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systems.js
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systems.js
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// Handles all animations sequences for the game
AFRAME.registerSystem('animator',{
schema: {},
init: function() {
this.entities = []
},
// Registers entity with an animator component asociated
registerMe: function(el) {
this.entities.push(el)
},
unregisterMe: function (el) {
var index = this.entities.indexOf(el);
this.entities.splice(index, 1);
},
animateNext: function(trigger) {
if (trigger == 'reachedtel59'){
this.changeScene()
}
this.entities.forEach(function(element) {
var animator = element.components.animator
if(animator.data.conditionAppear == trigger){
animator.appear()
}
if(animator.data.conditionDisappear == trigger){
animator.disappear()
}
if(animator.data.conditionAnimate == trigger){
animator.animate()
}
});
},
changeScene: function(){
this.treesCounter = 0
var self = this
setTimeout(function(){
AFRAME.utils.entity.setComponentProperty(self.sceneEl, 'background.color', '#a3e6ff');
AFRAME.utils.entity.setComponentProperty(self.sceneEl, 'fog.color', '#a3e6ff');
},3000)
},
})
// This systems creates all the elements needed to play simple audio waves using an oscillator
AFRAME.registerSystem('programaticsound',{
schema:{
context:{default: new AudioContext()},
frequencies:{
default: {
'C': 349.2,
'C#': 370.0,
'D': 392.0,
'D#': 415.3,
'E': 440.0,
'F': 466.2,
'F#': 493.9,
'G': 523.3,
'G#': 554.4,
'A': 587.3,
'A#': 622.3,
'B': 659.3
}
}
},
init: function() {
this.currentNote = 0
this.gain = 0.8
this.frequenciesArray = ['C','D','E','F','G','A','B']
},
playSound: function(note) {
var context = this.data.context
var frequencies = this.data.frequencies
// creates oscillator to create the actual sound with the choosen note frequency
var o = context.createOscillator()
o.frequency.value = frequencies[note]
var g = context.createGain() // creates gain to gracefully reduce the sound through time
g.gain.value = this.gain
o.connect(g) //Connects oscillator output to gain input
g.connect(context.destination) //Conect gain module to the output
o.start(context.currentTime) //Start playing
// Reduces exponentially the sound, this gives a reallystic feeling
// as the produced sound decreases the same way the sound of a pulled
// guitar string would decrease.
g.gain.setTargetAtTime(
0, context.currentTime, 0.25
)
},
playRandomSound: function (){
var randomNote = this.frequenciesArray[Math.floor(Math.random()*this.frequenciesArray.length)]
this.playSound(randomNote)
}
}),
AFRAME.registerSystem('teleporter', {
schema: {},
init: function() {
this.entities = []
},
// Registers entity with an animator component asociated
registerMe: function(el) {
this.entities.push(el)
},
unregisterMe: function (el) {
var index = this.entities.indexOf(el);
this.entities.splice(index, 1);
},
getId: function(el){
return 'tel' + this.entities.indexOf(el); //Starts from 0
}
})
AFRAME.registerSystem('door',{
schema: {},
init: function(){
this.entities = []
this.setDefaultValues()
},
setDefaultValues: function(){
this.programedMelody = ''
this.playerMelody = ''
this.listening = false
},
registerMe: function(el) {
this.entities.push(el)
},
unregisterMe: function (el) {
var index = this.entities.indexOf(el);
this.entities.splice(index, 1);
},
getId: function(el){
return this.entities.indexOf(el); //Starts from 0
},
startListening: function(entity, melody){
this.currentDoor = entity
this.programedMelody = melody
this.listening = true
this.playerMelody = ''
},
registerNote: function(note){
if (this.listening){
this.playerMelody+=note
if (this.programedMelody.length == this.playerMelody.length){
if (this.programedMelody == this.playerMelody){
this.currentDoor.components.door.open()
}else{
this.currentDoor.components.door.keepClosed()
}
this.setDefaultValues()
}
}
}
})