandleSwordCollisionShape.obj?=v2";
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var swordCollisionSoundURL = "http://public.highfidelity.io/sounds/Collisions-hitsandslaps/swordStrike1.wav";
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var swordCollisionSoundURL = "http://public.highfidelity.io/sounds/Collisions-hitsandslaps/swordStrike1.wav";
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var avatarCollisionSoundURL = "https://s3.amazonaws.com/hifi-public/sounds/Collisions-hitsandslaps/airhockey_hit1.wav";
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var avatarCollisionSoundURL = "https://hifi-public.s3.amazonaws.com/eric/sounds/blankSound.wav"; //Just to avoid no collision callback bug
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var zombieGameScriptURL = "https://hifi-public.s3.amazonaws.com/eric/scripts/zombieFight.js";
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var whichModel = "sword";
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var whichModel = "sword";
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var originalAvatarCollisionSound;
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var originalAvatarCollisionSound;
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var toolBar = new ToolBar(0, 0, ToolBar.vertical, "highfidelity.sword.toolbar", function () {
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var avatarCollisionSounds = [SoundCache.getSound("https://hifi-public.s3.amazonaws.com/eric/sounds/avatarHit.wav"), SoundCache.getSound("https://hifi-public.s3.amazonaws.com/eric/sounds/avatarHit2.wav?=v2")];
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return {x: 100, y: 380};
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var toolBar = new ToolBar(0, 0, ToolBar.vertical, "highfidelity.sword.toolbar", function() {
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return {
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x: 100,
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y: 380
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};
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});
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});
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var SWORD_IMAGE = "http://s3.amazonaws.com/hifi-public/images/billiardsReticle.png"; // Toggle between brandishing/sheathing sword (creating if necessary)
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var gameStarted = false;
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var TARGET_IMAGE = "http://s3.amazonaws.com/hifi-public/images/puck.png"; // Create a target dummy
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var SWORD_IMAGE = "https://hifi-public.s3.amazonaws.com/images/sword/sword.svg"; // Toggle between brandishing/sheathing sword (creating if necessary)
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var TARGET_IMAGE = "https://hifi-public.s3.amazonaws.com/images/sword/dummy2.svg"; // Create a target dummy
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var CLEANUP_IMAGE = "http://s3.amazonaws.com/hifi-public/images/delete.png"; // Remove sword and all target dummies.f
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var CLEANUP_IMAGE = "http://s3.amazonaws.com/hifi-public/images/delete.png"; // Remove sword and all target dummies.f
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var SWITCH_HANDS_IMAGE = "http://s3.amazonaws.com/hifi-public/images/up-arrow.svg"; // Toggle left vs right hand. Persists in settings.
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var swordButton = toolBar.addOverlay("image", {
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var swordButton = toolBar.addOverlay("image", {
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width: BUTTON_SIZE,
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width: BUTTON_SIZE,
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height: BUTTON_SIZE,
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height: BUTTON_SIZE,
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@ -52,12 +68,7 @@ var targetButton = toolBar.addOverlay("image", {
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imageURL: TARGET_IMAGE,
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imageURL: TARGET_IMAGE,
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alpha: 1
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alpha: 1
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});
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});
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var switchHandsButton = toolBar.addOverlay("image", {
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width: BUTTON_SIZE,
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height: BUTTON_SIZE,
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imageURL: SWITCH_HANDS_IMAGE,
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alpha: 1
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});
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var cleanupButton = toolBar.addOverlay("image", {
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var cleanupButton = toolBar.addOverlay("image", {
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width: BUTTON_SIZE,
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width: BUTTON_SIZE,
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height: BUTTON_SIZE,
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height: BUTTON_SIZE,
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@ -66,6 +77,24 @@ var cleanupButton = toolBar.addOverlay("image", {
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});
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});
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var flasher;
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var flasher;
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var leftTriggerButton = 0;
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var leftTriggerValue = 0;
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var prevLeftTriggerValue = 0;
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var LEFT = 0;
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var RIGHT = 1;
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var leftPalm = 2 * LEFT;
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var rightPalm = 2 * RIGHT;
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var rightTriggerButton = 1;
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var prevRightTriggerValue = 0;
