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Merge pull request #2322 from PhilipRosedale/master
Fix magic number in idle FPS, adding skeet to gun.js
This commit is contained in:
commit
aa2536c551
2 changed files with 90 additions and 2 deletions
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@ -19,11 +19,14 @@ var pitchFromMouse = 0;
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var isMouseDown = false;
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var BULLET_VELOCITY = 5.0;
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var LEFT_BUTTON_3 = 3;
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// Load some sound to use for loading and firing
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var fireSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Guns/GUN-SHOT2.raw");
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var loadSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Guns/Gun_Reload_Weapon22.raw");
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var impactSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Guns/BulletImpact2.raw");
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var targetLaunchSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Guns/GUN-SHOT2.raw");
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var audioOptions = new AudioInjectionOptions();
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audioOptions.volume = 0.9;
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@ -34,6 +37,10 @@ for (t = 0; t < numberOfTriggers; t++) {
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triggerPulled[t] = false;
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}
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var isLaunchButtonPressed = false;
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var score = 0;
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// Create a reticle image in center of screen
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var screenSize = Controller.getViewportDimensions();
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var reticle = Overlays.addOverlay("image", {
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@ -46,14 +53,32 @@ var reticle = Overlays.addOverlay("image", {
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alpha: 1
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});
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var text = Overlays.addOverlay("text", {
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x: screenSize.x / 2 - 100,
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y: screenSize.y / 2 - 50,
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width: 150,
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height: 50,
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color: { red: 0, green: 0, blue: 0},
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textColor: { red: 255, green: 0, blue: 0},
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topMargin: 4,
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leftMargin: 4,
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text: "Score: " + score
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});
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function printVector(string, vector) {
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print(string + " " + vector.x + ", " + vector.y + ", " + vector.z);
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}
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function shootBullet(position, velocity) {
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var BULLET_SIZE = 0.02;
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var BULLET_GRAVITY = -0.02;
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Particles.addParticle(
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{ position: position,
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radius: BULLET_SIZE,
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color: { red: 200, green: 0, blue: 0 },
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velocity: velocity,
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gravity: { x: 0, y: -0.1, z: 0 },
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gravity: { x: 0, y: BULLET_GRAVITY, z: 0 },
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damping: 0 });
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// Play firing sounds
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@ -61,8 +86,41 @@ function shootBullet(position, velocity) {
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Audio.playSound(fireSound, audioOptions);
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}
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function shootTarget() {
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var TARGET_SIZE = 0.25;
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var TARGET_GRAVITY = -0.6;
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var TARGET_UP_VELOCITY = 3.0;
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var TARGET_FWD_VELOCITY = 5.0;
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var DISTANCE_TO_LAUNCH_FROM = 3.0;
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var camera = Camera.getPosition();
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//printVector("camera", camera);
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var forwardVector = Quat.getFront(Camera.getOrientation());
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//printVector("forwardVector", forwardVector);
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var newPosition = Vec3.sum(camera, Vec3.multiply(forwardVector, DISTANCE_TO_LAUNCH_FROM));
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//printVector("newPosition", newPosition);
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var velocity = Vec3.multiply(forwardVector, TARGET_FWD_VELOCITY);
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velocity.y += TARGET_UP_VELOCITY;
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//printVector("velocity", velocity);
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Particles.addParticle(
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{ position: newPosition,
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radius: TARGET_SIZE,
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color: { red: 0, green: 200, blue: 200 },
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velocity: velocity,
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gravity: { x: 0, y: TARGET_GRAVITY, z: 0 },
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lifetime: 1000.0,
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damping: 0.99 });
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// Play target shoot sound
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audioOptions.position = newPosition;
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Audio.playSound(targetLaunchSound, audioOptions);
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}
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function particleCollisionWithVoxel(particle, voxel, penetration) {
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Vec3.print('particleCollisionWithVoxel() ... penetration=', penetration);
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var HOLE_SIZE = 0.125;
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var particleProperties = Particles.getParticleProperties(particle);
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var position = particleProperties.position;
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@ -74,8 +132,24 @@ function particleCollisionWithVoxel(particle, voxel, penetration) {
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Audio.playSound(impactSound, audioOptions);
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}
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function particleCollisionWithParticle(particle1, particle2) {
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print("Particle/Particle!");
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score++;
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Overlays.editOverlay(text, { text: "Score: " + score } );
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Particles.deleteParticle(particle1);
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Particles.deleteParticle(particle2);
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}
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function keyPressEvent(event) {
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// if our tools are off, then don't do anything
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if (event.text == "t") {
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shootTarget();
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}
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}
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function update(deltaTime) {
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// Check for mouseLook movement, update rotation
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// rotate body yaw for yaw received from mouse
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var newOrientation = Quat.multiply(MyAvatar.orientation, Quat.fromVec3Radians( { x: 0, y: yawFromMouse, z: 0 } ));
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@ -87,6 +161,15 @@ function update(deltaTime) {
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MyAvatar.headPitch = newPitch;
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pitchFromMouse = 0;
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// Check hydra controller for launch button press
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if (!isLaunchButtonPressed && Controller.isButtonPressed(LEFT_BUTTON_3)) {
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isLaunchButtonPressed = true;
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shootTarget();
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} else if (isLaunchButtonPressed && !Controller.isButtonPressed(LEFT_BUTTON_3)) {
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isLaunchButtonPressed = false;
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}
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// Check hydra controller for trigger press
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var numberOfTriggers = Controller.getNumberOfTriggers();
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@ -175,14 +258,17 @@ function mouseMoveEvent(event) {
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function scriptEnding() {
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Overlays.deleteOverlay(reticle);
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Overlays.deleteOverlay(text);
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}
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Particles.particleCollisionWithVoxel.connect(particleCollisionWithVoxel);
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Particles.particleCollisionWithParticle.connect(particleCollisionWithParticle);
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Script.scriptEnding.connect(scriptEnding);
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Script.update.connect(update);
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Controller.mousePressEvent.connect(mousePressEvent);
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Controller.mouseReleaseEvent.connect(mouseReleaseEvent);
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Controller.mouseMoveEvent.connect(mouseMoveEvent);
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Controller.keyPressEvent.connect(keyPressEvent);
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@ -13,9 +13,11 @@
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#include <QUrl>
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#include <QMainWindow>
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const int MSECS_PER_FRAME_WHEN_THROTTLED = 66;
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GLCanvas::GLCanvas() : QGLWidget(QGLFormat(QGL::NoDepthBuffer)),
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_throttleRendering(false),
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_idleRenderInterval(64)
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_idleRenderInterval(MSECS_PER_FRAME_WHEN_THROTTLED)
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{
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}
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