Code viewer for World: super smooth FPV Model World

// Exercise
// reverse the keys 
// make the step smaller (pi/10 = 18 degrees is too much)




// FPV 3d model
// No Mind
// Arrows move model, relative to its rotation.
// Camera looks straight ahead.
// Best effect is with "Move with" camera


  
// 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




 
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 = 35;					// 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) / 100 );


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  




 
 
// --- Rotations -----------------------
 
// turn body towards move
// rotate by some amount of radians from the normal position 
// in degrees: +0, +90, +180, +270

// rotations on the absolute grid 
// default is 0 which has the model facing DOWN as far as the initial camera sees

const ROTATE_AMOUNT      =  Math.PI / -35 ;





// contents of a grid square

const GRID_BLANK 	= 0;
const GRID_WALL 	= 1;
const GRID_MAZE 	= 2;
 


 
const ACTION_LEFT 		= 0;		   
const ACTION_RIGHT 		= 1;
const ACTION_UP 			= 2;		 
const ACTION_DOWN 		= 3;
const ACTION_STAYSTILL 		= 4;

 
 


 
// --- 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;		  

var agentRotation = 0 ; 
var agentFineRotation = 0 ;      
var enemyRotation = 0 ;     // with 3D models, current rotation away from default orientation


// enemy and agent position on squares
var 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] = 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 ( 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/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-skyboxes

   var 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 } ) ),
 	];

// space:

   var materialArray = [
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/sky_pos_z.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/sky_neg_z.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/sky_pos_y.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/sky_neg_y.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/sky_pos_x.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/sky_neg_x.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-2
  	var 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;
 
 
 /*
 // look at enemy (might be looking backwards over shoulder)
 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--;    }
 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_DOWN  ) 	{  rotateEnemyTowards ( ROTATE_2  ); }
	 else if ( a == ACTION_LEFT  ) 	{  rotateEnemyTowards ( ROTATE_3  ); }
 	 else if ( a == ACTION_UP    ) 	{  rotateEnemyTowards ( ROTATE_0  ); }
 	 else if ( a == ACTION_RIGHT ) 	{  rotateEnemyTowards ( ROTATE_1  ); }
  }
  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 later

function rotateEnemyTowards ( newRotation )		
{
 if ( enemyRotation == newRotation ) return;
 // else 
 //     var x = ( enemyRotation + newRotation ) / 2; 
        var x = newRotation ;
 theenemy.rotation.set ( 0, x, 0 );
 enemyRotation = x;	
}





// --- agent functions -----------------------------------


function drawAgent()	// given ai, aj, draw it 
{
if ( theagent )
{
  
 
 threeworld.follow.copy ( theagent.position );		// follow vector = agent position (for camera following agent)
 threeworld.follow.y = ( squaresize * 1.5 );     // put camera higher up
    // will further adjust camera in the following:
     
// ignore enemy - look at distant point in direction we are facing
// add/subtract skyboxConst to one dimension of the agent position 
// also move camera a little bit along that line to get it away from agent's hair

 threeworld.lookat.copy ( theagent.position );
 
 /*
      if ( agentRotation == ROTATE_1 ) { threeworld.lookat.x = threeworld.lookat.x + skyboxConst ;     threeworld.follow.x = threeworld.follow.x + squaresize;  }
 else if ( agentRotation == ROTATE_3 ) { threeworld.lookat.x = threeworld.lookat.x - skyboxConst ;     threeworld.follow.x = threeworld.follow.x - squaresize;  }
 
 else if ( agentRotation == ROTATE_0 ) { threeworld.lookat.z = threeworld.lookat.z + skyboxConst ;     threeworld.follow.z = threeworld.follow.z + squaresize;  }
 else if ( agentRotation == ROTATE_2 ) { threeworld.lookat.z = threeworld.lookat.z - skyboxConst ;     threeworld.follow.z = threeworld.follow.z - squaresize;  }
 */
 
 
 threeworld.lookat.x = skyboxConst *  Math.sin(agentFineRotation);
 threeworld.lookat.z = skyboxConst *  Math.cos(agentFineRotation);
 
}
}


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 initDrawAgent()
{
    
 if ( theagent )
{    
  //  when can i initialise agent x,y,z
    
  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;
}
 
}








 


// --- 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 );
}



// no down key
// to change direction, have to press left or right multiple times

const KEY_UP    = 38;
const KEY_LEFT  = 37;
const KEY_RIGHT = 39;



// ACTION_UP etc. means up on the ABSOLUTE grid
// up key does not necessarily map to ACTION_UP
// up key is relative movement depending on current rotation


function keyHandler(e)		
// user control 
// Note that this.takeAction(a) is constantly running at same time, redrawing the screen.
{
 //   if ( ( 37 <= e.keyCode ) && ( e.keyCode <= 40 ) )
 //    console.log ( "agentRotation = " + agentRotation + " keyCode = " + e.keyCode );
    
     

if ( theagent )
{
 if (e.keyCode == KEY_UP    ) 
 {
  theagent.position.x = squaresize *  Math.sin(agentFineRotation);
  theagent.position.z = squaresize *  Math.cos(agentFineRotation);
 }
 
 
 if (e.keyCode == KEY_RIGHT  ) 
 {
     agentFineRotation = agentFineRotation + ROTATE_AMOUNT;
     theagent.rotation.set ( 0, agentFineRotation, 0 );
 }
 
 if (e.keyCode == KEY_LEFT  ) 
 {
     agentFineRotation = agentFineRotation - ROTATE_AMOUNT;
     theagent.rotation.set ( 0, agentFineRotation, 0 );
 }
}
}







//--- 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  ); 


		// 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();
	    	initDrawAgent();

	  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 % 3 ) == 0 )		// slow the enemy down to every nth step
   //  moveLogicalEnemy();
     
     
    if ( ( step % 5 ) == 0 )		 // if enemy close, sound alarm
    {
     if (  ( Math.abs(ai - ei) < 4 )  && ( Math.abs(aj - ej) < 4 )  )     
      soundAlarm();
    }
    

  if ( badstep() )
   badsteps++;
  else
   goodsteps++;

  if ( true  )
  {
   drawAgent();
   drawEnemy();
   updateStatus();
  }

};



this.endRun = function()
{
};


this.getScore = function()
{
 return goodsteps;
};


}

//---- end of World class -------------------------------------------------------


// /uploads/starter/buzzer-soundbible.com-188422102.mp3
// /uploads/starter/slow_heartbeat-mike_koenig-1853475164.mp3

function soundAlarm()
{
 	var x = "<audio    src=/uploads/starter/buzzer-soundbible.com-188422102.mp3       autoplay  > </audio>";
//  	$("#user_span3").html( x );
}