content/hifi-public/cozza13/scripts/grenadeLauncher.js
Dale Glass 0d14e5a379 Initial data.
Needs a lot of cleanup. Data has been de-duplicated, and where identical copies existed, one of them
has been replaced with a symlink.

Some files have been excluded, such as binaries, installers and debug dumps. Some of that may still
be present.
2022-02-13 18:59:11 +01:00

328 lines
12 KiB
JavaScript

//
// grenadeLauncher.js
// examples
// Created by Ben Arnold on 7/11/14.
// This is a modified version of gun.js by Brad Hefta-Gaub.
//
// Copyright 2013 High Fidelity, Inc.
//
// This is an example script that turns the hydra controllers and mouse into a entity gun.
// It reads the controller, watches for trigger pulls, and launches entities.
// When entities collide with voxels they blow big holes out of the voxels.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
Script.include("libraries/globals.js");
function getRandomFloat(min, max) {
return Math.random() * (max - min) + min;
}
var lastX = 0;
var lastY = 0;
var yawFromMouse = 0;
var pitchFromMouse = 0;
var isMouseDown = false;
var BULLET_VELOCITY = 3.0;
var MIN_THROWER_DELAY = 1000;
var MAX_THROWER_DELAY = 1000;
var LEFT_BUTTON_1 = 1;
var LEFT_BUTTON_3 = 3;
var RELOAD_INTERVAL = 5;
var showScore = false;
// Load some sound to use for loading and firing
var fireSound = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Guns/GUN-SHOT2.raw");
var loadSound = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Guns/Gun_Reload_Weapon22.raw");
var impactSound = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Guns/BulletImpact2.raw");
var targetHitSound = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Space%20Invaders/hit.raw");
var targetLaunchSound = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Space%20Invaders/shoot.raw");
var gunModel = "http://public.highfidelity.io/models/attachments/HaloGun.fst";
var audioOptions {
volume: 0.9
}
var shotsFired = 0;
var shotTime = new Date();
// initialize our triggers
var triggerPulled = new Array();
var numberOfTriggers = Controller.getNumberOfTriggers();
for (t = 0; t < numberOfTriggers; t++) {
triggerPulled[t] = false;
}
var isLaunchButtonPressed = false;
var score = 0;
// Create a reticle image in center of screen
var screenSize = Controller.getViewportDimensions();
var reticle = Overlays.addOverlay("image", {
x: screenSize.x / 2 - 16,
y: screenSize.y / 2 - 16,
width: 32,
height: 32,
imageURL: HIFI_PUBLIC_BUCKET + "images/reticle.png",
color: { red: 255, green: 255, blue: 255},
alpha: 1
});
if (showScore) {
var text = Overlays.addOverlay("text", {
x: screenSize.x / 2 - 100,
y: screenSize.y / 2 - 50,
width: 150,
height: 50,
color: { red: 0, green: 0, blue: 0},
textColor: { red: 255, green: 0, blue: 0},
topMargin: 4,
leftMargin: 4,
text: "Score: " + score
});
}
function printVector(string, vector) {
print(string + " " + vector.x + ", " + vector.y + ", " + vector.z);
}
function shootBullet(position, velocity) {
var BULLET_SIZE = 0.1;
var BULLET_GRAVITY = -3.0;
//Creates a grenade with a reasonable lifetime so that one is less likely to accidentally blow up
//far away voxels
Entities.addEntity(
{ type: "Sphere",
position: position,
collisionsWillMove: true,
dimensions: { x: BULLET_SIZE, y: BULLET_SIZE, z: BULLET_SIZE },
color: { red: 10, green: 10, blue: 10 },
velocity: velocity,
gravity: { x: 0, y: BULLET_GRAVITY, z: 0 },
lifetime: 10.0,
damping: 0 });
