overte/unpublishedScripts/marketplace/shortbow/shortbowGameManager.js
2017-06-17 01:56:38 +02:00

621 lines
22 KiB
JavaScript

//
// Created by Ryan Huffman on 1/10/2017
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
/* globals ShortbowGameManager:true, utils */
Script.include('utils.js');
// +--------+ +-----------+ +-----------------+
// | | | |<-----+ |
// | IDLE +----->| PLAYING | | BETWEEN_WAVES |
// | | | +----->| |
// +--------+ +-----+-----+ +-----------------+
// ^ |
// | v
// | +-------------+
// | | |
// +---------+ GAME_OVER |
// | |
// +-------------+
var GAME_STATES = {
IDLE: 0,
PLAYING: 1,
BETWEEN_WAVES: 2,
GAME_OVER: 3
};
// Load the sounds that we will be using in the game so they are ready to be
// used when we need them.
var BEGIN_BUILDING_SOUND = SoundCache.getSound(Script.resolvePath("sounds/gameOn.wav"));
var GAME_OVER_SOUND = SoundCache.getSound(Script.resolvePath("sounds/gameOver.wav"));
var WAVE_COMPLETE_SOUND = SoundCache.getSound(Script.resolvePath("sounds/waveComplete.wav"));
var EXPLOSION_SOUND = SoundCache.getSound(Script.resolvePath("sounds/explosion.wav"));
var TARGET_HIT_SOUND = SoundCache.getSound(Script.resolvePath("sounds/targetHit.wav"));
var ESCAPE_SOUND = SoundCache.getSound(Script.resolvePath("sounds/escape.wav"));
const STARTING_NUMBER_OF_LIVES = 6;
const ENEMIES_PER_WAVE_MULTIPLIER = 2;
const POINTS_PER_KILL = 100;
const ENEMY_SPEED = 3.0;
// Encode a set of key-value pairs into a param string. Does NOT do any URL escaping.
function encodeURLParams(params) {
var paramPairs = [];
for (var key in params) {
paramPairs.push(key + "=" + params[key]);
}
return paramPairs.join("&");
}
function sendAndUpdateHighScore(entityID, score, wave, numPlayers, onResposeReceived) {
const URL = 'https://script.google.com/macros/s/AKfycbwbjCm9mGd1d5BzfAHmVT_XKmWyUYRkjCEqDOKm1368oM8nqWni/exec';
print("Sending high score");
const paramString = encodeURLParams({
entityID: entityID,
score: score,
wave: wave,
numPlayers: numPlayers
});
var request = new XMLHttpRequest();
request.onreadystatechange = function() {
print("ready state: ", request.readyState, request.status, request.readyState === request.DONE, request.response);
if (request.readyState === request.DONE && request.status === 200) {
print("Got response for high score: ", request.response);
var response = JSON.parse(request.responseText);
if (response.highScore !== undefined) {
onResposeReceived(response.highScore);
}
}
};
request.open('GET', URL + "?" + paramString);
request.timeout = 10000;
request.send();
}
function findChildrenWithName(parentID, name) {
var childrenIDs = Entities.getChildrenIDs(parentID);
var matchingIDs = [];
for (var i = 0; i < childrenIDs.length; ++i) {
var id = childrenIDs[i];
var childName = Entities.getEntityProperties(id, 'name').name;
if (childName === name) {
matchingIDs.push(id);
}
}
return matchingIDs;
}
function getPropertiesForEntities(entityIDs, desiredProperties) {
var properties = [];
for (var i = 0; i < entityIDs.length; ++i) {
properties.push(Entities.getEntityProperties(entityIDs[i], desiredProperties));
}
return properties;
}
var baseEnemyProperties = {
"name": "SB.Enemy",
"damping": 0,
"linearDamping": 0,
"angularDamping": 0,
