AvatarController.js 9.2 KB

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  1. // Atomic Component
  2. var glmatrix = require("gl-matrix");
  3. var quat = glmatrix.quat;
  4. var vec3 = glmatrix.vec3;
  5. var game = Atomic.game;
  6. var node = self.node;
  7. var cameraNode = game.cameraNode;
  8. var onGround = true;
  9. var isGrounded = true;
  10. var okToJump = true;
  11. var inAirTimer = 0.0;
  12. var MOVE_FORCE = 64.8;
  13. var INAIR_MOVE_FORCE = 4.32;
  14. var BRAKE_FORCE = 7.2;
  15. var JUMP_FORCE = 7.0;
  16. var LAND_FORCE = 12;
  17. var YAW_SENSITIVITY = 3.6;
  18. var INAIR_THRESHOLD_TIME = 0.01;
  19. var cameraMode = 0;
  20. var yaw = 0;
  21. var roll = 0;
  22. var pitch = 0;
  23. var moveForward = false;
  24. var moveBackwards = false;
  25. var moveLeft = false;
  26. var moveRight = false;
  27. var mouseMoveX = 0.0;
  28. var mouseMoveY = 0.0;
  29. var button0 = false;
  30. var button1 = false;
  31. var lastButton0 = false;
  32. var lastButton1 = false;
  33. var timer = 0.85;
  34. var fallTimer = 1.5;
  35. self.idle = true;
  36. self.walk = false;
  37. self.run = false;
  38. self.jump = false;
  39. //self.isFalling = false;
  40. function start() {
  41. // Create rigidbody, and set non-zero mass so that the body becomes dynamic
  42. var body = node.createComponent("RigidBody");
  43. body.mass = 36.0;
  44. // Set zero angular factor so that physics doesn't turn the character on its own.
  45. // Instead we will control the character yaw manually
  46. body.angularFactor = [0, 0, 0];
  47. // Set the rigidbody to signal collision also when in rest, so that we get ground collisions properly
  48. body.collisionEventMode = Atomic.COLLISION_ALWAYS;
  49. // Set a capsule shape for collision
  50. var shape = node.createComponent("CollisionShape");
  51. shape.setCapsule(4, 8, [0, 4, 0]);
  52. }
  53. function fixedUpdate(timeStep) {
  54. var body = node.getComponent("RigidBody");
  55. // Update the in air timer. Reset if grounded
  56. /*if (!onGround)
  57. {
  58. inAirTimer += timeStep;
  59. }
  60. else
  61. {
  62. inAirTimer = 0.0;
  63. }*/
  64. // When character has been in air less than 1/10 second, it's still interpreted as being on ground
  65. var softGrounded = inAirTimer < INAIR_THRESHOLD_TIME;
  66. var rot = node.getRotation();
  67. var moveDir = [0, 0, 0];
  68. // Update movement & animation
  69. var velocity = body.getLinearVelocity();
  70. // Velocity on the XZ plane
  71. var planeVelocity = [velocity[0], 4.0, velocity[2]];
  72. if (cameraMode != 2) {
  73. if (moveForward) {
  74. vec3.add(moveDir, moveDir, [0, 0, 1])
  75. }
  76. if (moveBackwards) {
  77. vec3.add(moveDir, moveDir, [0, 0, 1])
  78. }
  79. if (moveLeft) {
  80. vec3.add(moveDir, moveDir, [0, 0, 1])
  81. }
  82. if (moveRight) {
  83. vec3.add(moveDir, moveDir, [0, 0, 1])
  84. }
  85. }
  86. if (vec3.length(moveDir) > 0.0)
  87. vec3.normalize(moveDir, moveDir);
  88. vec3.transformQuat(moveDir, moveDir, [rot[1], rot[2], rot[3], rot[0]]);
  89. vec3.scale(moveDir, moveDir, (softGrounded ? MOVE_FORCE : INAIR_MOVE_FORCE));
  90. body.applyImpulse(moveDir);
  91. if (softGrounded) {
  92. // When on ground, apply a braking force to limit maximum ground velocity
