//---- NOTE ABOUT THE WORLD -------------------------------------------------------
// This world was orignally cloned from jame's humphry's Snow World
// and altered to fit a Bomberman style game.
// Boxes are added to the maze as obstacles. The agent has to place and detonate
// bombs next to them in order to clear a path.
// The monster is in the way of the agent, guarding the egg.
// If the monster gets to the agent (within one block), the agent fails the mission
// If the agent detonates a bomb near the monster, the monster is killed.
// The agent gets the egg by getting on the same square.
//---- -------------------- -------------------------------------------------------
// World must define these:
const CLOCKTICK = 100; // speed of run - move things every n milliseconds
const MAXSTEPS = 1000; // length of a run before final score
const SCREENSHOT_STEP = 50;
//---- global constants: -------------------------------------------------------
const gridsize = 25 ;
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 2);
const squaresize = 30; // size of square in pixels
const MAXPOS = gridsize * squaresize; // length of one side in pixels
const SKYCOLOR = 0xddffdd; // a number, not a string
const BLANKCOLOR = SKYCOLOR ; // make objects this color until texture arrives (from asynchronous file read)
const show3d = true; // Switch between 3d and 2d view (both using Three.js)
const startRadiusConst = MAXPOS * 0.8 ; // distance from centre to start the camera at
const skyboxConst = MAXPOS * 3 ; // where to put skybox
const maxRadiusConst = MAXPOS * 10 ; // 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;
// 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;
const GRID_BLOCK = 3;
const GRID_GEM = 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 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 WALLS = new Array ( 4 * gridsize ); // need to keep handles to wall and maze objects so can find them later to paint them
var MAZE = new Array ( NOBOXES );
var BLOCKS = new Array(NOBOXES);
var theagent, theenemy, thegem, thebomb; // additions of thegem = egg and thebomb for gameplay
var agentRotation = 0;
var enemyRotation = 0;
// enemy and agent position on squares
var ei, ej, ai, aj, gi, gj, bi, bj;
var self = this; // needed for private fn to call public fn - see below
// regular "function" syntax means private functions:
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;
if ( GRID[i][j] == GRID_BLOCK ) return true;
if ( GRID[i][j] == GRID_GEM ) return true;
return false;
}
// 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 ( x )
{
return ( x - ( MAXPOS/2 ) );
}
function initFloor() {
var floorTexture = new THREE.ImageUtils.loadTexture('/uploads/inapo/floor.jpg');
floorTexture.wrapS = floorTexture.wrapT = THREE.RepeatWrapping;
floorTexture.repeat.set( 10, 10 );
var floorMaterial = new THREE.MeshBasicMaterial( { map: floorTexture, side: THREE.DoubleSide } );
var floorGeometry = new THREE.PlaneGeometry(850, 850, 10, 10);
var floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.position.y = -20;
floor.rotation.x = Math.PI / 2;
threeworld.scene.add(floor);
}
//--- skybox ----------------------------------------------------------------------------------------------
function initSkybox()
{
// x,y,z positive and negative faces have to be in certain order in the array
// mountain skybox, credit:
// http://www.custommapmakers.org/skyboxes.php
var materialArray = [
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/inapo/darkskies_ft.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/inapo/darkskies_bk.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/inapo/darkskies_up.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/inapo/darkskies_dn.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/inapo/darkskies_rt.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/inapo/darkskies_lf.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