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var rightTriggerValue = 0;
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var TRIGGER_THRESHOLD = 0.2;
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var swordHeld = false;
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function clearFlash() {
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function clearFlash() {
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if (!flasher) {
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if (!flasher) {
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return;
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return;
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@ -74,7 +103,9 @@ function clearFlash() {
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Overlays.deleteOverlay(flasher.overlay);
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Overlays.deleteOverlay(flasher.overlay);
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flasher = null;
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flasher = null;
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}
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}
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function flash(color) {
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function flash(color) {
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return;
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clearFlash();
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clearFlash();
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flasher = {};
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flasher = {};
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flasher.overlay = Overlays.addOverlay("text", {
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flasher.overlay = Overlays.addOverlay("text", {
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@ -86,42 +117,74 @@ function flash(color) {
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flasher.timer = Script.setTimeout(clearFlash, 500);
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flasher.timer = Script.setTimeout(clearFlash, 500);
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}
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}
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var health = 100;
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var display2d, display3d;
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var display2d, display3d;
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function trackAvatarWithText() {
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function trackAvatarWithText() {
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Entities.editEntity(display3d, {
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Entities.editEntity(display3d, {
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position: Vec3.sum(MyAvatar.position, {x: 0, y: 1.5, z: 0}),
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position: Vec3.sum(MyAvatar.position, {
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x: 0,
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y: 1.5,
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z: 0
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}),
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rotation: Quat.multiply(MyAvatar.orientation, Quat.fromPitchYawRollDegrees(0, 180, 0))
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rotation: Quat.multiply(MyAvatar.orientation, Quat.fromPitchYawRollDegrees(0, 180, 0))
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});
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});
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}
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}
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function updateDisplay() {
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function updateDisplay() {
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var text = health.toString();
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var text = health.toString();
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if (!display2d) {
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if (!display2d) {
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health = 100;
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display2d = Overlays.addOverlay("text", {
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display2d = Overlays.addOverlay("text", {
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text: text,
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text: text,
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font: { size: 20 },
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font: {
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color: {red: 0, green: 255, blue: 0},
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size: 20
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backgroundColor: {red: 100, green: 100, blue: 100}, // Why doesn't this and the next work?
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},
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color: {
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red: 0,
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green: 255,
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blue: 0
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},
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backgroundColor: {
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red: 100,
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green: 100,
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blue: 100
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}, // Why doesn't this and the next work?
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backgroundAlpha: 0.9,
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backgroundAlpha: 0.9,
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x: toolBar.x - 5, // I'd like to add the score to the toolBar and have it drag with it, but toolBar doesn't support text (just buttons).
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x: toolBar.x - 5, // I'd like to add the score to the toolBar and have it drag with it, but toolBar doesn't support text (just buttons).
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y: toolBar.y - 30 // So next best thing is to position it each time as if it were on top.
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y: toolBar.y - 30 // So next best thing is to position it each time as if it were on top.
