//Cloned Mark Humphrys Complex world.
//Also took parts from Mark Humphrys Model world for my two characters.
/* AIM:
Try and find the most flags before the red enemy catches you.
It gets more difficult as you go on.
Use the arrow keys to move: Up, Down, Left, Right.
Also sneaky jump forward with space bar but this is meant to be like a cheat code.
Recommend user to adjust camera so they can view the grid depending on their preference.
*/
// World must define these:
const CLOCKTICK = 100; // speed of run - move things every n milliseconds
const MAXSTEPS = 1000; // length of a run before final score
const SCREENSHOT_STEP = 50;
//---- global constants: -------------------------------------------------------
const gridsize = 30; // number of squares along side of world
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 10 );
// 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 = 0xF0B27A ; // a number, not a string
const BLANKCOLOR = SKYCOLOR ; // make objects this color until texture arrives (from asynchronous file read)
const LIGHTCOLOR = 0xffffff ;
const show3d = true; // Switch between 3d and 2d view (both using Three.js)
const startRadiusConst = MAXPOS * 0.8 ; // distance from centre to start the camera at
const skyboxConst = MAXPOS * 3 ; // where to put skybox
const maxRadiusConst = MAXPOS * 10 ; // maximum distance from camera we will render things
//--- 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;
const ACTION_JUMPFORWARD = 5; //"cheat code"
// 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;
// --- some useful random functions -------------------------------------------
function randomfloatAtoB ( A, B )
{
return ( A + ( Math.random() * (B-A) ) );
}
function randomintAtoB ( A, B )
{
return ( Math.round ( randomfloatAtoB ( A, B ) ) );
}
function randomBoolean()
{
if ( Math.random() < 0.5 ) { return false; }
else { return true; }
}
//---- start of World class -------------------------------------------------------
function World() {
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 WALLS = new Array ( 4 * gridsize ); // need to keep handles to wall and maze objects so can find them later to paint them
var MAZE = new Array ( NOBOXES );
var theagent, theenemy; //People moving. User is the agent
var flag; //Aim of the game is to get as many flags as possible before being caught.
//position on squares
var ei, ej, ai, aj; //enemy and agent
var fi, fj; //flag
var badsteps;
var goodsteps;
var step;
var flags; //keeps track of how many flags you find.
var self = this; // needed for private fn to call public fn - see below
//---------------------- Grid -------------------------------------------------------------
function initGrid(){
for (var i = 0; i < gridsize ; i++) {
GRID[i] = new Array(gridsize); // each element is an array
for (var j = 0; j < gridsize ; j++) {
GRID[i][j] = GRID_BLANK ;
}
}
}
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 ( ( fi == i ) && ( fj == j ) ) return true; //make sure flag is not placed on piece of maze.
if ( GRID[i][j] == GRID_WALL ) return true; // fixed objects
if ( GRID[i][j] == GRID_MAZE ) return true;
return false;
}
// 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 ( x )
{
return ( x - ( MAXPOS/2 ) );
}
// --- asynchronous load textures from file ----------------------------------------
/* credits:
Characters: Mark Humphrys male02.obj
flag: http://tf3dm.com/3d-model/usmc-flag-67417.html
ALl other images: Google images.
*/
// First textures load when game starts up first.
