Skip to main content

Game-state Management and Aframe Systems



Most of this past week involved implementing the data management systems that control the current state of the game for the Builder and the Finder.  The basic skeleton of the systems, as well as the components they used, were implemented at the beginning of the week leading up to the Beta milestone (~10 hours), and the rest of the week was spent expanding and polishing these systems (~3-4 hours).  The two systems I focuses on were the Builder system, which which manages the game state of the Builder player, and the Finder system, which does the same for the Finder player.

The Builder system keeps track of which piece of furniture is being built, what step the Builder is on in the build process, as well as how many steps there are to complete the furniture.  Every time a piece is successfully snapped an event is emitted by the scene element and the Builder system picks this up, increments the current step, checks if the furniture is complete, and emits a Socket.io event that informs the Finder what the next piece is or that the furniture is complete.  This system also listens for a Socket.io 'shipping' event from the Finder and uses the data passed to create the new piece in the Builder's environment. 

A table leg appearing in the living room after being shipped by the Finder.  The builder clicks on the box, and the table leg appears.

The Finder system works in conjunction with a 'shipping' component attached to the shipping platform seen in the picture below.  When a furniture piece collides with the shipping platform the shipping component checks with the Finder system whether it is the correct piece; if it is the Finder component then emits a Socket,io event containing the piece id.  The Builder system listens for this event and creates the piece from the id, as stated above.  

The placeholder shipping platform and a table leg in the warehouse.  The Finder drops the table leg on the platform and if it is the correct piece it gets 'shipped'.

The code below demonstrates the process shipping component uses to determine whether the collided piece needs to be shipped or not.

el.addEventListener('hitstart', function (event)
{
    for (var i = 0; i < event.detail.intersectedEls.length; i++)
    {
        let targetEl = event.detail.intersectedEls[i];

        if (targetEl.classList.contains(system.data.requiredPiece))
        {
            // If the dropped piece is the one we are looking for, remove this instance
            // and emit the sendPiece event for the Builder.
            el.sceneEl.removeChild(targetEl);
            socket.emit('sendPiece', { pieceId: system.data.requiredPiece, });
        }
        else
        {
            // If not, launch the piece back at the player.
            targetEl.body.velocity.set(-5, 6, 0);
        }
    }
});

At the moment the values for the number of steps and the pieces required for each step are still hard coded, one job for this next week is to implement a process that allows the systems to pull this information from a database depending on the furniture selected, and I will be working with Priscilla to complete this.  I would also like get game controller supported.

Comments

Popular posts from this blog

Sprint 4 - Alpha Presentation and Furniture

This week, the team presented our proposal for our project as well as demonstrated the alpha build. In its current state, the living room and warehouse environments are at their most primitive states and will be developed further over time. In future plans, I will have to redesign the living room to allocate more space to the user. It's currently too small and claustrophobic, which makes it difficult for a VR user to have enough building space. I spent the days prior to the presentation polishing the design comps then producing OBJ files of the environments to insert into A-Frame. I did this by going back and forth between a-frame and Maya and resizing the scene until it was the ideal size. This way, Mitchell is able to simply drag and drop the obj into the project without having to tweak the transformations (~5hrs). Table Model with UVs Chair Model with UVs Shelf Model with UVs After the presentations, I began working on modelling the 3 pieces of furniture that pl...

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 st...

Sprint 5 - Finishing the Furniture

This week, I completed modelling (4hrs) and texturing (7hrs) the furniture that will be used in the scene. It took longer than I expected because I had difficulty nailing down an art style while also working with new techniques in Substance Painter that I wasn't familiar with. A big challenge was finding a style that I really liked and understanding how to achieve that. My experience is more in realistic modelling and texturing where it's easy to see where things don't look right. However, with stylized pieces, it's up to my own interpretation. I'm also working with a very base, low-resolution mesh because I want to avoid creating too much detail through normal or height maps. The simpler, the better, but, the simpler, the less there is to work with. The grand solution in nailing down a flexible art style was through the use of ambient occlusion. By baking the same model over itself, I get an AO map, which already improves the look dramatically as it removes ...