Shaking made random?

Hi, so I have got this far with making the camera shake when I die in my game:


  app.on('game:cShake', function (x,y) {
    
        this.item = app.root.findByName('Camera');
        var rnd = Math.random(-0.0005, 0.0005);

this.item
.tween(this.item.getLocalPosition())
.to(new pc.Vec3(rnd / 100, rnd / 100, 1), 0.05, pc.Linear)
.repeat(5)
.yoyo(true)
.start()
.complete = true;
        
    }, this);

But I want to make this where it will shake randomly between -0.005 and 0.005 to make a more real effect, instead of just yoyoing between 0.005 and back

Thanks for any help

Oh, I managed to do it. I used a different script and applied it to when I die

var CameraShake = pc.createScript('cameraShake');

CameraShake.attributes.add("shakeInterval", {type: "number", default: 0.1, title: "Camera Shake Interval"});
CameraShake.attributes.add("maxShakeDistance", {type: "number", default: 0.1, title: "Max Shake Distance"});
CameraShake.attributes.add("duration", {type: "number", default: 1, title: "Duration"});


// initialize code called once per entity
CameraShake.prototype.initialize = function() {
    this.time = 0;
    this.timeSinceLastShake = 0;
    
    this.startPosition = this.entity.getPosition().clone();
    
    // Listen to the event that will trigger the camera shake
    this.app.on('camera:shake', this.onStartShake, this);
};

// update code called every frame
CameraShake.prototype.update = function(dt) {
    this.time += dt;
    
    if (this.time < this.duration) {
        this.timeSinceLastShake += dt;

        if (this.timeSinceLastShake >= this.shakeInterval) {
            // Use this to reduce the maximum shake distance over the duration of the effect
            var v = 1 - pc.math.clamp(this.time / this.duration, 0, 1);

            // Find a point in a disc to offset the camera by
            // Taken from http://stackoverflow.com/questions/5837572/generate-a-random-point-within-a-circle-uniformly
            var t = 2 * Math.PI * pc.math.random(0, 1);
            var u = pc.math.random(0, this.maxShakeDistance) * v + pc.math.random(0, this.maxShakeDistance) * v;
            var r = u > 1 ? 2-u : u; 

            var x = r * Math.cos(t);
            var y = r * Math.sin(t);
            
            this.entity.setLocalPosition(this.startPosition.x + x, this.startPosition.y + y, this.startPosition.z);        
            this.timeSinceLastShake -= this.shakeInterval; 
        }    
    }
};

CameraShake.prototype.onStartShake = function () {
    this.time = 0;   
    this.duration = 0.45;
};
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