add swissArmyJetpack.js

This commit is contained in:
Andrew Meadows 2014-04-24 19:12:23 -07:00
parent 0b5c1b0a9a
commit afb12bcd70

View file

@ -0,0 +1,142 @@
//
// swissArmyJetpack.js
// examples
//
// Created by Andrew Meadows 2014.04.24
// Copyright 2014 High Fidelity, Inc.
//
// This is a work in progress. It will eventually be able to move the avatar around,
// toggle collision groups, modify avatar movement options, and other stuff (maybe trigger animations).
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
var numberOfButtons = 3;
var enabledColors = new Array();
enabledColors[0] = { red: 255, green: 0, blue: 0};
enabledColors[1] = { red: 0, green: 255, blue: 0};
enabledColors[2] = { red: 0, green: 0, blue: 255};
var disabledColors = new Array();
disabledColors[0] = { red: 90, green: 75, blue: 75};
disabledColors[1] = { red: 75, green: 90, blue: 75};
disabledColors[2] = { red: 75, green: 90, blue: 90};
var buttons = new Array();
var labels = new Array();
var labelContents = new Array();
labelContents[0] = "Collide with Avatars";
labelContents[1] = "Collide with Voxels";
labelContents[2] = "Collide with Particles";
var groupBits = 0;
var buttonStates = new Array();
var disabledOffsetT = 0;
var enabledOffsetT = 55;
var buttonX = 50;
var buttonY = 200;
var buttonWidth = 30;
var buttonHeight = 54;
var textX = buttonX + buttonWidth + 10;
for (i = 0; i < numberOfButtons; i++) {
var offsetS = 12
var offsetT = disabledOffsetT;
buttons[i] = Overlays.addOverlay("image", {
//x: buttonX + (buttonWidth * i),
x: buttonX,
y: buttonY + (buttonHeight * i),
width: buttonWidth,
height: buttonHeight,
subImage: { x: offsetS, y: offsetT, width: buttonWidth, height: buttonHeight },
imageURL: "http://highfidelity-public.s3-us-west-1.amazonaws.com/images/testing-swatches.svg",
color: disabledColors[i],
alpha: 1,
});
labels[i] = Overlays.addOverlay("text", {
x: textX,
y: buttonY + (buttonHeight * i) + 12,
width: 150,
height: 50,
color: { red: 0, green: 0, blue: 0},
textColor: { red: 255, green: 0, blue: 0},
topMargin: 4,
leftMargin: 4,
text: labelContents[i]
});
buttonStates[i] = false;
}
function updateButton(i, enabled) {
var offsetY = disabledOffsetT;
var buttonColor = disabledColors[i];
groupBits
if (enabled) {
offsetY = enabledOffsetT;
buttonColor = enabledColors[i];
if (i == 0) {
groupBits |= COLLISION_GROUP_AVATARS;
} else if (i == 1) {
groupBits |= COLLISION_GROUP_VOXELS;
} else if (i == 2) {
groupBits |= COLLISION_GROUP_PARTICLES;
}
} else {
if (i == 0) {
groupBits &= ~COLLISION_GROUP_AVATARS;
} else if (i == 1) {
groupBits &= ~COLLISION_GROUP_VOXELS;
} else if (i == 2) {
groupBits &= ~COLLISION_GROUP_PARTICLES;
}
}
MyAvatar.collisionGroups = groupBits;
Overlays.editOverlay(buttons[i], { subImage: { y: offsetY } } );
Overlays.editOverlay(buttons[i], { color: buttonColor } );
buttonStates[i] = enabled;
}
// When our script shuts down, we should clean up all of our overlays
function scriptEnding() {
for (i = 0; i < numberOfButtons; i++) {
print("adebug deleting overlay " + i);
Overlays.deleteOverlay(buttons[i]);
Overlays.deleteOverlay(labels[i]);
}
}
Script.scriptEnding.connect(scriptEnding);
// Our update() function is called at approximately 60fps, and we will use it to animate our various overlays
function update(deltaTime) {
if (groupBits != MyAvatar.collisionGroups) {
groupBits = MyAvatar.collisionGroups;
updateButton(0, groupBits & COLLISION_GROUP_AVATARS);
updateButton(1, groupBits & COLLISION_GROUP_VOXELS);
updateButton(2, groupBits & COLLISION_GROUP_PARTICLES);
}
}
Script.update.connect(update);
// we also handle click detection in our mousePressEvent()
function mousePressEvent(event) {
var clickedOverlay = Overlays.getOverlayAtPoint({x: event.x, y: event.y});
for (i = 0; i < numberOfButtons; i++) {
if (clickedOverlay == buttons[i]) {
var enabled = !(buttonStates[i]);
updateButton(i, enabled);
}
}
}
Controller.mousePressEvent.connect(mousePressEvent);