// ==== 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 pixels
const 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 at
const 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-kfuqd
const 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 square
const GRID_BLANK = 0;
const GRID_WALL = 1;
const GRID_MAZE = 2;
var BOXHEIGHT; // 3d or 2d box height
var GRID = new Array(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 squares
var 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 ) return true;
else return false;
}
//--- grid system -------------------------------------------------------------------------------
// my numbering is 0 to gridsize-1
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].isWall ) return true; // fixed objects
if ( GRID[i][j].isMaze ) return true;
return false;
}
// 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 array
for ( i = 0; i < gridsize ; i++ )
GRID[i] = new Array(gridsize);
// set up walls
for ( 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] = new Spot(i,j);
GRID[i][j].isWall = true;
}
if(GRID[i][j] == GRID_MAZE){
GRID[i][j] = new Spot(i,j);
GRID[i][j].isMaze = true;
}
if(GRID[i][j] == GRID_BLANK){
GRID[i][j] = new Spot(i,j);
GRID[i][j].isBlank = true;
}
}
}
//RC : Adding Neighbours for each Spot
for ( i = 0; i < gridsize ; i++ )
for ( j = 0; j < gridsize ; j++ )
GRID[i][j].addNeighbours(GRID);
// set up enemy
// start in random location
do
{
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 location
do
{
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 -----------------------------------
function Spot(i,j){
this.x = i;
this.y = j;
//RC : To evaluate the A* heuristic function
this.h = 0;
this.g = 0;
this.f = 0;
//RC : To keep track of all neighbours for particular point
this.neighbours = [];
this.isWall = false;
this.isMaze = false;
this.isBlank = false;
//RC : To keep track of the previous spot before the current spot
this.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 enemy
function 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 agent
for (var i = 0; i < shownPath.length ; i++ ) {
ABWorld.scene.remove(shownPath[i]);
}
var closedSet = []; //RC : Keep track of already evaluated spots
var openSet = []; //RC : Keep track of paths yet to be evaluated
//RC : Intialising the heuristics and previous again after every enemy move
for (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 evaluated
while(openSet.length > 0){
var winner=0;
//RC : To pickup the next spot to evaluate with lowest score
for( 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 loop
if(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 Maze
if(!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 update
var 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 move
var newei=path[tlength].x;
var newej=path[tlength].y;
//RC : Check if the new spot calculated in not occupied else, miss a turn
if (!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--;
else if ( a == ACTION_RIGHT ) i++;
else if ( a == ACTION_UP ) j++;
else if ( 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 ) return true; // not ready yet
// if not one of our special keys, send it to default key handling:
if ( ! ourKeys ( event ) ) return true;
// 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(); return false;
}
// --- 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 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 moved
var 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.maxSteps
var s = ( goodsteps / AB.maxSteps ) * 100; // float like 93.4372778
var x = Math.round (s * 100); // 9344
return ( 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 = new Audio ( SOUND_ALARM );
alarm.play(); // play once, no loop
}