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81 lines
No EOL
2.8 KiB
JavaScript
81 lines
No EOL
2.8 KiB
JavaScript
//
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// doll.js
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// examples/toybox/entityScripts
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//
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// Created by Eric Levin on 9/21/15.
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// Copyright 2015 High Fidelity, Inc.
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//
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// This entity script breathes movement and sound- one might even say life- into a doll.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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(function() {
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var _this;
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HIFI_PUBLIC_BUCKET = "http://s3.amazonaws.com/hifi-public/";
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// this is the "constructor" for the entity as a JS object we don't do much here, but we do want to remember
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// 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)
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Doll = function() {
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_this = this;
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var screamSoundDirectory = HIFI_PUBLIC_BUCKET + "eric/sounds/"
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this.screamSounds = [SoundCache.getSound("https://hifi-public.s3.amazonaws.com/sounds/KenDoll_1%2303.wav")];
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this.startAnimationSetting = JSON.stringify({
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running: true,
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startFrame: 0,
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lastFrame: 128
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});
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this.stopAnimationSetting = JSON.stringify({
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running: false,
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});
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};
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Doll.prototype = {
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startNearGrab: function() {
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Entities.editEntity(this.entityID, {
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animationURL: "https://hifi-public.s3.amazonaws.com/models/Bboys/zombie_scream.fbx",
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animationSettings: this.startAnimationSetting
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});
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var position = Entities.getEntityProperties(this.entityID, "position").position;
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Audio.playSound(this.screamSounds[randInt(0, this.screamSounds.length)], {
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position: position,
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volume: 0.1
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});
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},
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releaseGrab: function() {
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Entities.editEntity(this.entityID, {
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animationURL: "http://hifi-public.s3.amazonaws.com/models/Bboys/bboy2/bboy2.fbx",
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// animationSettings: this.stopAnimationSetting,
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// animationFrameIndex: 0
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});
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},
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// preload() will be called when the entity has become visible (or known) to the interface
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// it gives us a chance to set our local JavaScript object up. In this case it means:
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// * remembering our entityID, so we can access it in cases where we're called without an entityID
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// * connecting to the update signal so we can check our grabbed state
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preload: function(entityID) {
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this.entityID = entityID;
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},
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};
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// entity scripts always need to return a newly constructed object of our type
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return new Doll();
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})
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function randFloat(low, high) {
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return low + Math.random() * (high - low);
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}
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function randInt(low, high) {
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return Math.floor(randFloat(low, high));
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} |