premeeting

This commit is contained in:
James B. Pollack 2016-02-18 10:29:40 -08:00
parent 13157e34a4
commit ab17a95d71
3 changed files with 114 additions and 77 deletions

View file

@ -1,37 +0,0 @@
//
// ballDetector.js
//
// Script Type: Entity
//
// Created by James B. Pollack @imgntn on 2/15/2016
// Copyright 2016 High Fidelity, Inc.
//
//
// This script resets a ball to its original position when the ball enters it.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
(function() {
var BALL_DISTANCE_THRESHOLD;
var _this;
function BallDetctor() {
_this = this;
return;
}
BallDetctor.prototype = {
preload:function(entityID){
this.entityID = entityID,
this.maze = Entities.getEntityProperties(entityID,'parentID').parentID;
},
enterEntity: function() {
print('BALL ENTERED BALL DETECTOR!!')
Entities.callEntityMethod(this.maze,'destroyBall');
Entities.callEntityMethod(this.maze,'createBall');
}
};
return new BallDetctor();
});

View file

@ -1,15 +1,16 @@
var ball, ballSpawningAnchor, ballDetector, tiltMaze;
var MAZE_MODEL_URL = "http://hifi-content.s3.amazonaws.com/DomainContent/Home/tiltMaze/MAZE3.fbx";
var MAZE_MODEL_URL = "http://hifi-content.s3.amazonaws.com/DomainContent/Home/tiltMaze/MAZE4.fbx";
var MAZE_COLLISION_HULL = "http://hifi-content.s3.amazonaws.com/DomainContent/Home/tiltMaze/MAZE_COLLISION_HULL8.obj";
var MAZE_SCRIPT = Script.resolvePath('maze.js?'+Math.random());
var BALL_DETECTOR_SCRIPT = Script.resolvePath('ballDetector.js?' + Math.random())
var MAZE_SCRIPT = Script.resolvePath('maze.js?' + Math.random());
var MAZE_DIMENSIONS = {
var SCALE = 1;
var MAZE_DIMENSIONS = Vec3.multiply(SCALE,{
x: 1,
y: 0.3,
z: 1
};
});
var BALL_DIMENSIONS = {
x: 0.05,
@ -24,9 +25,9 @@
}
var BALL_DETECTOR_DIMENSIONS = {
x: 1,
y: 0.15,
z: 1,
x: 0.1,
y: 0.1,
z: 0.1
}
var BALL_COLOR = {
@ -71,7 +72,9 @@
var MAZE_DAMPING = 0.6;
var MAZE_ANGULAR_DAMPING = 0.6;
var DETECTOR_VERTICAL_OFFSET = MAZE_DIMENSIONS.y / 2;
var DETECTOR_VERTICAL_OFFSET = 0.0;
var DETECTOR_FORWARD_OFFSET= 0.4;
var DETECTOR_RIGHT_OFFSET = 0.4;
var getBallStartLocation = function() {
var mazeProps = Entities.getEntityProperties(tiltMaze);
@ -106,7 +109,7 @@
gravity: BALL_GRAVITY,
density: BALL_DENSITY,
color: BALL_COLOR,
dimensions:BALL_DIMENSIONS
dimensions: BALL_DIMENSIONS
};
@ -117,6 +120,7 @@
};
var createBallSpawningAnchor = function() {
var properties = {
name: 'Hifi Tilt Maze Ball Detector',
parentID: tiltMaze,
@ -125,14 +129,22 @@
dimensions: BALL_SPAWNER_DIMENSIONS,
position: getBallStartLocation(),
collisionless: true,
visible: true,
visible: false,
script: BALL_DETECTOR_SCRIPT
};
ballSpawningAnchor = Entities.addEntity(properties);
}
var createBallDetector = function(position, rotation) {
var createBallDetector = function() {
var mazeProps = Entities.getEntityProperties(tiltMaze);
var right = Quat.getRight(mazeProps.rotation);
var forward = Quat.getFront(mazeProps.rotation);
var up = Quat.getUp(mazeProps.rotation);
var position = Vec3.sum(mazeProps.position,Vec3.multiply(up,DETECTOR_VERTICAL_OFFSET));
position = Vec3.sum(position,Vec3.multiply(right,DETECTOR_RIGHT_OFFSET));
position = Vec3.sum(position,Vec3.multiply(forward,DETECTOR_FORWARD_OFFSET));
var properties = {
name: 'Hifi Tilt Maze Ball Detector',
parentID: tiltMaze,
@ -140,11 +152,9 @@
color: DEBUG_COLOR,
dimensions: BALL_DETECTOR_DIMENSIONS,
position: position,
rotiation: rotation,
collisionless: true,
dynamic:false,
visible: true,
script: BALL_DETECTOR_SCRIPT
dynamic: false,
visible: false,
};
ballDetector = Entities.addEntity(properties);
@ -160,12 +170,12 @@
dimensions: MAZE_DIMENSIONS,
position: position,
restitution: MAZE_RESTITUTION,
damping:MAZE_DAMPING,
angularDamping:MAZE_ANGULAR_DAMPING,
damping: MAZE_DAMPING,
angularDamping: MAZE_ANGULAR_DAMPING,
rotation: Quat.fromPitchYawRollDegrees(0, 0, 180),
dynamic: true,
density: MAZE_DENSITY,
script:MAZE_SCRIPT
script: MAZE_SCRIPT
}
tiltMaze = Entities.addEntity(properties)
@ -174,14 +184,15 @@
var createAll = function() {
createTiltMaze(center);
createBallSpawningAnchor();
// createBallDetector();
createBall(center);
Entities.editEntity(tiltMaze,{
userData:JSON.stringify({
tiltMaze:{
firstBall:ball,
ballSpawner:ballSpawningAnchor
createBallSpawningAnchor();
createBallDetector(center);
createBall(center);
Entities.editEntity(tiltMaze, {
userData: JSON.stringify({
tiltMaze: {
firstBall: ball,
ballSpawner: ballSpawningAnchor,
detector:ballDetector
}
})
})
@ -194,5 +205,6 @@
Entities.deleteEntity(tiltMaze);
Entities.deleteEntity(ball);
Entities.deleteEntity(ballSpawningAnchor);
Entities.deleteEntity(ballDetector);
})
};

