// Demo of 3d models
// skeleton credit
// http://tf3dm.com/3d-model/skeleton-with-organs-91102.html
// Peter Parker credit
// http://tf3dm.com/download-page.php?url=spider-man-4998
// male credit
// https://threejs.org/examples/#webgl_loader_obj
const CLOCKTICK = 150; // speed of run - move things every n milliseconds
const MAXSTEPS = 1000; // length of a run before final score
//---- global constants: -------------------------------------------------------
const gridsize = 20; // number of squares along side of world
const squaresize = 100; // size of square in pixels
const MAXPOS = gridsize * squaresize; // length of one side in pixels
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 4 );
const SKYCOLOR = 0xffffcc; // a number, not a string
const BLANKCOLOR = SKYCOLOR ; // make objects this color until texture arrives (from asynchronous file read)
const LIGHTCOLOR = 0xffffff ;
const startRadiusConst = MAXPOS * 0.8 ; // distance from centre to start the camera at
const skyboxConst = MAXPOS * 3 ; // where to put skybox
const maxRadiusConst = MAXPOS * 5 ; // 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 JUMP_UP = 5;
const JUMP_DOWN = 6;
const JUMP_LEFT = 7;
const JUMP_RIGHT = 8;
// 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; }
}
function randomPick ( a, b )
{
if ( randomBoolean() )
return a;
else
return b;
}
//---- start of World class -------------------------------------------------------
function World() {
// most of World can be private
// regular "var" syntax means private variables:
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 handle to each wall block object so can find it later to paint it
var MAZE = new Array ( NOBOXES );
var theagent, theenemy, theenemy2, theenemy3, theenemy4;
var agentRotation = 0;
var enemyRotation = 0; // with 3D models, current rotation away from default orientation
var enemyRotation2 = 0;
var enemyRotation3 = 0;
var enemyRotation4 = 0;
// enemy and agent position on squares
var ei, ej, ai, aj, e2i, e2j, e3i, e3j, e4i, e4j;
var badsteps;
var goodsteps;
var step;
var self = this; // needed for private fn to call public fn - see below
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 ( ( e2i == i ) && ( e2j == j ) ) return true;
if ( ( e3i == i ) && ( e3j == j ) ) return true;
if ( ( e4i == i ) && ( e4j == j ) ) return true;
if ( GRID[i][j] == GRID_WALL ) return true; // fixed objects
if ( GRID[i][j] == GRID_MAZE ) return true;
return false;
}
function translate ( x )
{
return ( x - ( MAXPOS/2 ) );
}
// --- asynch load textures from file ----------------------------------------
// credits:
// http://commons.wikimedia.org/wiki/File:Old_door_handles.jpg?uselang=en-gb
// https://commons.wikimedia.org/wiki/Category:Pac-Man_icons
// https://commons.wikimedia.org/wiki/Category:Skull_and_crossbone_icons
function loadTextures()
{
var manager = new THREE.LoadingManager();
var loader = new THREE.OBJLoader( manager );
loader.load( "/uploads/ashcass/trantula.obj", buildenemy );
loader.load( "/uploads/ashcass/trantula.obj", buildenemy2 );
loader.load( "/uploads/ashcass/trantula.obj", buildenemy3 );
loader.load( "/uploads/ashcass/fly.obj", buildenemy4 );
// load simple OBJ
loader.load( "/uploads/ashcass/fly.obj", buildagent );
var loader1 = new THREE.TextureLoader();
loader1.load ( '/uploads/ashcass/brick.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
} );
var loader2 = new THREE.TextureLoader();
loader2.load ( '/uploads/starter/latin.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintMaze ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
} );
}
function buildenemy ( object )
{
object.scale.multiplyScalar ( 1000 ); // 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/ashcass/hair.jpg" );
}
}
function buildenemy2 ( object )
{
object.scale.multiplyScalar ( 1000 ); // make 3d object n times bigger
object.traverse( paintEnemy2 );
theenemy2 = object;
threeworld.scene.add( theenemy2 );
}
function paintEnemy2 ( child )
{
if ( child instanceof THREE.Mesh )
{
child.material.map = THREE.ImageUtils.loadTexture( "/uploads/ashcass/hair.jpg" );
}
}
function buildenemy3 ( object )
{
object.scale.multiplyScalar ( 1000 ); // make 3d object n times bigger
object.traverse( paintEnemy3 );
theenemy3 = object;
threeworld.scene.add( theenemy3 );
}
function paintEnemy3 ( child )
{
if ( child instanceof THREE.Mesh )
{
child.material.map = THREE.ImageUtils.loadTexture( "/uploads/ashcass/hair.jpg" );
}
}
function buildenemy4 ( object )
{
object.scale.multiplyScalar ( 25000 ); // make 3d object n times bigger
