// Cloned by Hardik Mangla on 26 Oct 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.
// =============================================================================================
// =============================================================================================
// To Learn the Working of A Star Algorithm I referred the videos by Daniel Shiffman (The Coding Train) present at
// https://www.youtube.com/watch?v=aKYlikFAV4k&list=PLRqwX-V7Uu6YJ3XfHhT2Mm4Y5I99nrIKX&index=11
// https://www.youtube.com/watch?v=EaZxUCWAjb0&list=PLRqwX-V7Uu6YJ3XfHhT2Mm4Y5I99nrIKX&index=12
// https://www.youtube.com/watch?v=jwRT4PCT6RU&list=PLRqwX-V7Uu6YJ3XfHhT2Mm4Y5I99nrIKX&index=13
// To learn about the Async/Await functions I looked at the video by CodeWithHarry and Article at mdn web docs_ website.
// https://www.youtube.com/watch?v=bLre6Uf4Op0
// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Statements/async_function
// =============================================================================================
// ===================================================================================================================
// === 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 = 10; // 100;
// Speed of run: Step every n milliseconds. Default 100.
AB.maxSteps = 1000;
// Length of run: Maximum length of run in steps. Default 1000. This Works on AB.Step
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/hardik18/Fencing_1.jpeg' //const TEXTURE_WALL = '/uploads/starter/door.jpg' ;
const TEXTURE_MAZE = 'uploads/hardik18/Pond_1.jpeg' //const TEXTURE_MAZE = '/uploads/starter/latin.jpg' ;
const TEXTURE_AGENT = 'uploads/hardik18/Finish_2.png' //const TEXTURE_AGENT = '/uploads/starter/pacman.jpg' ;
const TEXTURE_ENEMY = 'uploads/hardik18/Runner_1.png' //const TEXTURE_ENEMY = '/uploads/starter/ghost.3.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
const MUSIC_BACK = '/uploads/starter/Defense.Line.mp3' ;
const SOUND_ALARM = '/uploads/starter/air.horn.mp3' ;
// credits:
// http://www.dl-sounds.com/royalty-free/defense-line/
// http://soundbible.com/1542-Air-Horn.html
const gridsize = 40; // 20; // 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 pixels
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 at
const 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 SKYBOX_ARRAY = [
"uploads/hardik18/posx.jpg",
"uploads/hardik18/negx.jpg",
"uploads/hardik18/posy.jpg",
"uploads/hardik18/negy.jpg",
"uploads/hardik18/posz.jpg",
"uploads/hardik18/negz.jpg"
];
//const 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"
//];
// 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.
//--- 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 square
const GRID_BLANK = 0;
const GRID_WALL = 1;
const GRID_MAZE = 2;
var BOXHEIGHT; // 3d or 2d box height
var GRID = new Array(gridsize); // can query GRID about whether squares are occupied, will in fact be initialised as a 2D array
var GridForSquares = new Array(gridsize - 2); // Grid for A star Pieces Hardik
var StartEnemyPos; var StartAgentPos; //Start and End for A Star Hardik
var AStarFlag = true; //Flag to check wheather current A Star Calculation has comleted Hardik
var NoPathFlag = false; //Flag to Stop Algorithm if no path found. Hardik
var TotalSteps = 0; //Flag to calculate total steps and score. Hardik
var TotalStates = 0;
var theagent, theenemy;
var wall_texture, agent_texture, enemy_texture, maze_texture;
// enemy and agent position on squares
var ei, ej, ai, aj;
var badsteps;
var goodsteps;
//Main Function for Creating A Star Objects
function Squares(i,j){ //This Function is For storing Squares and Values for Each Square. Hardik
this.fn = 10000;
this.gn;
