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added more examples, updated lookWithMouse.js to support alwaysLook
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parent
8797c35834
commit
906d913d71
3 changed files with 338 additions and 7 deletions
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@ -9,29 +9,36 @@
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//
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//
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var alwaysLook = true; // if you want the mouse look to happen only when you click, change this to false
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var isMouseDown = false;
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var lastX = 0;
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var lastY = 0;
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var yawFromMouse = 0;
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var pitchFromMouse = 0;
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var wantDebugging = false;
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function mousePressEvent(event) {
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print("mousePressEvent event.x,y=" + event.x + ", " + event.y);
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if (wantDebugging) {
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print("mousePressEvent event.x,y=" + event.x + ", " + event.y);
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}
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isMouseDown = true;
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lastX = event.x;
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lastY = event.y;
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}
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function mouseReleaseEvent(event) {
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print("mouseReleaseEvent event.x,y=" + event.x + ", " + event.y);
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if (wantDebugging) {
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print("mouseReleaseEvent event.x,y=" + event.x + ", " + event.y);
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}
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isMouseDown = false;
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}
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function mouseMoveEvent(event) {
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print("mouseMoveEvent event.x,y=" + event.x + ", " + event.y);
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if (wantDebugging) {
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print("mouseMoveEvent event.x,y=" + event.x + ", " + event.y);
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}
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if (isMouseDown) {
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print("isMouseDown... attempting to change pitch...");
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if (alwaysLook || isMouseDown) {
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var MOUSE_YAW_SCALE = -0.25;
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var MOUSE_PITCH_SCALE = -12.5;
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var FIXED_MOUSE_TIMESTEP = 0.016;
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@ -43,12 +50,26 @@ function mouseMoveEvent(event) {
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}
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function update() {
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if (wantDebugging) {
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print("update()...");
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}
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// rotate body yaw for yaw received from mouse
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MyAvatar.orientation = Quat.multiply(MyAvatar.orientation, Quat.fromVec3( { x: 0, y: yawFromMouse, z: 0 } ));
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var newOrientation = Quat.multiply(MyAvatar.orientation, Quat.fromVec3( { x: 0, y: yawFromMouse, z: 0 } ));
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if (wantDebugging) {
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print("changing orientation"
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+ " [old]MyAvatar.orientation="+MyAvatar.orientation.x + "," + MyAvatar.orientation.y + ","
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+ MyAvatar.orientation.z + "," + MyAvatar.orientation.w
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+ " newOrientation="+newOrientation.x + "," + newOrientation.y + "," + newOrientation.z + "," + newOrientation.w);
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}
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MyAvatar.orientation = newOrientation;
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yawFromMouse = 0;
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// apply pitch from mouse
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MyAvatar.headPitch = MyAvatar.headPitch + pitchFromMouse;
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var newPitch = MyAvatar.headPitch + pitchFromMouse;
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if (wantDebugging) {
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print("changing pitch [old]MyAvatar.headPitch="+MyAvatar.headPitch+ " newPitch="+newPitch);
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}
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MyAvatar.headPitch = newPitch;
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pitchFromMouse = 0;
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}
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86
examples/lookWithTouch.js
Normal file
86
examples/lookWithTouch.js
Normal file
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@ -0,0 +1,86 @@
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//
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// lookWithTouch.js
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// hifi
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//
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// Created by Brad Hefta-Gaub on 1/28/14.
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// Copyright (c) 2014 HighFidelity, Inc. All rights reserved.
