// Cloned by Preetham on 11 Nov 2022 from World "Complex World" by Starter user // Please leave this clone trail here.//Assignment 2 Complex world with moving walls//Name : Preetham Krishna Kumar//Student Number : 22260520// ==== Starter World =================================================================================================// This code is designed for use on the Ancient Brain site.// This code may be freely copied and edited by anyone on the Ancient Brain site.// To include a working run of this program on another site, see the "Embed code" links provided on Ancient Brain.// ====================================================================================================================// =============================================================================================// More complex starter World // 3d-effect Maze World (really a 2-D problem)// Movement is on a semi-visible grid of squares //// This more complex World shows:// - Skybox// - Internal maze (randomly drawn each time)// - Enemy actively chases agent// - Music/audio// - 2D world (clone this and set show3d = false)// - User keyboard control (clone this and comment out Mind actions to see)// =============================================================================================// =============================================================================================// Scoring:// Bad steps = steps where enemy is within one step of agent.// Good steps = steps where enemy is further away. // Score = good steps as percentage of all steps.//// There are situations where agent is trapped and cannot move.// If this happens, you score zero.// =============================================================================================// ===================================================================================================================// === Start of tweaker's box ======================================================================================== // ===================================================================================================================// The easiest things to modify are in this box.// You should be able to change things in this box without being a JavaScript programmer.// Go ahead and change some of these. What's the worst that could happen?
AB.clockTick =100;// 100; // Speed of run: Step every n milliseconds. Default 100.
AB.maxSteps =1000;// Length of run: Maximum length of run in steps. Default 1000.
AB.screenshotStep =50;// Take screenshot on this step. (All resources should have finished loading.) Default 50.//---- global constants: -------------------------------------------------------const show3d =true;// Switch between 3d and 2d view (both using Three.js)const TEXTURE_WALL ="/uploads/prk/etrap.jpg";const TEXTURE_MAZE ="/uploads/prk/paper.png";const TEXTURE_AGENT ="/uploads/prk/jerry.jpg";const TEXTURE_ENEMY ="/uploads/prk/tom.png";// credits:// http://commons.wikimedia.org/wiki/File:Old_door_handles.jpg// https://commons.wikimedia.org/wiki/Category:Pac-Man_icons// https://commons.wikimedia.org/wiki/Category:Skull_and_crossbone_icons// http://en.wikipedia.org/wiki/File:Inscription_displaying_apices_(from_the_shrine_of_the_Augustales_at_Herculaneum).jpgconst MUSIC_BACK ="/uploads/prk/bgm.mp3";const SOUND_ALARM ="/uploads/prk/end.mp3";// credits:// http://www.dl-sounds.com/royalty-free/defense-line/// http://soundbible.com/1542-Air-Horn.htmlconst gridsize =20;// 20; // number of squares along side of worldconst NOBOXES =Math.trunc((gridsize * gridsize)/10);// 10 // density of maze - number of internal boxes// (bug) use trunc or can get a non-integerconst squaresize =100;// size of square in pixelsconst MAXPOS = gridsize * squaresize;// length of one side in pixelsconst SKYCOLOR =0xddffdd;// a number, not a stringconst startRadiusConst = MAXPOS *0.8;// distance from centre to start the