// 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_objconst CLOCKTICK =150;// speed of run - move things every n millisecondsconst MAXSTEPS =1000;// length of a run before final score//---- global constants: -------------------------------------------------------const gridsize =30;// number of squares along side of world const squaresize =100;// size of square in pixelsconst MAXPOS = gridsize * squaresize;// length of one side in pixels const NOBOXES =Math.trunc ((gridsize * gridsize)/15);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 atconst 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;// 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 GRID =newArray(gridsize);// can query GRID about whether squares are occupied, will in fact be initialised as a 2D array var WALLS =newArray(4* gridsize );// need to keep handle to each wall block object so can find it later to paint it var MAZE =newArray( NOBOXES );var theagent, theenemy;var agentRotation =0;var enemyRotation =0;// with 3D models, current rotation away from default orientation// enemy and agent 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 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;}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_iconsfunction loadTextures(){var manager =new THREE.LoadingManager();var loader =new THREE.OBJLoader( manager );
loader.load("/uploads/starter/skelet.obj", buildenemy );// load simple OBJ// loader.load( "/uploads/starter/male02.obj", buildagent );// load OBJ plus MTL (plus TGA files)
THREE.Loader.Handlers.add(/.tga$/i,new THREE.TGALoader());var m =new THREE.MTLLoader();
m.setTexturePath ("/uploads/starter/");
m.setPath ("/uploads/starter/");
m.load("Peter_Parker.mtl",function( materials ){
materials.preload();var o =new THREE.OBJLoader();
o.setMaterials ( materials );
o.setPath ("/uploads/starter/");
o.load("Peter_Parker.obj",function( object ){
addparker ( object );});});var loader1 =new THREE.TextureLoader();
loader1.load ('/uploads/starter/door.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 (4);// 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/starter/ghost.3.png");}}/*
function buildagent ( object )
{
object.traverse( paintAgent );
theagent = object;
threeworld.scene.add( theagent );
}
function paintAgent ( child )
{
if ( child instanceof THREE.Mesh )
{
child.material.map = THREE.ImageUtils.loadTexture( "/uploads/starter/pacman.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-skyboxesvar materialArray =[(new THREE.MeshBasicMaterial({ map: THREE.ImageUtils.loadTexture("/uploads/starter/posx.jpg"), side: THREE.BackSide})),(new THREE.MeshBasicMaterial({ map: THREE.ImageUtils.loadTexture("/uploads/starter/negx.jpg"), side: THREE.BackSide})),(new THREE.MeshBasicMaterial({ map: THREE.ImageUtils.loadTexture("/uploads/starter/posy.jpg"), side: THREE.BackSide})),(new THREE.MeshBasicMaterial({ map: THREE.ImageUtils.loadTexture("/uploads/starter/negy.jpg"), side: THREE.BackSide})),(new THREE.MeshBasicMaterial({ map: THREE.ImageUtils.loadTexture("/uploads/starter/posz.jpg"), side: THREE.BackSide})),(new THREE.MeshBasicMaterial({ map: THREE.ImageUtils.loadTexture("/uploads/starter/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}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(2,gridsize-3);// inner squares are 1 to gridsize-2var j = randomintAtoB(2,gridsize-3);
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 =(-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);// 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 igetAction(){if( ei < ai )return( ACTION_RIGHT );if( ei > ai )return( ACTION_LEFT );return( ACTION_STAYSTILL );}function jgetAction(){if( ej < aj )return( ACTION_UP );if( ej > aj )return( ACTION_DOWN );return( ACTION_STAYSTILL );}function enemyGetAction(){return randomPick ( igetAction(), jgetAction());}function moveLogicalEnemy(){var a = enemyGetAction();var i = ei;var j = ej;if( a == ACTION_LEFT ){ i--;}elseif( a == ACTION_RIGHT ){ i++;}elseif( a == ACTION_UP ){ j++;}elseif( a == ACTION_DOWN ){ j--;}if(! occupied(i,j)){if(true){if( a == ACTION_LEFT ){ rotateEnemyTowards (3*(Math.PI /2));}elseif( a == ACTION_RIGHT ){ rotateEnemyTowards (1*(Math.PI /2));}elseif( a == ACTION_UP ){ rotateEnemyTowards (0*(Math.PI /2));}elseif( a == ACTION_DOWN ){ rotateEnemyTowards (2*(Math.PI /2));}}
ei = i;
ej = j;}}const INTERIMROT =10;// number of interim rotations drawn when model turns round// all rotations positive 0 to 2 PI /*
function rotateEnemyTowards ( newRotation )
// rotate enemy from current value of "enemyRotation" towards "newRotation" - with interim renders
{
if ( enemyRotation == newRotation ) return;
// else
var delta = ( Math.abs ( enemyRotation - newRotation ) ) / INTERIMROT;
// console.log ( "rotate from " + enemyRotation + " to " + newRotation + " in steps " + delta );
var x;
for ( var i = 1; i <= INTERIMROT; i++ )
{
if ( enemyRotation < newRotation ) x = enemyRotation + (delta * i);
else x = enemyRotation - (delta * i);
theenemy.rotation.set ( 0, x, 0 );
// console.log ( "interim " + x );
threeworld.render();
}
// console.log ( "end " );
theenemy.rotation.set ( 0, newRotation, 0 );
enemyRotation = newRotation; // new value
}
*/// interim renders not working// temporary solution - rotate half-way - will continue the rotation laterfunction rotateEnemyTowards ( newRotation ){if( enemyRotation == newRotation )return;// else var x =( enemyRotation + newRotation )/2;
theenemy.rotation.set(0, x,0);
enemyRotation = x;}// --- 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);// put camera higher up}}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--;}elseif( a == ACTION_RIGHT ){ i++;}elseif( a == ACTION_UP ){ j++;}elseif( 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, +270if( a == ACTION_LEFT ){ rotateAgentTowards (3*(Math.PI /2));}elseif( a == ACTION_RIGHT ){ rotateAgentTowards (1*(Math.PI /2));}elseif( a == ACTION_UP ){ rotateAgentTowards (0*(Math.PI /2));}elseif( a == ACTION_DOWN ){ rotateAgentTowards (2*(Math.PI /2));}}
ai = i;
aj = j;}}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))returntrue;elsereturnfalse;}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.newRun =function(){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();if(true){
threeworld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );// lightvar 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);// musicvar 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 }};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();if( badstep())
badsteps++;else
goodsteps++;if(true){
drawAgent();
drawEnemy();
updateStatus();}};this.endRun =function(){};this.getScore =function(){return goodsteps;};}//---- end of World class -------------------------------------------------------