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bow-and-arrow.js
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bow-and-arrow.js
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/* global AFRAME */
/**
*/
AFRAME.registerComponent('bow-and-arrow', {
// schema: {},
init: function() {
this.arrow = null;
this.primaryHand = null;
var entity = document.createElement('a-entity');
entity.id = "bow";
entity.setAttribute('obj-model', 'obj: #bow-obj; mtl: #bow-mtl')
entity.setAttribute('scale', '0.1 0.1 0.1');
this.el.appendChild(entity);
this.spawnArrow = this.spawnArrow.bind(this);
this.shootArrow = this.shootArrow.bind(this);
this.setPrimaryHand = this.setPrimaryHand.bind(this);
this.freeHands = this.freeHands.bind(this);
var arrow = document.getElementById('preShotArrow');
entity.appendChild(arrow);
this.preShotArrow = arrow;
this.forceThreshold = 0.25;
this.shotMultiplier = 50;
},
play: function() {
var el = this.el;
el.addEventListener('spawnArrow', this.spawnArrow);
el.addEventListener('shootArrow', this.shootArrow);
el.addEventListener('setPrimaryHand', this.setPrimaryHand);
el.addEventListener('freeHands', this.freeHands);
},
pause: function() {
var el = this.el;
el.removeEventListener('spawnArrow', this.spawnArrow);
el.removeEventListener('shootArrow', this.shootArrow);
el.removeEventListener('setPrimaryHand', this.setPrimaryHand);
el.removeEventListener('freeHands', this.freeHands);
},
setPrimaryHand: function(evt) {
this.primaryHand = evt.detail.hand;
this.primaryHandElement = document.getElementById(evt.detail.hand + 'Hand')
console.log('primaryHand is', this.primaryHand)
},
freeHands: function(evt) {
if (this.primaryHand === null || this.primaryHand === evt.detail.hand) {
this.primaryHand = null;
this.hideArrow();
}
},
spawnArrow: function(evt) {
if (this.primaryHand === null || this.primaryHand === evt.detail.hand) {
return;
}
var bow = document.getElementById('bow');
var bowPosition = bow.object3D.getWorldPosition();
this.preShotArrow.setAttribute('visible', '')
this.playSound('draw_string_sound', bowPosition)
},
shootArrow: function(evt) {
var _t = this;
//dont shoot if its the trigger on the primary hand
if (this.primaryHand === null || this.primaryHand === evt.detail.hand) {
return;
}
var force = this.getShotForce();
if (force < this.forceThreshold) {
this.hideArrow();
return;
}
var scene = document.getElementById('scene');
var bow = document.getElementById('bow');
var bowPosition = bow.object3D.getWorldPosition();
var arrow = scene.components.pool__arrow.requestEntity();
arrow.className = "arrow";
arrow.setAttribute('position', bowPosition);
arrow.addEventListener('collide', function(e) {
_t.handleArrowCollision(e, arrow);
})
arrow.addEventListener('body-played', function(e) {
arrow.body.fixedRotation = true;
arrow.body.updateMassProperties();
var bowRotation = bow.object3D.getWorldQuaternion();
arrow.body.quaternion.copy(bowRotation);
var shotDirection = bow.object3D.getWorldDirection();
shotDirection.negate();
shotDirection.multiplyScalar(force * _t.shotMultiplier);
arrow.setAttribute('rotate-toward-velocity', '');
arrow.body.applyImpulse(
new CANNON.Vec3().copy(shotDirection),
new CANNON.Vec3().copy(this.object3D.getWorldPosition())
);
})
//for debugging arrow shot direction
// var arrowHelper = new THREE.ArrowHelper(shotDirection, bowPosition, 5, 0x884400);
// scene.object3D.add(arrowHelper)
arrow.play();
this.playSound('arrow_release_sound', bowPosition)
this.vibrateController();
this.hideArrow();
},
getShotForce: function() {
//measure the distance between the arrow hand and the nock
var nock = document.querySelector("#bow");
var nockObj = nock.object3D;
var matrixWorld = nockObj.matrixWorld;
var nockPosition = new THREE.Vector3();
nockPosition.setFromMatrixPosition(matrixWorld);
var arrowHandPosition;
var handSelector;
if (this.primaryHand === 'left') {
handSelector = '#rightHand'
}
if (this.primaryHand === 'right') {
handSelector = '#leftHand'
}
var arrowHand = document.querySelector(handSelector).object3D
var matrixWorld = arrowHand.matrixWorld;
var arrowHandPosition = new THREE.Vector3();
arrowHandPosition.setFromMatrixPosition(matrixWorld);
var difference = nockPosition.distanceTo(arrowHandPosition);
return difference;
},
hideArrow: function() {
//if shot is under minimum threshold for force, then just delete the arrow
this.preShotArrow.setAttribute('visible', false)
},
vibrateController: function() {
console.log('vibrate controller')
var gamepads = navigator.getGamepads();
for (var i = 0; i < gamepads.length; ++i) {
var gamepad = gamepads[i];
// The array may contain undefined gamepads, so check for that as
// well as a non-null pose.
if (gamepad) {
if (gamepad.pose)
console.log('vibrate controller 2')
if ("hapticActuators" in gamepad && gamepad.hapticActuators.length > 0) {
console.log('vibrate controller 3')
for (var j = 0; j < gamepad.buttons.length; ++j) {
if (gamepad.buttons[j].pressed) {
console.log('vibrate controller 4')
// Vibrate the gamepad using to the value of the button as
// the vibration intensity.
gamepad.hapticActuators[0].pulse(gamepad.buttons[j].value, 100);
break;
}
}
}
}
}
},
playSound: function(soundId, position) {
if (typeof soundId !== 'string' || soundId === null) {
return;
}
if (position === null) {
return;
}
var sound = document.getElementById(soundId);
sound.setAttribute('position', position);
sound.components.sound.playSound()
// console.log('playing sound', soundId, position)
},
handleArrowCollision: function(e, arrow) {
//should try to see if cannon differentiates between start collision etc.
// but if u return to pool to soon, crash
// so gotta set a timeout
// but many collisions can happen before that timeout.
if (arrow.getAttribute('didCollide') === 'yes') {
console.log('already collided arrow')
return
} else {
arrow.setAttribute('didCollide', 'yes')
}
arrow.removeAttribute('rotate-toward-velocity');
arrow.body.fixedRotation = true;
arrow.body.updateMassProperties();
this.playSound('arrow_impact_sound', arrow.getAttribute('position'))
var scene = document.getElementById('scene');
setTimeout(function removeArrow() {
arrow.setAttribute('didCollide', 'no')
scene.components.pool__arrow.returnEntity(arrow);
}, 0)
//console.log('Arrow has collided with body #' + e.detail.body.id);
// e.detail.target.el; // Original entity (playerEl).
// e.detail.body.el; // Other entity, which playerEl touched.
// e.detail.contact; // Stats about the collision (CANNON.ContactEquation).
// e.detail.contact.ni; // Normal (direction) of the collision (CANNON.Vec3).
},
});