VehicleLanding
Since 0.7
{@link Vehicle.landing}: the last touchdown.
Watch count change to play a landing effect, sound or camera bump in one line. ts // A thump scaled by how hard it came down. update(ctx) { const l = ctx.vehicle?.landing if (l && l.count !== this.seen) { this.seen = l.count if (l.fallSpeed > 3) ctx.log("thump", l.fallSpeed) } }
Signature
export interface VehicleLanding {
/** Touchdowns so far: goes up by one each time all wheels were off the ground and one comes down. */
readonly count: number
/** The fastest downward speed of that flight, m/s, 0 or more. */
readonly fallSpeed: number
/** How long that flight lasted, seconds. */
readonly airTime: number
}
Import: import type { VehicleLanding } from "@argus/api"
Members
| Member | Signature | Description |
|---|---|---|
count | readonly count: number | Touchdowns so far: goes up by one each time all wheels were off the ground and one comes down. |
fallSpeed | readonly fallSpeed: number | The fastest downward speed of that flight, m/s, 0 or more. |
airTime | readonly airTime: number | How long that flight lasted, seconds. |
Example
The tested fixture fixtures/recipes/couch-coop/scenes/behaviors/couch.ts.
import type { Behavior } from "@argus/api"
/**
* Two players on one keyboard, one screen split down the middle.
*
* The scene's `meta.players` (`max: 2`, `keyboard: "split"`) gives player 1 the keys on the left
* half (WASD) and player 2 the right half (the arrows), and `spawn { for: "player", player: N }`
* makes `p1` and `p2` theirs; the engine walks each one's controller from their own keys. This
* behaviour does the rest: it seats player 2 and gives each player a view.
*
* Seating: `join: "script"` means only a script seats anyone. A lobby would wait for a press; this
* seats the right half at once, which is also what lets a headless self-test drive player 2
* (headless, no key or pad ever joins anyone).
*
* Both players home is a win: each pad emits `goal-reached` (`home.ts`), and this counts them.
*/
interface State {
home: string[]
won: boolean
layout: string
views: number
seated: number
}
export default {
init(ctx) {
// No number is no seat: under `keyboard: "player"` (the default) the keyboard has no halves.
if (ctx.players.count < 2 && typeof ctx.players.join("keyboard-right") !== "number") {
throw new Error('player 2 was not seated: "keyboard-right" needs meta.players.keyboard "split"')
}
// View 1 is `ctx.camera`; view 2 has a rig of its own. Each follows its player from behind.
ctx.views.setLayout("left-right")
for (const [view, id] of [[1, "p1"], [2, "p2"]] as const) {
ctx.views.set(view, "third-person", { distance: 6, yaw: 0, pitch: -15 })
ctx.views.follow(view, id)
}
ctx.state.home = []
ctx.state.won = false
// Kept so a test can read what was set up.
ctx.state.layout = ctx.views.layout
ctx.state.views = ctx.views.count
ctx.state.seated = ctx.players.count
ctx.events.on("goal-reached", (event) => {
const goal = (event.data as { goal?: string }).goal
if (goal === undefined || ctx.state.home.includes(goal)) return
ctx.state.home.push(goal)
if (ctx.state.home.length === 2 && !ctx.state.won) {
ctx.state.won = true
ctx.events.emit("both-home", { home: ctx.state.home })
}
})
},
} satisfies Behavior<State>