this.hn;
this.x = i;
this.y = j;
this.neighbour = [];
this.ParentSquare;
this.AddNeighbour = function(GridForSquares){
if(this.x > 0){
this.neighbour.push(GridForSquares[this.x - 1][this.y]);
}
if(this.y > 0){
this.neighbour.push(GridForSquares[this.x][this.y - 1]);
}
if(this.x < gridsize - 3){
this.neighbour.push(GridForSquares[this.x + 1][this.y]);
}
if(this.y < gridsize - 3){
this.neighbour.push(GridForSquares[this.x][this.y + 1]);
}
}
}
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 )
return true;
else
return false;
}
//--- grid system -------------------------------------------------------------------------------
// my numbering is 0 to gridsize-1
function occupied ( i, j ) // is this square occupied
{
if ( ( ei == i ) && ( ej == j ) )
return true; // variable objects
if ( ( ai == i ) && ( aj == j ) )
return true;
if ( GRID[i][j] == GRID_WALL )
return true; // fixed objects
if ( GRID[i][j] == GRID_MAZE )
return true;
return false;
}
// 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 array
for( i = 0; i < gridsize ; i++ )
GRID[i] = new Array(gridsize);
// set up GridForSquares as 2D Array Hardik
for(i = 0; i < gridsize-2; i++)
{
GridForSquares[i] = new Array(gridsize - 2)
}
// set up walls
for ( 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 location
do
{
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 location
do
{
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
});
//Setting up values for each square for A Star Hardik
for (i = 0; i < gridsize-2; i++)
{
for (j = 0; j < gridsize-2; j++)
{
GridForSquares[i][j] = new Squares(i,j);
}
}
//Adding All the neighbours for each square Hardik
for (i = 0; i < gridsize-2; i++)
{
for (j = 0; j < gridsize-2; j++)
{
GridForSquares[i][j].AddNeighbour(GridForSquares);
}
}
//For Now Creating White Boxes on the Ground to see if A Star works Hardik
ResetGrid();
}
async function ResetGrid(){ //Function to Reset Blank Spots on the Grid to White Colour. Helps understand that enemy follows A Star
var i, j, shape, thecube;
for (i = 0; i < gridsize - 2 ; i++)
{
for ( j = 0; j < gridsize - 2 ; j++)
{
if ((GRID[i+1][j+1] == GRID_BLANK))
{
shape = new THREE.BoxGeometry(squaresize, 10, squaresize);
thecube = new THREE.Mesh(shape);
thecube.material = new THREE.MeshBasicMaterial({color: 0xffffff});
thecube.position.copy(translate(i+1,j+1));
ABWorld.scene.add(thecube);
}
GridForSquares[i][j].fn = 10000;
GridForSquares[i][j].gn = undefined;
GridForSquares[i][j].hn = undefined;
GridForSquares[i][j].ParentSquare = undefined;
}
}
}
// --- draw moving objects -----------------------------------
async 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
}
async 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)
}
// --- take actions -----------------------------------
function RemoveCurrentSquareFromOpenSet(OpenSet, CurrentSquare){ //Removes a Square we have traversed from the OpenSet. Hardik
for(var i = OpenSet.length - 1; i >= 0; i--){
if(OpenSet[i] == CurrentSquare){
OpenSet.splice(i,1);
}
}
return OpenSet;
}
function HeuristicValue(NeighbourSquare, StartAgentPos){ //Function to Calculate Heuristic Value. Hardik
var dist;
dist = Math.abs(NeighbourSquare.x - StartAgentPos.x) + Math.abs(NeighbourSquare.y - StartAgentPos.y)
return dist;
}
async function MoveEnemyWithAStar(){ //Function to Implement A Star Algorithm Hardik
var i, CurrentSquare, TempGValue, Winner, CurrentSquareNeighbours, TempSquare;
var Path = [];
var OpenSet = [];
var ClosedSet = [];
StartEnemyPos.gn = 0;
StartEnemyPos.hn = HeuristicValue(StartEnemyPos, StartAgentPos);
StartEnemyPos.fn = StartEnemyPos.gn + StartEnemyPos.hn;
OpenSet.push(StartEnemyPos);
if (OpenSet.length <= 0){
console.log("No A Star Path Found !!")