// Play firing sounds
audioOptions.position = position;
Audio.playSound(fireSound, audioOptions);
shotsFired++;
if ((shotsFired % RELOAD_INTERVAL) == 0) {
Audio.playSound(loadSound, audioOptions);
}
}
function shootTarget() {
var TARGET_SIZE = 0.25;
var TARGET_GRAVITY = -0.6;
var TARGET_UP_VELOCITY = 3.0;
var TARGET_FWD_VELOCITY = 5.0;
var DISTANCE_TO_LAUNCH_FROM = 3.0;
var camera = Camera.getPosition();
//printVector("camera", camera);
var targetDirection = Quat.angleAxis(getRandomFloat(-20.0, 20.0), { x:0, y:1, z:0 });
targetDirection = Quat.multiply(Camera.getOrientation(), targetDirection);
var forwardVector = Quat.getFront(targetDirection);
//printVector("forwardVector", forwardVector);
var newPosition = Vec3.sum(camera, Vec3.multiply(forwardVector, DISTANCE_TO_LAUNCH_FROM));
//printVector("newPosition", newPosition);
var velocity = Vec3.multiply(forwardVector, TARGET_FWD_VELOCITY);
velocity.y += TARGET_UP_VELOCITY;
//printVector("velocity", velocity);
Entities.addEntity(
{ type: "Sphere",
position: newPosition,
collisionsWillMove: true,
dimensions: { x: TARGET_SIZE, y: TARGET_SIZE, z: TARGET_SIZE },
color: { red: 0, green: 200, blue: 200 },
velocity: velocity,
gravity: { x: 0, y: TARGET_GRAVITY, z: 0 },
lifetime: 1000.0,
damping: 0.0001 });
// Record start time
shotTime = new Date();
// Play target shoot sound
audioOptions.position = newPosition;
Audio.playSound(targetLaunchSound, audioOptions);
}
function entityCollisionWithEntity(entity1, entity2, collision) {
score++;
if (showScore) {
Overlays.editOverlay(text, { text: "Score: " + score } );
}
// Record shot time
var endTime = new Date();
var msecs = endTime.valueOf() - shotTime.valueOf();
//print("hit, msecs = " + msecs);
//Vec3.print("penetration = ", collision.penetration);
//Vec3.print("contactPoint = ", collision.contactPoint);
Entities.deleteEntity(entity1);
Entities.deleteEntity(entity2);
// play the sound near the camera so the shooter can hear it
audioOptions.position = Vec3.sum(Camera.getPosition(), Quat.getFront(Camera.getOrientation()));
Audio.playSound(targetHitSound, audioOptions);
}
function keyPressEvent(event) {
// if our tools are off, then don't do anything
if (event.text == "t") {
var time = MIN_THROWER_DELAY + Math.random() * MAX_THROWER_DELAY;
Script.setTimeout(shootTarget, time);
} else if (event.text == ".") {
shootFromMouse();
} else if (event.text == "r") {
playLoadSound();
}
}
function playLoadSound() {
audioOptions.position = Vec3.sum(Camera.getPosition(), Quat.getFront(Camera.getOrientation()));
Audio.playSound(loadSound, audioOptions);
}
//MyAvatar.attach(gunModel, "RightHand", {x: -0.02, y: -.14, z: 0.07}, Quat.fromPitchYawRollDegrees(-70, -151, 72), 0.20);
MyAvatar.attach(gunModel, "LeftHand", {x: -0.02, y: -.14, z: 0.07}, Quat.fromPitchYawRollDegrees(-70, -151, 72), 0.20);
// Give a bit of time to load before playing sound
Script.setTimeout(playLoadSound, 2000);
function update(deltaTime) {
// Check for mouseLook movement, update rotation
// rotate body yaw for yaw received from controller or mouse
var newOrientation = Quat.multiply(MyAvatar.orientation, Quat.fromVec3Radians( { x: 0, y: yawFromMouse, z: 0 } ));
MyAvatar.orientation = newOrientation;
yawFromMouse = 0;
// apply pitch from controller or mouse
var newPitch = MyAvatar.headPitch + pitchFromMouse;
MyAvatar.headPitch = newPitch;
pitchFromMouse = 0;
// Check hydra controller for launch button press
