Skip to main content

Controllers and Game-state Management

The two issues I worked on this past week were getting game-pad controllers working with our project (~6 hours), and general work on the game-state systems to iron out some of the kinks and add some more functionality (~3-4 hours).  Unfortunately neither of these tasks proved 100% successful due to some set backs.

The game-pad controllers are so close to working, movement and look controls are fully functional, but I cannot get the Super Hands components to pick up the button events from aframe-extras.  The easiest way to see this is by looking at some code:

<!-- Camera -->
<a-entity id="rig"
            movement-controls
            position="0 0 0">
    <a-entity id="camera"
                camera
                wasd-controls="acceleration: 125"
                look-controls="pointerLockEnabled:true"
                position="0 1.6 0"
                capture-mouse
                static-body="shape: sphere; sphereRadius: 0.0002"
                super-hands="colliderEvent: raycaster-intersection;
                    colliderEventProperty: els;
                    colliderEndEvent:raycaster-intersection-cleared;
                    colliderEndEventProperty: clearedEls;">
        <a-cursor id="cursor"
                    cursor-extend
                    downEvents="gamepadbuttondown"
                    upEvents="gamepadbuttonup"
                    rayOrigin="entity"
                    far="5"
                    interval="100"
                    objects=".grabbable, .clickable">
        </a-cursor>
    </a-entity>

The above code is the player element in the scene which is composed of a rig, camera, and cursor.  The 'movement-controls' element is the component that implements the game-pad controls and every time a button is hit on the controller it emits a 'gamepadbuttondown' event on the 'rig' entity that has the value of the pressed button in the event.details.index.  The problem is that the cursor element and the 'grabbable' component on grabbable elements need to listen for this event, so I created a custom component, 'cursor-extend', to see if I could extend the event down to the cursor element, but the cursor still does not hear the event.  Looking at the source code for the Aframe Cursor, I can see that the cursor component watches for inputs at the Canvas level of the document, so it looks like I would need to route the event through the canvas for the cursor to pick it up. 

Seeing as there is still a lot more important work to complete for our final deadline, I am going to leave the controller button support for if I have extra time later.

Comments

Popular posts from this blog

[FINAL] - Where to find our game

Hello future builders, we're 3 programmer-artists that make up the Seismic Octopus team: Mitchell Koch - lead programmer, game tester, researcher  Priscilla Lo - project manager, sound design, lead 2D artist, programmer, documentation  Maxime Vincent - lead 3D artist, lighting designer, game tester We finished this course in May 2020 with a final release of Build-a-Furniture available on GitHub: https://github.com/Areizza/Build-a-Furniture Although this semester was full of hardships and unprecedented times near the end, we got through it together and are proud to present our simple web-VR game. Check it out and let us know what you think! :)

Catalogue, Sound Effects, JSON for Instructions

This week I updated the image for the catalogue and added it to the Living Room environment as an image plane (~2hrs). I am currently adding smaller clickable planes on top of it to represent the different furniture options to choose to build. A screenshot of this can be seen below. I also looked for some sound effects to use for user feedback (~2hrs) when pieces are combined together correctly, incorrectly, pieces are dropped, etc. These sound files have been added to the shared drive and will be implemented in the code in the next few days. Some example sounds can be listened to at the following links: https://freesound.org/people/NenadSimic/sounds/150879/ https://freesound.org/people/grunz/sounds/109662/ https://freesound.org/people/GabrielAraujo/sounds/242501/ https://freesound.org/people/kirbydx/sounds/175409/  I also worked on adding JSON for the builder.js and finder.js files to store the required information for the instructions (~1hr). An example o...

Building the Shelf and Chairs

With the final submission looming closer, most of my effort was directed at replacing some hard-coded game-play functionality with dynamic data from the Builder and Finder systems (~3 hours), assisting my team with issues they encountered (~2-3 hours), and getting the shelf and chair ready to be built by the players (~8 hours). The Builder and Finder systems still had a few hard-coded values from the Beta build of the project that were specific to constructing the table, so I worked on replacing those with the data that is contained in the instructions arrays that Priscilla and Maxime created this week.  I was initially have problems accessing this array before I discovered that JavaScript arrays can be accessed by string, which simplified it a lot.  Below is an example of the before and after of this process. // Before socket . on ( 'setFurn' , function ( data ) { this . current = data . id ; // Where data.id was always "table" this . step = ...