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});
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});
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display3d = Entities.addEntity({
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display3d = Entities.addEntity({
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name: MyAvatar.displayName + " score",
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name: MyAvatar.displayName + " score",
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textColor: {red: 255, green: 255, blue: 255},
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textColor: {
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red: 255,
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green: 255,
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blue: 255
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},
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type: "Text",
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type: "Text",
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text: text,
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text: text,
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lineHeight: 0.14,
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lineHeight: 0.14,
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backgroundColor: {red: 64, green: 64, blue: 64},
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backgroundColor: {
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dimensions: {x: 0.3, y: 0.2, z: 0.01},
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red: 64,
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green: 64,
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blue: 64
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},
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dimensions: {
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x: 0.3,
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y: 0.2,
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z: 0.01
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},
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});
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});
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Script.update.connect(trackAvatarWithText);
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Script.update.connect(trackAvatarWithText);
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} else {
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} else {
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Overlays.editOverlay(display2d, {text: text});
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Overlays.editOverlay(display2d, {
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Entities.editEntity(display3d, {text: text});
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text: text
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});
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Entities.editEntity(display3d, {
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text: text
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});
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}
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}
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}
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}
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function removeDisplay() {
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function removeDisplay() {
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if (display2d) {
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if (display2d) {
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Overlays.deleteOverlay(display2d);
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Overlays.deleteOverlay(display2d);
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@ -131,97 +194,57 @@ function removeDisplay() {
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display3d = null;
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display3d = null;
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}
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}
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}
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}
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function computeEnergy(collision, entityID) {
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var id = entityID || collision.idA || collision.idB;
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var entity = id && Entities.getEntityProperties(id);
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var mass = entity ? (entity.density * entity.dimensions.x * entity.dimensions.y * entity.dimensions.z) : 1;
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var linearVelocityChange = Vec3.length(collision.velocityChange);
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var energy = 0.5 * mass * linearVelocityChange * linearVelocityChange;
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return Math.min(Math.max(1.0, Math.round(energy)), 20);
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}
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function gotHit(collision) {
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function gotHit(collision) {
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var energy = computeEnergy(collision);
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Audio.playSound(avatarCollisionSounds[randInt(0, avatarCollisionSounds.length)], {
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print("Got hit - " + energy + " from " + collision.idA + " " + collision.idB);
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position: MyAvatar.position,
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health -= energy;
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volume: 0.5
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flash({red: 255, green: 0, blue: 0});
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});
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updateDisplay();
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health -= healthLossOnHit;
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}
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if (health <= 30) {
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function scoreHit(idA, idB, collision) {
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Overlays.editOverlay(display2d, {
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var energy = computeEnergy(collision, idA);
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color: {
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print("Score + " + energy + " from " + JSON.stringify(idA) + " " + JSON.stringify(idB));
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red: 200,
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health += energy;
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green: 10,
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flash({red: 0, green: 255, blue: 0});
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blue: 10
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}
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});
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}
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if (health <= 0 && zombieFight) {
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zombieFight.loseGame();
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}
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flash({
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red: 255,
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green: 0,
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blue: 0
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});
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updateDisplay();
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updateDisplay();
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}
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}
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function isFighting() {
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function isFighting() {
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return stickID && (actionID !== nullActionID);
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return swordID && (actionID !== nullActionID);
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}
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}
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function initControls() {
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print("Sword hand is " + hand);
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if (hand === "right") {
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controllerID = 3; // right handed
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} else {
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controllerID = 4; // left handed
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}
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}
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var inHand = false;
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var inHand = false;
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function positionStick(stickOrientation) {
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var reorient = Quat.fromPitchYawRollDegrees(0, -90, 0);
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var baseOffset = {x: -dimensions.z * 0.8, y: 0, z: 0};
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var offset = Vec3.multiplyQbyV(reorient, baseOffset);
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||||||
stickOrientation = Quat.multiply(reorient, stickOrientation);
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inHand = false;
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Entities.updateAction(stickID, actionID, {
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relativePosition: offset,
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|
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relativeRotation: stickOrientation,
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hand: "right"
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|
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});
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}
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function resetToHand() { // For use with controllers, puts the sword in contact with the hand.
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||||||
// Maybe coordinate with positionStick?
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|
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if (inHand) { // Optimization: bail if we're already inHand.
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|
||||||
return;
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|
||||||
}
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|
||||||
print('Reset to hand');
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|
||||||
Entities.updateAction(stickID, actionID, {
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|
||||||
relativePosition: {x: 0.0, y: 0.0, z: -dimensions.z * 0.5},
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|
||||||
relativeRotation: Quat.fromVec3Degrees({x: 45.0, y: 0.0, z: 0.0}),
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|
||||||
hand: hand, // It should not be necessary to repeat these two, but there seems to be a bug in that that
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|
||||||
timeScale: 0.05 // they do not retain their earlier values if you don't repeat them.
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|
||||||
});
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|
||||||
inHand = true;
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|
||||||
}
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|
||||||
function isControllerActive() {
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function isControllerActive() {
|
||||||
// I don't think the hydra API provides any reliable way to know whether a particular controller is active. Ask for both.