}
// TEXTURES & MODELS CREDITS
// walls : http://webtreats.mysitemyway.com/8-tileable-metal-textures/
// black : http://wallpaperfolder.com/wallpapers/dark+metal
// skin : http://www.123rf.com/stock-photo/animal_skin.html
// sphere : http://blog.mastermaps.com/2014/01/photo-spheres-with-threejs.html
// agent : http://tf3dm.com/3d-model/muhammer-30214.html
// monster : http://tf3dm.com/3d-model/rage-9769.html
function loadTextures()
{
var loader1 = new THREE.TextureLoader();
loader1.load ( '/uploads/inapo/black.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
} );
var loader2 = new THREE.TextureLoader();
loader2.load ( '/uploads/inapo/walls.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintMaze ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
} );
var loader3 = new THREE.TextureLoader();
loader3.load ( '/uploads/inapo/skin.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
thebomb = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader4 = new THREE.TextureLoader();
loader4.load ( '/uploads/inapo/sphere.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
thegem.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader5 = new THREE.TextureLoader();
loader4.load ( '/uploads/inapo/wood.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintBlocks ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
} );
//NOTE: THE TEXTURES FOR THE MODELS:
// They don't show up in the world due to the references in the MTL file
// referring to a blend file that cannot be uploaded to this server due
// to file size and file type
// load OBJ plus MTL (plus TGA files)
THREE.Loader.Handlers.add( /.tga$/i, new THREE.TGALoader() );
var m = new THREE.MTLLoader();
m.setTexturePath ( "/uploads/inapo/" );
m.setPath ( "/uploads/inapo/" );
m.load( "rage.mtl", function( materials ) {
materials.preload();
var o = new THREE.OBJLoader();
o.setMaterials ( materials );
o.setPath ( "/uploads/inapo/" );
o.load( "rage.obj", function ( object ) {
object.position.y = 5;
addenemy ( object );
} );
} );
// load OBJ plus MTL (plus TGA files)
THREE.Loader.Handlers.add( /.tga$/i, new THREE.TGALoader() );
var m = new THREE.MTLLoader();
m.setTexturePath ( "/uploads/inapo/" );
m.setPath ( "/uploads/inapo/" );
m.load( "muhammer2.mtl", function( materials ) {
materials.preload();
var o = new THREE.OBJLoader();
o.setMaterials ( materials );
o.setPath ( "/uploads/inapo/" );
o.load( "muhammer.obj", function ( object ) {
object.position.y = -50;
addagent ( object );
} );
} );
}
function addenemy ( object )
{
object.scale.multiplyScalar (8);
theenemy = object;
threeworld.scene.add( theenemy );
}
function addagent ( object )
{
object.scale.multiplyScalar (20);
theagent = object;
threeworld.scene.add( theagent );
}
// --- add fixed objects ----------------------------------------
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, BOXHEIGHT, 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 )
{
for ( var i = 0; i < WALLS.length; i++ )
{
if ( WALLS[i] ) WALLS[i].material = material;
}
}
// Blocks are the boxes that can be destroyed by a bomb
// in order to clear a path to the egg
function initLogicalBlocks()
{
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);
if(i == 1 && j == 1 ){
GRID[i][j] = GRID_BLANK;
} else if (i == 1 && j == 2) {
GRID[i][j] = GRID_BLANK;
} else if (i == 2 && j == 1) {
GRID[i][j] = GRID_BLANK;
} else if (i == 23 && j == 23) {
GRID[i][j] = GRID_BLANK;
} else {
GRID[i][j] = GRID_BLOCK ;
}
}
}
function initThreeBlocks()
{
var t = 0;
for (var i = 0; i < gridsize ; i++)
for (var j = 0; j < gridsize ; j++)
if ( GRID[i][j] == GRID_BLOCK )
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, 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);
BLOCKS[t] = {coordi: i, coordj: j, cube: thecube}; // save it for later