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//
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// This is an example script that demonstrates use of the Controller class
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//
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//
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var lastX = 0;
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var lastY = 0;
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var yawFromMouse = 0;
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var pitchFromMouse = 0;
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var wantDebugging = false;
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function touchBeginEvent(event) {
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if (wantDebugging) {
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print("touchBeginEvent event.x,y=" + event.x + ", " + event.y);
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}
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lastX = event.x;
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lastY = event.y;
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}
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function touchEndEvent(event) {
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if (wantDebugging) {
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print("touchEndEvent event.x,y=" + event.x + ", " + event.y);
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}
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}
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function touchUpdateEvent(event) {
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if (wantDebugging) {
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print("touchUpdateEvent event.x,y=" + event.x + ", " + event.y);
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}
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var MOUSE_YAW_SCALE = -0.25;
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var MOUSE_PITCH_SCALE = -12.5;
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var FIXED_MOUSE_TIMESTEP = 0.016;
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yawFromMouse += ((event.x - lastX) * MOUSE_YAW_SCALE * FIXED_MOUSE_TIMESTEP);
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pitchFromMouse += ((event.y - lastY) * MOUSE_PITCH_SCALE * FIXED_MOUSE_TIMESTEP);
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lastX = event.x;
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lastY = event.y;
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}
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function update() {
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// rotate body yaw for yaw received from mouse
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var newOrientation = Quat.multiply(MyAvatar.orientation, Quat.fromVec3( { x: 0, y: yawFromMouse, z: 0 } ));
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if (wantDebugging) {
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print("changing orientation"
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+ " [old]MyAvatar.orientation="+MyAvatar.orientation.x + "," + MyAvatar.orientation.y + ","
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+ MyAvatar.orientation.z + "," + MyAvatar.orientation.w
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+ " newOrientation="+newOrientation.x + "," + newOrientation.y + "," + newOrientation.z + "," + newOrientation.w);
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}
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MyAvatar.orientation = newOrientation;
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yawFromMouse = 0;
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// apply pitch from mouse
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var newPitch = MyAvatar.headPitch + pitchFromMouse;
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if (wantDebugging) {
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print("changing pitch [old]MyAvatar.headPitch="+MyAvatar.headPitch+ " newPitch="+newPitch);
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}
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MyAvatar.headPitch = newPitch;
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pitchFromMouse = 0;
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}
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// Map the mouse events to our functions
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Controller.touchBeginEvent.connect(touchBeginEvent);
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Controller.touchUpdateEvent.connect(touchUpdateEvent);
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Controller.touchEndEvent.connect(touchEndEvent);
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// disable the standard application for mouse events
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Controller.captureTouchEvents();
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function scriptEnding() {
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// re-enabled the standard application for mouse events
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Controller.releaseTouchEvents();
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}
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MyAvatar.bodyYaw = 0;
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MyAvatar.bodyPitch = 0;
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MyAvatar.bodyRoll = 0;
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// would be nice to change to update
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Script.willSendVisualDataCallback.connect(update);
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Script.scriptEnding.connect(scriptEnding);
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224
examples/spaceInvadersExample.js
Normal file
224
examples/spaceInvadersExample.js
Normal file
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//
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// spaceInvadersExample.js
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// hifi
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//
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// Created by Brad Hefta-Gaub on 1/30/14.
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// Copyright (c) 2014 HighFidelity, Inc. All rights reserved.
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//
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// This is an example script that demonstrates a simple space invaders style of game
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//
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var iteration = 0;
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var gameAt = { x: 10, y: 0, z: 10 };
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var gameSize = { x: 10, y: 20, z: 1 };
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var middleX = gameAt.x + (gameSize.x/2);
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var middleY = gameAt.y + (gameSize.y/2);
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var shipSize = 0.2;
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var missileSize = 0.1;
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var myShip;
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var myShipProperties;
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// create the rows of space invaders
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var invaders = new Array();
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var numberOfRows = 5;
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var invadersPerRow = 8;
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var emptyColumns = 2; // number of invader width columns not filled with invaders
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var invadersBottomCorner = { x: gameAt.x, y: middleY , z: gameAt.z };
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var rowHeight = ((gameAt.y + gameSize.y) - invadersBottomCorner.y) / numberOfRows;
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var columnWidth = gameSize.x / (invadersPerRow + emptyColumns);
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var missileFired = false;
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var myMissile;
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function initializeMyShip() {
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myShipProperties = {
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position: { x: middleX , y: gameAt.y, z: gameAt.z },
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velocity: { x: 0, y: 0, z: 0 },
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gravity: { x: 0, y: 0, z: 0 },
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damping: 0,
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radius: shipSize,
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color: { red: 0, green: 255, blue: 0 },
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lifetime: 60 * 5 // 5 minutes
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};
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myShip = Particles.addParticle(myShipProperties);
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}
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function initializeInvaders() {
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for (var row = 0; row < numberOfRows; row++) {
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invaders[row] = new Array();
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for (var column = 0; column < invadersPerRow; column++) {
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invaderPosition = {
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x: invadersBottomCorner.x + (column * columnWidth),
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y: invadersBottomCorner.y + (row * rowHeight),
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z: invadersBottomCorner.z };
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invaders[row][column] = Particles.addParticle({
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position: invaderPosition,
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velocity: { x: 0, y: 0, z: 0 },
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gravity: { x: 0, y: 0, z: 0 },
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damping: 0,
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radius: shipSize,
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color: { red: 255, green: 0, blue: 0 },
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lifetime: 60 * 5 // 5 minutes
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});
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print("invaders[row][column].creatorTokenID=" + invaders[row][column].creatorTokenID);
