Reduce volume, JSLint, Coding standards

This commit is contained in:
James Pollack 2015-09-22 18:20:23 -07:00
parent 1e09c2501c
commit fa1d5be310
2 changed files with 47 additions and 64 deletions

View file

@ -11,7 +11,7 @@
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
/*global MyAvatar, Entities, AnimationCache, SoundCache, Scene, Camera, Overlays, HMD, AvatarList, AvatarManager, Controller, UndoStack, Window, Account, GlobalServices, Script, ScriptDiscoveryService, LODManager, Menu, Vec3, Quat, AudioDevice, Paths, Clipboard, Settings, XMLHttpRequest, randFloat, randInt */
Script.include("https://hifi-public.s3.amazonaws.com/scripts/utilities.js");
@ -19,31 +19,18 @@ var scriptURL = Script.resolvePath('flashlight.js?123123');
var modelURL = "https://hifi-public.s3.amazonaws.com/models/props/flashlight.fbx";
var center = Vec3.sum(Vec3.sum(MyAvatar.position, {
x: 0,
y: 0.5,
z: 0
}), Vec3.multiply(0.5, Quat.getFront(Camera.getOrientation())));
var center = Vec3.sum(Vec3.sum(MyAvatar.position, {x: 0, y: 0.5, z: 0}), Vec3.multiply(0.5, Quat.getFront(Camera.getOrientation())));
var flashlight = Entities.addEntity({
type: "Model",
modelURL: modelURL,
position: center,
dimensions: {
x: 0.08,
y: 0.30,
z: 0.08
},
collisionsWillMove: true,
shapeType: 'box',
script: scriptURL
});
function cleanup() {
//commenting out the line below makes this persistent. to delete at cleanup, uncomment
//Entities.deleteEntity(flashlight);
}
Script.scriptEnding.connect(cleanup);
type: "Model",
modelURL: modelURL,
position: center,
dimensions: {
x: 0.08,
y: 0.30,
z: 0.08
},
collisionsWillMove: true,
shapeType: 'box',
script: scriptURL
});