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// I don't think the hydra API provides any reliable way to know whether a particular controller is active. Ask for both.
|
||||||
controllerActive = (Vec3.length(Controller.getSpatialControlPosition(3)) > 0) || Vec3.length(Controller.getSpatialControlPosition(4)) > 0;
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controllerActive = (Vec3.length(Controller.getSpatialControlPosition(3)) > 0) || Vec3.length(Controller.getSpatialControlPosition(4)) > 0;
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||||||
return controllerActive;
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return controllerActive;
|
||||||
}
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}
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||||||
function mouseMoveEvent(event) {
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|
||||||
// When a controller like the hydra gives a mouse event, the x/y is not meaningful to us, but we can detect with a truty deviceID
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|
||||||
if (event.deviceID || !isFighting() || isControllerActive()) {
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|
||||||
print('Attempting attachment reset');
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|
||||||
resetToHand();
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|
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return;
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|
||||||
}
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|
||||||
var windowCenterX = Window.innerWidth / 2;
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|
||||||
var windowCenterY = Window.innerHeight / 2;
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|
||||||
var mouseXCenterOffset = event.x - windowCenterX;
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|
||||||
var mouseYCenterOffset = event.y - windowCenterY;
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|
||||||
var mouseXRatio = mouseXCenterOffset / windowCenterX;
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|
||||||
var mouseYRatio = mouseYCenterOffset / windowCenterY;
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|
||||||
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|
||||||
var stickOrientation = Quat.fromPitchYawRollDegrees(mouseYRatio * 90, mouseXRatio * 90, 0);
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|
||||||
positionStick(stickOrientation);
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|
||||||
}
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|
||||||
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|
||||||
function removeSword() {
|
function removeSword() {
|
||||||
if (stickID) {
|
if (swordID) {
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||||||
print('deleting action ' + actionID + ' and entity ' + stickID);
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print('deleting action ' + actionID + ' and entity ' + swordID);
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||||||
Entities.deleteAction(stickID, actionID);
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Entities.deleteAction(swordID, actionID);
|
||||||
Entities.deleteEntity(stickID);
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Entities.deleteEntity(swordID);
|
||||||
stickID = null;
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swordID = null;
|
||||||
actionID = nullActionID;
|
actionID = nullActionID;
|
||||||
Controller.mouseMoveEvent.disconnect(mouseMoveEvent);
|
Controller.mouseMoveEvent.disconnect(mouseMoveEvent);
|
||||||
MyAvatar.collisionWithEntity.disconnect(gotHit);
|
MyAvatar.collisionWithEntity.disconnect(gotHit);
|
||||||
|
@ -232,101 +255,219 @@ function removeSword() {
|
||||||
MyAvatar.collisionSoundURL = originalAvatarCollisionSound;
|
MyAvatar.collisionSoundURL = originalAvatarCollisionSound;
|
||||||
}
|
}
|
||||||
removeDisplay();
|
removeDisplay();
|
||||||
|
swordHeld = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
function cleanUp(leaveButtons) {
|
function cleanUp(leaveButtons) {
|
||||||
removeSword();