View file

@ -14,9 +14,12 @@
//
(function() {
Script.include('../../../../libraries/utils.js')
Script.include('../../../../libraries/utils.js');
var VICTORY_SOUND;
var BALL_DISTANCE_THRESHOLD = 1;
var BALL_DETECTOR_THRESHOLD = 0.2;
var BALL_FORWARD_OFFSET = -0.2;
var BALL_RIGHT_OFFSET = -0.4;
var BALL_VERTICAL_OFFSET = 0.02;
@ -52,25 +55,31 @@
return;
}
print('jbp test')
Maze.prototype = {
ball: null,
ballLocked: false,
preload: function(entityID) {
this.entityID = entityID;
VICTORY_SOUND = SoundCache.getSound("http://hifi-content.s3.amazonaws.com/DomainContent/Home/tiltMaze/levelUp.wav");
},
startNearGrab: function() {
//check to make sure a ball is in range, otherwise create one
},
continueNearGrab: function() {
print('near grab')
// this.testWinDistance();
this.testBallDistance();
},
continueDistantGrab: function() {
print('distant grab')
this.testBallDistance();
this.testWinDistance();
},
releaseGrab: function() {
this.testBallDistance();
// this.testWinDistance();
},
getBallStartLocation: function() {
var mazeProps = Entities.getEntityProperties(this.entityID);
@ -89,6 +98,9 @@
return location;
},
createBall: function() {
if (this.ballLocked === true) {
return;
}
print('making ball')
var properties = {
name: 'Hifi Tilt Maze Ball',
@ -114,17 +126,16 @@
res.forEach(function(r) {
var props = Entities.getEntityProperties(r, ['name']);
var isAMazeBall = props.name.indexOf('Maze Ball');
print('found a maze ball at destory ' + isAMazeBall)
print('JBP R ' +r )
print('JBP THIS BALL' + _this.ball)
if (isAMazeBall > -1 && r === _this.ball) {
print('found a ball to delete')
Entities.deleteEntity(r);
}
})
},
testBallDistance: function() {
if (this.ballLocked === true) {
return;
}
print('test ball dsitance')
var userData = Entities.getEntityProperties(this.entityID, 'userData').userData;
var data = null;
try {
@ -149,17 +160,68 @@
var ballSpawnerPosition = Entities.getEntityProperties(data.tiltMaze.ballSpawner, 'position').position;
var separation = Vec3.distance(ballPosition, ballSpawnerPosition);
print('testing ball distance:::' + separation)
if (separation > BALL_DISTANCE_THRESHOLD) {
print('BALL TOO FAR MAKE A NEW ONE')
this.destroyBall();
this.createBall();
} else {
}
},
playVictorySound:function(){
}
testWinDistance: function() {
if (this.ballLocked === true) {
return;
}
print('testing win distance')
var userData = Entities.getEntityProperties(this.entityID, 'userData').userData;
var data = null;
try {
data = JSON.parse(userData)
} catch (e) {
print('error parsing json in maze userdata')
}
if (data === null) {
print('data is null in userData')
return;
}
var ballPosition;
if (this.ball === null) {
this.ball = data.tiltMaze.firstBall;
ballPosition = Entities.getEntityProperties(data.tiltMaze.firstBall, 'position').position;
} else {
ballPosition = Entities.getEntityProperties(this.ball, 'position').position
}
var ballDetectorPosition = Entities.getEntityProperties(data.tiltMaze.detector, 'position').position;
var separation = Vec3.distance(ballPosition, ballDetectorPosition);
print('separation from win:' + separation)
if (separation < BALL_DETECTOR_THRESHOLD) {
print('BALL IS IN DETECTOR, MAKE A NEW ONE')
this.ballLocked = true;
this.destroyBall();
this.playVictorySound();
Script.setTimeout(function() {
_this.ballLocked = false;
_this.createBall()
}, 1500)
} else {
}
},
playVictorySound: function() {
var position = Entities.getEntityProperties(this.entityID, "position").position;
var audioProperties = {
volume: 0.25,
position: position
};
Audio.playSound(VICTORY_SOUND, audioProperties);
},
};
return new Maze();