// ==== Starter World =================================================================================================// This code is designed for use on the Ancient Brain site.// This code may be freely copied and edited by anyone on the Ancient Brain site.// To include a working run of this program on another site, see the "Embed code" links provided on Ancient Brain.// ====================================================================================================================// =============================================================================================// More complex starter World // 3d-effect Maze World (really a 2-D problem)// Movement is on a semi-visible grid of squares //// 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.// =============================================================================================// ===================================================================================================================// === Start of tweaker's box ======================================================================================== // ===================================================================================================================// The easiest things to modify are in this box.// You should be able to change things in this box without being a JavaScript programmer.// Go ahead and change some of these. What's the worst that could happen?
AB.clockTick =100;// 100; // Speed of run: Step every n milliseconds. Default 100.
AB.maxSteps =1000;// Length of run: Maximum length of run in steps. Default 1000.
AB.screenshotStep =50;// Take screenshot on this step. (All resources should have finished loading.) Default 50.//---- global constants: -------------------------------------------------------const show3d =true;// Switch between 3d and 2d view (both using Three.js) const TEXTURE_WALL ='/uploads/rajasi/Screenshot2022-11-11at10.15.41PM.png';const TEXTURE_MAZE ='/uploads/rajasi/Screenshot2022-11-11at10.19.41PM.png';const TEXTURE_AGENT ='/uploads/rajasi/1668273550.png';const TEXTURE_ENEMY ='/uploads/rajasi/Batman1.png';// credits://RC : joker https://www.pinterest.com/pin/528258231263446011///RC : batman https://www.pinterest.com/pin/how-to-draw-batmans-head--810296157935326268///https://stock.adobe.com/nl/images/arrangement-of-beautiful-shiny-black-golden-brick-wall-high-contrast-background-dark-yellow-gold-foil-texture-background-square-brick-wall-decorated-with-golden-high-light-painting/243842799//https://www.dreamstime.com/gold-brick-wall-texture-brick-wall-background-gold-brick-wall-texture-brick-wall-background-goldenbrick-wall-interior-image144138696// http://commons.wikimedia.org/wiki/File:Old_door_handles.jpg// https://commons.wikimedia.org/wiki/Category:Pac-Man_icons// https://commons.wikimedia.org/wiki/Category:Skull_and_crossbone_icons// http://en.wikipedia.org/wiki/File:Inscription_displaying_apices_(from_the_shrine_of_the_Augustales_at_Herculaneum).jpg//RC : Credits https://www.zedge.net/const MUSIC_BACK ='/uploads/rajasi/batman2_1.mp3';const SOUND_ALARM ='/uploads/rajasi/Winning.mp3';// credits:// http://www.dl-sounds.com/royalty-free/defense-line/// http://soundbible.com/1542-Air-Horn.html const gridsize =20;// 20; // number of squares along side of world const NOBOXES =Math.trunc ((gridsize * gridsize)/3);// 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 startRadiusConst = MAXPOS *0.8;// distance from centre to start the camera atconst maxRadiusConst = MAXPOS *10;// maximum distance from camera we will render things //--- change ABWorld defaults: -------------------------------ABHandler.MAXCAMERAPOS = maxRadiusConst ;ABHandler.GROUNDZERO =true;// "ground" exists at altitude zero//--- skybox: -------------------------------// skybox is a collection of 6 files // x,y,z positive and negative faces have to be in certain order in the array // https://threejs.org/docs/#api/en/loaders/CubeTextureLoader // mountain skybox, credit:// http://stemkoski.github.io/Three.js/Skybox.html///uploads/starter/dawnmountain-xpos.png//RC : https://www.pngwing.com/en/free-png-kfuqdconst SKYBOX_ARRAY =["/uploads/rajasi/xpos.png","/uploads/rajasi/xneg.png","/uploads/rajasi/ypos.png","/uploads/rajasi/yneg.png","/uploads/rajasi/zpos.png","/uploads/rajasi/zneg.png"];// space skybox, credit:// http://en.spaceengine.org/forum/21-514-1// x,y,z labelled differently/*
const SKYBOX_ARRAY = [
"/uploads/starter/sky_pos_z.jpg",
"/uploads/starter/sky_neg_z.jpg",
"/uploads/starter/sky_pos_y.jpg",
"/uploads/starter/sky_neg_y.jpg",
"/uploads/starter/sky_pos_x.jpg",