camera atconst maxRadiusConst = MAXPOS *10;// maximum distance from camera we will render things//--- change ABWorld defaults: -------------------------------ABHandler.MAXCAMERAPOS = maxRadiusConst;ABHandler.GROUNDZERO =true;// "ground" exists at altitude zero//--- skybox: -------------------------------// skybox is a collection of 6 files// x,y,z positive and negative faces have to be in certain order in the array// https://threejs.org/docs/#api/en/loaders/CubeTextureLoader// mountain skybox, credit:// http://stemkoski.github.io/Three.js/Skybox.htmlconst SKYBOX_ARRAY =["/uploads/prk/posx.jpg","/uploads/prk/negx.jpg","/uploads/prk/posy.jpg","/uploads/prk/negy.jpg","/uploads/prk/posz.jpg","/uploads/prk/negz.jpg",];// space skybox, credit:// http://en.spaceengine.org/forum/21-514-1// x,y,z labelled differently/*
const SKYBOX_ARRAY = [
"/uploads/starter/sky_pos_z.jpg",
"/uploads/starter/sky_neg_z.jpg",
"/uploads/starter/sky_pos_y.jpg",
"/uploads/starter/sky_neg_y.jpg",
"/uploads/starter/sky_pos_x.jpg",
"/uploads/starter/sky_neg_x.jpg"
];
*/// urban photographic skyboxes, credit:// http://opengameart.org/content/urban-skyboxes/*
const SKYBOX_ARRAY = [
"/uploads/starter/posx.jpg",
"/uploads/starter/negx.jpg",
"/uploads/starter/posy.jpg",
"/uploads/starter/negy.jpg",
"/uploads/starter/posz.jpg",
"/uploads/starter/negz.jpg"
];
*/// ===================================================================================================================// === End of tweaker's box ==========================================================================================// ===================================================================================================================// You will need to be some sort of JavaScript programmer to change things below the tweaker's box.// const DIAGONAL = false;//--- Mind can pick one of these actions -----------------const ACTION_LEFT =0;const ACTION_RIGHT =1;const ACTION_UP =2;const ACTION_DOWN =3;const ACTION_STAYSTILL =4;// in initial view, (smaller-larger) on i axis is aligned with (left-right)// in initial view, (smaller-larger) on j axis is aligned with (away from you - towards you)// contents of a grid squareconst GRID_BLANK =0;const GRID_WALL =1;const GRID_MAZE =2;var BOXHEIGHT;// 3d or 2d box heightvar GRID =newArray(gridsize);// can query GRID about whether squares are occupied, will in fact be initialised as a 2D arrayvar theagent, theenemy;var wall_texture, agent_texture, enemy_texture, maze_texture;// enemy and agent position on squaresvar ei, ej, ai, aj;var badsteps;var goodsteps;//wall movement parameters as given for assignment 2var WALLMOVENO=3;// 3var WALLMOVETICK=5;// 5function loadResources(){// asynchronous file loads - call initScene() when all finishedvar loader1 =new THREE.TextureLoader();var loader2 =new THREE.TextureLoader();var loader3 =new THREE.TextureLoader();var loader4 =new THREE.TextureLoader();
loader1.load(TEXTURE_WALL,function(thetexture){
thetexture.minFilter = THREE.LinearFilter;
wall_texture = thetexture;if(asynchFinished()) initScene();// if all file loads have returned});
loader2.load(TEXTURE_AGENT,function(thetexture){
thetexture.minFilter = THREE.LinearFilter;
agent_texture = thetexture;if(asynchFinished()) initScene();});
loader3.load(TEXTURE_ENEMY,function(thetexture){
thetexture.minFilter = THREE.LinearFilter;
enemy_texture = thetexture;if(asynchFinished()) initScene();});
loader4.load(TEXTURE_MAZE,function(thetexture){
thetexture.minFilter = THREE.LinearFilter;
