AvatarController.js 11 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. //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. // We set the default movement keys here
  157. if (input.getKeyDown(Atomic.KEY_W) || input.getKeyDown(Atomic.KEY_UP)) {
  158. yaw = 0;
  159. moveForward = true;
  160. }
  161. if (input.getKeyDown(Atomic.KEY_S) || input.getKeyDown(Atomic.KEY_DOWN)) {
  162. yaw = 180;
  163. moveBackwards = true;
  164. }
  165. if (input.getKeyDown(Atomic.KEY_A) || input.getKeyDown(Atomic.KEY_LEFT)) {
  166. yaw = -90;
  167. moveLeft = true;
  168. }
  169. if (input.getKeyDown(Atomic.KEY_D) || input.getKeyDown(Atomic.KEY_RIGHT)) {
  170. yaw = 90;
  171. moveRight = true;
  172. }
  173. // This is the key for changing camera modes
  174. if (input.getKeyPress(Atomic.KEY_F)) {
  175. button1 = true;
  176. }
  177. // This is the key for jumping
  178. if (input.getKeyDown(Atomic.KEY_SPACE)) {
  179. button0 = true;
  180. }
  181. // Here we set the angled directions
  182. if (input.getKeyDown(Atomic.KEY_W) && input.getKeyDown(Atomic.KEY_A) || input.getKeyDown(Atomic.KEY_UP) && input.getKeyDown(Atomic.KEY_LEFT)) {
  183. yaw = -45;
  184. }
  185. if (input.getKeyDown(Atomic.KEY_W) && input.getKeyDown(Atomic.KEY_D) || input.getKeyDown(Atomic.KEY_UP) && input.getKeyDown(Atomic.KEY_RIGHT)) {
  186. yaw = 45;
  187. }
  188. if (input.getKeyDown(Atomic.KEY_S) && input.getKeyDown(Atomic.KEY_A) || input.getKeyDown(Atomic.KEY_DOWN) && input.getKeyDown(Atomic.KEY_LEFT)) {
  189. yaw = -135;
  190. }
  191. if (input.getKeyDown(Atomic.KEY_S) && input.getKeyDown(Atomic.KEY_D) || input.getKeyDown(Atomic.KEY_DOWN) && input.getKeyDown(Atomic.KEY_RIGHT)) {
  192. yaw = 135;
  193. }
  194. // Here we define if a default move key is pressed, it should animate RoboMan
  195. 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)) {
  196. // If RoboMan is NOT jumping we want to play walk animation
  197. if (!self.jump)
  198. {
  199. self.walk = true;
  200. self.run = false;
  201. // If we're not holding the run button down, we want the move force to be normal and walk animation to play
  202. if (!input.getKeyDown(Atomic.KEY_LSHIFT))
  203. {
  204. MOVE_FORCE = 64.8;
  205. self.walk = true;
  206. self.run = false;
  207. }
  208. // Else if we ARE holding the run button down WHILE pressing a move key, then we want RoboMan to play the run animation
  209. else
  210. {
  211. MOVE_FORCE = 129.6;
  212. self.walk = false;
  213. self.run = true;
  214. }
  215. }
  216. // Else if we are jumping, we don't want to play either the run or walk animations
  217. else
  218. {
  219. self.walk = false;
  220. self.run = false;
  221. if (!input.getKeyDown(Atomic.KEY_LSHIFT))
  222. {
  223. MOVE_FORCE = 64.8;
  224. self.walk = false;
  225. self.run = false;
  226. }
  227. else
  228. {
  229. MOVE_FORCE = 129.6;
  230. self.walk = false;
  231. self.run = false;
  232. }
  233. }
  234. }
  235. // If we're not pressing a move key we normally want to play the idle animation on RoboMan
  236. else
  237. {
  238. if (!self.jump)
  239. {
  240. self.idle = true;
  241. self.walk = false;
  242. self.run = false;
  243. if (input.getKeyDown(Atomic.KEY_LSHIFT))
  244. {
  245. self.idle = true;
  246. }
  247. }
  248. // Here we want to play the jump animation even though we're only moving in the Y axis!
  249. else
  250. {
  251. self.idle = false;
  252. if (input.getKeyDown(Atomic.KEY_LSHIFT))
  253. {
  254. self.idle = false;
  255. }
  256. }
  257. }
  258. //mouseMoveX = input.getMouseMoveX();
  259. //mouseMoveY = input.getMouseMoveY();
  260. }
  261. function update(timeStep) {
  262. UpdateControls();
  263. /*if (cameraMode != 2) {
  264. yaw += mouseMoveX * YAW_SENSITIVITY;
  265. pitch += mouseMoveY * YAW_SENSITIVITY;
  266. }*/
  267. if (!okToJump) {
  268. timer -= timeStep;//0.0048;
  269. }
  270. if (timer <= 0) {
  271. okToJump = true;
  272. isGrounded = true;
  273. onGround = true;
  274. timer = 0.79;
  275. } else if (timer < 0.69 && timer > 0.1) {
  276. okToJump = false;
  277. }
  278. /*if (pitch < -80)
  279. pitch = -80;
  280. if (pitch > 80)
  281. pitch = 80;*/
  282. if (button1) {
  283. cameraMode++;
  284. if (cameraMode == 3)
  285. cameraMode = 0;
  286. }
  287. }
  288. function postUpdate(timestep) {
  289. // Get camera lookat dir from character yaw + pitch
  290. var rot = node.getRotation();
  291. dir = quat.create();
  292. //quat.setAxisAngle(dir, [1, 0, 0], (pitch * Math.PI / 180.0));
  293. //quat.multiply(dir, [rot[1], rot[2], rot[3], rot[0]], dir);
  294. var headNode = node.getChild("Head_Tip", true);
  295. if (cameraMode == 1) {
  296. var headPos = headNode.getWorldPosition();
  297. var offset = [0.0, 0.15, 0.2];
  298. vec3.add(headPos, headPos, vec3.transformQuat(offset, offset, [rot[1], rot[2], rot[3], rot[0]]));
  299. cameraNode.setPosition(headPos);
  300. cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
  301. quat.setAxisAngle(dir, [0, 1, 0], (yaw * Math.PI / 180.0));
  302. node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
  303. }
  304. if (cameraMode == 0) {
  305. var aimPoint = node.getPosition();
  306. var aimOffset = [0, 5, -15];
  307. //var rotPoint = cameraNode.getRotation();
  308. //var rotOffset = [0, 0, 0];
  309. vec3.transformQuat(aimOffset, aimOffset, dir);
  310. vec3.add(aimPoint, aimPoint, aimOffset);
  311. var rayDir = vec3.create();
  312. vec3.transformQuat(rayDir, [0, 0, -0.5], dir);
  313. vec3.scale(rayDir, rayDir, 8);
  314. vec3.add(aimPoint, aimPoint, rayDir);
  315. cameraNode.setPosition(aimPoint);
  316. cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
  317. quat.setAxisAngle(dir, [0, 1, 0], (yaw * Math.PI / 180.0));
  318. //quat.setAxisAngle(dir, [0, 0, 1], (roll * Math.PI / 180.0));
  319. node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
  320. }
  321. //else
  322. //MoveCamera(timestep);
  323. }