"/uploads/starter/sky_neg_x.jpg"
];
*/// urban photographic skyboxes, credit:// http://opengameart.org/content/urban-skyboxes/*
const SKYBOX_ARRAY = [
"/uploads/starter/posx.jpg",
"/uploads/starter/negx.jpg",
"/uploads/starter/posy.jpg",
"/uploads/starter/negy.jpg",
"/uploads/starter/posz.jpg",
"/uploads/starter/negz.jpg"
];
*/// ===================================================================================================================// === End of tweaker's box ==========================================================================================// ===================================================================================================================// You will need to be some sort of JavaScript programmer to change things below the tweaker's box.//--- 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;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 theagent, theenemy;var wall_texture, agent_texture, enemy_texture, maze_texture;// enemy and agent position on squaresvar ei, ej, ai, aj;var badsteps;var goodsteps;function loadResources()// asynchronous file loads - call initScene() when all finished {var loader1 =new THREE.TextureLoader();var loader2 =new THREE.TextureLoader();var loader3 =new THREE.TextureLoader();var loader4 =new THREE.TextureLoader();
loader1.load ( TEXTURE_WALL,function( thetexture ){
thetexture.minFilter = THREE.LinearFilter;
wall_texture = thetexture;if( asynchFinished()) initScene();// if all file loads have returned });
loader2.load ( TEXTURE_AGENT,function( thetexture ){
thetexture.minFilter = THREE.LinearFilter;
agent_texture = thetexture;if( asynchFinished()) initScene();});
loader3.load ( TEXTURE_ENEMY,function( thetexture ){
thetexture.minFilter = THREE.LinearFilter;
enemy_texture = thetexture;if( asynchFinished()) initScene();});
loader4.load ( TEXTURE_MAZE,function( thetexture ){
thetexture.minFilter = THREE.LinearFilter;
maze_texture = thetexture;if( asynchFinished()) initScene();});}function asynchFinished()// all file loads returned {if( wall_texture && agent_texture && enemy_texture && maze_texture )returntrue;elsereturnfalse;}//--- grid system -------------------------------------------------------------------------------// my numbering is 0 to gridsize-1function 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].isWall )returntrue;// fixed objects if( GRID[i][j].isMaze )returntrue;returnfalse;}// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates// 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 ( i, j ){var v =new THREE.Vector3();
v.y =0;
v.x =( i * squaresize )-( MAXPOS/2);
v.z =( j * squaresize )-( MAXPOS/2);return v;}function initScene()// all file loads have returned {var i,j, shape, thecube;// set up GRID as 2D arrayfor( i =0; i < gridsize ; i++)
GRID[i]=newArray(gridsize);// set up wallsfor( i =0; i < gridsize ; i++)for( j =0; j < gridsize ; j++)if(( i==0)||( i==gridsize-1)||( j==0)||( j==gridsize-1)){
GRID[i][j]= GRID_WALL;
shape =new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
thecube =new THREE.Mesh( shape );
thecube.material =new THREE.MeshBasicMaterial({ map: wall_texture });
thecube.position.copy ( translate(i,j));// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates ABWorld.scene.add(thecube);}else
GRID[i][j]= GRID_BLANK;// set up maze for(var c=1; c <= NOBOXES ; c++){
i = AB.randomIntAtoB(1,gridsize-2);// inner squares are 1 to gridsize-2
j = AB.randomIntAtoB(1,gridsize-2);
GRID[i][j]= GRID_MAZE ;
shape =new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
thecube =new THREE.Mesh( shape );
thecube.material =new THREE.MeshBasicMaterial({ map: maze_texture });
thecube.position.copy ( translate(i,j));// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates ABWorld.scene.add(thecube);}// RC : Making all points in the grid object of Spot and assigning the blank,maze,wall status according to variables. for( i =0; i < gridsize ; i++){for( j =0; j < gridsize ; j++){if(GRID[i][j]== GRID_WALL){
GRID[i][j]=newSpot(i,j);
GRID[i][j].isWall =true;}if(GRID[i][j]== GRID_MAZE){
GRID[i][j]=newSpot(i,j);
GRID[i][j].isMaze =true;}if(GRID[i][j]== GRID_BLANK){
GRID[i][j]=newSpot(i,j);
GRID[i][j].isBlank =true;}}}//RC : Adding Neighbours for each Spotfor( i =0; i < gridsize ; i++)for( j =0; j < gridsize ; j++)
GRID[i][j].addNeighbours(GRID);// set up enemy // start in random locationdo{
i = AB.randomIntAtoB(1,gridsize-2);
j = AB.randomIntAtoB(1,gridsize-2);}while( occupied(i,j));// search for empty square
ei = i;
ej = j;
shape =new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
theenemy =new THREE.Mesh( shape );