}
console.log("Starting A Star");
while(OpenSet.length > 0){
if(CurrentSquare == StartAgentPos){
console.log("Agent Found.");
break;
}
await DrawOpenSet(OpenSet);
await DrawClosedSet(ClosedSet);
await new Promise((resolve,_)=>{
setTimeout(resolve,100);
})
Winner = OpenSet[0];
for(i = 0; i < OpenSet.length; i++){
if(OpenSet[i].fn < Winner.fn){
Winner = OpenSet[i];
}
}
CurrentSquare = Winner;
if(Winner == StartAgentPos){
console.log("Agent Found.")
break;
}
else{
OpenSet = RemoveCurrentSquareFromOpenSet(OpenSet,CurrentSquare);
ClosedSet.push(CurrentSquare);
CurrentSquareNeighbours = CurrentSquare.neighbour;
for(i = 0; i < CurrentSquareNeighbours.length; i++){
if( (! ClosedSet.includes(CurrentSquareNeighbours[i])) && (GRID[CurrentSquareNeighbours[i].x + 1][CurrentSquareNeighbours[i].y + 1] != GRID_MAZE)){
TempGValue = CurrentSquare.gn + 1;
if(OpenSet.includes(CurrentSquareNeighbours[i])){
if(CurrentSquareNeighbours[i].gn > TempGValue){
CurrentSquareNeighbours[i].gn = TempGValue;
CurrentSquareNeighbours[i].hn = HeuristicValue(CurrentSquareNeighbours[i],StartAgentPos);
CurrentSquareNeighbours[i].fn = CurrentSquareNeighbours[i].gn + CurrentSquareNeighbours[i].hn;
CurrentSquareNeighbours[i].ParentSquare = CurrentSquare;
}
}
else{
CurrentSquareNeighbours[i].gn = CurrentSquare.gn + 1;
CurrentSquareNeighbours[i].hn = HeuristicValue(CurrentSquareNeighbours[i],StartAgentPos);
CurrentSquareNeighbours[i].fn = CurrentSquareNeighbours[i].gn + CurrentSquareNeighbours[i].hn;
CurrentSquareNeighbours[i].ParentSquare = CurrentSquare;
OpenSet.push(CurrentSquareNeighbours[i]);
}
}
}
}
}
TempSquare = CurrentSquare;
Path.push(TempSquare);
while(TempSquare.ParentSquare !== undefined){
TempSquare = TempSquare.ParentSquare;
Path.push(TempSquare);
}
await DrawPath(Path);
//console.log("Path.x = " + Path[0].x + " Path.y = " + Path[0].y + " ai = " + ai + " aj = " + aj);
TotalStates = TotalStates + OpenSet.length + ClosedSet.length;
console.log("TotalStates Covered in this step : " + TotalStates);
if(Path[0].x + 1 != ai && Path[0].y + 1 !=aj){
NoPathFlag = true;
}
if(Path.length > 1)
return Path[Path.length - 2];
else
return Path[0];
}
async function DrawOpenSet(OpenSet){ //Function to Draw Squares in the Open Set. Hardik
var i,j, shape, thecube;
if(OpenSet.length > 0){
for (i = 0; i < gridsize - 2 ; i++)
{
for ( j = 0; j < gridsize - 2 ; j++)
{
if(OpenSet.includes(GridForSquares[i][j]))
{
shape = new THREE.BoxGeometry(squaresize, 10, squaresize);
thecube = new THREE.Mesh(shape);
thecube.material = new THREE.MeshBasicMaterial({color: 0xe149a7});
thecube.position.copy(translate(i+1,j+1));
ABWorld.scene.add(thecube);
}
}
}
}
}
async function DrawClosedSet(ClosedSet){ //Function to Draw Squares present in the Closed Set. Hardik
var i,j, shape, thecube;
if(ClosedSet.length > 0){
for (i = 0; i < gridsize - 2 ; i++)
{
for ( j = 0; j < gridsize - 2 ; j++)
{
if(ClosedSet.includes(GridForSquares[i][j]))
{
shape = new THREE.BoxGeometry(squaresize, 10, squaresize);
thecube = new THREE.Mesh(shape);
thecube.material = new THREE.MeshBasicMaterial({color: 0x2e5d4b});
thecube.position.copy(translate(i+1,j+1));
ABWorld.scene.add(thecube);
}
}
}
}
}
async function DrawPath(Path){ //Function to Draw the Actual A Star Path. Hardik
var i,j, shape, thecube;
// if(Path.length > 0){
// for (i = 0; i < gridsize - 2 ; i++)
// {
// for ( j = 0; j < gridsize - 2 ; j++)
// {
// if(Path.includes(GridForSquares[i][j]))