object.traverse( paintEnemy4 );
theenemy4 = object;
threeworld.scene.add( theenemy4 );
}
function paintEnemy4 ( child )
{
if ( child instanceof THREE.Mesh )
{
child.material.map = THREE.ImageUtils.loadTexture( "/uploads/ashcass/gold.jpg" );
}
}
function buildagent ( object )
{
object.scale.multiplyScalar ( 25000 );
object.traverse( paintAgent );
theagent = object;
threeworld.scene.add( theagent );
}
function paintAgent ( child )
{
if ( child instanceof THREE.Mesh )
{
child.material.map = THREE.ImageUtils.loadTexture( "/uploads/ashcass/flytext.jpg" );
}
}
function addparker ( object )
{
object.scale.multiplyScalar ( 70 );
theagent = object;
threeworld.scene.add( theagent );
}
function initSkybox()
{
// urban photographic skyboxes, credit:
// http://opengameart.org/content/urban-skyboxes
var materialArray = [
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/ashcass/snap3.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/ashcass/snap1.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/ashcass/snapsky.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/ashcass/snapfloor.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/ashcass/snap2.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/ashcass/snap4.png" ), 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
}
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, squaresize, 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 ) // paint blank boxes
{
for ( var i = 0; i < WALLS.length; i++ )
{
if ( WALLS[i] ) WALLS[i].material = material;
}
}
function initLogicalMaze()
{
for ( var c=1 ; c <= NOBOXES ; c++ )
{
var i = randomintAtoB(1,gridsize-2); // 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.BoxGeometry( squaresize, squaresize, 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.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(1,8);
j = randomintAtoB(1,8);
}
while ( occupied(i,j) ); // search for empty square
ei = i;
ej = j;
}
function moveLogicalEnemy( a )
{
var i = ei;
var j = ej;
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) )
{
if ( true )
{
// if going to actually move, then turn body towards move
// rotate by some amount of radians from the normal position
// in degrees: +0, +90, +180, +270
if ( a == ACTION_LEFT ) { rotateAgentTowards ( 3 * (Math.PI / 2) ); }
else if ( a == ACTION_RIGHT ) { rotateAgentTowards ( 1 * (Math.PI / 2) ); }
else if ( a == ACTION_UP ) { rotateAgentTowards ( 0 * (Math.PI / 2) ); }
else if ( a == ACTION_DOWN ) { rotateAgentTowards ( 2 * (Math.PI / 2) ); }
}
ei = i;
ej = j;
}
}
function drawEnemy2() // given e2i, e2j, draw it
{
if ( theenemy2 )
{
var x = translate ( e2i * squaresize );
var z = translate ( e2j * squaresize );
var y = ( 0 );
theenemy2.position.x = x;
theenemy2.position.y = y;
theenemy2.position.z = z;
threeworld.lookat.copy ( theenemy2.position ); // if camera moving, look back at where the enemy is
threeworld.lookat.y = ( squaresize * 1.5 ); // point camera higher up
}
}
function initLogicalEnemy2()
{
// start in random location:
var i, j;
do
{
i = randomintAtoB(8,17);
j = randomintAtoB(1,17);
}
while ( occupied(i,j) ); // search for empty square
e2i = i;
e2j = j;
}
function moveLogicalEnemy2(a)
{
var i = e2i;
var j = e2j;
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) )
{
if ( true )
{
// if going to actually move, then turn body towards move
// rotate by some amount of radians from the normal position
// in degrees: +0, +90, +180, +270
if ( a == ACTION_LEFT ) { rotateAgentTowards ( 3 * (Math.PI / 2) ); }
else if ( a == ACTION_RIGHT ) { rotateAgentTowards ( 1 * (Math.PI / 2) ); }
else if ( a == ACTION_UP ) { rotateAgentTowards ( 0 * (Math.PI / 2) ); }
else if ( a == ACTION_DOWN ) { rotateAgentTowards ( 2 * (Math.PI / 2) ); }
}
e2i = i;
e2j = j;
}
}
function drawEnemy3() // given ei, ej, draw it
{
if ( theenemy3 )
{
var x = translate ( e3i * squaresize );
var z = translate ( e3j * squaresize );
var y = ( 0 );
theenemy3.position.x = x;
theenemy3.position.y = y;
theenemy3.position.z = z;
threeworld.lookat.copy ( theenemy3.position ); // if camera moving, look back at where the enemy is
threeworld.lookat.y = ( squaresize * 1.5 ); // point camera higher up
}
}
function initLogicalEnemy3()
{
// start in random location:
var i, j;
do
{
i = randomintAtoB(1,17);
j = randomintAtoB(8,17);
}
while ( occupied(i,j) ); // search for empty square
e3i = i;
e3j = j;
}
function moveLogicalEnemy3( a )
{
var i = e3i;
var j = e3j;
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) )
{
if ( true )
{
if ( a == ACTION_LEFT ) { rotateAgentTowards ( 3 * (Math.PI / 2) ); }
