EON JS snippets
Sublime Text snippets for Custom JavaScript Library in Eon Studio
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JavaScript Snippets for Sublime
Install
To install through Package Control, search for EON JS Snippets. If you still don"t have Package Control in Sublime Text, go get it. It"s pure awesomeness.
If you prefer to install it manually, you can download the package and put it inside your Packages
directory. It should work but will not update automatically.
Timing Object
Timing.registerEvent(“ONCE
Timing.registerEvent("ONCE", time, null, function() {
// do something once at time.
});
Timing.registerEvent(”OVER
Timing.registerEvent("OVER", time, null, function() {
// do something every frame over time.
});
Timing.registerEvent(“OVER_EVERY
Timing.registerEvent("OVER_EVERY", time, every, null, function() {
// do something every x seconds over time.
});
Timing.registerEvent(”EVERY
Timing.registerEvent("EVERY", time, null, function() {
// do something every x seconds.
});
Timing.registerEvent(“FRAME
Timing.registerEvent("FRAME", null, function() {
// do something every frame.
});
Global Actions
GA.setField
GA.setField("node", "field", value);
GA.getField
GA.getField("node", "field");
GA.getNode
GA.getNode("node");
GA.setProperty
GA.setProperty("property", value, object);
GA.find
GA.find("name", root, depth);
GA.findByProgID
GA.findByProgID("id", root, depth);
GA.addField
GA.addField("field");
Transform
Transform.position
Transform.position("node", [position], time);
Transform.orientation
Transform.orientation("node", [orientation], time);
Transform.scale
Transform.scale("node", [scale], time);
Transform.other
Transform.other("node", "field", value, time);
Transform.rotate
Transform.rotate("node", [axis], laptime, state);
Transform.position
with callback
Transform.position("node", [position], time, function() {
// do something
});
Transform.orientation
with callback
Transform.orientation("node", [orientation], time, function() {
// do something
});
Transform.scale
with callback
Transform.scale("node", [scale], time, function() {
// do something
});
Transform.other
with callback
Transform.other("node", "field", value, time, function() {
// do something
});
.pause
var TRANSFORM_EVENT = Transform.other("node", "field", value, time, function() {
// do something
});
TRANSFORM_EVENT.pause();
.resume
var TRANSFORM_EVENT = Transform.other("node", "field", value, time, function() {
// do something
});
TRANSFORM_EVENT.resume();
.cancel
var TRANSFORM_EVENT = Transform.other("node", "field", value, time, function() {
// do something
});
TRANSFORM_EVENT.cancel();
Node Object
.name
var box = GA.getNode("Box1");
eon.Trace(box.name);
// Box1
.ref
var box = GA.getNode("Box1");
eon.Trace(box.ref);
// returns a reference to the current node.
.path
var box = GA.getNode("Box1");
box.path
// Simulation!Scene!_PUT-YOUR-SCENE-HERE_!Box1
.count
var box = GA.getNode("Box1");
box.count;
// 2
.start
var box = GA.getNode("Box1");
box.start;
.stop
var box = GA.getNode("Box1");
box.stop;
.getField
var box = GA.getNode("Box1");
box.getField("Position").value;
//parameters
.getField(field, debug, source);
.getField("SetRun", "DEBUG", "ClickSensor function");
.setField
var box = GA.getNode("Box1");
box.setField("Position",[5,5,5]);
//parameters
.setField(field, setvalue, debug, source);
.setField("SetRun", true, "DEBUG", "ClickSensor function");
.getFieldById
var box = GA.getNode("Box1");
box.getFieldById(7).value;
// returns the value of the nodes 7th field (position in this case)
.setFieldById
var box = GA.getNode("Box1");
box.setFieldById(7, [9,9,9]);
// sets the value of the nodes 7th field (position in this case) to 9,9,9
.parent
// using eon methods
var box = eon.FindNode("Box1");
var parent4 = box.GetParentNode().GetParentNode().GetParentNode().GetParentNode();
// using library
var box = GA.getNode("Box1");
box.parent(4);
// returns the nodes 4th parent
box.parent();
// if no argument is given the first parent will be returned.
.parentName
// using eon methods
var box = eon.FindNode("Box1");
var parent4 = box.GetParentNode().GetParentNode().GetParentNode().GetParentNode();
var name = eon.GetNodeName(parent4);
// using library
var box = GA.getNode("Box1");
// acessing name after accesing nth parent
box.parent(4).name;
// accessing nth parent and returning name directly
box.parentName(4);
.parentRef
// using eon methods
var box = eon.FindNode("Box1");
var parent4 = box.GetParentNode().GetParentNode().GetParentNode().GetParentNode();
// using library
var box = GA.getNode("Box1");
// acessing ref after accesing nth parent
box.parent(4).ref;
// accessing nth parent and returning ref directly
box.parentRef(4);
.child
// using eon methods
var box = eon.FindNode("Box1");
var treeCh = box.GetFieldByName("TreeChildren");
var child1 = treeCh.GetMFElement(0);
// using library
var box = GA.getNode("Box1");
box.child(1);
// returns the nodes 1st child.
box.child();
// if no argument is given the first child will be returned.
