AvatarController.js 13 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 = 0.79;
  34. var fallTimer = 1.5;
  35. self.idle = true;
  36. self.walk = false;
  37. self.run = false;
  38. self.jump = false;
  39. rotationSpeed = 2;
  40. //self.isFalling = false;
  41. function start() {
  42. // Create rigidbody, and set non-zero mass so that the body becomes dynamic
  43. var body = node.createComponent("RigidBody");
  44. body.mass = 36.0;
  45. // Set zero angular factor so that physics doesn't turn the character on its own.
  46. // Instead we will control the character yaw manually
  47. body.angularFactor = [0, 0, 0];
  48. // Set the rigidbody to signal collision also when in rest, so that we get ground collisions properly
  49. body.collisionEventMode = Atomic.COLLISION_ALWAYS;
  50. // Set a capsule shape for collision
  51. var shape = node.createComponent("CollisionShape");
  52. shape.setCapsule(4, 8, [0, 4, 0]);
  53. }
  54. function fixedUpdate(timeStep) {
  55. var body = node.getComponent("RigidBody");
  56. // Update the in air timer. Reset if grounded
  57. /*if (!onGround)
  58. {
  59. inAirTimer += timeStep;
  60. }
  61. else
  62. {
  63. inAirTimer = 0.0;
  64. }*/
  65. // When character has been in air less than 1/10 second, it's still interpreted as being on ground
  66. var softGrounded = inAirTimer < INAIR_THRESHOLD_TIME;
  67. var rot = node.getRotation();
  68. var moveDir = [0, 0, 0];
  69. // Update movement & animation
  70. var velocity = body.getLinearVelocity();
  71. // Velocity on the XZ plane
  72. var planeVelocity = [velocity[0], 4.0, velocity[2]];
  73. if (cameraMode != 2) {
  74. if (moveForward) {
  75. vec3.add(moveDir, moveDir, [0, 0, 1])
  76. }
  77. if (moveBackwards) {
  78. vec3.add(moveDir, moveDir, [0, 0, 1])
  79. }
  80. if (moveLeft) {
  81. vec3.add(moveDir, moveDir, [0, 0, 1])
  82. }
  83. if (moveRight) {
  84. vec3.add(moveDir, moveDir, [0, 0, 1])
  85. }
  86. }
  87. if (vec3.length(moveDir) > 0.0)
  88. vec3.normalize(moveDir, moveDir);
  89. vec3.transformQuat(moveDir, moveDir, [rot[1], rot[2], rot[3], rot[0]]);
  90. vec3.scale(moveDir, moveDir, (softGrounded ? MOVE_FORCE : INAIR_MOVE_FORCE));
  91. body.applyImpulse(moveDir);
  92. if (softGrounded) {
  93. // When on ground, apply a braking force to limit maximum ground velocity
  94. vec3.negate(planeVelocity, planeVelocity);
  95. vec3.scale(planeVelocity, planeVelocity, BRAKE_FORCE);
  96. body.applyImpulse(planeVelocity);
  97. // Jump. Must release jump control inbetween jumps
  98. if (button0) {
  99. if (okToJump) {
  100. var jumpforce = [0, 108, 0];
  101. vec3.scale(jumpforce, jumpforce, JUMP_FORCE);
  102. body.applyImpulse(jumpforce);
  103. okToJump = false;
  104. isGrounded = false;
  105. }
  106. }
  107. }
  108. if (softGrounded && vec3.length(moveDir) > 0.0)
  109. self.idle = false;
  110. else
  111. self.idle = true;
  112. if (!okToJump){
  113. self.jump = true;
  114. } else {
  115. self.jump = false;
  116. }
  117. // Reset grounded flag for next frame
  118. //onGround = true;
  119. }
  120. function MoveCamera(timeStep) {
