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make ping pong balls bigger and slower, change out gun model and adjust tip calculations, increase volume, add to master reset script
This commit is contained in:
parent
588a256304
commit
65ae811c9c
3 changed files with 12 additions and 15 deletions
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@ -25,8 +25,9 @@ var center = Vec3.sum(Vec3.sum(MyAvatar.position, {
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var pingPongGun = Entities.addEntity({
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var pingPongGun = Entities.addEntity({
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type: "Model",
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type: "Model",
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modelURL: MODEL_URL,
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modelURL: MODEL_URL,
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shapeType: 'compound',
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shapeType:'box',
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compoundShapeURL: COLLISION_HULL_URL,
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// shapeType: 'compound',
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// compoundShapeURL: COLLISION_HULL_URL,
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script: scriptURL,
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script: scriptURL,
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position: center,
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position: center,
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dimensions: {
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dimensions: {
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@ -21,14 +21,14 @@
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//if the trigger value goes below this value, reload the gun.
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//if the trigger value goes below this value, reload the gun.
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var RELOAD_THRESHOLD = 0.95;
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var RELOAD_THRESHOLD = 0.95;
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var GUN_TIP_FWD_OFFSET = 0.45;
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var GUN_TIP_FWD_OFFSET =-0.35;
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var GUN_TIP_UP_OFFSET = 0.040;
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var GUN_TIP_UP_OFFSET = 0.040;
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var GUN_FORCE = 8;
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var GUN_FORCE = 9;
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var BALL_RESTITUTION = 0.6;
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var BALL_RESTITUTION = 0.6;
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var BALL_LINEAR_DAMPING = 0.4;
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var BALL_LINEAR_DAMPING = 0.4;
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var BALL_GRAVITY = {
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var BALL_GRAVITY = {
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x: 0,
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x: 0,
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y: -5.8,
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y: -4.8,
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z: 0
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z: 0
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};
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};
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@ -68,7 +68,6 @@
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},
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},
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continueNearGrab: function() {
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continueNearGrab: function() {
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if (this.whichHand === null) {
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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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//only set the active hand once -- if we always read the current hand, our 'holding' hand will get overwritten
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this.setWhichHand();
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this.setWhichHand();
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@ -111,7 +110,7 @@
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},
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},
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shootBall: function(gunProperties) {
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shootBall: function(gunProperties) {
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var forwardVec = Quat.getFront(Quat.multiply(gunProperties.rotation, Quat.fromPitchYawRollDegrees(0, -90, 0)));
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var forwardVec = Quat.getFront(Quat.multiply(gunProperties.rotation, Quat.fromPitchYawRollDegrees(0, 180, 0)));
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forwardVec = Vec3.normalize(forwardVec);
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forwardVec = Vec3.normalize(forwardVec);
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forwardVec = Vec3.multiply(forwardVec, GUN_FORCE);
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forwardVec = Vec3.multiply(forwardVec, GUN_FORCE);
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@ -136,7 +135,7 @@
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playSoundAtCurrentPosition: function(position) {
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playSoundAtCurrentPosition: function(position) {
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var audioProperties = {
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var audioProperties = {
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volume: 0.1,
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volume: 0.2,
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position: position
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position: position
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};
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};
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@ -145,9 +144,9 @@
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getGunTipPosition: function(properties) {
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getGunTipPosition: function(properties) {
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//the tip of the gun is going to be in a different place than the center, so we move in space relative to the model to find that position
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//the tip of the gun is going to be in a different place than the center, so we move in space relative to the model to find that position
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var frontVector = Quat.getRight(properties.rotation);
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var frontVector = Quat.getFront(properties.rotation);
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var frontOffset = Vec3.multiply(frontVector, GUN_TIP_FWD_OFFSET);
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var frontOffset = Vec3.multiply(frontVector, GUN_TIP_FWD_OFFSET);
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var upVector = Quat.getRight(properties.rotation);
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var upVector = Quat.getUp(properties.rotation);
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var upOffset = Vec3.multiply(upVector, GUN_TIP_UP_OFFSET);
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var upOffset = Vec3.multiply(upVector, GUN_TIP_UP_OFFSET);
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var gunTipPosition = Vec3.sum(properties.position, frontOffset);
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var gunTipPosition = Vec3.sum(properties.position, frontOffset);
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@ -457,8 +457,7 @@ function createPingPongBallGun() {
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var pingPongGun = Entities.addEntity({
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var pingPongGun = Entities.addEntity({
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type: "Model",
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type: "Model",
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modelURL: MODEL_URL,
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modelURL: MODEL_URL,
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shapeType: 'compound',
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shapeType: 'box',
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compoundShapeURL: COLLISION_HULL_URL,
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script: scriptURL,
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script: scriptURL,
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position: position,
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position: position,
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rotation: rotation,
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rotation: rotation,
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@ -478,8 +477,6 @@ function createPingPongBallGun() {
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setEntityCustomData(resetKey, pingPongGun, {
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setEntityCustomData(resetKey, pingPongGun, {
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resetMe: true
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resetMe: true
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});
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});
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}
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}
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function createBasketballHoop() {
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function createBasketballHoop() {
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