maze_texture = thetexture;if(asynchFinished()) initScene();});}function asynchFinished(){// all file loads returnedif(wall_texture && agent_texture && enemy_texture && maze_texture)returntrue;elsereturnfalse;}//--- grid system -------------------------------------------------------------------------------// my numbering is 0 to gridsize-1function occupied(i, j){// is this square occupiedif(ei == i && ej == j)returntrue;// variable objectsif(ai == i && aj == j)returntrue;if(GRID[i][j].wall || GRID[i][j].maze)returntrue;// fixed objectsreturnfalse;}// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates// logically, coordinates are: y=0, x and z all positive (no negative)// logically my dimensions are all positive 0 to MAXPOS// to centre everything on origin, subtract (MAXPOS/2) from all dimensionsfunction translate(i, j){var v =new THREE.Vector3();
v.y =0;
v.x = i * squaresize - MAXPOS /2;
v.z = j * squaresize - MAXPOS /2;return v;}// Open and closed setvar openSet =[];var closedSet =[];// Start and endvar start;var end;// record pathvar path =[]var oldPath =[]//Define grid objectfunction board(i, j, type = GRID_BLANK){// Locationthis.i = i
this.j = j
// f, g, and h values for A*this.f =0this.g =0this.h =0// Neighborsthis.neighbors =[];this.wall =false;this.maze =false;// Where did I come from?this.previous =undefined;if(type == GRID_WALL)this.wall =trueif(type == GRID_MAZE)this.maze =true// Figure out who my neighbors arethis.addNeighbors =function(grid){var i =this.i
var j =this.j
if(i < gridsize -1)this.neighbors.push(grid[i +1][j])if(i >0)this.neighbors.push(grid[i -1][j])if(j < gridsize -1)this.neighbors.push(grid[i][j +1])if(j >0)this.neighbors.push(grid[i][j -1])};}//maze movement code start
mazeset=[]function mazer(){//making sure WALLMOVENO is validif(WALLMOVENO>NOBOXES){
WALLMOVENO=NOBOXES
}for(var c =1; c <=WALLMOVENO; c++){//remove random maze
x = AB.randomIntAtoB(1,mazeset.length+1);
obj=mazeset[x-1]var oldMaze =ABWorld.scene.getObjectByName("Maze"+obj.i+obj.j);ABWorld.scene.remove( oldMaze )
obj.maze=false//maze should be of same length// mazeset.splice(x,1)
mazeset=mazeset.slice(0,x-1).concat(mazeset.slice(x,mazeset.length))//add random mazedo{
i = AB.randomIntAtoB(1, gridsize -2);
j = AB.randomIntAtoB(1, gridsize -2);}while(occupied(i, j));
GRID[i][j].maze=true
mazeset.push(GRID[i][j])
shape =new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
thecube =new THREE.Mesh(shape);
thecube.material =new THREE.MeshBasicMaterial({ map: maze_texture });
thecube.name ="Maze"+i+j;
thecube.position.copy(translate(i, j));// translate my (i,j) grid coordinates to three.js (x,y,z) coordinatesABWorld.scene.add(thecube);}}//maze movement code endfunction initScene(){// all file loads have returnedvar i, j, shape, thecube;// set up GRID as 2D arrayfor(i =0; i < gridsize; i++) GRID[i]=newArray(gridsize);// set up wallsfor(i =0; i < gridsize; i++)for(j =0; j < gridsize; j++)if(i ==0|| i == gridsize -1|| j ==0|| j == gridsize -1){
GRID[i][j]=new board(i, j, GRID_WALL);
shape =new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
thecube =new THREE.Mesh(shape);
thecube.material =new THREE.MeshBasicMaterial({ map: wall_texture });
thecube.position.copy(translate(i, j));// translate my (i,j) grid coordinates to three.js (x,y,z) coordinatesABWorld.scene.add(thecube);}else{
GRID[i][j]=new board(i, j, GRID_BLANK);}// set up mazefor(var c =1; c <= NOBOXES; c++){
i = AB.randomIntAtoB(1, gridsize -2);// inner squares are 1 to gridsize-2
j = AB.randomIntAtoB(1, gridsize -2);
GRID[i][j]=new board(i, j, GRID_MAZE);
mazeset.push(GRID[i][j])
shape =new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
thecube =new THREE.Mesh(shape);
thecube.material =new THREE.MeshBasicMaterial({ map: maze_texture });
thecube.name ="Maze"+i+j;
thecube.position.copy(translate(i, j));// translate my (i,j) grid coordinates to three.js (x,y,z) coordinatesABWorld.scene.add(thecube);}for(i =0; i < gridsize; i++)for(j =0; j < gridsize; j++) GRID[i][j].addNeighbors(GRID);// set up enemy// start in random locationdo{
i = AB.randomIntAtoB(1, gridsize -2);
j = AB.randomIntAtoB(1, gridsize -2);}while(occupied(i, j));// search for empty square
ei = i;
ej = j;
shape =new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
theenemy =new THREE.Mesh(shape);