  121. // Movement speed as world units per second
  122. var MOVE_SPEED = 10.0;
  123. // Mouse sensitivity as degrees per pixel
  124. var MOUSE_SENSITIVITY = 0.1;
  125. //yaw = yaw + MOUSE_SENSITIVITY * mouseMoveX;
  126. //pitch = pitch + MOUSE_SENSITIVITY * mouseMoveY;
  127. /*if (pitch < -90)
  128. pitch = -90;
  129. if (pitch > 90)
  130. pitch = 90;￿￿*/
  131. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  132. //cameraNode.rotation = QuatFromEuler(pitch, yaw, 0.0);
  133. var speed = MOVE_SPEED * timeStep;
  134. if (moveForward)
  135. cameraNode.translate([0.0, 0.0, speed]);
  136. if (moveBackwards)
  137. cameraNode.translate([0.0, 0.0, -speed]);
  138. if (moveLeft)
  139. cameraNode.translate([-speed, 0.0, 0.0]);
  140. if (moveRight)
  141. cameraNode.translate([speed, 0.0, 0.0]);
  142. }
  143. function UpdateControls() {
  144. var input = game.input;
  145. moveForward = false;
  146. moveBackwards = false;
  147. moveLeft = false;
  148. moveRight = false;
  149. mouseMoveX = 0.0;
  150. mouseMoveY = 0.0;
  151. button0 = false;
  152. button1 = false;
  153. // Movement speed as world units per second
  154. var MOVE_SPEED = 20.0;
  155. // Mouse sensitivity as degrees per pixel
  156. var MOUSE_SENSITIVITY = 0.1;
  157. if (yaw >= 360)
  158. {
  159. yaw = 0;
  160. }
  161. else if (yaw <= 0)
  162. {
  163. yaw = 360;
  164. }
  165. // We set the default movement keys here
  166. if (input.getKeyDown(Atomic.KEY_W) || input.getKeyDown(Atomic.KEY_UP)) {
  167. if (yaw < 360 && yaw >= 180)
  168. {
  169. yaw += rotationSpeed;
  170. }
  171. if (yaw <= 180)
  172. {
  173. if (yaw != 0)
  174. {
  175. yaw -= rotationSpeed;
  176. }
  177. }
  178. moveForward = true;
  179. }
  180. if (input.getKeyDown(Atomic.KEY_S) || input.getKeyDown(Atomic.KEY_DOWN)) {
  181. if (yaw < 180)
  182. {
  183. yaw += rotationSpeed;
  184. }
  185. if (yaw > 180)
  186. {
  187. yaw -= rotationSpeed;
  188. }
  189. moveBackwards = true;
  190. }
  191. if (input.getKeyDown(Atomic.KEY_A) || input.getKeyDown(Atomic.KEY_LEFT)) {
  192. if (yaw > 270 && yaw <= 360)
  193. {
  194. yaw -= rotationSpeed;
  195. }
  196. if (yaw <= 89)
  197. {
  198. yaw -= rotationSpeed;
  199. }
  200. if (yaw < 270 && yaw >= 90)
  201. {
  202. yaw += rotationSpeed;
  203. }
  204. moveLeft = true;
  205. }
  206. if (input.getKeyDown(Atomic.KEY_D) || input.getKeyDown(Atomic.KEY_RIGHT)) {
  207. if (yaw > 90 && yaw <= 270)
  208. {
  209. yaw -= rotationSpeed;
  210. }
  211. if (yaw >= 270 || yaw < 90)
  212. {
  213. if (yaw != 90)
  214. {
  215. yaw += rotationSpeed;
  216. }
  217. }
  218. moveRight = true;
  219. }
  220. // This is the key for changing camera modes
  221. if (input.getKeyPress(Atomic.KEY_F)) {
  222. button1 = true;
  223. }
  224. // This is the key for jumping
  225. if (input.getKeyDown(Atomic.KEY_SPACE)) {
  226. button0 = true;
  227. }
  228. // Here we set the angled directions
  229. if (input.getKeyDown(Atomic.KEY_W) && input.getKeyDown(Atomic.KEY_A) || input.getKeyDown(Atomic.KEY_UP) && input.getKeyDown(Atomic.KEY_LEFT)) {
  230. if (yaw > 315 || yaw <= 180)
  231. {
