overte/examples/toybox/entityScripts/doll.js

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2.8 KiB
JavaScript

//
// 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.screamSounds = [SoundCache.getSound(screamSoundDirectory + "dollScream2.wav?=v2"), SoundCache.getSound(screamSoundDirectory + "dollScream1.wav?=v2")];
this.startAnimationSetting = JSON.stringify({
running: true,
lastFrame: 64
});
this.stopAnimationSetting = JSON.stringify({
running: false
});
};
Doll.prototype = {
startNearGrab: function() {
Entities.editEntity(this.entityID, {
animationURL: "https://hifi-public.s3.amazonaws.com/models/Bboys/zombie_scream.fbx",
animationSettings: this.startAnimationSetting
});
var position = Entities.getEntityProperties(this.entityID, "position").position;
Audio.playSound(this.screamSounds[randInt(0, this.screamSounds.length)], {
position: position,
volume: 0.01
});
},
releaseGrab: function() {
Entities.editEntity(this.entityID, {
animationURL: "http://hifi-public.s3.amazonaws.com/models/Bboys/bboy2/bboy2.fbx",
// 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();
})
function randFloat(low, high) {
return low + Math.random() * (high - low);
}
function randInt(low, high) {
return Math.floor(randFloat(low, high));
}