mkjs/Code/Entities/itembox.js

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//
// itembox.js
//--------------------
// Drives and animates itembox entity.
// by RHY3756547
//
window.ItemBox = function(obji, scene) {
var obji = obji;
var res = [];
var t = this;
var anim = 0;
var animFrame = 0;
var animMat;
var frames = 0;
t.soundProps = {};
t.pos = vec3.clone(obji.pos);
//t.angle = vec3.clone(obji.angle);
t.scale = vec3.clone(obji.scale);
t.sndUpdate = sndUpdate;
t.requireRes = requireRes;
t.provideRes = provideRes;
t.update = update;
t.draw = draw;
t.mode = 0;
t.time = 0;
var test = 0;
function update(scene) {
switch (t.mode) {
case 0: //alive
for (var i=0; i<scene.karts.length; i++) {
var ok = scene.karts[i];
var dist = vec3.dist(vec3.add([], t.pos, [0,1,0]), ok.pos);
if (dist < 24) {
var breakSound = nitroAudio.playSound(212, {}, 0, t);
breakSound.gainN.gain.value = 4;
for (var j=0; j<10; j++) {
scene.particles.push(new ItemShard(scene, ok, res.mdl[2]));
}
t.mode = 1;
t.time = 0;
break;
}
}
break;
case 1: //dead
if (t.time++ > 30) {
t.mode = 2;
t.time = 0;
}
break;
case 2: //respawning
if (t.time++ > 30) {
t.mode = 0;
t.time = 0;
}
break;
}
animMat = anim.setFrame(0, 0, animFrame);
animFrame = (animFrame+1)%frames;
}
function draw(view, pMatrix, gl) {
if (t.mode == 0 || t.mode == 2) {
if (t.mode == 2) nitroRender.setColMult([1, 1, 1, t.time/30]);
var mat = mat4.translate(mat4.create(), view, t.pos);
mat4.scale(mat, mat, vec3.scale([], t.scale, 16));
//res.mdl[2].draw(mat, pMatrix);
mat4.translate(mat, mat, [0, 1, 0])
gl.enable(gl.CULL_FACE); //box part
//gl.depthMask(false);
res.mdl[0].drawPoly(mat, pMatrix, 0, 1, animMat);
//gl.depthMask(true);
gl.disable(gl.CULL_FACE);
//question mark part
gl.depthRange(0, 0.99); //hack to push question mark forward in z buffer, causes a few issues with far away boxes though
res.mdl[0].drawPoly(mat, pMatrix, 0, 0, animMat);
gl.depthRange(0, 1);
if (t.mode == 2) nitroRender.setColMult([1, 1, 1, 1]);
}
}
function sndUpdate(view) {
t.soundProps.pos = vec3.transformMat4([], t.pos, view);
if (t.soundProps.lastPos != null) t.soundProps.vel = vec3.sub([], t.soundProps.pos, t.soundProps.lastPos);
else t.soundProps.vel = [0, 0, 0];
t.soundProps.lastPos = t.soundProps.pos;
t.soundProps.refDistance = 192/1024;
t.soundProps.rolloffFactor = 1;
}
function requireRes() { //scene asks what resources to load
return {mdl:[{nsbmd:"itembox.nsbmd"}, {nsbmd:"obj_shadow.nsbmd"}, {nsbmd:"itembox_hahen.nsbmd"}], other:["itembox.nsbca"]};
}
function provideRes(r) {
res = r; //...and gives them to us. :)
anim = new nitroAnimator(r.mdl[0].bmd, r.other[0]);
frames = r.other[0].animData.objectData[0].frames;
animFrame = Math.floor(Math.random()*frames);
animMat = anim.setFrame(0, 0, animFrame);
}
}