View file

@ -14,20 +14,18 @@
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
(function() {
/*global MyAvatar, Entities, AnimationCache, SoundCache, Scene, Camera, Overlays, Audio, HMD, AvatarList, AvatarManager, Controller, UndoStack, Window, Account, GlobalServices, Script, ScriptDiscoveryService, LODManager, Menu, Vec3, Quat, AudioDevice, Paths, Clipboard, Settings, XMLHttpRequest, randFloat, randInt */
(function () {
Script.include("../../libraries/utils.js");
var ON_SOUND_URL = 'http://hifi-public.s3.amazonaws.com/sounds/Switches%20and%20sliders/flashlight_on.wav';
var OFF_SOUND_URL = 'http://hifi-public.s3.amazonaws.com/sounds/Switches%20and%20sliders/flashlight_off.wav';
var _this;
// 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)
Flashlight = function() {
_this = this;
};
function Flashlight() {
return;
}
//if the trigger value goes below this while held, the flashlight will turn off. if it goes above, it will
var DISABLE_LIGHT_THRESHOLD = 0.7;
@ -48,7 +46,7 @@
x: 0,
y: -0.1,
z: 0
}
};
// Evaluate the world light entity positions and orientations from the model ones
function evalLightWorldTransform(modelPos, modelRot) {
@ -57,14 +55,14 @@
p: Vec3.sum(modelPos, Vec3.multiplyQbyV(modelRot, MODEL_LIGHT_POSITION)),
q: Quat.multiply(modelRot, MODEL_LIGHT_ROTATION)
};
};
}
function glowLightWorldTransform(modelPos, modelRot) {
return {
p: Vec3.sum(modelPos, Vec3.multiplyQbyV(modelRot, GLOW_LIGHT_POSITION)),
q: Quat.multiply(modelRot, MODEL_LIGHT_ROTATION)
};
};
}
Flashlight.prototype = {
@ -73,13 +71,13 @@
whichHand: null,
hasSpotlight: false,
spotlight: null,
setRightHand: function() {
setRightHand: function () {
this.hand = 'RIGHT';
},
setLeftHand: function() {
setLeftHand: function () {
this.hand = 'LEFT';
},
startNearGrab: function() {
startNearGrab: function () {
if (!this.hasSpotlight) {
//this light casts the beam
@ -125,10 +123,10 @@
}
},
setWhichHand: function() {
setWhichHand: function () {
this.whichHand = this.hand;
},
continueNearGrab: function() {
continueNearGrab: function () {
if (this.whichHand === null) {
//only set the active hand once -- if we always read the current hand, our 'holding' hand will get overwritten
this.setWhichHand();
@ -137,7 +135,7 @@
this.changeLightWithTriggerPressure(this.whichHand);
}
},
releaseGrab: function() {
releaseGrab: function () {
//delete the lights and reset state
if (this.hasSpotlight) {
Entities.deleteEntity(this.spotlight);
@ -149,7 +147,7 @@
this.lightOn = false;
}
},
updateLightPositions: function() {
updateLightPositions: function () {
var modelProperties = Entities.getEntityProperties(this.entityID, ['position', 'rotation']);
//move the two lights along the vectors we set above
@ -161,16 +159,16 @@
Entities.editEntity(this.spotlight, {
position: lightTransform.p,
rotation: lightTransform.q,
})
});
Entities.editEntity(this.glowLight, {
position: glowLightTransform.p,
rotation: glowLightTransform.q,
})
});
},
changeLightWithTriggerPressure: function(flashLightHand) {
changeLightWithTriggerPressure: function (flashLightHand) {
var handClickString = flashLightHand + "_HAND_CLICK";
@ -183,9 +181,9 @@
} else if (this.triggerValue >= DISABLE_LIGHT_THRESHOLD && this.lightOn === false) {
this.turnLightOn();
}
return
return;
},
turnLightOff: function() {
turnLightOff: function () {
this.playSoundAtCurrentPosition(false);
Entities.editEntity(this.spotlight, {
intensity: 0
@ -193,11 +191,9 @@
Entities.editEntity(this.glowLight, {
intensity: 0
});
this.lightOn = false
this.lightOn = false;
},
turnLightOn: function() {
turnLightOn: function () {
this.playSoundAtCurrentPosition(true);
Entities.editEntity(this.glowLight, {
@ -206,35 +202,35 @@
Entities.editEntity(this.spotlight, {
intensity: 2
});
this.lightOn = true
this.lightOn = true;
},
// 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
preload: function(entityID) {
preload: function (entityID) {
this.entityID = entityID;
this.ON_SOUND = SoundCache.getSound(ON_SOUND_URL);
this.OFF_SOUND = SoundCache.getSound(OFF_SOUND_URL);
},
playSoundAtCurrentPosition: function(playOnSound) {
playSoundAtCurrentPosition: function (playOnSound) {
var position = Entities.getEntityProperties(this.entityID, "position").position;
var audioProperties = {
volume: 0.5,
volume: 0.25,
position: position
}
if (playOnSound) {
Audio.playSound(this.ON_SOUND, audioProperties)
} else {
Audio.playSound(this.OFF_SOUND, audioProperties)
};
if (playOnSound) {
Audio.playSound(this.ON_SOUND, audioProperties);
} else {
Audio.playSound(this.OFF_SOUND, audioProperties);
}
},
// unload() will be called when our entity is no longer available. It may be because we were deleted,
// or because we've left the domain or quit the application.
unload: function(entityID) {
unload: function () {
if (this.hasSpotlight) {
Entities.deleteEntity(this.spotlight);
@ -252,4 +248,4 @@
// entity scripts always need to return a newly constructed object of our type
return new Flashlight();
})
});