You are setting the “enabled” property of your menu entity to false on every update. I would also keep a reference of your Menu Entity instead of calling findByName every update.
What @Sinlyu said is correct. Not all code is inside the parentheses of the if statements. In the code below I fixed this error and optimized your script as well. For that you have to add the first part in your initialize function and you have to replace the code of your update function with the second part.
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
this.flashlight = this.app.root.findByName('Flashlight');
this.pistol = this.app.root.findByName('Pistol');
this.menu = this.app.root.findByName('Menu');
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");
}
if (this.app.root.findByName('Handgun')){
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);
}
};
// HERE START YOUR UPDATE FUNCTION // update code called every frame
Movement.prototype.update = function(dt) {
// Switch weapon
if (this.app.keyboard.isPressed(pc.KEY_1) || this.app.keyboard.isPressed(pc.KEY_Q)) {
this.flashlight.enabled = true;
this.pistol.enabled = false;
this.menu.enabled = false;
}
if (this.app.keyboard.isPressed(pc.KEY_2) || this.app.keyboard.isPressed(pc.KEY_E)) {
this.flashlight.enabled = false;
this.pistol.enabled = true;
this.menu.enabled = false;
}
if (this.app.keyboard.isPressed(pc.KEY_M)) {
this.flashlight.enabled = false;
this.pistol.enabled = false;
this.menu.enabled = true;
}
// 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 players
// Check for key presses
if (app.keyboard.isPressed(pc.KEY_A) || app.keyboard.isPressed(pc.KEY_LEFT)) {
x -= right.x;
z -= right.z;
}
if (app.keyboard.isPressed(pc.KEY_D) || app.keyboard.isPressed(pc.KEY_RIGHT)) {
x += right.x;
z += right.z;
}
if (app.keyboard.isPressed(pc.KEY_W) || app.keyboard.isPressed(pc.KEY_UP)) {
x += forward.x;
z += forward.z;
}
if (app.keyboard.isPressed(pc.KEY_S) || app.keyboard.isPressed(pc.KEY_DOWN)) {
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);
setTimeout(function() {
// Reload
if (app.keyboard.isPressed(pc.KEY_R)) {
this.rounds = 12;
}
}.bind(this), 3000);
// reload gun magazine
};
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);
};
// Function start (recognizable by the script name)
Movement.prototype.onMouseDown = function(event) {
if (this.app.root.findByName('Pistol').enabled === true) {
// shooting code
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;
}
}
}
// Function end
};