i have this problem
var Movement = pc.createScript('Movement');
Movement.attributes.add('camera', {
type: 'entity',
description: 'Optional, assign a camera entity, otherwise one is created'
});
Movement.attributes.add('power', {
type: 'number',
default: 2500,
description: 'Adjusts the speed of player movement'
});
Movement.attributes.add('lookSpeed', {
type: 'number',
default: 0.25,
description: 'Adjusts the sensitivity of looking'
});
// initialize code called once per entity
Movement.prototype.initialize = function() {
this.force = new pc.Vec3();
this.eulers = new pc.Vec3();
var app = this.app;
// Listen for mouse move events
app.mouse.on("mousemove", this._onMouseMove, this);
// when the mouse is clicked hide the cursor
app.mouse.on("mousedown", function () {
app.mouse.enablePointerLock();
}, this);
// Check for required components
if (!this.entity.collision) {
console.error("First Person Movement script needs to have a 'collision' component");
}
if (!this.entity.rigidbody || this.entity.rigidbody.type !== pc.BODYTYPE_DYNAMIC) {
console.error("First Person Movement script needs to have a DYNAMIC 'rigidbody' component");
}
this.rounds = 12;
if (this.app.mouse) {
this.app.mouse.on(pc.EVENT_MOUSEDOWN, this.onMouseDown, this);
this.app.mouse.on(pc.EVENT_MOUSEUP, this.onMouseUp, this);
this.app.mouse.on(pc.EVENT_MOUSEMOVE, this.onMouseMove, this);
}
};
// update code called every frame
Movement.prototype.update = function(dt) {
// If a camera isn't assigned from the Editor, create one
if (!this.camera) {
this._createCamera();
}
var force = this.force;
var app = this.app;
// Get camera directions to determine movement directions
var forward = this.camera.forward;
var right = this.camera.right;
// movement
var x = 0;
var z = 0;
// Use W-A-S-D keys to move player
// Check for key presses
if (app.keyboard.isPressed(pc.KEY_A) || app.keyboard.isPressed(pc.ARROW_UP)) {
x -= right.x;
z -= right.z;
}
if (app.keyboard.isPressed(pc.KEY_D)) {
x += right.x;
z += right.z;
}
if (app.keyboard.isPressed(pc.KEY_W)) {
x += forward.x;
z += forward.z;
}
if (app.keyboard.isPressed(pc.KEY_S)) {
x -= forward.x;
z -= forward.z;
}
// use direction from keypresses to apply a force to the character
if (x !== 0 && z !== 0) {
force.set(x, 0, z).normalize().scale(this.power);
this.entity.rigidbody.applyForce(force);
}
// update camera angle from mouse events
this.camera.setLocalEulerAngles(this.eulers.y, this.eulers.x, 0);
// reload gun magazine
if (app.keyboard.isPressed(pc.KEY_R)) {
this.rounds = 12;
}
};
Movement.prototype._onMouseMove = function (e) {
// If pointer is disabled
// If the left mouse button is down update the camera from mouse movement
if (pc.Mouse.isPointerLocked() || e.buttons[0]) {
this.eulers.x -= this.lookSpeed * e.dx;
this.eulers.y -= this.lookSpeed * e.dy;
}
};
Movement.prototype._createCamera = function () {
// If user hasn't assigned a camera, create a new one
this.camera = new pc.Entity();
this.camera.setName("First Person Camera");
this.camera.addComponent("camera");
this.entity.addChild(this.camera);
this.camera.translateLocal(0, 0.5, 0);
};
Movement.prototype.onMouseDown = function(event) {
if (event.button === pc.MOUSEBUTTON_LEFT) {
// shoot
if (this.rounds !== 0) {
var bullet = this.app.root.findByName('Bullet').clone();
this.app.root.addChild(bullet);
bullet.reparent(this.app.root);
bullet.setPosition(this.app.root.findByName('Bullet').getPosition());
bullet.setRotation(this.app.root.findByName('Bullet').getRotation());
bullet.enabled = true;
console.log(bullet);
// update magazine
this.rounds = this.rounds - 1;
}
}
};
Where did you get pc.ARROW_UP
from?
Thank you
MAJOR UPDATE
i was trying it myself
this is similar to the ToString thing, but i was working with a dodge mechanism
if (this.app.keyboard.wasPressed(pc.KEY_Q) === true) {
this.entity.rigidbody.applyImpulse(0, 0.1, 1);
}
if (this.app.keyboard.wasPressed(pc.KEY_E) === true) {
this.entity.rigidbody.applyImpulse(0, 0.1, -1);
}
and it says
Couple of things:
-
this.app
is undefined for some reason. The reason will depend on the surrounding code. - You don’t need to compare against
true
. You can just do:
if (this.app.keyboard.wasPressed(pc.KEY_Q)) {
this is all of it }
}
};
if(this.app.keyboard.wasPressed(pc.KEY_Q));
this.entity.rigidbody.applyImpulse(0, 0.1, 1);
}
if(this.app.keyboard.wasPressed(pc.KEY_E)
this.entity.rigidbody.applyImpulse(0, 0.1, -1);
}
it say this
You should not have a semicolon here:
if(this.app.keyboard.wasPressed(pc.KEY_Q));
Might I suggest this course to get more familiar with Javascript syntax?
but, it says Missing semicolon, unrecoverable syntax error(97% scanned)
You removed the incorrect semicolon.
Literally on this line above that (145):
if(this.app.keyboard.wasPressed(pc.KEY_Q));
You should not have a semicolon as you are declaring your if statement.
What about line 153? Is that semicolon also there by mistake?
no,it shows a red X
its supposed to be there
Without seeing your entire script, I am unable to provide you with a proper answer. Based on the the small amount of structure I can see, my guess is that a semicolon should not be there.
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no.