theenemy.material =new THREE.MeshBasicMaterial({ map: enemy_texture });ABWorld.scene.add(theenemy);
drawEnemy();// set up agent// start in random locationdo{
i = AB.randomIntAtoB(1, gridsize -2);
j = AB.randomIntAtoB(1, gridsize -2);}while(occupied(i, j));// search for empty square
ai = i;
aj = j;
console.log("Start Position", ai, aj);
shape =new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
theagent =new THREE.Mesh(shape);
theagent.material =new THREE.MeshBasicMaterial({ map: agent_texture });ABWorld.scene.add(theagent);
drawAgent();// finally skybox// setting up skybox is simple// just pass it array of 6 URLs and it does the asych loadABWorld.scene.background =new THREE.CubeTextureLoader().load(
SKYBOX_ARRAY,function(){ABWorld.render();
AB.removeLoading();
AB.runReady =true;// start the run loop});}// --- draw moving objects -----------------------------------function drawEnemy(){// given ei, ej, draw it
theenemy.position.copy(translate(ei, ej));// translate my (i,j) grid coordinates to three.js (x,y,z) coordinatesABWorld.lookat.copy(theenemy.position);// if camera moving, look back at where the enemy is}function drawAgent(){// given ai, aj, draw it
theagent.position.copy(translate(ai, aj));// translate my (i,j) grid coordinates to three.js (x,y,z) coordinatesABWorld.follow.copy(theagent.position);// follow vector = agent position (for camera following agent)}// draw path function drawPath(){
oldPath.forEach((obj)=>{var oldPathBox =ABWorld.scene.getObjectByName("Path"+obj.i+obj.j);ABWorld.scene.remove(oldPathBox)})
c=0
path.forEach((obj)=>{if(c!==0&& c!==path.length-1){var shape =new THREE.BoxGeometry(70,70,70)var material =new THREE.MeshBasicMaterial({ color:"#65EC12"});
material.transparent =true;
material.opacity =0.5;var pathBox =new THREE.Mesh( shape, material );
pathBox.name ="Path"+obj.i+obj.j;
pathBox.position.copy(translate(obj.i, obj.j));ABWorld.scene.add(pathBox);}
c++})}// --- take actions -----------------------------------//heuristic function using distance formulafunction heuristic(a, b){returnMath.sqrt(((a.i-b.i)*(a.i-b.i))+((a.j-b.j)*(a.j-b.j)))}//function to edit opensetfunction editset(arr, elt){for(var i = arr.length -1; i >=0; i--){if(arr[i]== elt){
arr.splice(i,1)}}}// remove all previous informationfunction reset(){for(i =0; i < gridsize; i++){for(j =0; j < gridsize; j++){
GRID[i][j].previous =undefined}}}function moveLogicalEnemy(){// clear old data
closedSet =[];
openSet =[];
start = GRID[ei][ej];
end = GRID[ai][aj];
console.log(GRID[ei][ej], GRID[ai][aj], ai,aj,ei,ej)//using a* algorithm
openSet.push(start);var optimalPath =false;var current =null;while(true){if(openSet.length >0){
console.log("open set -", openSet);
x =0;for(var i =0; i < openSet.length; i++)if(openSet[i].f < openSet[x].f) x = i;
current = openSet[x];//check for goalif(current === end){
optimalPath=true;break;}
editset(openSet, current);
closedSet.push(current);//find other nodesvar neighbors = current.neighbors;for(var i =0; i < neighbors.length; i++){var neighbor = neighbors[i];//checking type of nodeif(!closedSet.includes(neighbor)&&!neighbor.wall &&!neighbor.maze){var g = current.g +1var flag =false;if(openSet.includes(neighbor)){if(g < neighbor.g){
neighbor.g = g;
flag =true;}}else{
neighbor.g = g;
flag =true;
openSet.push(neighbor);}//update node value if validif(flag){
neighbor.h = heuristic(neighbor, end);
neighbor.f = neighbor.g + neighbor.h;
neighbor.previous = current;}}}}else{
console.log("path not found");break;}}//take old path to clear path designif( path.length >0){
oldPath = path
}
path =[];
path.push(current);while(current.previous){if(!( current.previous == start || current.previous == end )){
path.push(current.previous);}
current = current.previous;}
console.log("Path Found ", path);
ei = path[path.length -1].i;
ej = path[path.length -1].j;