  93. vec3.negate(planeVelocity, planeVelocity);
  94. vec3.scale(planeVelocity, planeVelocity, BRAKE_FORCE);
  95. body.applyImpulse(planeVelocity);
  96. // Jump. Must release jump control inbetween jumps
  97. if (button0) {
  98. if (okToJump) {
  99. var jumpforce = [0, 108, 0];
  100. vec3.scale(jumpforce, jumpforce, JUMP_FORCE);
  101. body.applyImpulse(jumpforce);
  102. okToJump = false;
  103. isGrounded = false;
  104. }
  105. }
  106. }
  107. if (softGrounded && vec3.length(moveDir) > 0.0)
  108. self.idle = false;
  109. else
  110. self.idle = true;
  111. if (!okToJump){
  112. self.jump = true;
  113. } else {
  114. self.jump = false;
  115. }
  116. // Reset grounded flag for next frame
  117. //onGround = true;
  118. }
  119. function MoveCamera(timeStep) {
  120. // Movement speed as world units per second
  121. var MOVE_SPEED = 10.0;
  122. // Mouse sensitivity as degrees per pixel
  123. var MOUSE_SENSITIVITY = 0.1;
  124. //yaw = yaw + MOUSE_SENSITIVITY * mouseMoveX;
  125. //pitch = pitch + MOUSE_SENSITIVITY * mouseMoveY;
  126. /*if (pitch < -90)
  127. pitch = -90;
  128. if (pitch > 90)
  129. pitch = 90;￿￿*/
  130. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  131. //cameraNode.rotation = QuatFromEuler(pitch, yaw, 0.0);
  132. var speed = MOVE_SPEED * timeStep;
  133. if (moveForward)
  134. cameraNode.translate([0.0, 0.0, speed]);
  135. if (moveBackwards)
  136. cameraNode.translate([0.0, 0.0, -speed]);
  137. if (moveLeft)
  138. cameraNode.translate([-speed, 0.0, 0.0]);
  139. if (moveRight)
  140. cameraNode.translate([speed, 0.0, 0.0]);
  141. }
  142. function UpdateControls() {
  143. var input = game.input;
  144. moveForward = false;
  145. moveBackwards = false;
  146. moveLeft = false;
  147. moveRight = false;
  148. mouseMoveX = 0.0;
  149. mouseMoveY = 0.0;
  150. button0 = false;
  151. button1 = false;
  152. // Movement speed as world units per second
  153. var MOVE_SPEED = 20.0;
  154. // Mouse sensitivity as degrees per pixel
  155. var MOUSE_SENSITIVITY = 0.1;
  156. if (input.getKeyDown(Atomic.KEY_W)) {
  157. self.idle = false;
  158. yaw = 0;
  159. moveForward = true;
  160. }
  161. if (input.getKeyDown(Atomic.KEY_S)) {
  162. self.idle = false;
  163. yaw = 180;
  164. moveBackwards = true;
  165. }
  166. if (input.getKeyDown(Atomic.KEY_A)) {
  167. self.idle = false;
  168. yaw = -90;
  169. moveLeft = true;
  170. }
  171. if (input.getKeyDown(Atomic.KEY_D)) {
  172. self.idle = false;
  173. yaw = 90;
  174. moveRight = true;
  175. }
  176. if (input.getKeyPress(Atomic.KEY_F)) {
  177. button1 = true;
  178. }
  179. if (input.getKeyDown(Atomic.KEY_SPACE)) {
  180. button0 = true;
  181. }
  182. if (input.getKeyDown(Atomic.KEY_LSHIFT) && input.getKeyDown(Atomic.KEY_W) || input.getKeyDown(Atomic.KEY_LSHIFT) && input.getKeyDown(Atomic.KEY_S) || input.getKeyDown(Atomic.KEY_LSHIFT) && input.getKeyDown(Atomic.KEY_A) || input.getKeyDown(Atomic.KEY_LSHIFT) && input.getKeyDown(Atomic.KEY_D)) {
  183. if (!self.jump)
  184. {
  185. self.walk = false;
  186. self.run = true;
  187. }
  188. else
  189. {
  190. self.run = false;
  191. }
  192. MOVE_FORCE = 129.6;
  193. } else {
  194. MOVE_FORCE = 64.8;
  195. }
