// Cloned by Abdirahman Shire on 10 Aug 2024 from World "Complex World" by Starter user // Please leave this clone trail here.//Please see the code that starts with abdirahman.shire2@mail.dcu.ie// ==== 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 =50;// 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) //abdirahman.shire2@mail.dcu.ie//Here I have changed the uploads to use my ownconst TEXTURE_WALL ='uploads/ashire/colorful_large_DCU.jpg';const TEXTURE_MAZE ='/uploads/ashire/sky.jpg';const TEXTURE_AGENT ='/uploads/ashire/woman-user-color-icon.png';const TEXTURE_ENEMY ='/uploads/ashire/white_knife_with_blood_black_background.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).jpg//abdirahman.shire2@mail.dcu.ie//Using my sound from a different site const MUSIC_BACK ='/uploads/ashire/start-from-the-beginning-186401.mp3';const SOUND_ALARM ='/uploads/ashire/explosion-42132.mp3';// credits:// http://www.dl-sounds.com/royalty-free/defense-line/// https://pixabay.com/sound-effects//abdirahman.shire2@mail.dcu.ie//increased gridsize and square sizeconst gridsize =30;// 18; // number of squares along side of world const NOBOXES =Math.trunc ((gridsize * gridsize)/3);// 10// density of maze - number of internal boxes// (bug) use trunc or can get a non-integer const squaresize =120;// size of square in pixelsconst 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.htmlconst SKYBOX_ARRAY =["/uploads/starter/dawnmountain-xpos.png","/uploads/starter/dawnmountain-xneg.png","/uploads/starter/dawnmountain-ypos.png","/uploads/starter/dawnmountain-yneg.png","/uploads/starter/dawnmountain-zpos.png","/uploads/starter/dawnmountain-zneg.png"];// ===================================================================================================================// === 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 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;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-1//abdirahman.shire2@mail.dcu.iefunction occupied(i, j){// Ensure that the indices are within boundsif(i <0|| i >= gridsize || j <0|| j >= gridsize)returntrue;// Check if the square is a wall or part of the mazeif(GRID[i][j]== GRID_WALL || GRID[i][j]== GRID_MAZE)returntrue;// If none of the above, the square is not occupiedreturnfalse;}// 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)}//abdirahman.shire2@mail.dcu.ie//I first created the nodes for the heuristic function// A* Node structurefunctionAStarNode(i, j, g, h, parent){this.i = i;// grid x positionthis.j = j;// grid y positionthis.g = g;// cost from startthis.h = h;// heuristic cost to goalthis.f = g + h;// total costthis.parent = parent;// parent node}//abdirahman.shire2@mail.dcu.ie// Heuristic function: Manhattan distancefunction heuristic(i1, j1, i2, j2){returnMath.abs(i1 - i2)+Math.abs(j1 - j2);}// --- take actions -----------------------------------//abdirahman.shire2@mail.dcu.ie//Updated the function of move enemy with daignoal disabledfunction moveLogicalEnemy(){var openList =[];var closedList =[];var path =[];// To store the final path// Add the starting position of the enemy to the open list
openList.push(newAStarNode(ei, ej,0, heuristic(ei, ej, ai, aj),null));while(openList.length >0){// Find the node with the lowest f valuevar currentIndex =0;for(var i =1; i < openList.length; i++){if(openList[i].f < openList[currentIndex].f){
currentIndex = i;}}var currentNode = openList[currentIndex];// If we've reached the agent's position, reconstruct the pathif(currentNode.i == ai && currentNode.j == aj){while(currentNode !=null){
path.push(currentNode);
currentNode = currentNode.parent;}
path.reverse();
console.log("Path found:", path);// Debugging: Print path details// Move to the next step in the path and check if the agent is blockedif(path.length >1){var next_i = path[1].i;var next_j = path[1].j;if(next_i == ai && next_j == aj){// Enemy has caught the agent - check if the agent is blocked