|
|
||||||
targetIDs.forEach(function (id) {
|
|
||||||
Entities.deleteAction(id.entity, id.action);
|
|
||||||
Entities.deleteEntity(id.entity);
|
|
||||||
});
|
|
||||||
targetIDs = [];
|
|
||||||
if (!leaveButtons) {
|
if (!leaveButtons) {
|
||||||
toolBar.cleanup();
|
toolBar.cleanup();
|
||||||
}
|
}
|
||||||
|
removeSword();
|
||||||
|
gameStarted = false;
|
||||||
|
zombieFight.cleanup();
|
||||||
}
|
}
|
||||||
|
|
||||||
function makeSword() {
|
function makeSword() {
|
||||||
initControls();
|
var swordPosition = Vec3.sum(MyAvatar.position, Vec3.multiply(5, Quat.getFront(MyAvatar.orientation)));
|
||||||
var swordPosition;
|
var orientationAdjustment = Quat.fromPitchYawRollDegrees(90, 0, 0);
|
||||||
if (!isControllerActive()) { // Dont' knock yourself with sword
|
|
||||||
swordPosition = Vec3.sum(MyAvatar.position, Vec3.multiply(2, Quat.getFront(MyAvatar.orientation)));
|
swordID = Entities.addEntity({
|
||||||
} else if (hand === 'right') {
|
|
||||||
swordPosition = MyAvatar.getRightPalmPosition();
|
|
||||||
} else {
|
|
||||||
swordPosition = MyAvatar.getLeftPalmPosition();
|
|
||||||
}
|
|
||||||
stickID = Entities.addEntity({
|
|
||||||
type: "Model",
|
type: "Model",
|
||||||
|
name: "sword",
|
||||||
modelURL: swordModel,
|
modelURL: swordModel,
|
||||||
compoundShapeURL: swordCollisionShape,
|
compoundShapeURL: swordCollisionShape,
|
||||||
dimensions: dimensions,
|
dimensions: dimensions,
|
||||||
position: swordPosition,
|
position: swordPosition,
|
||||||
rotation: MyAvatar.orientation,
|
rotation: Quat.fromPitchYawRollDegrees(90, 0, 0),
|
||||||
damping: 0.1,
|
damping: 0.1,
|
||||||
collisionSoundURL: swordCollisionSoundURL,
|
collisionSoundURL: swordCollisionSoundURL,
|
||||||
restitution: 0.01,
|
restitution: 0.01,
|
||||||
collisionsWillMove: true
|
collisionsWillMove: true,
|
||||||
});
|
});
|
||||||
actionID = Entities.addAction("hold", stickID, {
|
|
||||||
relativePosition: {x: 0.0, y: 0.0, z: -dimensions.z * 0.5},
|
if (originalAvatarCollisionSound === undefined) {
|
||||||
relativeRotation: Quat.fromVec3Degrees({x: 45.0, y: 0.0, z: 0.0}),
|
originalAvatarCollisionSound = MyAvatar.collisionSoundURL; // We won't get MyAvatar.collisionWithEntity unless there's a sound URL. (Bug.)
|
||||||
|
SoundCache.getSound(avatarCollisionSoundURL); // Interface does not currently "preload" this? (Bug?)
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!isControllerActive()) {
|
||||||
|
grabSword("right");
|
||||||
|
}
|
||||||
|
MyAvatar.collisionSoundURL = avatarCollisionSoundURL;
|
||||||
|
Controller.mouseMoveEvent.connect(mouseMoveEvent);
|
||||||
|
MyAvatar.collisionWithEntity.connect(gotHit);
|
||||||
|
updateDisplay();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
function grabSword(hand) {
|
||||||
|
if (!swordID) {
|
||||||
|
print("Create a sword by clicking on sword icon!")
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
var handRotation;
|
||||||
|
if (hand === "right") {
|
||||||
|
handRotation = MyAvatar.getRightPalmRotation();
|
||||||
|
|
||||||
|
} else if (hand === "left") {
|
||||||
|
handRotation = MyAvatar.getLeftPalmRotation();
|
||||||
|
}
|
||||||
|
var swordRotation = Entities.getEntityProperties(swordID).rotation;
|
||||||
|
var offsetRotation = Quat.multiply(Quat.inverse(handRotation), swordRotation);
|
||||||
|
actionID = Entities.addAction("hold", swordID, {
|
||||||
|
relativePosition: {
|
||||||
|
x: 0.0,
|
||||||
|
y: 0.0,
|
||||||
|
z: -dimensions.z * 0.5
|
||||||
|
},
|
||||||
|
relativeRotation: offsetRotation,
|
||||||
hand: hand,
|
hand: hand,
|
||||||
timeScale: 0.05
|
timeScale: 0.05
|
||||||
});
|
});
|
||||||
if (actionID === nullActionID) {
|
if (actionID === nullActionID) {
|
||||||
print('*** FAILED TO MAKE SWORD ACTION ***');
|
print('*** FAILED TO MAKE SWORD ACTION ***');
|
||||||
cleanUp();
|
cleanUp();
|
||||||
|
} else {
|
||||||
|
swordHeld = true;
|
||||||
}
|
}
|
||||||
if (originalAvatarCollisionSound === undefined) {
|
|
||||||
originalAvatarCollisionSound = MyAvatar.collisionSoundURL; // We won't get MyAvatar.collisionWithEntity unless there's a sound URL. (Bug.)
