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132 lines
4.6 KiB
Haxe
132 lines
4.6 KiB
Haxe
package triggers;
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import h3d.Vector;
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import src.ResourceLoader;
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import src.AudioManager;
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import mis.MisParser;
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import src.MarbleWorld;
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import mis.MissionElement.MissionElementTrigger;
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import src.Console;
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class TeleportTrigger extends Trigger {
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var delay:Float = 2;
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var entryTime:Null<Float> = null;
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var exitTime:Null<Float> = null;
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public function new(element:MissionElementTrigger, level:MarbleWorld) {
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super(element, level);
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if (element.delay != null)
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this.delay = MisParser.parseNumber(element.delay) / 1000;
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}
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override function onMarbleEnter(time:src.TimeState) {
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this.exitTime = null;
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this.level.marble.setCloaking(true, time);
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if (this.entryTime != null)
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return;
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this.entryTime = time.currentAttemptTime;
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this.level.displayAlert("Teleporter has been activated, please wait.");
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AudioManager.playSound(ResourceLoader.getResource("data/sound/teleport.wav", ResourceLoader.getAudio, this.soundResources));
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}
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override function onMarbleLeave(time:src.TimeState) {
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this.exitTime = time.currentAttemptTime;
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this.level.marble.setCloaking(false, time);
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}
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public override function update(timeState:src.TimeState) {
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if (this.entryTime == null)
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return;
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if (timeState.currentAttemptTime - this.entryTime >= this.delay) {
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this.executeTeleport();
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return;
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}
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// There's a little delay after exiting before the teleporter gets cancelled
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if (this.exitTime != null && timeState.currentAttemptTime - this.exitTime > 0.050) {
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this.entryTime = null;
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this.exitTime = null;
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return;
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}
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}
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override function init(onFinish:() -> Void) {
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ResourceLoader.load("sound/teleport.wav").entry.load(onFinish);
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}
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function executeTeleport() {
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this.entryTime = null;
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function chooseNonNull(a:String, b:String) {
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if (a != null)
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return a;
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if (b != null)
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return b;
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return null;
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}
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// Find the destination trigger
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if (this.element.destination == null)
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return;
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var destinationList = this.level.triggers.filter(x -> x is DestinationTrigger
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&& x.element._name.toLowerCase() == this.element.destination.toLowerCase());
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if (destinationList.length == 0)
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return; // Who knows
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var destination = destinationList[0];
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var pos = MisParser.parseVector3(destination.element.position);
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pos.x = -pos.x;
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// Determine where to place the marble
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var position:Vector;
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if (MisParser.parseBoolean(chooseNonNull(this.element.centerdestpoint, destination.element.centerdestpoint))) {
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position = destination.collider.boundingBox.getCenter().toVector(); // Put the marble in the middle of the thing
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} else {
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position = destination.vertices[0].add(new Vector(0, 0, 3)).add(pos); // destination.vertices[0].clone().add(new Vector(0, 0, 3));
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}
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position.w = 1;
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this.level.marble.prevPos.load(position);
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this.level.marble.setPosition(position.x, position.y, position.z);
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var ct = this.level.marble.collider.transform.clone();
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ct.setPosition(position);
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this.level.marble.collider.setTransform(ct);
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if (this.level.isRecording) {
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this.level.replay.recordMarbleStateFlags(false, false, true, false);
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}
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if (!MisParser.parseBoolean(chooseNonNull(this.element.keepvelocity, destination.element.keepvelocity)))
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this.level.marble.velocity.set(0, 0, 0);
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if (MisParser.parseBoolean(chooseNonNull(this.element.inversevelocity, destination.element.inversevelocity)))
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this.level.marble.velocity.scale(-1);
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if (!MisParser.parseBoolean(chooseNonNull(this.element.keepangular, destination.element.keepangular)))
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this.level.marble.omega.set(0, 0, 0);
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Console.log('Teleport:');
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Console.log('Marble Position: ${position.x} ${position.y} ${position.z}');
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Console.log('Marble Velocity: ${this.level.marble.velocity.x} ${this.level.marble.velocity.y} ${this.level.marble.velocity.z}');
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Console.log('Marble Angular: ${this.level.marble.omega.x} ${this.level.marble.omega.y} ${this.level.marble.omega.z}');
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// Determine camera orientation
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if (!MisParser.parseBoolean(chooseNonNull(this.element.keepcamera, destination.element.keepcamera))) {
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var yaw:Float;
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if (this.element.camerayaw != null)
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yaw = MisParser.parseNumber(this.element.camerayaw) * Math.PI / 180;
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else if (destination.element.camerayaw != null)
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yaw = MisParser.parseNumber(destination.element.camerayaw) * Math.PI / 180;
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else
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yaw = 0;
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yaw = -yaw; // Need to flip it for some reason
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this.level.marble.camera.CameraYaw = yaw + Math.PI / 2;
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this.level.marble.camera.CameraPitch = 0.45;
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this.level.marble.camera.nextCameraYaw = yaw + Math.PI / 2;
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this.level.marble.camera.nextCameraPitch = 0.45;
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}
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AudioManager.playSound(ResourceLoader.getResource("data/sound/spawn.wav", ResourceLoader.getAudio, this.soundResources));
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}
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}
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