function loadTexturesFIRST()
{
var manager = new THREE.LoadingManager();
var loader = new THREE.OBJLoader( manager );
loader.load( "/uploads/starter/male02.obj", buildenemy );
loader.load( "/uploads/starter/male02.obj", buildagent);
loader.load( "/uploads/meabhhoran1/usmcflag.obj", buildflag);
var loader1 = new THREE.TextureLoader();
loader1.load ( '/uploads/meabhhoran1/rust.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
} );
var loader2 = new THREE.TextureLoader();
loader2.load ( '/uploads/meabhoran1/grey.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintMaze ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
} );
}
//Second textures are for when the flag is found and reloads maze and new flag position
function loadTexturesSECOND()
{
var manager = new THREE.LoadingManager();
var loader = new THREE.OBJLoader( manager );
loader.load( "/uploads/meabhhoran1/usmcflag.obj", buildflag);
var loader1 = new THREE.TextureLoader();
loader1.load ( '/uploads/meabhhoran1/rust.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
} );
var loader2 = new THREE.TextureLoader();
loader2.load ( '/uploads/meabhhoran1/grey.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintMaze ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
} );
}
// --- build and paint ----------------------------------------
function buildenemy ( object ) {
object.scale.multiplyScalar ( 2.5 ); // make 3d object n times bigger
object.traverse( paintEnemy );
theenemy = object;
threeworld.scene.add( theenemy );
}
function paintEnemy ( child ) {
if ( child instanceof THREE.Mesh ) {
child.material.map = THREE.ImageUtils.loadTexture( "/uploads/meabhhoran1/redcol.jpg" );
}
}
function buildagent ( object ) {
object.scale.multiplyScalar ( 2.5 ); // make 3d object n times bigger
object.traverse( paintAgent );
theagent = object;
threeworld.scene.add( theagent );
}
function paintAgent ( child ) {
if ( child instanceof THREE.Mesh ) {
child.material.map = THREE.ImageUtils.loadTexture( "/uploads/meabhhoran1/armycol.jpg" );
}
}
function buildflag ( object ) {
object.scale.multiplyScalar ( 5 ); // make 3d object n times bigger
object.traverse( paintFlag );
flag = object;
threeworld.scene.add( flag );
}
function paintFlag ( child ) {
if ( child instanceof THREE.Mesh ) {
child.material.map = THREE.ImageUtils.loadTexture( "/uploads/meabhhoran1/flagirish.jpg" );
}
}
//--- skybox ----------------------------------------------------------------------------------------------
/* Image taken from Google images.
Then I cropped it into 6 images.
*/
function initSkybox()
{
var materialArray = [
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/meabhhoran1/2157a4.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/meabhhoran1/2157a1.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/meabhhoran1/2157a.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/meabhhoran1/2157a3.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/meabhhoran1/2157a2.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/meabhhoran1/2157a5.jpg" ), side: THREE.BackSide } ) )
];
var skyGeometry = new THREE.CubeGeometry ( skyboxConst, skyboxConst, skyboxConst );
var skyMaterial = new THREE.MeshFaceMaterial ( materialArray );
var theskybox = new THREE.Mesh ( skyGeometry, skyMaterial );
threeworld.scene.add( theskybox ); // We are inside a giant cube
}
//------------------- Walls surrounding grid ---------------------------------------------
function initLogicalWalls() // set up logical walls in data structure, whether doing graphical run or not
{
for (var i = 0; i < gridsize ; i++)
for (var j = 0; j < gridsize ; j++)
if ( ( i==0 ) || ( i==gridsize-1 ) || ( j==0 ) || ( j==gridsize-1 ) ){
GRID[i][j] = GRID_WALL ;
}
}
function initThreeWalls() // graphical run only, set up blank boxes, painted later
{
var t = 0;
for (var i = 0; i < gridsize ; i++)
for (var j = 0; j < gridsize ; j++)
if ( GRID[i][j] == GRID_WALL )
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
var thecube = new THREE.Mesh( shape );
thecube.material.color.setHex( BLANKCOLOR );
thecube.position.x = translate ( i * squaresize ); // translate my simple (i,j) block-numbering coordinates to three.js (x,y,z) coordinates
thecube.position.z = translate ( j * squaresize );
thecube.position.y = 0;
threeworld.scene.add(thecube);
WALLS[t] = thecube; // save it for later
t++;
}
}