// {
// shape = new THREE.BoxGeometry(squaresize, 10, squaresize);
// thecube = new THREE.Mesh(shape);
// thecube.material = new THREE.MeshBasicMaterial({color: 0xfadf00});
// thecube.position.copy(translate(i+1,j+1));
// ABWorld.scene.add(thecube);
// await new Promise((resolve,_)=>{
// setTimeout(resolve,100);
// })
// }
// }
// }
// }
if(Path.length > 0){
for (i = Path.length-1; i >= 0 ; i--)
{
shape = new THREE.BoxGeometry(squaresize, 10, squaresize);
thecube = new THREE.Mesh(shape);
thecube.material = new THREE.MeshBasicMaterial({color: 0xfadf00});
thecube.position.copy(translate(Path[i].x + 1,Path[i].y +1));
ABWorld.scene.add(thecube);
await new Promise((resolve,_)=>{
setTimeout(resolve,100);
})
}
}
}
async function moveLogicalEnemy()
{
// move towards agent using A Star //Function Changed to Implement A Star only. Hardik
StartEnemyPos = GridForSquares[ei-1][ej-1]; //Start Enemy Position for A Star Hardik
StartAgentPos = GridForSquares[ai-1][aj-1]; //Start Agent Position for A Star Hardik
TotalStates = 0;
var NextSquare = await MoveEnemyWithAStar();
if (! occupied(NextSquare.x + 1, NextSquare.y + 1) ){
ei = NextSquare.x + 1;
ej = NextSquare.y + 1;
}
//await drawEnemy();
//await ResetGrid();
}
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--;
else if ( a == ACTION_RIGHT )
i++;
else if ( a == ACTION_UP )
j++;
else if ( 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 )
return true; // not ready yet
// if not one of our special keys, send it to default key handling:
if ( ! ourKeys ( event ) )
return true;
// 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();
return false;
}
// --- score: -----------------------------------
function badstep() // is the enemy within one square of the agent
{
if ( ( Math.abs(ei - ai) < 2 ) && ( Math.abs(ej - aj) < 2 ) )
return true;
else
return false;
}
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 + ") " );
AB.msg ( " Step: " + TotalSteps + " x = (" + x.toString() + ") a = (" + a + ") " ); // Hardik
}
function updateStatusAfter()
{
// agent and enemy have moved, can calculate score
// new state after both have moved
var y = AB.world.getState();
//var score = ( goodsteps / AB.step ) * 100;
var score = ( goodsteps / TotalSteps ) * 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 = async function ( a )
{
if (AStarFlag){ //Hardik
AStarFlag = false;
updateStatusBefore(a); // show status line before moves
if (NoPathFlag){
AB.abortRun = true;
goodsteps = 0;
musicPause();
soundAlarm();
}
else{
await moveLogicalEnemy();
}
await moveLogicalAgent(a);
TotalSteps++;
if ( badstep() )
badsteps++;
else
goodsteps++;
await drawEnemy();
await drawAgent();
await ResetGrid();
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();
}
AStarFlag = true;
}
//if ( ( AB.step % 2 ) == 0 ) // slow the enemy down to every nth step
// moveLogicalEnemy();
};
AB.world.endRun = function()
{
musicPause();
if ( AB.abortRun && ! NoPathFlag )
AB.msg(" <br> <font color=red> <B> Agent trapped. Final score zero. </B> </font> ", 3 );
else if (AB.abortRun && NoPathFlag)
AB.msg(" <br> <font color=red> <B> No Path from Agent to Enemy. </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.maxSteps
var s = ( goodsteps / AB.maxSteps ) * 100; // float like 93.4372778
var x = Math.round (s * 100); // 9344
return ( 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 = new Audio ( SOUND_ALARM );
alarm.play(); // play once, no loop
}