better reticle, balls drop properly on table

This commit is contained in:
Philip Rosedale 2015-01-20 16:30:50 -08:00
parent 0f368f52fb
commit e95cd30be6

View file

@ -1,6 +1,7 @@
// Pool Table
var tableParts = [];
var balls = [];
var cueBall;
var LENGTH = 2.84;
var WIDTH = 1.42;
@ -13,6 +14,8 @@ var HOLE_SIZE = BALL_SIZE;
var DROP_HEIGHT = BALL_SIZE * 3.0;
var GRAVITY = -9.8;
var BALL_GAP = 0.001;
var tableCenter;
var cuePosition;
var startStroke = 0;
@ -23,7 +26,7 @@ var reticle = Overlays.addOverlay("image", {
y: screenSize.y / 2 - 16,
width: 32,
height: 32,
imageURL: HIFI_PUBLIC_BUCKET + "images/reticle.png",
imageURL: HIFI_PUBLIC_BUCKET + "images/billiardsReticle.png",
color: { red: 255, green: 255, blue: 255},
alpha: 1
});
@ -102,7 +105,7 @@ function makeBalls(pos) {
{ red: 128, green: 128, blue: 128}]; // Gray
// Object balls
var ballPosition = { x: pos.x + (LENGTH / 4.0) * SCALE, y: pos.y + DROP_HEIGHT, z: pos.z };
var ballPosition = { x: pos.x + (LENGTH / 4.0) * SCALE, y: pos.y + HEIGHT / 2.0 + DROP_HEIGHT, z: pos.z };
for (var row = 1; row <= 5; row++) {
ballPosition.z = pos.z - ((row - 1.0) / 2.0 * (BALL_SIZE + BALL_GAP) * SCALE);
for (var spot = 0; spot < row; spot++) {
@ -113,23 +116,26 @@ function makeBalls(pos) {
color: colors[balls.length],
gravity: { x: 0, y: GRAVITY, z: 0 },
ignoreCollisions: false,
damping: 0.40,
damping: 0.50,
collisionsWillMove: true }));
ballPosition.z += (BALL_SIZE + BALL_GAP) * SCALE;
}
ballPosition.x += (BALL_GAP + Math.sqrt(3.0) / 2.0 * BALL_SIZE) * SCALE;
}
// Cue Ball
ballPosition = { x: pos.x - (LENGTH / 4.0) * SCALE, y: pos.y + DROP_HEIGHT, z: pos.z };
balls.push(Entities.addEntity(
cuePosition = { x: pos.x - (LENGTH / 4.0) * SCALE, y: pos.y + HEIGHT / 2.0 + DROP_HEIGHT, z: pos.z };
cueBall = Entities.addEntity(
{ type: "Sphere",
position: ballPosition,
position: cuePosition,
dimensions: { x: BALL_SIZE * SCALE, y: BALL_SIZE * SCALE, z: BALL_SIZE * SCALE },
color: { red: 255, green: 255, blue: 255 },
gravity: { x: 0, y: GRAVITY, z: 0 },
angularVelocity: { x: 0, y: 0, z: 0 },
velocity: {x: 0, y: 0, z: 0 },
ignoreCollisions: false,
damping: 0.40,
collisionsWillMove: true }));
damping: 0.50,
collisionsWillMove: true });
}
function shootCue(velocity) {
@ -140,19 +146,23 @@ function shootCue(velocity) {
var velocity = Vec3.multiply(forwardVector, velocity);
var BULLET_LIFETIME = 3.0;
var BULLET_GRAVITY = 0.0;
var SHOOTER_COLOR = { red: 255, green: 0, blue: 0 };
var SHOOTER_SIZE = BALL_SIZE / 1.5 * SCALE;
bulletID = Entities.addEntity(
{ type: "Sphere",
position: cuePosition,
dimensions: { x: BALL_SIZE * SCALE, y: BALL_SIZE * SCALE, z: BALL_SIZE * SCALE },
color: { red: 255, green: 255, blue: 255 },
dimensions: { x: SHOOTER_SIZE, y: SHOOTER_SIZE, z: SHOOTER_SIZE },
color: SHOOTER_COLOR,
velocity: velocity,
lifetime: BULLET_LIFETIME,
gravity: { x: 0, y: BULLET_GRAVITY, z: 0 },
damping: 0.10,
density: 1000,
density: 8000,
ignoreCollisions: false,
collisionsWillMove: true
});
print("Shot, velocity = " + velocity);
}
function keyReleaseEvent(event) {
@ -185,9 +195,25 @@ function cleanup() {
Entities.deleteEntity(balls[i]);
}
Overlays.deleteOverlay(reticle);
Entities.deleteEntity(cueBall);
}
var tableCenter = Vec3.sum(MyAvatar.position, Vec3.multiply(4.0, Quat.getFront(Camera.getOrientation())));
function update(deltaTime) {
if (!cueBall.isKnownID) {
cueBall = Entities.identifyEntity(cueBall);
} else {
// Check if cue ball has fallen off table, re-drop if so
var cueProperties = Entities.getEntityProperties(cueBall);
if (cueProperties.position.y < tableCenter.y) {
// Replace the cueball
Entities.editEntity(cueBall, { position: cuePosition } );
}
}
}
tableCenter = Vec3.sum(MyAvatar.position, Vec3.multiply(4.0, Quat.getFront(Camera.getOrientation())));
makeTable(tableCenter);
makeBalls(tableCenter);
@ -195,3 +221,4 @@ makeBalls(tableCenter);
Script.scriptEnding.connect(cleanup);
Controller.keyPressEvent.connect(keyPressEvent);
Controller.keyReleaseEvent.connect(keyReleaseEvent);
Script.update.connect(update);