function paintWalls ( material )
{
for ( var i = 0; i < WALLS.length; i++ )
{
if ( WALLS[i] ) WALLS[i].material = material;
}
}
//----------------- Maze within the walls of the grid, only appears after catching first flag -----------
function initLogicalMaze()
{
for ( var c=1 ; c <= 10 ; c++ )
{
var i = randomintAtoB(1,gridsize-3); // inner squares are 1 to gridsize-2
var j = randomintAtoB(1,gridsize-2);
GRID[i][j] = GRID_MAZE ;
}
}
function initThreeMaze()
{
var t = 0;
for (var i = 0; i < gridsize ; i++)
for (var j = 0; j < gridsize ; j++)
if ( GRID[i][j] == GRID_MAZE )
{
var shape = new THREE.ConeGeometry( 50, 300, 10 );
var thecube = new THREE.Mesh( shape );
thecube.material.color.setHex( 0x9f9292 );
thecube.position.x = translate ( i * squaresize );
thecube.position.z = translate ( j * squaresize );
thecube.position.y = 0;
threeworld.scene.add(thecube);
MAZE[t] = thecube; // save it for later
t++;
}
}
function paintMaze ( material )
{
for ( var i = 0; i < MAZE.length; i++ )
{
if ( MAZE[i] ) MAZE[i].material = material;
}
}
//------------------------- Flag functions ----------------
function drawFlag() // given fi, fj, draw it
{
if( flag ){
var x = translate ( fi * squaresize );
var z = translate ( fj * squaresize );
var y = ( -1 * squaresize );
flag.position.x = x;
flag.position.y = y;
flag.position.z = z;
threeworld.lookat.copy ( flag.position ); // if camera moving, look back at where the enemy is
threeworld.lookat.y = (squaresize * 1.5 );
}
}
function initLogicalFlag(){
// start in random location:
var i, j;
do
{
i = randomintAtoB(1,gridsize-2);
j = randomintAtoB(1,gridsize-2);
}
while ( occupied(i,j) ); // search for empty square
fi = i;
fj = j;
}
// --- enemy functions -----------------------------------
function drawEnemy() // given ei, ej, draw it
{
if ( theenemy ) {
var x = translate ( ei * squaresize );
var z = translate ( ej * squaresize );
var y = ( -1 * squaresize ) ;
theenemy.position.x = x;
theenemy.position.y = y;
theenemy.position.z = z;
threeworld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
threeworld.lookat.y = ( squaresize * 1.5 );
}
}
function initLogicalEnemy()
{
// start in corner of grid.
var i, j;
do
{
i = 1;
j = 1;
}
while ( occupied(i,j) ); // search for empty square
ei = i;
ej = j;
}
function moveLogicalEnemy()
{
// move towards agent
// put some randomness in so it won't get stuck with barriers
var i, j;
if ( ei < ai ) i = randomintAtoB(ei, ei+1);
if ( ei == ai ) i = ei;
if ( ei > ai ) i = randomintAtoB(ei-1, ei);
if ( ej < aj ) j = randomintAtoB(ei, ej+1);
if ( ej == aj ) j = ej;
if ( ej > aj ) j = randomintAtoB(ej-1, ei);
if ( ! occupied(i,j) ) // if no obstacle then move, else just miss a turn
{
ei = i;
ej = j;
}
}
// --- agent functions -----------------------------------
function drawAgent() // given ai, aj, draw it
{
if( theagent ){
var x = translate ( ai * squaresize );
var z = translate ( aj * squaresize );
var y = ( -1 * squaresize );
theagent.position.x = x;
theagent.position.y = y;
theagent.position.z = z;
threeworld.follow.copy ( theagent.position ); // follow vector = agent position (for camera following agent)
threeworld.follow.y = ( squaresize * 1.5 );
}
}
function initLogicalAgent()
{
// start at opposite side of grid than enemy
var i, j;
do
{
i = 28;
j = 28;
}
while ( occupied(i,j) ); // search for empty square
ai = i;
aj = j;
}
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--;
else if ( a == ACTION_JUMPFORWARD) j = j-2;
if ( ! occupied(i,j) )
{
ai = i;
aj = j;
}
}
//---------------- User will control the agent -------------------
function keyHandler(e)
// user control
{
if (e.keyCode == 37) moveLogicalAgent ( ACTION_LEFT );
if (e.keyCode == 38) moveLogicalAgent ( ACTION_DOWN );
if (e.keyCode == 39) moveLogicalAgent ( ACTION_RIGHT );
if (e.keyCode == 40) moveLogicalAgent ( ACTION_UP );
if (e.keyCode == 32) moveLogicalAgent ( ACTION_JUMPFORWARD); //cheat code to jump
}
// --- 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;
}
// agent is blocked on all sides, run over
function agentBlocked()
{
return ( occupied (ai-1,aj)
&&
occupied (ai+1,aj)
&&
occupied ( ai,aj+1)
&&
occupied ( ai,aj-1) );
}
// if agent is caught by enemy. Run over.
function agentCaught(){
return(ai == ei+1 && aj == ej
|| ai == ei && aj == ej+1
|| ai == ei-1 && aj == ej
|| ai == ei && aj == ej-1 );
}
/* When agent finds a flag.
