// =============================================================================================// More complex starter World for WWM// 3d-effect Maze World (really a 2-D problem)// Mark Humphrys, 2016.//// 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.//// Scoring on the server side is done by taking average of n runs.// Runs where you get trapped and score zero can seriously affect this score. // =============================================================================================// World must define these:const CLOCKTICK =150;// speed of run - move things every n millisecondsconst MAXSTEPS =1000;// length of a run before final score//---- global constants: -------------------------------------------------------const gridsize =35;// number of squares along side of world const NOBOXES =Math.trunc ((gridsize * gridsize)/2);// density of maze - number of internal boxes// (bug) use trunc or can get a non-integer const squaresize =100;// size of square in pixelsconst MAXPOS = gridsize * squaresize;// length of one side in pixels const SKYCOLOR =0xddffdd;// 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 *0.85;// distance from centre to start the camera atconst 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;// 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;// --- 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){returnfalse;}else{returntrue;}}function randomPick ( a, b ){if( randomBoolean())return a;elsereturn b;}//---- start of World class -------------------------------------------------------functionWorld(){// most of World can be private // regular "var" syntax means private variables: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 WALLS =newArray(6* gridsize );// need to keep handles to wall and maze objects so can find them later to paint them var MAZE =newArray( NOBOXES );var theagent, theenemy;// enemy,agent & target position on squaresvar ei, ej, ai, aj;var badsteps;var goodsteps;var step;var self =this;// needed for private fn to call public fn - see below // regular "function" syntax means private functions:function initGrid(){for(var i =0; i < gridsize ; i++){
GRID[i]=newArray(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 ))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;}// 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));}//--- skybox ----------------------------------------------------------------------------------------------function initSkybox(){// x,y,z positive and negative faces have to be in certain order in the array // night skybox, credit:// http://opengameart.org/content/night-skyboxesvar materialArray =[(new THREE.MeshBasicMaterial({ map: THREE.ImageUtils.loadTexture("/uploads/kennee38/dark-posx.jpg"), side: THREE.BackSide})),(new THREE.MeshBasicMaterial({ map: THREE.ImageUtils.loadTexture("/uploads/kennee38/dark-negx.jpg"), side: THREE.BackSide})),(new THREE.MeshBasicMaterial({ map: THREE.ImageUtils.loadTexture("/uploads/kennee38/dark-posy.jpg"), side: THREE.BackSide})),(new THREE.MeshBasicMaterial({ map: THREE.ImageUtils.loadTexture("/uploads/kennee38/dark-negy.jpg"), side: THREE.BackSide})),(new THREE.MeshBasicMaterial({ map: THREE.ImageUtils.loadTexture("/uploads/kennee38/dark-posz.jpg"), side: THREE.BackSide})),(new THREE.MeshBasicMaterial({ map: THREE.ImageUtils.loadTexture("/uploads/kennee38/dark-negz.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}// This does the file read the old way using loadTexture.// (todo) Change to asynchronous TextureLoader. A bit complex:// Make blank skybox. Start 6 asynch file loads to call 6 return functions.// Each return function checks if all 6 loaded yet. Once all 6 loaded, paint the skybox. // loader return can call private functionfunction loadTextures(){var manager =new THREE.LoadingManager();var loader =new THREE.OBJLoader( manager );
THREE.Loader.Handlers.add(/.tga$/i,new THREE.TGALoader());var m =new THREE.MTLLoader();
m.setTexturePath ("/uploads/kennee38/");
m.setPath ("/uploads/kennee38/");
m.load("cat.mtl",function( materials ){
materials.preload();var o =new THREE.OBJLoader();
o.setMaterials ( materials );