reset();}function moveLogicalAgent(a){// this is called by the infrastructure that gets action a from the Mindvar i = ai;var j = aj;if(a == ACTION_LEFT) i--;elseif(a == ACTION_RIGHT) i++;elseif(a == ACTION_UP) j++;elseif(a == ACTION_DOWN) j--;if(!occupied(i, j)){
ai = i;
aj = j;}}// --- key handling --------------------------------------------------------------------------------------// This is hard to see while the Mind is also moving the agent:// AB.mind.getAction() and AB.world.takeAction() are constantly running in a loop at the same time// have to turn off Mind actions to really see user key control// we will handle these keys:var OURKEYS =[37,38,39,40];function ourKeys(event){return OURKEYS.includes(event.keyCode);}function keyHandler(event){if(!AB.runReady)returntrue;// not ready yet// if not one of our special keys, send it to default key handling:if(!ourKeys(event))returntrue;// else handle key and prevent default handling:if(event.keyCode ==37) moveLogicalAgent(ACTION_LEFT);if(event.keyCode ==38) moveLogicalAgent(ACTION_DOWN);if(event.keyCode ==39) moveLogicalAgent(ACTION_RIGHT);if(event.keyCode ==40) moveLogicalAgent(ACTION_UP);// when the World is embedded in an iframe in a page, we want arrow key events handled by World and not passed up to parent
event.stopPropagation();
event.preventDefault();returnfalse;}// --- score: -----------------------------------function badstep(){// is the enemy within one square of the agentif(Math.abs(ei - ai)<2&&Math.abs(ej - aj)<2)returntrue;elsereturnfalse;}function agentBlocked(){// agent is blocked on all sides, run overreturn(
occupied(ai -1, aj)&&
occupied(ai +1, aj)&&
occupied(ai, aj +1)&&
occupied(ai, aj -1));}function updateStatusBefore(a){// this is called before anyone has moved on this step, agent has just proposed an action// update status to show old state and proposed movevar x = AB.world.getState();
AB.msg(" Step: "+
AB.step +" x = ("+
x.toString()+") a = ("+
a +") ");}function updateStatusAfter(){// agent and enemy have moved, can calculate score// new state after both have movedvar y = AB.world.getState();var score =(goodsteps / AB.step)*100;
AB.msg(" y = ("+
y.toString()+") <br>"+" Bad steps: "+
badsteps +" Good steps: "+
goodsteps +" Score: "+
score.toFixed(2)+"% ",2);}
AB.world.newRun =function(){
AB.loadingScreen();
AB.runReady =false;
badsteps =0;
goodsteps =0;if(show3d){
BOXHEIGHT = squaresize;ABWorld.init3d(startRadiusConst, maxRadiusConst, SKYCOLOR);}else{
BOXHEIGHT =1;ABWorld.init2d(startRadiusConst, maxRadiusConst, SKYCOLOR);}
loadResources();// aynch file loads// calls initScene() when it returns
document.onkeydown = keyHandler;};
AB.world.getState =function(){var x =[ai, aj, ei, ej];return x;};
AB.world.takeAction =function(a){
updateStatusBefore(a);// show status line before moves
drawPath();
moveLogicalAgent(a);if(AB.step %2==0)// slow the enemy down to every nth step
moveLogicalEnemy();if(badstep()) badsteps++;else goodsteps++;
drawAgent();
drawEnemy();if(AB.step%WALLMOVETICK===0){
mazer()}
updateStatusAfter();// show status line after movesif(agentBlocked()){// if agent blocked in, run over
AB.abortRun =true;
goodsteps =0;// you score zero as far as database is concerned
musicPause();
soundAlarm();}};
AB.world.endRun =function(){
musicPause();if(AB.abortRun)
AB.msg(" <br> <font color=red> <B> Agent trapped. Final score zero. </B> </font> ",3);else AB.msg(" <br> <font color=green> <B> Run over. </B> </font> ",3);};
AB.world.getScore =function(){// only called at end - do not use AB.step because it may have just incremented past AB.maxStepsvar s =(goodsteps / AB.maxSteps)*100;// float like 93.4372778var x =Math.round(s *100);// 9344return x /100;// 93.44};// --- music and sound effects ----------------------------------------var backmusic = AB.backgroundMusic(MUSIC_BACK);function musicPlay(){
backmusic.play();}function musicPause(){
backmusic.pause();}function soundAlarm(){var alarm =newAudio(SOUND_ALARM);
alarm.play();// play once, no loop}