theenemy.material =new THREE.MeshBasicMaterial({ map: enemy_texture });ABWorld.scene.add(theenemy);
drawEnemy();// set up agent // start in random locationdo{
i = AB.randomIntAtoB(1,gridsize-2);
j = AB.randomIntAtoB(1,gridsize-2);}while( occupied(i,j));// search for empty square
ai = i;
aj = j;
shape =new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
theagent =new THREE.Mesh( shape );
theagent.material =new THREE.MeshBasicMaterial({ map: agent_texture });ABWorld.scene.add(theagent);
drawAgent();// finally skybox // setting up skybox is simple // just pass it array of 6 URLs and it does the asych load ABWorld.scene.background =new THREE.CubeTextureLoader().load ( SKYBOX_ARRAY,function(){ABWorld.render();
AB.removeLoading();
AB.runReady =true;// start the run loop});}// --- draw moving objects -----------------------------------function drawEnemy()// given ei, ej, draw it {
theenemy.position.copy ( translate(ei,ej));// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates ABWorld.lookat.copy ( theenemy.position );// if camera moving, look back at where the enemy is }function drawAgent()// given ai, aj, draw it {
theagent.position.copy ( translate(ai,aj));// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates ABWorld.follow.copy ( theagent.position );// follow vector = agent position (for camera following agent)}// --- take actions -----------------------------------functionSpot(i,j){this.x = i;this.y = j;//RC : To evaluate the A* heuristic functionthis.h =0;this.g =0;this.f =0;//RC : To keep track of all neighbours for particular pointthis.neighbours =[];this.isWall =false;this.isMaze =false;this.isBlank =false;//RC : To keep track of the previous spot before the current spotthis.previous=undefined;this.addNeighbours =function(GRID){var xi =this.x;var yj =this.y;if(xi < gridsize -1)this.neighbours.push(GRID[xi +1][yj]);if(xi >0)this.neighbours.push(GRID[xi -1][yj]);if(yj < gridsize -1)this.neighbours.push(GRID[xi][yj +1]);if(yj >0)this.neighbours.push(GRID[xi][yj -1]);}}function heuristic ( a, b ){/*if ( diagonal ) return ( dist(a.i, a.j, b.i, b.j) );
// 2D distance
// dist is a P5 function
else */return(Math.abs(a.x - b.x)+Math.abs(a.y - b.y));}function gfn ( a, b ){/*if ( diagonal ) return ( dist(a.i, a.j, b.i, b.j) ); // 2D distance
else*/return(Math.abs(a.x - b.x)+Math.abs(a.y - b.y));// else go across and down }function removeFromArray(array,element){for(var i=array.length-1;i>=0;i--){if(array[i]== element){
array.splice(i,1);}}}//RC : To show the best path for the enemyfunction highlightPath(path){for(var t =0; t < path.length -1; t++){var show = path[t];
shape =new THREE.BoxGeometry( squaresize,0, squaresize );
thePath =new THREE.Mesh( shape );
thePath.material =new THREE.MeshBasicMaterial({ color:'blue'});ABWorld.scene.add(thePath);
thePath.position.copy ( translate(show.x,show.y));ABWorld.lookat.copy(thePath.position);
shownPath.push(thePath);}}var shownPath =[];var path =[];function moveLogicalEnemy(){
console.log("Start of Logical enemy");//RC : to remove the existing path and show new path towards the agentfor(var i =0; i < shownPath.length ; i++){ABWorld.scene.remove(shownPath[i]);}var closedSet =[];//RC : Keep track of already evaluated spotsvar openSet =[];//RC : Keep track of paths yet to be evaluated //RC : Intialising the heuristics and previous again after every enemy movefor(var i =0; i < gridsize ; i++){for(var j =0; j < gridsize ; j++){
GRID[i][j].f=0;
GRID[i][j].g=0;
GRID[i][j].h=0;
GRID[i][j].previous=undefined;}}var start=GRID[ei][ej];var goal=GRID[ai][aj];
openSet.push(start);//RC : Loop till all spots possible towards the agent are evaluatedwhile(openSet.length >0){var winner=0;//RC : To pickup the next spot to evaluate with lowest scorefor(var i =0;i < openSet.length; i++){if(openSet[i].f < openSet[winner].f)
winner=i;}var current= openSet[winner];//RC : If you have reached goal spot, break out of the loopif(current == goal){
console.log("AGENT TRAPPED!!"+"Current cordinates"+current.x+" : "+current.y);break;}
removeFromArray(openSet,current);
closedSet.push(current);var neighbours = current.neighbours;for( i =0; i< neighbours.length; i++){var evaluateNeighbour = neighbours[i];var tentative_g=0;//RC : The neighbour spot is not already evaluated and the spot is not wall or Mazeif(!closedSet.includes(evaluateNeighbour)&&!(evaluateNeighbour.isWall)&&!(evaluateNeighbour.isMaze)){
tentative_g = current.g + gfn ( evaluateNeighbour, current );//RC :If the spot is already evaluated and if its current 'g' value is less than previous 'g', if not do not updatevar newPath=false;if(openSet.includes(evaluateNeighbour)){if(tentative_g < evaluateNeighbour.g){