.childName
// using eon methods
var box = eon.FindNode("Box1");
var treeCh = box.GetFieldByName("TreeChildren");
var child1 = treeCh.GetMFElement(0);
var name = eon.GetNodeName(child1);
// using library
var box = GA.getNode("Box1");
// acessing name after accesing nth child
box.child(2).name;
// accessing nth child and returning name directly
box.childName(2);
.childRef
// using eon methods
var box = eon.FindNode("Box1");
var treeCh = box.GetFieldByName("TreeChildren");
var child1 = treeCh.GetMFElement(0);
// using library
var box = GA.getNode("Box1");
// acessing ref after accesing nth parent
box.child(4).ref;
// accessing nth parent and returning ref directly
box.childRef(4);
.fieldCount
var box = GA.getNode("Box1");
box.fieldCount;
// returns 23, the number of field the box1 node has.
.find
var box = GA.getNode("Box1");
box.find("shape");
box.find("name", depth);
// Returns a collection of node-objects.
.show
var box = GA.getNode("Box1");
box.show;
// shows the box
.hide
var box = GA.getNode("Box1");
box.hide;
// shows the box
.position
var box = GA.getNode("Box1");
// starts with a position of [15,0,0]
box.position;
// 15,0,0
// returns the value of the current nodes position
box.position.x;
// 15
// returns the value of the current nodes x position
box.position = [43,2,19];
// changes position
box.position;
// 43,2,19
box.position.x = 4;
// changes the value of the x axis only
.orientation
var box = GA.getNode("Box1");
// starts with a orientation of [3,6,9]
box.orientation;
// 3,6,9
// returns the value of the current nodes orientation
box.orientation.y;
// 6
// returns the value of the current nodes y orientation
box.orientation = [7,14,21];
// changes orientation
box.orientation;
// 7,14,21
.scale
var box = GA.getNode("Box1");
// starts with a scale of [1,1,1]
box.scale;
// 1,1,1
// returns the value of the current nodes scale
box.scale.z;
// 1
// returns the value of the current nodes z scale
box.scale = [2,2,2];
// changes scale
box.scale;
// 2,2,2
.hidden
var box = GA.getNode("Box1");
box.hidden;
// returns false
box.hidden = true;
// hides the box frame
.worldPosition
var box = GA.getNode("Box1");
// starts with a worldPosition of [15,0,0]
box.worldPosition;
// 15,0,0
// returns the value of the current nodes worldPosition
box.worldPosition.x;
// 15
// returns the value of the current nodes x worldPosition
box.worldPosition = [43,2,19];
// changes worldPosition
box.worldPosition;
// 43,2,19
.worldOrientation
var box = GA.getNode("Box1");
// starts with a worldOrientation of [3,6,9]
box.worldOrientation;
// 3,6,9
// returns the value of the current nodes worldOrientation
box.worldOrientation.y;
// 6
// returns the value of the current nodes y worldOrientation
box.worldOrientation = [7,14,21];
// changes worldOrientation
box.worldOrientation;
// 7,14,21
.worldScale
var box = GA.getNode("Box1");
// starts with a worldScale of [1,1,1]
box.worldScale;
// 1,1,1
// returns the value of the current nodes worldScale
box.worldScale.z;
// 1
// returns the value of the current nodes z worldScale
box.worldScale = [2,2,2];
// changes worldScale
box.worldScale;
// 2,2,2
.ambientColor
var box = GA.getNode("Box1");
box.ambientColor = [0.8,0.5,0.3];
// as the box1 node is a frame and does not have an ambientColor field,
// nothing will happen, you will get a log stating the node does not have field (n)
box.child().child(1).ambientColor = [Math.random(),Math.random(),Math.random()];
// This has now accessed the first child which is a shape node,
// and then its 2nd child which is a shaderMaterial
// then it ambientColor field and applied a random value.
test.child().child(1).ambientColor;
// this will log out the current value of the field or null if the node does not have an ambientColor field.
/* Notes :
a nodes children always start counting from zero so it"s second child would be 1.
If materials/geometry on shape nodes are often referenced, they will not show up under treechildren.
However the above code should still work.