console.log("Enemy has caught the agent! Checking if the agent is blocked.");// Check if the agent is blocked on all sidesif(agentBlocked()){
console.log("Agent is blocked! Ending the game.");
goodsteps =0;// You score zero as far as the database is concerned
AB.abortRun =true;
musicPause();
soundAlarm();}else{
console.log("Agent is not fully blocked, allow it to move.");}}else{
drawPathSegment(ei, ej, next_i, next_j);// Draw line before moving
ei = next_i;
ej = next_j;}}return;}// Move current node from open to closed list
openList.splice(currentIndex,1);
closedList.push(currentNode);// Check all possible movements (up, down, left, right)var neighbors =[{ i: currentNode.i -1, j: currentNode.j },{ i: currentNode.i +1, j: currentNode.j },{ i: currentNode.i, j: currentNode.j -1},{ i: currentNode.i, j: currentNode.j +1}];for(var neighbor of neighbors){// Check bounds and occupationif(neighbor.i <0|| neighbor.i >= gridsize || neighbor.j <0|| neighbor.j >= gridsize)continue;// Out of boundsif(occupied(neighbor.i, neighbor.j))continue;// Skip occupied squares// Create neighbor nodevar g = currentNode.g +1;var h = heuristic(neighbor.i, neighbor.j, ai, aj);var neighborNode =newAStarNode(neighbor.i, neighbor.j, g, h, currentNode);// If it's already in the closed list, skip itif(closedList.some(node => node.i == neighborNode.i && node.j == neighborNode.j))continue;// If it's not in the open list, add itvar openNode = openList.find(node => node.i == neighborNode.i && node.j == neighborNode.j);if(!openNode){
openList.push(neighborNode);}elseif(g < openNode.g){// If it's already in the open list and we've found a better path, update it
openNode.g = g;
openNode.f = g + openNode.h;
openNode.parent = currentNode;}}}// Debugging: If no path found, print message
console.log("No path found, enemy stays still.");}//abdirahman.shire2@mail.dcu.ie//Added a function to draw a segmentfunction drawPathSegment(x1, y1, x2, y2){// Create a white line materialconst material =new THREE.LineBasicMaterial({ color:0xffffff});// White line// Create geometry for the lineconst points =[];
points.push(translate(x1, y1));
points.push(translate(x2, y2));const geometry =new THREE.BufferGeometry().setFromPoints(points);const line =new THREE.Line(geometry, material);ABWorld.scene.add(line);// Re-render the scene to ensure the lines are visibleABWorld.render();}function drawPathSegment(x1, y1, x2, y2){// Create a white line materialconst material =new THREE.LineBasicMaterial({ color:0xffffff});// White line// Create geometry for the lineconst points =[];
points.push(translate(x1, y1));
points.push(translate(x2, y2));const geometry =new THREE.BufferGeometry().setFromPoints(points);const line =new THREE.Line(geometry, material);ABWorld.scene.add(line);// Re-render the scene to ensure the lines are visibleABWorld.render();}function moveLogicalAgent( a )// this is called by the infrastructure that gets action a from the Mind {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;}}// --- 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(){// Check if the agent is surrounded by walls or the enemyconst blockedLeft = occupied(ai -1, aj)||(ei === ai -1&& ej === aj);const blockedRight = occupied(ai +1, aj)||(ei === ai +1&& ej === aj);const blockedUp = occupied(ai, aj +1)||(ei === ai && ej === aj +1);const blockedDown = occupied(ai, aj -1)||(ei === ai && ej === aj -1);if(blockedLeft && blockedRight && blockedUp && blockedDown){// If blocked, trigger game over sequence
AB.abortRun =true;
goodsteps =0;// You score zero as far as the database is concerned
musicPause();
soundAlarm();// Explicitly end the run and stop the game loop
AB.world.endRun();returntrue;// Return true indicating the agent is blocked}returnfalse;// Return false if the agent is not blocked}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 }