evaluateNeighbour.g = tentative_g;
newPath=true;}}else{//RC : Evaluating this spot first time ever
evaluateNeighbour.g = tentative_g;
openSet.push(evaluateNeighbour);
newPath=true;}//RC : If its best spot then calculate heuristics and attach the current spot as previous for this neighbour if(newPath){
evaluateNeighbour.h = heuristic(evaluateNeighbour,goal);
evaluateNeighbour.f = evaluateNeighbour.g + evaluateNeighbour.h;
evaluateNeighbour.previous = current;}}}}//RC : To backtrack the best path from agent to enemy
path =[];var trace = current;while(trace.previous){
path.push(trace.previous);
trace = trace.previous;}//RC : To show the path in maze
highlightPath(path);var tlength= path.length-2;//RC : The last spot is where enemy is and the second last is where the enemy should movevar newei=path[tlength].x;var newej=path[tlength].y;//RC : Check if the new spot calculated in not occupied else, miss a turnif(!occupied(newei, newej)){
ei = newei;
ej = newej;//console.log("Pointa New points : "+ei +": "+ej);}}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)){
ai = i;
aj = j;}}// --- key handling --------------------------------------------------------------------------------------// This is hard to see while the Mind is also moving the agent:// AB.mind.getAction() and AB.world.takeAction() are constantly running in a loop at the same time // have to turn off Mind actions to really see user key control // we will handle these keys: var OURKEYS =[37,38,39,40];function ourKeys ( event ){return( OURKEYS.includes ( event.keyCode ));}function keyHandler ( event ){if(! AB.runReady )returntrue;// not ready yet // if not one of our special keys, send it to default key handling:if(! ourKeys ( event ))returntrue;// else handle key and prevent default handling:if( event.keyCode ==37) moveLogicalAgent ( ACTION_LEFT );if( event.keyCode ==38) moveLogicalAgent ( ACTION_DOWN );if( event.keyCode ==39) moveLogicalAgent ( ACTION_RIGHT );if( event.keyCode ==40) moveLogicalAgent ( ACTION_UP );// when the World is embedded in an iframe in a page, we want arrow key events handled by World and not passed up to parent
event.stopPropagation(); event.preventDefault();returnfalse;}// --- 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 blocked on all sides, run over{return( occupied (ai-1,aj)&&
occupied (ai+1,aj)&&
occupied ( ai,aj+1)&&
occupied ( ai,aj-1));}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 = AB.world.getState();
AB.msg (" Step: "+ AB.step +" x = ("+ x.toString()+") a = ("+ a +") ");}function updateStatusAfter()// agent and enemy have moved, can calculate score{// new state after both have movedvar y = AB.world.getState();var score =( goodsteps / AB.step )*100;
AB.msg (" y = ("+ y.toString()+") <br>"+" Bad steps: "+ badsteps +" Good steps: "+ goodsteps +" Score: "+ score.toFixed(2)+"% ",2);}
AB.world.newRun =function(){
AB.loadingScreen();
AB.runReady =false;
badsteps =0;
goodsteps =0;if( show3d ){
BOXHEIGHT = squaresize;ABWorld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );}else{
BOXHEIGHT =1;ABWorld.init2d ( startRadiusConst, maxRadiusConst, SKYCOLOR );}
loadResources();// aynch file loads // calls initScene() when it returns
document.onkeydown = keyHandler;};
AB.world.getState =function(){var x =[ ai, aj, ei, ej ];return( x );};
AB.world.takeAction =function( a ){
updateStatusBefore(a);// show status line before moves
moveLogicalAgent(a);if(( AB.step %2)==0)// slow the enemy down to every nth step
moveLogicalEnemy();if( badstep()) badsteps++;else goodsteps++;
drawAgent();
drawEnemy();
updateStatusAfter();// show status line after moves if( agentBlocked())// if agent blocked in, run over {
AB.abortRun =true;
goodsteps =0;// you score zero as far as database is concerned
musicPause();
soundAlarm();}};
AB.world.endRun =function(){
musicPause();if( AB.abortRun ) AB.msg (" <br> <font color=red> <B> Joker trapped. Final score zero. </B> </font> ",3);else AB.msg (" <br> <font color=green> <B> Run over. </B> </font> ",3);};
AB.world.getScore =function(){// only called at end - do not use AB.step because it may have just incremented past AB.maxStepsvar s =( goodsteps / AB.maxSteps )*100;// float like 93.4372778 var x =Math.round (s *100);// 9344return( x /100);// 93.44};// --- music and sound effects ----------------------------------------var backmusic = AB.backgroundMusic ( MUSIC_BACK );function musicPlay(){ backmusic.play();}function musicPause(){ backmusic.pause();}function soundAlarm(){var alarm =newAudio( SOUND_ALARM );
alarm.play();// play once, no loop }