o.setPath ("/uploads/kennee38/");
o.load("cat.obj",function( object ){
addcat ( object );});});
THREE.Loader.Handlers.add(/.tga$/i,new THREE.TGALoader());var n =new THREE.MTLLoader();
n.setTexturePath ("/uploads/kennee38/");
n.setPath ("/uploads/kennee38/");
n.load("blackdog.mtl",function( materials ){
materials.preload();var p =new THREE.OBJLoader();
p.setMaterials ( materials );
p.setPath ("/uploads/kennee38/");
p.load("blackdog.obj",function( object ){
adddog ( object );});});var loader1 =new THREE.TextureLoader();//for border hedge
loader1.load ('/uploads/kennee38/hedge.jpg',function( thetexture ){
thetexture.minFilter = THREE.LinearFilter;
paintWalls (new THREE.MeshBasicMaterial({ map: thetexture }));});var loader2 =new THREE.TextureLoader();//maze hedges (inner blocks)
loader2.load ('/uploads/kennee38/hedge2.jpg',function( thetexture ){
thetexture.minFilter = THREE.LinearFilter;
paintMaze (new THREE.MeshBasicMaterial({ map: thetexture }));});/*
var loader3 = new THREE.TextureLoader(); //for agent
loader3.load ( '/uploads/kennee38/cat-fur.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
theagent.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader4 = new THREE.TextureLoader(); //for enemy
loader4.load ( '/uploads/kennee38/cat-fur.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
theenemy.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
*/}function addcat ( object ){
object.scale.multiplyScalar (4);// lol change size to 4
theagent = object;
threeworld.scene.add( theagent );}function adddog ( object ){
object.scale.multiplyScalar (2);// lol change size to 4
theenemy = object;
threeworld.scene.add( theenemy );}// --- add fixed objects ---------------------------------------- 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 *2, 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;}}function initLogicalMaze(){
GRID[1][4]= GRID_MAZE;//something for the computer to compare tofor(var c=1; c <= NOBOXES ; c++){var i = randomintAtoB(1,gridsize-2);// inner squares are 1 to gridsize-2var j = randomintAtoB(1,gridsize-2);//same as above for j coordinateif(GRID[i +1][j]== GRID_MAZE || GRID[i -1][j]== GRID_MAZE || GRID[i][j +1]== GRID_MAZE || GRID[i][j -1]== GRID_MAZE)
GRID[i][j]= GRID_BLANK;//if there are one or more blocks around the current space, leave it blankelseif((GRID[i +1][j]+ GRID[i -1][j]+ GRID[i][j +1]+ GRID[i][j -1])== GRID_MAZE)
GRID[i][j]= GRID_BLANK;//if the sum of the values of the surrounding blocks add up to the value of GRID_MAZE, leave current space blankelseif((GRID[i +1][j +1]+ GRID[i -1][j -1]+ GRID[i +1][j -1]+ GRID[i -1][j +1])<=4)
GRID[i][j]= GRID_MAZE;//if sum of diagonally surrounding blocks is less than or equal to 4, change current space to 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.BoxGeometry( squaresize, BOXHEIGHT *2, squaresize );var thecube =new THREE.Mesh( shape );
thecube.material.color.setHex( BLANKCOLOR );
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;}}// --- enemy functions -----------------------------------function drawEnemy()// given ei, ej, draw it {if( theenemy ){var x = translate ( ei * squaresize );var z = translate ( ej * squaresize );var y =0;
theenemy.position.x = x;
theenemy.position.y = y;
theenemy.position.z = z;
threeworld.scene.add(theenemy);
threeworld.lookat.copy ( theenemy.position );// if camera moving, look back at where the enemy is
threeworld.lookat.y =( squaresize *1.5);// point camera higher up}}function initLogicalEnemy(){// 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
ei = i;
ej = j;}/*
function initThreeEnemy()
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
theenemy = new THREE.Mesh( shape );
theenemy.material.color.setHex( BLANKCOLOR );
drawEnemy();
}
*/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(ej, ej+1);if( ej == aj ) j = ej;if( ej > aj ) j = randomintAtoB(ej-1, ej);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 {var x = translate ( ai * squaresize );var z = translate ( aj * squaresize );var y =0;
theagent.position.x = x;
theagent.position.y = y;
theagent.position.z = z;
threeworld.scene.add(theagent);
