content/hifi-public/PlanetDropBundle_v1/scripts/AC/pd_gameController.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

99 lines
2.1 KiB
JavaScript

// Prototypes
var gs_wait = function() {
this.name = "gs_wait";
this.enter = function() {
debugPrint("Enter: " + this.name);
};
this.update = function(deltaTime) {
// Listen for connection from player client
// Wait some time for all players to log-in and join the group.
debugPrint("update: " + this.name + " d=" + deltaTime);
};
this.exit = function() {
debugPrint("Exit: " + this.name);
};
};
var gs_missionBrief = function() {
this.name = "gs_missionBrief";
this.enter = function() {
debugPrint("Enter: " + "gs_missionBrief");
// Reset mission parameters: targets, etc.
};
this.update = function(deltaTime) {
// Wait for explanation of mission to finish.
};
this.exit = function() {
// Load new features of landscape based on chosen mission.
// Enable player scanning/manipulation/game play features.
};
};
var gs_missionRunning = function() {
this.name = "gs_missionRunning";
this.enter = function() {
debugPrint("Enter: " + this.name);
};
this.update = function(deltaTime) {
// Check for number of targets acquired.
// Check for environmental changes
};
this.exit = function() {
debugPrint("Exit: " + this.name);
};
};
function inheritsFrom(child, parent) {
child.prototype = Object.create(parent.prototype);
};
// Helpers
function changeGameState(newState) {
if (_gameState != undefined)
_gameState.exit();
_gameState = newState;
_gameState.enter();
}
function debugPrint(message) {
//console.log(message);
print(message);
}
var eMissionType = {
water : 0,
mineral : 1,
plant : 2,
animal : 3
};
var Mission = {
name : "",
introAudioUrl : "",
targetPoints : [],
targetModelUrl : ""
};
var _gameState = null;
// Initialize everything
function gameInit() {
changeGameState(new gs_wait());
}
function checkAvatars() {
}
function onUpdate(deltaTime) {
_gameState.update(deltaTime);
}
gameInit();
Script.update.connect(onUpdate);