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");
@ -19,11 +19,7 @@ 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",
@ -38,12 +34,3 @@ var flashlight = Entities.addEntity({
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);

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
//
/*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 = {
@ -161,13 +159,13 @@
Entities.editEntity(this.spotlight, {
position: lightTransform.p,
rotation: lightTransform.q,
})
});
Entities.editEntity(this.glowLight, {
position: glowLightTransform.p,
rotation: glowLightTransform.q,
})
});
},
changeLightWithTriggerPressure: function (flashLightHand) {
@ -183,7 +181,7 @@
} else if (this.triggerValue >= DISABLE_LIGHT_THRESHOLD && this.lightOn === false) {
this.turnLightOn();
}
return
return;
},
turnLightOff: function () {
this.playSoundAtCurrentPosition(false);
@ -193,9 +191,7 @@
Entities.editEntity(this.glowLight, {
intensity: 0
});
this.lightOn = false
this.lightOn = false;
},
turnLightOn: function () {
this.playSoundAtCurrentPosition(true);
@ -206,7 +202,7 @@
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:
@ -221,20 +217,20 @@
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();
})
});