Example of ReactVR usage
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import React from 'react' | |
import Location from 'Location' | |
import { | |
AppRegistry, | |
asset, | |
Pano, | |
View, | |
VrButton, | |
Model, | |
Sound, | |
Animated | |
} from 'react-vr' | |
const timeout = 1000 // easier for development to declare this variable there rather than to hardcode it every time | |
export default class gdgReactVr extends React.Component { | |
constructor (props) { | |
super(props) | |
this.state = { | |
isAudioReady: false, // for correct audio play | |
enemies: [] // our array of objects | |
} | |
this.renderEnemies = this.renderEnemies.bind(this) | |
this.startAudio = this.startAudio.bind(this) | |
this.addNewEnemy = this.addNewEnemy.bind(this) | |
this.removeEnemy = this.removeEnemy.bind(this) | |
this.moveEnemies = this.moveEnemies.bind(this) | |
setTimeout(this.addNewEnemy, timeout) | |
setTimeout(this.moveEnemies, 2 * timeout) | |
} | |
startAudio (event) { | |
// start the audio | |
if (event.nativeEvent.playStatus === 'ready') { | |
this.setState({isAudioReady: true}) // play the audio when it is ready | |
} | |
} | |
addNewEnemy () { | |
// creating new enemy | |
let enemy = { | |
x: Math.random() * 20 - 10, | |
y: Math.random() * 20 - 10, | |
z: (this.state.enemies.length % 2 ? 1 : -1) * (Math.random() * 6 + 4) | |
} | |
// we save animX, animY and animZ as separate fields so we can always use an original x, y and z | |
enemy.animX = new Animated.Value(enemy.x) | |
enemy.rotateX = new Animated.Value(-Math.atan(enemy.y / enemy.z) + 'rad') // for rotations | |
enemy.animY = new Animated.Value(enemy.y) | |
// (enemy.z > 0 ? -1.23 : 1.91) - this is hardcoded values for making death star's weapon to be visible for user | |
enemy.rotateY = new Animated.Value(Math.atan(enemy.x / enemy.z) + (enemy.z > 0 ? -1.23 : 1.91) + 'rad') | |
enemy.animZ = new Animated.Value(enemy.z) | |
this.setState({ | |
// we use 'concat' method for making new reference, you can use a lot of other variants | |
enemies: this.state.enemies.concat([enemy]) | |
}, () => { | |
setTimeout(this.addNewEnemy, 2 * timeout) | |
}) | |
} | |
moveEnemies () { | |
// move every enemy | |
this.setState({ | |
enemies: this.state.enemies.map(enemy => { | |
enemy.x += enemy.x > 0 ? -0.5 : 0.5 | |
enemy.y += enemy.y > 0 ? -0.5 : 0.5 | |
enemy.z += enemy.z > 0 ? -0.5 : 0.5 | |
Animated.parallel([ | |
Animated.timing(enemy.animX, {toValue: enemy.x}), | |
Animated.timing(enemy.rotateX, {toValue: -Math.atan(enemy.y / enemy.z) + 'rad'}), | |
Animated.timing(enemy.animY, {toValue: enemy.y}), | |
Animated.timing(enemy.rotateY, {toValue: Math.atan(enemy.x / enemy.z) + (enemy.z > 0 ? -1.23 : 1.91) + 'rad'}), | |
Animated.timing(enemy.animZ, {toValue: enemy.z}) | |
]).start() | |
return enemy | |
}) | |
}, () => { | |
if (this.state.enemies.find(enemy => Math.abs(enemy.x) < 1 && Math.abs(enemy.y) < 1 && Math.abs(enemy.z) < 1)) { | |
// finish the game if needed | |
console.log('You died') | |
setTimeout(Location.reload, 5000) | |
return | |
} | |
setTimeout(this.moveEnemies, timeout) | |
}) | |
} | |
removeEnemy (index) { | |
// remove the enemy when onClick or onEnter is firing | |
this.setState({ | |
enemies: this.state.enemies.slice(0, index).concat(this.state.enemies.slice(index + 1)) | |
}) | |
} | |
renderEnemies () { | |
return (this.state.enemies.map((enemy, index) => { | |
return ( | |
<Animated.View | |
key={index} | |
style={{ | |
transform: [ | |
{translate: [enemy.animX, enemy.animY, enemy.animZ]}, | |
{rotateX: enemy.rotateX}, | |
{rotateY: enemy.rotateY} | |
] | |
}} | |
> | |
<Model | |
source={{ | |
obj: asset('death-star.obj'), | |
}} | |
texture={asset('death-star.png')} | |
wireframe={false} | |
> | |
<VrButton | |
onClick={() => this.removeEnemy(index)} | |
onClickSound={{ | |
mp3: asset('blaster.mp3'), | |
}} | |
onEnter={() => this.removeEnemy(index)} | |
onEnterSound={{ | |
mp3: asset('blaster.mp3'), | |
}} | |
style={{ | |
width: 1.25, | |
height: 1.25, | |
transform: [ | |
{translate: [enemy.z > 0 ? 1.25 : -1.25, 0, enemy.z > 0 ? 0.5 : -0.5]}, | |
{rotateY: -1.91 + 'rad'} | |
] | |
}} | |
></VrButton> | |
</Model> | |
</Animated.View> | |
) | |
})) | |
} | |
render () { | |
return ( | |
<View> | |
<Sound | |
source={{ | |
mp3: asset('audio.mp3'), | |
ogg: asset('audio.ogg') | |
}} | |
loop | |
playControl={this.state.isAudioReady ? 'play' : 'stop'} | |
onPlayStatusChange={this.startAudio} | |
/> | |
<Pano source={asset('space2.jpg')}/> | |
{this.renderEnemies()} | |
</View> | |
) | |
} | |
}; | |
AppRegistry.registerComponent('gdg_reactvr', () => gdgReactVr) |
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