|
|
||||||
SoundCache.getSound(avatarCollisionSoundURL); // Interface does not currently "preload" this? (Bug?)
|
|
||||||
}
|
|
||||||
MyAvatar.collisionSoundURL = avatarCollisionSoundURL;
|
|
||||||
Controller.mouseMoveEvent.connect(mouseMoveEvent);
|
|
||||||
MyAvatar.collisionWithEntity.connect(gotHit);
|
|
||||||
Script.addEventHandler(stickID, 'collisionWithEntity', scoreHit);
|
|
||||||
updateDisplay();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
function releaseSword() {
|
||||||
|
Entities.deleteAction(swordID, actionID);
|
||||||
|
actionID = nullActionID;
|
||||||
|
Entities.editEntity(swordID, {
|
||||||
|
velocity: {
|
||||||
|
x: 0,
|
||||||
|
y: 0,
|
||||||
|
z: 0
|
||||||
|
},
|
||||||
|
angularVelocity: {
|
||||||
|
x: 0,
|
||||||
|
y: 0,
|
||||||
|
z: 0
|
||||||
|
}
|
||||||
|
});
|
||||||
|
swordHeld = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
function update() {
|
||||||
|
updateControllerState();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
function updateControllerState() {
|
||||||
|
rightTriggerValue = Controller.getTriggerValue(rightTriggerButton);
|
||||||
|
leftTriggerValue = Controller.getTriggerValue(leftTriggerButton);
|
||||||
|
|
||||||
|
if (rightTriggerValue > TRIGGER_THRESHOLD && !swordHeld) {
|
||||||
|
grabSword("right")
|
||||||
|
} else if (rightTriggerValue < TRIGGER_THRESHOLD && prevRightTriggerValue > TRIGGER_THRESHOLD && swordHeld) {
|
||||||
|
releaseSword();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (leftTriggerValue > TRIGGER_THRESHOLD && !swordHeld) {
|
||||||
|
grabSword("left")
|
||||||
|
} else if (leftTriggerValue < TRIGGER_THRESHOLD && prevLeftTriggerValue > TRIGGER_THRESHOLD && swordHeld) {
|
||||||
|
releaseSword();
|
||||||
|
}
|
||||||
|
|
||||||
|
prevRightTriggerValue = rightTriggerValue;
|
||||||
|
prevLeftTriggerValue = leftTriggerValue;
|
||||||
|
}
|
||||||
|
|
||||||
|
randFloat = function(low, high) {
|
||||||
|
return low + Math.random() * (high - low);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
randInt = function(low, high) {
|
||||||
|
return Math.floor(randFloat(low, high));
|
||||||
|
}
|
||||||
|
|
||||||
|
function positionSword(swordOrientation) {
|
||||||
|
var reorient = Quat.fromPitchYawRollDegrees(0, -90, 0);
|
||||||
|
var baseOffset = {
|
||||||
|
x: -dimensions.z * 0.8,
|
||||||
|
y: 0,
|
||||||
|
z: 0
|
||||||
|
};
|
||||||
|
var offset = Vec3.multiplyQbyV(reorient, baseOffset);
|
||||||
|
swordOrientation = Quat.multiply(reorient, swordOrientation);
|
||||||
|
inHand = false;
|
||||||
|
Entities.updateAction(swordID, actionID, {
|
||||||
|
relativePosition: offset,
|
||||||
|
relativeRotation: swordOrientation,
|
||||||
|
hand: "right"
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
function resetToHand() { // For use with controllers, puts the sword in contact with the hand.
|
||||||
|
// Maybe coordinate with positionSword?
|
||||||
|
if (inHand) { // Optimization: bail if we're already inHand.