That flag is removed and created in a new random place.
More of the maze is added in to make it more difficult for the user.
*/
function captureFlag(){
if(ai == fi && aj == fj
|| ai == fi+1 && aj == fj
|| ai == fi && aj == fj+1
|| ai == fi-1 && aj == fj
|| ai == fi && aj == fj-1){
threeworld.scene.remove(flag);
flags++;
updateStatusAfter();
initLogicalFlag();
initLogicalMaze();
initThreeMaze();
loadTexturesSECOND();
}
}
//------------- Status ----------
function updateStatusBefore(a)
// update status to show old state and proposed move
{
var x = self.getState();
var status = " Step: <b> " + step + " </b> x = (" + x.toString() + ") a = (" + a + ") ";
var statusFlag = " Flags: <b> " + flags;
$("#user_span3").html( status );
$("#user_span3").html( statusFlag );
}
function updateStatusAfter() // agent and enemy have moved, can calculate score
{
// new state after both have moved
var y = self.getState();
var status = " y = (" + y.toString() + ") <BR> ";
$("#user_span4").html( status );
var score = self.getScore();
var status = " Bad steps: " + badsteps +
" Good steps: " + goodsteps +
" Score: " + score.toFixed(2) + "% ";
$("#user_span5").html( status );
}
//--- public functions / interface / API ----------------------------------------------------------
this.endCondition; // If set to true, run will end.
this.newRun = function() {
this.endCondition = false;
badsteps = 0;
goodsteps = 0;
step = 0;
flags = 0;
// for all runs:
initGrid();
initLogicalWalls();
initLogicalFlag();
initLogicalAgent();
initLogicalEnemy();
// for graphical runs only:
if ( true ){
if ( show3d ){
BOXHEIGHT = squaresize;
threeworld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
var ambient = new THREE.AmbientLight();
threeworld.scene.add( ambient );
}
else{
BOXHEIGHT = 1;
threeworld.init2d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
}
initSkybox();
initMusic();
initThreeWalls();
initThreeMaze();
loadTexturesFIRST();
document.onkeydown = keyHandler;
}
};
this.getState = function(){
var x = [ ai, aj, ei, ej ];
return ( x );
};
this.nextStep = function()
{
var a = 4;
step++;
if ( true )
updateStatusBefore(a); // show status line before moves
if ( ( step % 3 ) == 0 ) // slow the enemy down to every nth step
moveLogicalEnemy();
if ( badstep() )
badsteps++;
else
goodsteps++;
if ( true ){
drawAgent();
drawEnemy();
drawFlag();
updateStatusAfter();
// show status line after moves
}
if( captureFlag() ){
updateStatusAfter();
}
if ( agentBlocked() ) // if agent blocked in, run over
{
this.endCondition = true;
goodsteps = 0; // you score zero as far as database is concerned
if ( true ){
musicPause();
soundAlarm();
}
}
if( agentCaught()){
this.endCondition = true;
if ( true ){
musicPause();
soundAlarm();
}
}
};
this.endRun = function(){
if ( true ){
musicPause();
if ( this.endCondition )
$("#user_span6").html( " <font color=red> <B> Agent trapped. Final score zero. </B> </font> " );
else
$("#user_span6").html( " <font color=green> <B> Run over. You captured this many flags: </B> </font> " + flags );
}
};
this.getScore = function(){
return ( ( goodsteps / step ) * 100 + flags);
};
}
//---- end of World class -------------------------------------------------------
// --- music and sound effects ----------------------------------------
// credits:
// http://www.dl-sounds.com/
//playing in background
function initMusic()
{
// put music element in one of the spans
var x = "<audio id=theaudio src=/uploads/meabhhoran1/unknownplanet.mp3 autoplay loop> </audio>" ;
$("#user_span1").html( x );
}
function musicPlay()
{
// jQuery does not seem to parse pause() etc. so find the element the old way:
document.getElementById('theaudio').play();
}
function musicPause()
{
document.getElementById('theaudio').pause();
}
//When game over
function soundAlarm()
{
var x = "<audio src=/uploads/meabhhoran1/siren_noise-kevangc-1337458893.mp3 autoplay > </audio>";
$("#user_span2").html( x );
}