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MonsterController.as
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/
MonsterController.as
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/**
* Author: David Lenaerts
*/
package
{
import away3d.animators.SmoothSkeletonAnimator;
import away3d.animators.data.SkeletonAnimationSequence;
import away3d.animators.data.SkeletonAnimationState;
import away3d.containers.View3D;
import away3d.entities.Mesh;
import away3d.events.AnimatorEvent;
import away3d.events.AssetEvent;
import away3d.library.AssetLibrary;
import away3d.library.assets.AssetType;
import away3d.loaders.parsers.MD5AnimParser;
import away3d.loaders.parsers.MD5MeshParser;
import away3d.materials.BitmapMaterial;
import flash.events.Event;
import flash.events.EventDispatcher;
import flash.net.URLRequest;
public class MonsterController extends EventDispatcher
{
[Embed(source="/../embeds/hellknight/hellknight.jpg")]
private var BodyAlbedo : Class;
[Embed(source="/../embeds/hellknight/hellknight_s.png")]
private var BodySpec : Class;
[Embed(source="/../embeds/hellknight/hellknight_local.png")]
private var BodyNorms : Class;
public static const ROTATION_SPEED : Number = 3;
public static const RUN_SPEED : Number = 2;
public static const WALK_SPEED : Number = 1;
public static const MD5_DIR : String = "hellknight";
public static const MESH_NAME : String = "hellknight";
public static const IDLE_NAME : String = "idle2";
public static const WALK_NAME : String = "walk7";
public static const ANIM_NAMES : Array = [ IDLE_NAME, WALK_NAME,
"attack3", "turret_attack", "attack2",
"chest", "roar1", "leftslash", "headpain",
"pain1", "pain_luparm", "range_attack2"];
public static const ANIM_LOOPS : Array = [ true, true ];
public static const XFADE_TIME : Number = .5;
private var _running : Boolean;
private var _currentAction : String;
private var _onceAction : String;
private var _timeScale : Number;
private var _walkSpeed : Number = 1;
private var _controller : SmoothSkeletonAnimator;
private var _mesh : Mesh;
private var _rotationDir : Number = 0;
private var _bodyMaterial : BitmapMaterial;
private var _moveDir : Number;
private var _sequences : Vector.<SkeletonAnimationSequence>;
public function MonsterController(timeScale : Number = 1)
{
_sequences = new Vector.<SkeletonAnimationSequence>();
_timeScale = timeScale;
initMaterials();
initMesh();
}
public function turn(dir : Number) : void
{
_rotationDir = dir;
}
public function update() : void
{
_mesh.rotationY += _rotationDir * ROTATION_SPEED;
}
public function walk(dir : Number) : void
{
if (_currentAction != WALK_NAME)
setNormalState(WALK_NAME);
_moveDir = dir;
_walkSpeed = _moveDir;
_controller.timeScale = (_moveDir*(_running? RUN_SPEED : WALK_SPEED))*_timeScale;
}
public function stop() : void
{
if (_currentAction == IDLE_NAME) return;
_controller.timeScale = _timeScale;
setNormalState(IDLE_NAME);
}
private function setNormalState(id : String) : void
{
_currentAction = id;
if (!_onceAction) {
_controller.play(id, XFADE_TIME);
}
}
public function get running() : Boolean
{
return _running;
}
public function set running(value : Boolean) : void
{
_running = value;
_walkSpeed = _moveDir*(value? RUN_SPEED : WALK_SPEED);
if (!_onceAction && _currentAction == WALK_NAME) {
_controller.timeScale = _walkSpeed*_timeScale;
}
}
public function action(mode : uint) : void
{
_onceAction = ANIM_NAMES[mode+2];
// if (_onceAction == "leftslash")
// _onceAction = "rightslash";
_controller.timeScale = _timeScale;
_controller.play(_onceAction, XFADE_TIME);
}
public function get mesh() : Mesh
{
return _mesh;
}
private function initMaterials() : void
{
_bodyMaterial = new BitmapMaterial(new BodyAlbedo().bitmapData);
// _bodyMaterial.numLights = 3;
_bodyMaterial.gloss = 20;
_bodyMaterial.specular = 1.5;
_bodyMaterial.ambientColor = 0x505060;
_bodyMaterial.ambient = 1;
_bodyMaterial.specularMap = new BodySpec().bitmapData;
_bodyMaterial.normalMap = new BodyNorms().bitmapData;
}
public function get bodyMaterial() : BitmapMaterial
{
return _bodyMaterial;
}
private function initMesh() : void
{
AssetLibrary.enableParser(MD5MeshParser);
AssetLibrary.enableParser(MD5AnimParser);
AssetLibrary.addEventListener(AssetEvent.ASSET_COMPLETE, onAssetComplete);
AssetLibrary.load(new URLRequest("assets/" + MD5_DIR + "/" + MESH_NAME + ".md5mesh"));
}
private function onAssetComplete(event : AssetEvent) : void
{
if (event.asset.assetType == AssetType.MESH) {
_mesh = event.asset as Mesh;
_mesh.material = _bodyMaterial;
dispatchEvent(new MonsterEvent(MonsterEvent.MESH_COMPLETE));
initAnimation();
} else if (event.asset.assetType == AssetType.ANIMATION) {
var seq : SkeletonAnimationSequence = event.asset as SkeletonAnimationSequence;
seq.name = event.asset.assetNamespace;
_controller.addSequence(seq);
if (seq.name == IDLE_NAME || seq.name == WALK_NAME) {
seq.looping = true;
} else {
seq.looping = false;
seq.addEventListener(AnimatorEvent.SEQUENCE_DONE, onClipComplete);
}
if (seq.name == IDLE_NAME)
stop();
}
}
private function initAnimation() : void
{
_controller = new SmoothSkeletonAnimator(SkeletonAnimationState(_mesh.animationState));
_controller.timeScale = _timeScale;
AssetLibrary.addEventListener(AssetEvent.ASSET_COMPLETE, onAssetComplete);
for (var i : uint = 0; i < ANIM_NAMES.length; ++i) {
AssetLibrary.load(new URLRequest("assets/" + MD5_DIR + "/" + ANIM_NAMES[i] + ".md5anim"), null, null, ANIM_NAMES[i]);
}
}
private function onClipComplete(event : AnimatorEvent) : void
{
_onceAction = null;
_controller.play(_currentAction, XFADE_TIME);
if (_currentAction == WALK_NAME)
_controller.timeScale = (_moveDir*(_running? RUN_SPEED : WALK_SPEED))*_timeScale;
}
}
}