  232. yaw -= rotationSpeed;
  233. }
  234. if (yaw >= 180 && yaw < 315)
  235. {
  236. if (yaw != 315)
  237. {
  238. yaw += rotationSpeed;
  239. }
  240. }
  241. }
  242. if (input.getKeyDown(Atomic.KEY_W) && input.getKeyDown(Atomic.KEY_D) || input.getKeyDown(Atomic.KEY_UP) && input.getKeyDown(Atomic.KEY_RIGHT)) {
  243. if (yaw > 45 && yaw <= 270)
  244. {
  245. yaw -= rotationSpeed;
  246. }
  247. if (yaw >= 270 || yaw < 45)
  248. {
  249. if (yaw != 45)
  250. {
  251. yaw += rotationSpeed;
  252. }
  253. }
  254. }
  255. if (input.getKeyDown(Atomic.KEY_S) && input.getKeyDown(Atomic.KEY_A) || input.getKeyDown(Atomic.KEY_DOWN) && input.getKeyDown(Atomic.KEY_LEFT)) {
  256. if (yaw > 225 || yaw <= 90)
  257. {
  258. yaw -= rotationSpeed;
  259. }
  260. if (yaw >= 90 && yaw < 225)
  261. {
  262. if (yaw != 225)
  263. {
  264. yaw += rotationSpeed;
  265. }
  266. }
  267. }
  268. if (input.getKeyDown(Atomic.KEY_S) && input.getKeyDown(Atomic.KEY_D) || input.getKeyDown(Atomic.KEY_DOWN) && input.getKeyDown(Atomic.KEY_RIGHT)) {
  269. if (yaw != 135)
  270. {
  271. if (yaw > 135 && yaw <= 315)
  272. {
  273. yaw -= rotationSpeed;
  274. }
  275. if (yaw >= 315 || yaw < 135)
  276. {
  277. yaw += rotationSpeed;
  278. }
  279. }
  280. }
  281. // Here we define if a default move key is pressed, it should animate RoboMan
  282. if (input.getKeyDown(Atomic.KEY_W) || input.getKeyDown(Atomic.KEY_S) || input.getKeyDown(Atomic.KEY_A) || input.getKeyDown(Atomic.KEY_D) || input.getKeyDown(Atomic.KEY_UP) || input.getKeyDown(Atomic.KEY_DOWN) || input.getKeyDown(Atomic.KEY_LEFT) || input.getKeyDown(Atomic.KEY_RIGHT)) {
  283. // If RoboMan is NOT jumping we want to play walk animation
  284. if (!self.jump)
  285. {
  286. self.walk = true;
  287. self.run = false;
  288. // If we're not holding the run button down, we want the move force to be normal and walk animation to play
  289. if (!input.getKeyDown(Atomic.KEY_LSHIFT))
  290. {
  291. MOVE_FORCE = 64.8;
  292. self.walk = true;
  293. self.run = false;
  294. }
  295. // Else if we ARE holding the run button down WHILE pressing a move key, then we want RoboMan to play the run animation
  296. else
  297. {
  298. MOVE_FORCE = 129.6;
  299. self.walk = false;
  300. self.run = true;
  301. }
  302. }
  303. // Else if we are jumping, we don't want to play either the run or walk animations
  304. else
  305. {
  306. self.walk = false;
  307. self.run = false;
  308. if (!input.getKeyDown(Atomic.KEY_LSHIFT))
  309. {
  310. MOVE_FORCE = 64.8;
  311. self.walk = false;
  312. self.run = false;
  313. }
  314. else
  315. {
  316. MOVE_FORCE = 129.6;
  317. self.walk = false;
  318. self.run = false;
  319. }
  320. }
  321. }
  322. // If we're not pressing a move key we normally want to play the idle animation on RoboMan
  323. else
  324. {
  325. if (!self.jump)
  326. {
  327. self.idle = true;
  328. self.walk = false;
  329. self.run = false;
  330. if (input.getKeyDown(Atomic.KEY_LSHIFT))
  331. {
  332. self.idle = true;
  333. }
  334. }
  335. // Here we want to play the jump animation even though we're only moving in the Y axis!