else if ( a == ACTION_RIGHT ) { rotateAgentTowards ( 1 * (Math.PI / 2) ); }
else if ( a == ACTION_UP ) { rotateAgentTowards ( 0 * (Math.PI / 2) ); }
else if ( a == ACTION_DOWN ) { rotateAgentTowards ( 2 * (Math.PI / 2) ); }
}
e3i = i;
e3j = j;
}
}
function drawEnemy4() // given ei, ej, draw it
{
if ( theenemy4 )
{
var x = translate ( e4i * squaresize );
var z = translate ( e4j * squaresize );
var y = ( 0 );
theenemy4.position.x = x;
theenemy4.position.y = y;
theenemy4.position.z = z;
threeworld.lookat.copy ( theenemy4.position ); // if camera moving, look back at where the enemy is
threeworld.lookat.y = ( squaresize * 1.5 ); // point camera higher up
}
}
function initLogicalEnemy4()
{
// start in random location:
var i, j;
do
{
i = randomintAtoB(8,17);
j = randomintAtoB(8,17);
}
while ( occupied(i,j) ); // search for empty square
e4i = i;
e4j = j;
}
function moveLogicalEnemy4( a )
{
var i = e4i;
var j = e4j;
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) )
{
if ( true )
{
// if going to actually move, then turn body towards move
// rotate by some amount of radians from the normal position
// in degrees: +0, +90, +180, +270
if ( a == ACTION_LEFT ) { rotateAgentTowards ( 3 * (Math.PI / 2) ); }
else if ( a == ACTION_RIGHT ) { rotateAgentTowards ( 1 * (Math.PI / 2) ); }
else if ( a == ACTION_UP ) { rotateAgentTowards ( 0 * (Math.PI / 2) ); }
else if ( a == ACTION_DOWN ) { rotateAgentTowards ( 2 * (Math.PI / 2) ); }
}
e4i = i;
e4j = j;
}
}
const INTERIMROT = 10; // number of interim rotations drawn when model turns round
// all rotations positive 0 to 2 PI
// interim renders not working
// temporary solution - rotate half-way - will continue the rotation later
function rotateEnemyTowards ( newRotation )
{
if ( enemyRotation == newRotation ) return;
// else
var x = ( enemyRotation + newRotation ) / 2;
theenemy.rotation.set ( 0, x, 0 );
enemyRotation = x;
}
function rotateEnemy2Towards ( newRotation )
{
if ( enemyRotation2 == newRotation ) return;
// else
var y = ( enemyRotation2 + newRotation ) / 2;
theenemy2.rotation.set ( 0, y, 0 );
enemyRotation2 = y;
}
function rotateEnemy3Towards ( newRotation )
{
if ( enemyRotation3 == newRotation ) return;
// else
var y = ( enemyRotation3 + newRotation ) / 2;
theenemy3.rotation.set ( 0, y, 0 );
enemyRotation3 = y;
}
function rotateEnemy4Towards ( newRotation )
{
if ( enemyRotation4 == newRotation ) return;
// else
var y = ( enemyRotation4 + newRotation ) / 2;
theenemy4.rotation.set ( 0, y, 0 );
enemyRotation4 = y;
}
// --- agent functions -----------------------------------
function drawAgent() // given ai, aj, draw it
{
if ( theagent )
{
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.follow.copy ( theagent.position ); // follow vector = agent position (for camera following agent)
threeworld.follow.y = ( squaresize * 1.5 ); // put camera higher up
}
}
function initLogicalAgent()
{
// start in random location:
var i, j;
do
{
i = 1;
j = 1;
}
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 == JUMP_LEFT ) { i = i-2; }
else if ( a == JUMP_RIGHT ) { i= i+2; }
else if ( a == JUMP_UP ) { j = j+2; }
else if ( a == JUMP_DOWN ) { j= j-2; }
if ( ! occupied(i,j) )
{
if ( true )
{
// if going to actually move, then turn body towards move
// rotate by some amount of radians from the normal position
// in degrees: +0, +90, +180, +270
if ( a == ACTION_LEFT ) { rotateAgentTowards ( 3 * (Math.PI / 2) ); }
else if ( a == ACTION_RIGHT ) { rotateAgentTowards ( 1 * (Math.PI / 2) ); }
else if ( a == ACTION_UP ) { rotateAgentTowards ( 0 * (Math.PI / 2) ); }
else if ( a == ACTION_DOWN ) { rotateAgentTowards ( 2 * (Math.PI / 2) ); }
}
ai = i;
aj = j;
}
}
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 );
if (e.keyCode == 65) moveLogicalAgent ( JUMP_LEFT );
if (e.keyCode == 87) moveLogicalAgent ( JUMP_DOWN );
if (e.keyCode == 68) moveLogicalAgent ( JUMP_RIGHT );
if (e.keyCode == 88) moveLogicalAgent ( JUMP_UP );
}
function rotateAgentTowards ( newRotation )
{
if ( agentRotation == newRotation ) return;
// else
var x = ( agentRotation + newRotation ) / 2;
theagent.rotation.set ( 0, x, 0 );
agentRotation = x;
}
// --- 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 updateStatus()
{
var score = self.getScore();
var status = " Step: " + step + " out of " + MAXSTEPS + ". Score: " + score;
$("#user_span1").html( status );
}
//--- public functions / interface / API ----------------------------------------------------------
// must have this public variable:
this.endCondition; // If set to true, run will end.
