screaming on grab. Need to get release working

This commit is contained in:
ericrius1 2015-09-18 17:17:55 -07:00
parent dd3f1301e6
commit de14fc64f6
2 changed files with 88 additions and 2 deletions

View file

@ -0,0 +1,72 @@
//
// detectGrabExample.js
// examples/entityScripts
//
// Created by Brad Hefta-Gaub on 9/3/15.
// Copyright 2015 High Fidelity, Inc.
//
// This is an example of an entity script which when assigned to an entity, will detect when the entity is being grabbed by the hydraGrab script
//
// 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 _this;
HIFI_PUBLIC_BUCKET = "http://s3.amazonaws.com/hifi-public/";
// this is the "constructor" for the entity as a JS object we don't do much here, but we do want to remember
// our this object, so we can access it in cases where we're called without a this (like in the case of various global signals)
Doll = function() {
_this = this;
var screamSoundDirectory = HIFI_PUBLIC_BUCKET + "eric/sounds/"
this.screamSound = SoundCache.getSound(screamSoundDirectory + "dollScream1.wav")
this.startAnimationSetting = JSON.stringify({
running: true
});
this.stopAnimationSetting = JSON.stringify({
running: false
});
};
Doll.prototype = {
startNearGrab: function() {
print("I was just grabbed... entity:" + this.entityID);
Entities.editEntity(this.entityID, {
animationSettings: this.startAnimationSetting
});
var position = Entities.getEntityProperties(this.entityID, "position").position;
print("POSITIONNN " + JSON.stringify(position))
print("SCREAM SOUND ")
Audio.playSound(this.screamSound[0], {
position: position,
volume: 0.1
});
},
release: function() {
print("RELEASE")
Entities.editEntity(this.entityID, {
animationSettings: this.stopAnimationSetting
});
},
// preload() will be called when the entity has become visible (or known) to the interface
// it gives us a chance to set our local JavaScript object up. In this case it means:
// * remembering our entityID, so we can access it in cases where we're called without an entityID
// * connecting to the update signal so we can check our grabbed state
preload: function(entityID) {
this.entityID = entityID;
},
};
// entity scripts always need to return a newly constructed object of our type
return new Doll();
})

View file

@ -5,6 +5,8 @@ var resetKey = "resetMe";
HIFI_PUBLIC_BUCKET = "http://s3.amazonaws.com/hifi-public/";
var shouldDeleteOnEndScript = false;
//Before creating anything, first search a radius and delete all the things that should be deleted
deleteAllToys();
@ -90,14 +92,23 @@ function createBasketBall(position) {
function createDoll(position) {
var modelURL = "http://hifi-public.s3.amazonaws.com/models/Bboys/bboy2/bboy2.fbx";
var animationURL = "https://hifi-public.s3.amazonaws.com/models/Bboys/zombie_scream.fbx";
var animationSettings = JSON.stringify({
running: false
});
var scriptURL = Script.resolvePath("entityScripts/doll.js");
// var scriptURL = Script.resolvePath("../entityScripts/sprayPaintCan.js");
var naturalDimensions = {x: 1.63, y: 1.67, z: 0.26};
var desiredDimensions = Vec3.multiply(naturalDimensions, 0.15);
var entity = Entities.addEntity({
type: "Model",
name: "doll",
modelURL: modelURL,
animationSettings: animationSettings,
animationURL: animationURL,
script: scriptURL,
position: position,
shapeType: 'box',
dimensions: desiredDimensions,
@ -207,7 +218,10 @@ function cleanup() {
deleteAllToys();
}
Script.scriptEnding.connect(cleanup);
if(shouldDeleteOnEndScript) {
Script.scriptEnding.connect(cleanup);
}
function randFloat(low, high) {
return low + Math.random() * (high - low);