if (!isLaunchButtonPressed && Controller.isButtonPressed(LEFT_BUTTON_3)) {
isLaunchButtonPressed = true;
var time = MIN_THROWER_DELAY + Math.random() * MAX_THROWER_DELAY;
Script.setTimeout(shootTarget, time);
} else if (isLaunchButtonPressed && !Controller.isButtonPressed(LEFT_BUTTON_3)) {
isLaunchButtonPressed = false;
}
// Check hydra controller for trigger press
var numberOfTriggers = Controller.getNumberOfTriggers();
var numberOfSpatialControls = Controller.getNumberOfSpatialControls();
var controllersPerTrigger = numberOfSpatialControls / numberOfTriggers;
// this is expected for hydras
if (numberOfTriggers == 2 && controllersPerTrigger == 2) {
for (var t = 0; t < numberOfTriggers; t++) {
var shootABullet = false;
var triggerValue = Controller.getTriggerValue(t);
if (triggerPulled[t]) {
// must release to at least 0.1
if (triggerValue < 0.1) {
triggerPulled[t] = false; // unpulled
}
} else {
// must pull to at least 0.9
if (triggerValue > 0.9) {
triggerPulled[t] = true; // pulled
shootABullet = true;
}
}
if (shootABullet) {
var palmController = t * controllersPerTrigger;
var palmPosition = Controller.getSpatialControlPosition(palmController);
var fingerTipController = palmController + 1;
var fingerTipPosition = Controller.getSpatialControlPosition(fingerTipController);
var palmToFingerTipVector =
{ x: (fingerTipPosition.x - palmPosition.x),
y: (fingerTipPosition.y - palmPosition.y),
z: (fingerTipPosition.z - palmPosition.z) };
// just off the front of the finger tip
var position = { x: fingerTipPosition.x + palmToFingerTipVector.x/2,
y: fingerTipPosition.y + palmToFingerTipVector.y/2,
z: fingerTipPosition.z + palmToFingerTipVector.z/2};
var linearVelocity = 25;
var velocity = { x: palmToFingerTipVector.x * linearVelocity,
y: palmToFingerTipVector.y * linearVelocity,
z: palmToFingerTipVector.z * linearVelocity };
shootBullet(position, velocity);
}
}
}
}
function mousePressEvent(event) {
isMouseDown = true;
lastX = event.x;
lastY = event.y;
//audioOptions.position = Vec3.sum(Camera.getPosition(), Quat.getFront(Camera.getOrientation()));
//Audio.playSound(loadSound, audioOptions);
}
function shootFromMouse() {
var DISTANCE_FROM_CAMERA = 2.0;
var camera = Camera.getPosition();
var forwardVector = Quat.getFront(Camera.getOrientation());
var newPosition = Vec3.sum(camera, Vec3.multiply(forwardVector, DISTANCE_FROM_CAMERA));
var velocity = Vec3.multiply(forwardVector, BULLET_VELOCITY);
shootBullet(newPosition, velocity);
}
function mouseReleaseEvent(event) {
// position
isMouseDown = false;
}
function mouseMoveEvent(event) {
//Move the camera if LEFT_BUTTON_1 is pressed
if (Controller.isButtonPressed(LEFT_BUTTON_1)) {
var MOUSE_YAW_SCALE = -0.25;
var MOUSE_PITCH_SCALE = -12.5;
var FIXED_MOUSE_TIMESTEP = 0.016;
yawFromMouse += ((event.x - lastX) * MOUSE_YAW_SCALE * FIXED_MOUSE_TIMESTEP);
pitchFromMouse += ((event.y - lastY) * MOUSE_PITCH_SCALE * FIXED_MOUSE_TIMESTEP);
lastX = event.x;
lastY = event.y;
}
}
function scriptEnding() {
Overlays.deleteOverlay(reticle);
Overlays.deleteOverlay(text);
MyAvatar.detachOne(gunModel);
}
Entities.entityCollisionWithEntity.connect(entityCollisionWithEntity);
Script.scriptEnding.connect(scriptEnding);
Script.update.connect(update);
Controller.mousePressEvent.connect(mousePressEvent);
Controller.mouseReleaseEvent.connect(mouseReleaseEvent);
Controller.mouseMoveEvent.connect(mouseMoveEvent);
Controller.keyPressEvent.connect(keyPressEvent);