"acceleration": {
"x": 0,
"y": -9,
"z": 0
},
"angularVelocity": {
"x": -0.058330666273832321,
"y": -0.77943277359008789,
"z": -2.1163818836212158
},
"clientOnly": 0,
"collisionsWillMove": 1,
"dimensions": {
"x": 0.63503998517990112,
"y": 0.63503998517990112,
"z": 0.63503998517990112
},
"dynamic": 1,
"gravity": {
"x": 0,
"y": -15,
"z": 0
},
"lifetime": 30,
"id": "{ed8f7339-8bbd-4750-968e-c3ceb9d64721}",
"modelURL": Script.resolvePath("models/Amber.baked.fbx"),
"owningAvatarID": "{00000000-0000-0000-0000-000000000000}",
"queryAACube": {
"scale": 1.0999215841293335,
"x": -0.54996079206466675,
"y": -0.54996079206466675,
"z": -0.54996079206466675
},
"shapeType": "sphere",
"type": "Model",
"script": Script.resolvePath('enemyClientEntity.js'),
"serverScripts": Script.resolvePath('enemyServerEntity.js')
};
function searchForChildren(parentID, names, callback, timeoutMs) {
// Map from name to entity ID for the children that have been found
var foundEntities = {};
for (var i = 0; i < names.length; ++i) {
foundEntities[names[i]] = null;
}
const CHECK_EVERY_MS = 500;
const maxChecks = Math.ceil(timeoutMs / CHECK_EVERY_MS);
var check = 0;
var intervalID = Script.setInterval(function() {
check++;
var childrenIDs = Entities.getChildrenIDs(parentID);
print("\tNumber of children:", childrenIDs.length);
for (var i = 0; i < childrenIDs.length; ++i) {
print("\t\t" + i + ".", Entities.getEntityProperties(childrenIDs[i]).name);
var id = childrenIDs[i];
var name = Entities.getEntityProperties(id, 'name').name;
var idx = names.indexOf(name);
if (idx > -1) {
foundEntities[name] = id;
print(name, id);
names.splice(idx, 1);
}
}
if (names.length === 0 || check >= maxChecks) {
Script.clearInterval(intervalID);
callback(foundEntities);
}
}, CHECK_EVERY_MS);
}
ShortbowGameManager = function(rootEntityID, bowPositions, spawnPositions) {
print("Starting game manager");
var self = this;
this.gameState = GAME_STATES.IDLE;
this.rootEntityID = rootEntityID;
this.bowPositions = bowPositions;
this.rootPosition = null;
this.spawnPositions = spawnPositions;
this.loadedChildren = false;
const START_BUTTON_NAME = 'SB.StartButton';
const WAVE_DISPLAY_NAME = 'SB.DisplayWave';
const SCORE_DISPLAY_NAME = 'SB.DisplayScore';
const LIVES_DISPLAY_NAME = 'SB.DisplayLives';
const HIGH_SCORE_DISPLAY_NAME = 'SB.DisplayHighScore';
const SEARCH_FOR_CHILDREN_TIMEOUT = 5000;
searchForChildren(rootEntityID, [
START_BUTTON_NAME,
WAVE_DISPLAY_NAME,
SCORE_DISPLAY_NAME,
LIVES_DISPLAY_NAME,
HIGH_SCORE_DISPLAY_NAME
], function(children) {
self.loadedChildren = true;
self.startButtonID = children[START_BUTTON_NAME];
self.waveDisplayID = children[WAVE_DISPLAY_NAME];
self.scoreDisplayID = children[SCORE_DISPLAY_NAME];
self.livesDisplayID = children[LIVES_DISPLAY_NAME];
self.highScoreDisplayID = children[HIGH_SCORE_DISPLAY_NAME];
sendAndUpdateHighScore(self.rootEntityID, self.score, self.waveNumber, 1, self.setHighScore.bind(self));
self.reset();
}, SEARCH_FOR_CHILDREN_TIMEOUT);
// Gameplay state
this.waveNumber = 0;
this.livesLeft = STARTING_NUMBER_OF_LIVES;
this.score = 0;
this.nextWaveTimer = null;
this.spawnEnemyTimers = [];
this.remainingEnemies = [];
this.bowIDs = [];
this.startButtonChannelName = 'button-' + this.rootEntityID;