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}
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}
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}
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var invadersMovingRight = true;
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function moveInvaders() {
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print("moveInvaders()...");
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if (invadersMovingRight) {
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invaderMoveX = 0.05;
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} else {
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invaderMoveX = -0.05;
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}
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for (var row = 0; row < numberOfRows; row++) {
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for (var column = 0; column < invadersPerRow; column++) {
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props = Particles.getParticleProperties(invaders[row][column]);
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if (props.isKnownID) {
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newPosition = { x: props.position.x + invaderMoveX,
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y: props.position.y,
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z: props.position.z };
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Particles.editParticle(invaders[row][column], { position: newPosition });
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}
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}
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}
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}
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function update() {
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print("updating space invaders... iteration="+iteration);
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iteration++;
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if ((iteration % 60) == 0) {
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invadersMovingRight = !invadersMovingRight;
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}
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moveInvaders();
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}
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// register the call back so it fires before each data send
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Agent.willSendVisualDataCallback.connect(update);
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function endGame() {
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print("ending game...");
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Particles.deleteParticle(myShip);
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print("endGame() ... Particles.deleteParticle(myShip)... myShip.id="+myShip.id);
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for (var row = 0; row < numberOfRows; row++) {
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for (var column = 0; column < invadersPerRow; column++) {
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Particles.deleteParticle(invaders[row][column]);
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print("endGame() ... Particles.deleteParticle(invaders[row][column])... invaders[row][column].id="+invaders[row][column].id);
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}
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}
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// clean up our missile
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if (missileFired) {
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Particles.deleteParticle(myMissile);
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}
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Agent.stop();
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}
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function moveShipTo(position) {
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myShip = Particles.identifyParticle(myShip);
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Particles.editParticle(myShip, { position: position });
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}
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function fireMissile() {
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// we only allow one missile at a time...
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var canFire = false;
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// If we've fired a missile, then check to see if it's still alive
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if (missileFired) {
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var missileProperties = Particles.getParticleProperties(myMissile);
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print("missileProperties.isKnownID=" + missileProperties.isKnownID);
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if (!missileProperties.isKnownID) {
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print("canFire = true");
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canFire = true;
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}
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} else {
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canFire = true;
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}
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if (canFire) {
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print("firing missile");
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var missilePosition = { x: myShipProperties.position.x,
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y: myShipProperties.position.y + (2* shipSize),
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z: myShipProperties.position.z };
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myMissile = Particles.addParticle(
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{
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position: missilePosition,
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velocity: { x: 0, y: 5, z: 0},
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gravity: { x: 0, y: 0, z: 0 },
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damping: 0,
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radius: missileSize,
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color: { red: 0, green: 0, blue: 255 },
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lifetime: 5
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});
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missileFired = true;
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}
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}
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function keyPressEvent(key) {
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//print("keyPressEvent key.text="+key.text);
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if (key.text == ",") {
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myShipProperties.position.x -= 0.1;
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if (myShipProperties.position.x < gameAt.x) {
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myShipProperties.position.x = gameAt.x;
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}
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moveShipTo(myShipProperties.position);
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} else if (key.text == ".") {
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myShipProperties.position.x += 0.1;
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if (myShipProperties.position.x > gameAt.x + gameSize.x) {
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myShipProperties.position.x = gameAt.x + gameSize.x;
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}
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moveShipTo(myShipProperties.position);
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} else if (key.text == " ") {
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fireMissile();
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} else if (key.text == "q") {
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endGame();
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}
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}
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// remap the keys...
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Controller.keyPressEvent.connect(keyPressEvent);
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Controller.captureKeyEvents({text: " "});
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function deleteIfInvader(possibleInvaderParticle) {
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for (var row = 0; row < numberOfRows; row++) {
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for (var column = 0; column < invadersPerRow; column++) {
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invaders[row][column] = Particles.identifyParticle(invaders[row][column]);
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if (invaders[row][column].isKnownID) {
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if (invaders[row][column].id == possibleInvaderParticle.id) {
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Particles.deleteParticle(possibleInvaderParticle);
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Particles.deleteParticle(myMissile);
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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 particleCollisionWithParticle(particleA, particleB) {
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print("particleCollisionWithParticle() a.id="+particleA.id + " b.id=" + particleB.id);
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if (missileFired) {
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myMissile = Particles.identifyParticle(myMissile);
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if (myMissile.id == particleA.id) {
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deleteIfInvader(particleB);
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} else if (myMissile.id == particleB.id) {
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deleteIfInvader(particleA);
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}
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}
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}
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Particles.particleCollisionWithParticle.connect(particleCollisionWithParticle);
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// initialize the game...
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initializeMyShip();
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initializeInvaders();
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