this.win;
this.newRun = function()
{
$("#user_span2").html( " <font color = green > <B> Make it to gold fly without being caught </B> </font> " );
this.win = false;
this.endCondition = false;
badsteps = 0;
goodsteps = 0;
step = 0;
// define logical data structure for the World, even if no graphical representation:
initGrid();
initLogicalWalls();
initLogicalMaze();
initLogicalAgent();
initLogicalEnemy();
initLogicalEnemy2();
initLogicalEnemy3();
initLogicalEnemy4();
if ( true )
{
threeworld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
// light
var ambient = new THREE.AmbientLight();
threeworld.scene.add( ambient );
var thelight = new THREE.DirectionalLight ( LIGHTCOLOR, 3 );
thelight.position.set ( startRadiusConst, startRadiusConst, startRadiusConst );
threeworld.scene.add(thelight);
// music
var x = "<audio id=theaudio src=/uploads/starter/SuspenseStrings.mp3 autoplay loop> </audio>" ;
$("#user_span2").html( x );
// music credit
// http://www.dl-sounds.com/royalty-free/suspense-strings/
initSkybox();
initThreeWalls();
initThreeMaze();
loadTextures(); // will return sometime later, but can go ahead and render now
document.onkeydown = keyHandler;
}
};
this.getState = function()
{
var x = [ ai, aj, ei, ej ];
return ( x );
};
this.takeAction = function ( a )
{
step++;
//moveLogicalAgent(a);
if ( ( step % 2 ) == 0 ) // slow the enemy down to every nth step
moveLogicalEnemy(a);
moveLogicalEnemy2(a);
moveLogicalEnemy3(a);
//moveLogicalEnemy4(a);
if ( badstep() )
badsteps++;
else
goodsteps++;
if ( true )
{
drawAgent();
drawEnemy();
drawEnemy2();
drawEnemy3();
drawEnemy4();
updateStatus();
}
function die()
{
if( (((ei == ai-1)&&(ej == aj)) ||
((ei== ai+1)&&(aj == ej)) ||
((ai == ei)&&(ej==aj+1)) ||
((ai == ei)&&(aj-1 == ej)))
||
(((ai-1 == e2i)&&(e2j == aj)) ||
((ai+1==e2i)&&(aj==e2j)) ||
((ai == e2i)&&(e2j==aj+1)) ||
((ai == e2i)&&(aj-1 == e2j)))
||
(((ai-1 == e3i)&&(e3j == aj)) ||
((ai+1==e3i)&&(aj==e3j)) ||
((ai == e3i)&&(e3j==aj+1)) ||
((ai == e3i)&&(aj-1 == e3j))))
{
return true;
} else return false;
}
if(die())
{
this.endCondition = true;
}
function captureTarget() {
if(((ai-1 == e4i)&&(e4i == aj)) ||
((ai+1 == e4i)&&(aj==e4j)) ||
((ai == e4i)&&(e4i==aj+1)) ||
((ai == e4i)&&(aj-1 == e4j)))
{
$("#user_span3").html( " <font color = green > <B> YOU WIN </B> </font> " );
return true;
} else return false;
}
if(captureTarget())
this.endCondition = true;
this.win = true;
};
this.endRun = function()
{
if(true){
if(this.endCondition && this.win)
$("#user_span6").html (" <font color = red > <B> GAME OVER </B> </font> ");
else
$("#user_span6").html (" <font color = red > <B> GAME OVER </B> </font> ");
}
};
this.getScore = function()
{
return goodsteps;
};
}
//---- end of World class -------------------------------------------------------