// Entity client and server scripts will send messages to this channel
this.commChannelName = "shortbow-" + this.rootEntityID;
Messages.subscribe(this.commChannelName);
Messages.messageReceived.connect(this, this.onReceivedMessage);
print("Listening on: ", this.commChannelName);
Messages.sendMessage(this.commChannelName, 'hi');
};
ShortbowGameManager.prototype = {
reset: function() {
Entities.editEntity(this.startButtonID, { visible: true });
},
cleanup: function() {
Messages.unsubscribe(this.commChannelName);
Messages.messageReceived.disconnect(this, this.onReceivedMessage);
if (this.checkEnemiesTimer) {
Script.clearInterval(this.checkEnemiesTimer);
this.checkEnemiesTimer = null;
}
for (var i = this.bowIDs.length - 1; i >= 0; i--) {
Entities.deleteEntity(this.bowIDs[i]);
}
this.bowIDs = [];
for (i = 0; i < this.remainingEnemies.length; i++) {
Entities.deleteEntity(this.remainingEnemies[i].id);
}
this.remainingEnemies = [];
this.gameState = GAME_STATES.IDLE;
},
startGame: function() {
if (this.gameState !== GAME_STATES.IDLE) {
print("shortbowGameManagerManager.js | Error, trying to start game when not in idle state");
return;
}
if (this.loadedChildren === false) {
print('shortbowGameManager.js | Children have not loaded, not allowing game to start');
return;
}
print("Game started!!");
this.rootPosition = Entities.getEntityProperties(this.rootEntityID, 'position').position;
Entities.editEntity(this.startButtonID, { visible: false });
// Spawn bows
var bowSpawnEntityIDs = findChildrenWithName(this.rootEntityID, 'SB.BowSpawn');
var bowSpawnProperties = getPropertiesForEntities(bowSpawnEntityIDs, ['position', 'rotation']);
for (var i = 0; i < bowSpawnProperties.length; ++i) {
const props = bowSpawnProperties[i];
Vec3.print("Creating bow: " + i, props.position);
this.bowIDs.push(Entities.addEntity({
"position": props.position,
"rotation": props.rotation,
"collisionsWillMove": 1,
"compoundShapeURL": Script.resolvePath("bow/models/bow_collision_hull.obj"),
"created": "2016-09-01T23:57:55Z",
"dimensions": {
"x": 0.039999999105930328,
"y": 1.2999999523162842,
"z": 0.20000000298023224
},
"dynamic": 1,
"gravity": {
"x": 0,
"y": -9.8,
"z": 0
},
"modelURL": Script.resolvePath("bow/models/bow-deadly.baked.fbx"),
"name": "WG.Hifi-Bow",
"script": Script.resolvePath("bow/bow.js"),
"shapeType": "compound",
"type": "Model",
"userData": "{\"grabbableKey\":{\"grabbable\":true},\"wearable\":{\"joints\":{\"RightHand\":[{\"x\":0.0813,\"y\":0.0452,\"z\":0.0095},{\"x\":-0.3946,\"y\":-0.6604,\"z\":0.4748,\"w\":-0.4275}],\"LeftHand\":[{\"x\":-0.0881,\"y\":0.0259,\"z\":0.0159},{\"x\":0.4427,\"y\":-0.6519,\"z\":0.4592,\"w\":0.4099}]}}}"
}));
}
// Initialize game state
this.waveNumber = 0;
this.setScore(0);
this.setLivesLeft(STARTING_NUMBER_OF_LIVES);
this.nextWaveTimer = Script.setTimeout(this.startNextWave.bind(this), 100);
this.spawnEnemyTimers = [];
this.checkEnemiesTimer = null;
this.remainingEnemies = [];
// SpawnQueue is a list of enemies left to spawn. Each entry looks like:
//
// { spawnAt: 1000, position: { x: 0, y: 0, z: 0 } }
//
// where spawnAt is the number of millseconds after the start of the wave
// to spawn the enemy. The list is sorted by spawnAt, ascending.