threeworld.follow.copy ( theagent.position );// follow vector = agent position (for camera following agent)
threeworld.follow.y =(squaresize *1.5);}function initLogicalAgent(){// 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
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--;//rotateAgentTowards ( 3 * (Math.PI / 2) );}elseif( a == ACTION_RIGHT ){
i++;//rotateAgentTowards ( 1 * (Math.PI / 2) );}elseif( a == ACTION_UP ){
j++;//rotateAgentTowards ( 0 * (Math.PI / 2) );}elseif( a == ACTION_DOWN ){
j--;//rotateAgentTowards ( 2 * (Math.PI / 2) );}if(! occupied(i,j)){
ai = i;
aj = j;}}/* had some trouble implementing this rotation
function rotateAgentTowards ( newRotation )
{
if ( agentRotation == newRotation ) return;
// else
var x = ( agentRotation + newRotation ) / 2;
theagent.rotation.set ( 0, x, 0 );
agentRotation = x;
}
*/function keyHandler(e)// user control // Note that this.takeAction(a) is constantly running at same time, redrawing the screen.{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 );}// --- 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 caught up to by enemy on any side, run over{return((ai == ei)&&((aj -1)== ej)||((ai +1)== ei)&&(aj == ej)||(ai == ei)&&((aj +1)== ej)||(ai == ei)&&((aj -1)== ej));}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 = self.getState();var status =" Step: <b> "+ step +" </b> x = ("+ x.toString()+") a = ("+ a +") ";
$("#user_span3").html( status );}function updateStatusAfter()// agent and enemy have moved, can calculate score{// new state after both have movedvar 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(){// (subtle bug) must reset variables like these inside newRun (in case do multiple runs)this.endCondition =false;
badsteps =0;
goodsteps =0;
step =0;// for all runs:
initGrid();
initLogicalWalls();
initLogicalMaze();
initLogicalAgent();
initLogicalEnemy();// for graphical runs only:if(true){if( show3d ){
BOXHEIGHT = squaresize;
threeworld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );}else{
BOXHEIGHT =1;
threeworld.init2d ( startRadiusConst, maxRadiusConst, SKYCOLOR );}
initSkybox();//music credit to Voltage Inc, game = A Knight's Devotion, does not belong to mevar x ="<audio id=theaudio src=/uploads/kennee38/aknightsdevotion-soundtrack7.mp3 autoplay loop> </audio>";
$("#user_span2").html( x );// Set up objects first:
initThreeWalls();
initThreeMaze();// Then paint them with textures - asynchronous load of textures from files. // The texture file loads return at some unknown future time in some unknown order.// Because of the unknown order, it is probably best to make objects first and later paint them, rather than have the objects made when the file reads return.// It is safe to paint objects in random order, but might not be safe to create objects in random order.
loadTextures();
document.onkeydown = keyHandler;}};this.getState =function(){var x =[ ai, aj, ei, ej ];return( x );};this.takeAction =function( a ){
step++;if(true)
updateStatusBefore(a);// show status line before moves
moveLogicalAgent(a);if(( step %2)==0)// slow the enemy down to every nth step
moveLogicalEnemy();if( badstep())
badsteps++;else
goodsteps++;if(true){
drawAgent();
drawEnemy();
updateStatusAfter();// show status line after moves }if( agentBlocked())// if agent blocked in, run over {this.endCondition =true;if(true){
musicPause();
soundAlarm();
endRun();}}};this.endRun =function(){if(true){if(this.endCondition )
$("#user_span6").html(" <font color=red> <B> Uh-oh! Looks like your kitty isn't safe anymore! </B> </font> ");}};this.getScore =function(){return goodsteps;};}//---- end of World class -------------------------------------------------------// --- music and sound effects ----------------------------------------// credits:// http://www.dl-sounds.com/royalty-free/defense-line/// http://soundbible.com/1542-Air-Horn.html function initMusic(){// put music element in one of the spansvar x ="<audio id=theaudio src=/uploads/starter/Defense.Line.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();}function soundAlarm(){var x ="<audio src=/uploads/kennee38/catmeow.mp3 autoplay > </audio>";
$("#user_span2").html( x );}