  336. else
  337. {
  338. self.idle = false;
  339. if (input.getKeyDown(Atomic.KEY_LSHIFT))
  340. {
  341. self.idle = false;
  342. }
  343. }
  344. }
  345. //mouseMoveX = input.getMouseMoveX();
  346. //mouseMoveY = input.getMouseMoveY();
  347. }
  348. function update(timeStep) {
  349. /*if (yaw >= 360)
  350. yaw = 0;
  351. else if (yaw <= 0)
  352. yaw = 0;*/
  353. UpdateControls();
  354. /*if (cameraMode != 2) {
  355. yaw += mouseMoveX * YAW_SENSITIVITY;
  356. pitch += mouseMoveY * YAW_SENSITIVITY;
  357. }*/
  358. if (!okToJump) {
  359. timer -= timeStep;//0.0048;
  360. }
  361. if (timer <= 0) {
  362. okToJump = true;
  363. isGrounded = true;
  364. onGround = true;
  365. timer = 0.79;
  366. } else if (timer < 0.69 && timer > 0.1) {
  367. okToJump = false;
  368. }
  369. /*if (pitch < -80)
  370. pitch = -80;
  371. if (pitch > 80)
  372. pitch = 80;*/
  373. if (button1) {
  374. cameraMode++;
  375. if (cameraMode == 3)
  376. cameraMode = 0;
  377. }
  378. }
  379. function postUpdate(timestep) {
  380. // Get camera lookat dir from character yaw + pitch
  381. var rot = node.getRotation();
  382. dir = quat.create();
  383. //quat.setAxisAngle(dir, [1, 0, 0], (pitch * Math.PI / 180.0));
  384. //quat.multiply(dir, [rot[1], rot[2], rot[3], rot[0]], dir);
  385. var headNode = node.getChild("Head_Tip", true);
  386. if (cameraMode == 1) {
  387. var headPos = headNode.getWorldPosition();
  388. var offset = [0.0, 0.15, 0.2];
  389. vec3.add(headPos, headPos, vec3.transformQuat(offset, offset, [rot[1], rot[2], rot[3], rot[0]]));
  390. cameraNode.setPosition(headPos);
  391. cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
  392. quat.setAxisAngle(dir, [0, 1, 0], (yaw * Math.PI / 180.0));
  393. node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
  394. }
  395. if (cameraMode == 0) {
  396. var aimPoint = node.getPosition();
  397. var aimOffset = [0, 5, -15];
  398. //var rotPoint = cameraNode.getRotation();
  399. //var rotOffset = [0, 0, 0];
  400. vec3.transformQuat(aimOffset, aimOffset, dir);
  401. vec3.add(aimPoint, aimPoint, aimOffset);
  402. var rayDir = vec3.create();
  403. vec3.transformQuat(rayDir, [0, 0, -0.5], dir);
  404. vec3.scale(rayDir, rayDir, 8);
  405. vec3.add(aimPoint, aimPoint, rayDir);
  406. cameraNode.setPosition(aimPoint);
  407. cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
  408. quat.setAxisAngle(dir, [0, 1, 0], (yaw * Math.PI / 180.0));
  409. //quat.setAxisAngle(dir, [0, 0, 1], (roll * Math.PI / 180.0));
  410. node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
  411. }
  412. //else
  413. //MoveCamera(timestep);
  414. }