this.spawnQueue = [];
this.gameState = GAME_STATES.BETWEEN_WAVES;
Audio.playSound(BEGIN_BUILDING_SOUND, {
volume: 1.0,
position: this.rootPosition
});
},
startNextWave: function() {
if (this.gameState !== GAME_STATES.BETWEEN_WAVES) {
return;
}
print("Starting next wave");
this.gameState = GAME_STATES.PLAYING;
this.waveNumber++;
this.remainingEnemies= [];
this.spawnQueue = [];
this.spawnStartTime = Date.now();
Entities.editEntity(this.waveDisplayID, { text: this.waveNumber});
var numberOfEnemiesLeftToSpawn = this.waveNumber * ENEMIES_PER_WAVE_MULTIPLIER;
var delayBetweenSpawns = 2000 / Math.max(1, Math.log(this.waveNumber));
var currentDelay = 2000;
print("Number of enemies:", numberOfEnemiesLeftToSpawn);
this.checkEnemiesTimer = Script.setInterval(this.checkEnemies.bind(this), 100);
var enemySpawnEntityIDs = findChildrenWithName(this.rootEntityID, 'SB.EnemySpawn');
var enemySpawnProperties = getPropertiesForEntities(enemySpawnEntityIDs, ['position', 'rotation']);
for (var i = 0; i < numberOfEnemiesLeftToSpawn; ++i) {
print("Adding enemy");
var idx = Math.floor(Math.random() * enemySpawnProperties.length);
var props = enemySpawnProperties[idx];
this.spawnQueue.push({
spawnAt: currentDelay,
position: props.position,
rotation: props.rotation,
velocity: Vec3.multiply(ENEMY_SPEED, Quat.getFront(props.rotation))
});
currentDelay += delayBetweenSpawns;
}
print("Starting wave", this.waveNumber);
},
checkWaveComplete: function() {
if (this.gameState !== GAME_STATES.PLAYING) {
return;
}
if (this.spawnQueue.length === 0 && this.remainingEnemies.length === 0) {
this.gameState = GAME_STATES.BETWEEN_WAVES;
Script.setTimeout(this.startNextWave.bind(this), 5000);
Script.clearInterval(this.checkEnemiesTimer);
this.checkEnemiesTimer = null;
// Play after 1.5s to let other sounds finish playing
var self = this;
Script.setTimeout(function() {
Audio.playSound(WAVE_COMPLETE_SOUND, {
volume: 1.0,
position: self.rootPosition
});
}, 1500);
}
},
setHighScore: function(highScore) {
print("Setting high score to:", this.highScoreDisplayID, highScore);
Entities.editEntity(this.highScoreDisplayID, { text: highScore });
},
setLivesLeft: function(lives) {
lives = Math.max(0, lives);
this.livesLeft = lives;
Entities.editEntity(this.livesDisplayID, { text: this.livesLeft });
},
setScore: function(score) {
this.score = score;
Entities.editEntity(this.scoreDisplayID, { text: this.score });
},
checkEnemies: function() {
if (this.gameState !== GAME_STATES.PLAYING) {
return;
}
// Check the spawn queueu to see if there are any enemies that need to
// be spawned
var waveElapsedTime = Date.now() - this.spawnStartTime;
while (this.spawnQueue.length > 0 && waveElapsedTime > this.spawnQueue[0].spawnAt) {
baseEnemyProperties.position = this.spawnQueue[0].position;
baseEnemyProperties.rotation = this.spawnQueue[0].rotation;
baseEnemyProperties.velocity= this.spawnQueue[0].velocity;
baseEnemyProperties.userData = JSON.stringify({
gameChannel: this.commChannelName,
grabbableKey: {
grabbable: false
}
});
var entityID = Entities.addEntity(baseEnemyProperties);
this.remainingEnemies.push({
id: entityID,
lastKnownPosition: baseEnemyProperties.position,
lastHeartbeat: Date.now()
});
this.spawnQueue.splice(0, 1);
Script.setTimeout(function() {
const JUMP_SPEED = 5.0;
var velocity = Entities.getEntityProperties(entityID, 'velocity').velocity;
velocity.y += JUMP_SPEED;
Entities.editEntity(entityID, { velocity: velocity });
}, 500 + Math.random() * 4000);
}
// Check the list of remaining enemies to see if any are too far away
// or haven't been heard from in awhile - if so, delete them.