*/
.diffuseColor
var box = GA.getNode("Box1");
box.diffuseColor = [0.8,0.5,0.3];
// as the box1 node is a frame and does not have an diffuseColor field,
// nothing will happen, you will get a log stating the node does not have field (n)
box.child().child(1).diffuseColor = [Math.random(),Math.random(),Math.random()];
// This has now accessed the first child which is a shape node,
// and then its 2nd child which is a shaderMaterial
// then it diffuseColor field and applied a random value.
test.child().child(1).diffuseColor;
// this will log out the current value of the field or null if the node does not have an diffuseColor field.
/* Notes :
a nodes children always start counting from zero so it"s second child would be 1.
If materials/geometry on shape nodes are often referenced, they will not show up under treechildren.
However the above code should still work.
*/
.specularColor
var box = GA.getNode("Box1");
box.specularColor = [0.8,0.5,0.3];
// as the box1 node is a frame and does not have an specularColor field,
// nothing will happen, you will get a log stating the node does not have field (n)
box.child().child(1).specularColor = [Math.random(),Math.random(),Math.random()];
// This has now accessed the first child which is a shape node,
// and then its 2nd child which is a shaderMaterial
// then it specularColor field and applied a random value.
test.child().child(1).specularColor;
// this will log out the current value of the field or null if the node does not have an specularColor field.
/* Notes :
a nodes children always start counting from zero so it"s second child would be 1.
If materials/geometry on shape nodes are often referenced, they will not show up under treechildren.
However the above code should still work.
*/
.opacity
var box = GA.getNode("Box1");
box.opacity = 0.3;
// as the box1 node is a frame and does not have an opacity field,
// nothing will happen, you will get a log stating the node does not have field (n)
box.child().child(1).opacity = 0.4;
// This has now accessed the first child which is a shape node,
// and then its 2nd child which is a shaderMaterial
// then it opacity field and applied a random value.
test.child().child(1).opacity;
// this will log out the current value of the field or null if the node does not have an opacity field.
/* Notes :
a nodes children always start counting from zero so it"s second child would be 1.
If materials/geometry on shape nodes are often referenced, they will not show up under treechildren.
However the above code should still work.
*/
GetTarget Object
GetTarget
var MainClick = GetTarget("node");
function On_Click() {
// call the .target method and assign it to a variable
var pTarget = MainClick.target();
// use .parent to access the nth parent and .name to access the name of the node
switch(pTarget.parent(1).name) {
case "match 1":
// do something
break;
case "match 2":
// do something
break;
case "match 3":
// do something
break;
default:
// default case
break;
}
}
Wandifier Object
Wandifier
var wand = Wandifier("node", countDown, wandFunc, true);
function wandFunc(target) {
// log out current targets name
console.log(target);
switch(target.name) {
case "match 1":
// do something
break;
case "match 2":
// do something
break;
case "match 3":
// do something
break;
default:
// default case
break;
}
}
Wandifier Extended Parameters
var wand = Wandifier("node", countDown, wandFunc, true, "Reticle", scaleTo, scaleFrom);
function wandFunc(target) {
// log out current targets name
console.log(target);
switch(target.name) {
case "match 1":
// do something
break;
case "match 2":
// do something
break;
case "match 3":
// do something
break;
default:
// default case
break;
}
}
.countDown
// To view value
wand.countDown;
// To change value
wand.countDown = 1.5;
.intersected
//check if wand is intersecting
wand.intersected
.exclude
// exclude single shape
wand.exclude("Box1_Shape");
// or multiple shapes
wand.exclude(["Box1_Shape","Box2_Shape"]);
.reticleExclude
// exclude single shape
wand.reticleExclude("Box1_Shape");
// or multiple shapes
wand.reticleExclude(["Box1_Shape","Box2_Shape"]);
.removeExclude
// remove single shape
wand.removeExclude("Box1_Shape");
// or multiple
wand.removeExclude(["Box1_Shape","Box2_Shape"]);
// or all
wand.removeExclude("ALL");
.removeReticleExclude
// remove single shape
wand.removeReticleExclude("Box1_Shape");
// or multiple
wand.removeReticleExclude(["Box1_Shape","Box2_Shape"]);
// or all
wand.removeReticleExclude("ALL");
.reset
// removes all exclusions and resets wandifier
wand.reset;
.continuous
// Allows you to continuous click targets.
wand.continuous = true;
.selectAndClick
Turn on the selectAndClick Mode.
wand.selectAndClick(true,Click);
.ease
Select ease type to apply to reticle animation.
wand.ease = "easeoutback";
Update
Update.add
Update.add(function() {
// something to update every frame
});
Update.clear
Update.clear();
Console
console.log
console.log("message");
console.list
console.list(object);
Alert
alert
alert("message", "title");
AudioController Object
AudioController
var Audio = AudioController("AudioGroup");
AnimationController Object
AnimationController
var Animation = AnimationController("AnimationGroup");
License
[MIT License] The MIT License (MIT) Copyright © 2016 Jaymie Timperley jaymie.timperley@eonreality.com
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.