  196. if (input.getKeyDown(Atomic.KEY_W) && input.getKeyDown(Atomic.KEY_A)) {
  197. yaw = -45;
  198. }
  199. if (input.getKeyDown(Atomic.KEY_W) && input.getKeyDown(Atomic.KEY_D)) {
  200. yaw = 45;
  201. }
  202. if (input.getKeyDown(Atomic.KEY_S) && input.getKeyDown(Atomic.KEY_A)) {
  203. yaw = -135;
  204. }
  205. if (input.getKeyDown(Atomic.KEY_S) && input.getKeyDown(Atomic.KEY_D)) {
  206. yaw = 135;
  207. }
  208. if (input.getKeyDown(Atomic.KEY_W) || input.getKeyDown(Atomic.KEY_S) || input.getKeyDown(Atomic.KEY_A) || input.getKeyDown(Atomic.KEY_D)) {
  209. if (!self.jump)
  210. {
  211. self.walk = true;
  212. }
  213. else
  214. {
  215. self.walk = false;
  216. }
  217. }
  218. else
  219. {
  220. if (!self.jump)
  221. {
  222. self.idle = true;
  223. }
  224. else
  225. {
  226. self.idle = false;
  227. }
  228. }
  229. //mouseMoveX = input.getMouseMoveX();
  230. //mouseMoveY = input.getMouseMoveY();
  231. }
  232. function update(timeStep) {
  233. UpdateControls();
  234. /*if (cameraMode != 2) {
  235. yaw += mouseMoveX * YAW_SENSITIVITY;
  236. pitch += mouseMoveY * YAW_SENSITIVITY;
  237. }*/
  238. if (!okToJump) {
  239. timer -= timeStep;//0.0048;
  240. }
  241. if (timer <= 0) {
  242. okToJump = true;
  243. isGrounded = true;
  244. onGround = true;
  245. timer = 0.85;
  246. } else if (timer < 0.75 && timer > 0.1) {
  247. okToJump = false;
  248. }
  249. /*if (pitch < -80)
  250. pitch = -80;
  251. if (pitch > 80)
  252. pitch = 80;*/
  253. if (button1) {
  254. cameraMode++;
  255. if (cameraMode == 3)
  256. cameraMode = 0;
  257. }
  258. }
  259. function postUpdate(timestep) {
  260. // Get camera lookat dir from character yaw + pitch
  261. var rot = node.getRotation();
  262. dir = quat.create();
  263. //quat.setAxisAngle(dir, [1, 0, 0], (pitch * Math.PI / 180.0));
  264. //quat.multiply(dir, [rot[1], rot[2], rot[3], rot[0]], dir);
  265. var headNode = node.getChild("Head_Tip", true);
  266. if (cameraMode == 1) {
  267. var headPos = headNode.getWorldPosition();
  268. var offset = [0.0, 0.15, 0.2];
  269. vec3.add(headPos, headPos, vec3.transformQuat(offset, offset, [rot[1], rot[2], rot[3], rot[0]]));
  270. cameraNode.setPosition(headPos);
  271. cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
  272. quat.setAxisAngle(dir, [0, 1, 0], (yaw * Math.PI / 180.0));
  273. node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
  274. }
  275. if (cameraMode == 0) {
  276. var aimPoint = node.getPosition();
  277. var aimOffset = [0, 5, -15];
  278. //var rotPoint = cameraNode.getRotation();
  279. //var rotOffset = [0, 0, 0];
  280. vec3.transformQuat(aimOffset, aimOffset, dir);
  281. vec3.add(aimPoint, aimPoint, aimOffset);
  282. var rayDir = vec3.create();
  283. vec3.transformQuat(rayDir, [0, 0, -0.5], dir);
  284. vec3.scale(rayDir, rayDir, 8);
  285. vec3.add(aimPoint, aimPoint, rayDir);
  286. cameraNode.setPosition(aimPoint);
  287. cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
  288. quat.setAxisAngle(dir, [0, 1, 0], (yaw * Math.PI / 180.0));
  289. //quat.setAxisAngle(dir, [0, 0, 1], (roll * Math.PI / 180.0));
  290. node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
  291. }
  292. //else
  293. //MoveCamera(timestep);
  294. }