var enemiesEscaped = false;
const MAX_UNHEARD_TIME_BEFORE_DESTROYING_ENTITY_MS = 5000;
const MAX_DISTANCE_FROM_GAME_BEFORE_DESTROYING_ENTITY = 200;
for (var i = this.remainingEnemies.length - 1; i >= 0; --i) {
var enemy = this.remainingEnemies[i];
var timeSinceLastHeartbeat = Date.now() - enemy.lastHeartbeat;
var distance = Vec3.distance(enemy.lastKnownPosition, this.rootPosition);
if (timeSinceLastHeartbeat > MAX_UNHEARD_TIME_BEFORE_DESTROYING_ENTITY_MS
|| distance > MAX_DISTANCE_FROM_GAME_BEFORE_DESTROYING_ENTITY) {
print("EXPIRING: ", enemy.id);
Entities.deleteEntity(enemy.id);
this.remainingEnemies.splice(i, 1);
Audio.playSound(TARGET_HIT_SOUND, {
volume: 1.0,
position: this.rootPosition
});
this.setScore(this.score + POINTS_PER_KILL);
enemiesEscaped = true;
}
}
if (enemiesEscaped) {
this.checkWaveComplete();
}
},
endGame: function() {
if (this.gameState !== GAME_STATES.PLAYING) {
return;
}
var self = this;
Script.setTimeout(function() {
Audio.playSound(GAME_OVER_SOUND, {
volume: 1.0,
position: self.rootPosition
});
}, 1500);
this.gameState = GAME_STATES.GAME_OVER;
print("GAME OVER");
// Update high score
sendAndUpdateHighScore(this.rootEntityID, this.score, this.waveNumber, 1, this.setHighScore.bind(this));
// Cleanup
Script.clearTimeout(this.nextWaveTimer);
this.nextWaveTimer = null;
var i;
for (i = 0; i < this.spawnEnemyTimers.length; ++i) {
Script.clearTimeout(this.spawnEnemyTimers[i]);
}
this.spawnEnemyTimers = [];
Script.clearInterval(this.checkEnemiesTimer);
this.checkEnemiesTimer = null;
for (i = this.bowIDs.length - 1; i >= 0; i--) {
var id = this.bowIDs[i];
print("Checking bow: ", id);
var userData = utils.parseJSON(Entities.getEntityProperties(id, 'userData').userData);
var bowIsHeld = userData.grabKey !== undefined && userData.grabKey !== undefined && userData.grabKey.refCount > 0;
print("Held: ", bowIsHeld);
if (!bowIsHeld) {
Entities.deleteEntity(id);
this.bowIDs.splice(i, 1);
}
}
for (i = 0; i < this.remainingEnemies.length; i++) {
Entities.deleteEntity(this.remainingEnemies[i].id);
}
this.remainingEnemies = [];
// Wait a short time before showing the start button so that any current sounds
// can finish playing.
const WAIT_TO_REENABLE_GAME_TIMEOUT_MS = 3000;
Script.setTimeout(function() {
Entities.editEntity(this.startButtonID, { visible: true });
this.gameState = GAME_STATES.IDLE;
}.bind(this), WAIT_TO_REENABLE_GAME_TIMEOUT_MS);
},
onReceivedMessage: function(channel, messageJSON, senderID) {
if (channel === this.commChannelName) {
var message = utils.parseJSON(messageJSON);
if (message === undefined) {
print("shortbowGameManager.js | Received non-json message:", JSON.stringify(messageJSON));
return;
}
switch (message.type) {
case 'start-game':
this.startGame();
break;
case 'enemy-killed':
this.onEnemyKilled(message.entityID, message.position);
break;
case 'enemy-escaped':
this.onEnemyEscaped(message.entityID);
break;
case 'enemy-heartbeat':
this.onEnemyHeartbeat(message.entityID, message.position);
break;
default:
print("shortbowGameManager.js | Ignoring unknown message type: ", message.type);
break;
}
}
},
onEnemyKilled: function(entityID, position) {
if (this.gameState !== GAME_STATES.PLAYING) {
return;
}
for (var i = this.remainingEnemies.length - 1; i >= 0; --i) {
var enemy = this.remainingEnemies[i];
if (enemy.id === entityID) {
this.remainingEnemies.splice(i, 1);
Audio.playSound(TARGET_HIT_SOUND, {
volume: 1.0,
position: this.rootPosition
});
// Update score
this.setScore(this.score + POINTS_PER_KILL);
print("SCORE: ", this.score);
this.checkWaveComplete();
break;
}
}
},
onEnemyEscaped: function(entityID, position) {
if (this.gameState !== GAME_STATES.PLAYING) {
return;
}
var enemiesEscaped = false;
for (var i = this.remainingEnemies.length - 1; i >= 0; --i) {
var enemy = this.remainingEnemies[i];
if (enemy.id === entityID) {
Entities.deleteEntity(enemy.id);
this.remainingEnemies.splice(i, 1);
this.setLivesLeft(this.livesLeft - 1);
Audio.playSound(ESCAPE_SOUND, {
volume: 1.0,
position: this.rootPosition
});
enemiesEscaped = true;
}
}
if (this.livesLeft <= 0) {
this.endGame();
} else if (enemiesEscaped) {
this.checkWaveComplete();
}
},
onEnemyHeartbeat: function(entityID, position) {
for (var i = 0; i < this.remainingEnemies.length; i++) {
var enemy = this.remainingEnemies[i];
if (enemy.id === entityID) {
enemy.lastHeartbeat = Date.now();
enemy.lastKnownPosition = position;
break;
}
}
}
};