// Cloned by Rufus Tenali on 1 Nov 2023 from World "Complex World" by Starter user // Please leave this clone trail here.// ==== 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;// 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/flagged1/purplewalltexture.jpg';const TEXTURE_MAZE ='/uploads/flagged1/skulls.png';const TEXTURE_AGENT ='/uploads/flagged1/gojo.jpeg';const TEXTURE_ENEMY ='/uploads/flagged1/sukuna.jpg';// 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/flagged1/prisonrealmmusic.mp3';const SOUND_ALARM ='/uploads/flagged1/hollowpurple.mp3';// credits:// http://www.dl-sounds.com/royalty-free/defense-line/// http://soundbible.com/1542-Air-Horn.html const gridsize =50;// number of squares along side of world const NOBOXES =Math.trunc ((gridsize * gridsize)/4);// density of maze - number of internal boxes// (bug) use trunc or can get a non-integer const squaresize =100;// size of square in pixelsconst spheresize =55;const MAXPOS = gridsize * squaresize;// length of one side in pixels const SKYCOLOR =0xddffdd;// a number, not a string const 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.html// const scene = new THREE.Scene();// scene.background = new THREE.CubeTextureLoader()// .setPath( '/uploads/flagged1/forest.png' )// .load( [// 'px.png',// 'nx.png',// 'py.png',// 'ny.png',// 'pz.png',// 'nz.png'// ] );// const SKYBOX_ARRAY = [ // "/uploads/flagged1/forest-xpos.png",// "/uploads/flagged1/forest-xneg.png",// "/uploads/flagged1/forest-ypos.png",// "/uploads/flagged1/forest-yneg.png",// "/uploads/flagged1/forest-zpos.png",// "/uploads/flagged1/forest-zneg.png"// ];// space skybox, credit:// http://en.spaceengine.org/forum/21-514-1// x,y,z labelled differentlyconst 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.//--- 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 s =0;var BOXHEIGHT;// 3d or 2d box height var GRID =newArray(gridsize);// can query GRID about whether squares are occupied, will in fact be initialised as a 2D array var 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;var shownPath =[];var path =[];function loadResources()// asynchronous file loads - call initScene() when all finished {var 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 returned {if( 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 occupied{if(( ei == i )&&( ej == j ))returntrue;// variable objects if(( ai == i )&&( aj == j ))returntrue;if( GRID[i][j]== GRID_WALL )returntrue;// fixed objects if( GRID[i][j]== GRID_MAZE )returntrue;returnfalse;}// 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 dimensions function 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;}function initScene()// all file loads have returned {var 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]= 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) coordinates ABWorld.scene.add(thecube);}else
GRID[i][j]= GRID_BLANK;// set up maze for(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]= GRID_MAZE ;
shape =new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
thecube =new THREE.Mesh( shape );
thecube.material =new THREE.MeshBasicMaterial({ map: maze_texture });
thecube.position.copy ( translate(i,j));// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates ABWorld.scene.add(thecube);}// 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;
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 load ABWorld.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) coordinates ABWorld.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) coordinates ABWorld.follow.copy ( theagent.position );// follow vector = agent position (for camera following agent)}//=======================================================Start of Rufus' Code===============================================================================// Function to delete element from the arrayfunction removeFromArray(arr, elt){// Could use indexOf here instead to be more efficientfor(var i = arr.length -1; i >=0; i--)if(arr[i]== elt)
arr.splice(i,1);}functionMakeSpot(i,j){this.i = i;//this is x point, so can drawthis.j = j;//this is y point, so can drawthis.f =0;//the f value for spot (of f = g + h)this.g =0;this.h =0;this.neighbors =[];this.previous =undefined;//unecessary because by definition, undefined.this.wall = GRID[i][j]!== GRID_BLANK;//changed the wall bit from original scriptthis.addNeighbors =function(grid){var x =this.i;var y =this.j;if(x < gridsize -1)this.neighbors.push(grid[x +1][y])//got these from original A* scriptif(y < gridsize -1)this.neighbors.push(grid[x][y +1])if(x >0)this.neighbors.push(grid[x -1][y])if(y >0)this.neighbors.push(grid[x][y -1])}}//heuristics is added in for various cost measuring //manhattan diseasefunction heuristic(a,b){return(Math.abs(a.i - b.i)+Math.abs(a.j-b.j));}//Euclidean distancefunction euclideanH(a,b){return(Math.sqrt(Math.pow((a.i-b.i),2)+Math.pow((a.j-b.j),2)));}//draawing path findingfunction highlightPath(path, colour){for(var i =0; i < path.length -1; i++){