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
print('Reset to hand');
|
||||||
|
Entities.updateAction(swordID, actionID, {
|
||||||
|
relativePosition: {
|
||||||
|
x: 0.0,
|
||||||
|
y: 0.0,
|
||||||
|
z: -dimensions.z * 0.5
|
||||||
|
},
|
||||||
|
relativeRotation: Quat.fromVec3Degrees({
|
||||||
|
x: 45.0,
|
||||||
|
y: 0.0,
|
||||||
|
z: 0.0
|
||||||
|
}),
|
||||||
|
hand: "right", // It should not be necessary to repeat these two, but there seems to be a bug in that that
|
||||||
|
timeScale: 0.05 // they do not retain their earlier values if you don't repeat them.
|
||||||
|
});
|
||||||
|
inHand = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
function mouseMoveEvent(event) {
|
||||||
|
//When a controller like the hydra gives a mouse event, the x/y is not meaningful to us, but we can detect with a truty deviceID
|
||||||
|
if (event.deviceID || !isFighting() || isControllerActive()) {
|
||||||
|
resetToHand();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
var windowCenterX = Window.innerWidth / 2;
|
||||||
|
var windowCenterY = Window.innerHeight / 2;
|
||||||
|
var mouseXCenterOffset = event.x - windowCenterX;
|
||||||
|
var mouseYCenterOffset = event.y - windowCenterY;
|
||||||
|
var mouseXRatio = mouseXCenterOffset / windowCenterX;
|
||||||
|
var mouseYRatio = mouseYCenterOffset / windowCenterY;
|
||||||
|
|
||||||
|
var swordOrientation = Quat.fromPitchYawRollDegrees(mouseYRatio * 90, mouseXRatio * 90, 0);
|
||||||
|
positionSword(swordOrientation);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
function onClick(event) {
|
function onClick(event) {
|
||||||
switch (Overlays.getOverlayAtPoint(event)) {
|
switch (Overlays.getOverlayAtPoint(event)) {
|
||||||
case swordButton:
|
case swordButton:
|
||||||
if (!stickID) {
|
if (!swordID) {
|
||||||
makeSword();
|
makeSword();
|
||||||
} else {
|
} else {
|
||||||
removeSword();
|
removeSword();
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case targetButton:
|
case targetButton:
|
||||||
var position = Vec3.sum(MyAvatar.position, {x: 1.0, y: 0.4, z: 0.0});
|
if (gameStarted) {
|
||||||
var boxId = Entities.addEntity({
|
return;
|
||||||
type: "Box",
|
}
|
||||||
name: "dummy",
|
Script.include("https://hifi-public.s3.amazonaws.com/eric/scripts/zombieFight.js");
|
||||||
position: position,
|
zombieFight = new ZombieFight();
|
||||||
dimensions: {x: 0.3, y: 0.7, z: 0.3},
|
zombieFight.initiateZombieApocalypse();
|
||||||
gravity: {x: 0.0, y: -3.0, z: 0.0},
|
gameStarted = true;
|
||||||
damping: 0.2,
|
|
||||||
collisionsWillMove: true
|
|
||||||
});
|
|
||||||
|
|
||||||
var pointToOffsetFrom = Vec3.sum(position, {x: 0.0, y: 2.0, z: 0.0});
|
break;
|
||||||
var action = Entities.addAction("offset", boxId, {pointToOffsetFrom: pointToOffsetFrom,
|
case cleanupButton:
|
||||||
linearDistance: 2.0,
|
cleanUp('leaveButtons');
|
||||||
// linearTimeScale: 0.005
|
break;
|
||||||
linearTimeScale: 0.1
|
|
||||||
});
|
|
||||||
targetIDs.push({entity: boxId, action: action});
|
|
||||||
break;
|
|
||||||
case switchHandsButton:
|
|
||||||
cleanUp('leaveButtons');
|
|
||||||
hand = hand === "right" ? "left" : "right";
|
|
||||||
Settings.setValue("highfidelity.sword.hand", hand);
|
|
||||||
makeSword();
|
|
||||||
break;
|
|
||||||
case cleanupButton:
|
|
||||||
cleanUp('leaveButtons');
|
|
||||||
break;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
Script.scriptEnding.connect(cleanUp);
|
Script.scriptEnding.connect(cleanUp);
|
||||||
Controller.mousePressEvent.connect(onClick);
|
Script.update.connect(update);
|
||||||
|
Controller.mousePressEvent.connect(onClick);
|
Loading…
Reference in a new issue