shape =new THREE.BoxGeometry(squaresize,.1, squaresize)ShownPath=new THREE.Mesh(shape)ShownPath.material =new THREE.MeshBasicMaterial({color:"purple"});ShownPath.position.copy(translate(path[i].i, path[i].j))ABWorld.scene.add(ShownPath)
shownPath.push(ShownPath)}}//this is implementing the A* searching formula for the enemy to searchfunction moveLogicalEnemy(){var grid =newArray(gridsize);//this is making a listvar openSet =[];//array of nodes we need to checkvar closedSet =[];//the array of nodes that will no longer be searched//removes previous positions for(var i =0; i < shownPath.length; i++)ABWorld.scene.remove(shownPath[i]);//create empty gridsizefor(i =0; i < gridsize; i++)
grid[i]=newArray(gridsize);//nested loop to call spot functionfor(var i =0; i < gridsize; i++)for(var j =0; j < gridsize; j++)
grid[i][j]=newMakeSpot(i, j);//nested loop to create neighboursfor(i =0; i < gridsize; i++)for(var j =0; j < gridsize; j++)
grid[i][j].addNeighbors(grid);//set enemy position into openSetfor(openSet.push(grid[ei][ej]); openSet.length >0;){//winning index for cost effective path is setvar winner =0;for(var i =0; i < openSet.length; i++)if(openSet[i].f < openSet[winner].f)//winner set as i if f value is greater
winner = i;var current = openSet[winner];if(current === grid[ai][aj]){varMoveOptionsForEnemy=[];//agent's current positionvarBestOption= current;//add in bestOption for enemies options//push all nodes to create node path to the destinationMoveOptionsForEnemy.push(BestOption);while(BestOption.previous){//move the previous to the listMoveOptionsForEnemy.push(BestOption.previous);//the previous becomes the BestOptionBestOption=BestOption.previous;}//highlights the path between enemy and agent
highlightPath(MoveOptionsForEnemy,255);varNumberOfOptionsMinusTwo=MoveOptionsForEnemy.length -2;//check if occupiedvar isOccupied = occupied(MoveOptionsForEnemy[NumberOfOptionsMinusTwo].i,MoveOptionsForEnemy[NumberOfOptionsMinusTwo].j
);//if not occupiedif(!isOccupied){
ei =MoveOptionsForEnemy[NumberOfOptionsMinusTwo].i;
ej =MoveOptionsForEnemy[NumberOfOptionsMinusTwo].j;}break}
removeFromArray(openSet, current)
closedSet.push(current);//potential neighbours checkedvar neighbors = current.neighbors;//for each neighbor in the set of neighborsfor(i =0; i < neighbors.length; i++){var neighbor = neighbors[i];if(neighbor[i]=== grid[ai][aj]){//checking node origin
neighbor.previous = current;break}if(!closedSet.includes(neighbor)&&!neighbor.wall){//calculate the heuristicvar tempG = current.g + euclideanH(neighbor, current);var newPath =false;if(openSet.includes(neighbor)){if(tempG < neighbor.g){
neighbor.g = tempG;
newPath =true;}}else{
neighbor.g = tempG;
newPath =true;
openSet.push(neighbor);}//if new path check heuristicsif(newPath){
neighbor.h = euclideanH(neighbor, grid[ai][aj]);
neighbor.f = neighbor.g + neighbor.h;
neighbor.previous = current;//keeps track of where you've been}//insert f = g + h
s +=1;
console.log(neighbor.f.toFixed(2)+" = "+ neighbor.g.toFixed(2)+" + "+ neighbor.h.toFixed(2));
console.log(s);}}}}function moveLogicalAgent( a ){var 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;}}//==================================================================End of Rufus' Code==========================================================================// --- 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 agent{if((Math.abs(ei - ai)<2)&&(Math.abs(ej - aj)<2))returntrue;elsereturnfalse;}function agentBlocked()// agent is blocked on all sides, run over{return( 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 move {var 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
moveLogicalAgent(a);if(( AB.step %2)==0)// slow the enemy down to every nth step
moveLogicalEnemy();if( badstep()) badsteps++;else goodsteps++;
drawAgent();
drawEnemy();
updateStatusAfter();// show status line after moves if( 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 93.4372778 var 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 }