t++;
}
}
function paintBlocks ( material )
{
for ( var i = 0; i < BLOCKS.length; i++ )
{
if ( BLOCKS[i] ) BLOCKS[i].cube.material = material;
}
}
function initLogicalMaze()
{
for(var i = 2; i < gridsize - 2; i = i + 2){
for(var j = 2; j < gridsize -2; j = j + 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, BOXHEIGHT, 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(12,gridsize-2);
j = randomintAtoB(12,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_LEFT ) { rotateEnemyTowards ( 3 * (Math.PI / 2) ); }
else if ( a == ACTION_RIGHT ) { rotateEnemyTowards ( 1 * (Math.PI / 2) ); }
else if ( a == ACTION_UP ) { rotateEnemyTowards ( 0 * (Math.PI / 2) ); }
else if ( a == ACTION_DOWN ) { rotateEnemyTowards ( 2 * (Math.PI / 2) ); }
}
ei = i;
ej = j;
}
}
function 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
{
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 );
}
function initLogicalAgent()
{
ai = 1;
aj = 1;
}
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) )
{
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 rotateAgentTowards ( newRotation )
{
if ( agentRotation == newRotation ) return;
// else
var x = ( agentRotation + newRotation ) / 2;
theagent.rotation.set ( 0, x, 0 );
agentRotation = x;
}
// gem stuff ---------------------------------------
function initLogicalGem() {
gi = 23;
gj = 23;
}
function drawGem() // given ai, aj, draw it
{
var x = translate ( gi * squaresize );
var z = translate ( gj * squaresize );
var y = 10;
thegem.position.x = x;
thegem.position.y = y;
thegem.position.z = z;
threeworld.scene.add(thegem);
}
function initThreeGem() {
var shape = new THREE.SphereGeometry( 10, 10, 10 );
thegem = new THREE.Mesh( shape );
thegem.material.color.setHex( BLANKCOLOR );
drawGem();
}
// bomb stuff -------------------------------------------------------
var bombPlaced = false;
function initThreeBomb() {
bi = ai;
bj = aj;
var shape = new THREE.SphereGeometry( 15, 15, 15 );
thebomb = new THREE.Mesh( shape );
thebomb.material.color.setHex( BLANKCOLOR );
drawBomb();
}
function drawBomb() // given ai, aj, draw it
{
var x = translate ( ai * squaresize );
var z = translate ( aj * squaresize );
var y = ( -1 * squaresize );
thebomb.position.x = x;
thebomb.position.y = y + 25;
thebomb.position.z = z;
threeworld.scene.add(thebomb);
bombCountdown();
bombPlaced = true;
console.log("Bomb added");
}
function bombCountdown() {
var count = 4;
// Countdown function using built-in javascript
// function that sets an interval for the execution
// of a certain piece of code by miliseconds.
var countdown = setInterval(function(){
count--;
if(count > 0){
console.log(count);
} else {
detonateBomb();
clearInterval(countdown);
eraseBomb();
}
}, 1000);
}
// removes the bomb from the scene graphicallly
function eraseBomb() {
threeworld.scene.remove(thebomb);
}
// clears surrounding area adjacent to the bomb
// will delete all boxes on square away
// will kill agent if too close
// will kill monster if too close
function detonateBomb(){
if(GRID[bi + 1][bj] == GRID_BLOCK) {
for(var x = 0; x < BLOCKS.length; x++){
if(BLOCKS[x].coordi == (bi + 1) && BLOCKS[x].coordj == bj){
threeworld.scene.remove(BLOCKS[x].cube);
eraseBomb();
GRID[bi + 1][bj] = GRID_BLANK;
bombPlaced = false;
}
}
}
if(GRID[bi][bj + 1] == GRID_BLOCK) {
for(var x = 0; x < BLOCKS.length; x++){
if(BLOCKS[x].coordi == bi && BLOCKS[x].coordj == (bj + 1)){
threeworld.scene.remove(BLOCKS[x].cube);
eraseBomb();
GRID[bi][bj + 1] = GRID_BLANK;
bombPlaced = false;
}
}
}
if(GRID[bi - 1][bj] == GRID_BLOCK) {
for(var x = 0; x < BLOCKS.length; x++){
if(BLOCKS[x].coordi == (bi - 1) && BLOCKS[x].coordj == bj){
threeworld.scene.remove(BLOCKS[x].cube);
eraseBomb();
GRID[bi - 1][bj] = GRID_BLANK;
bombPlaced = false;
}
}
}
if(GRID[bi][bj - 1] == GRID_BLOCK) {
for(var x = 0; x < BLOCKS.length; x++){
if(BLOCKS[x].coordi == bi && BLOCKS[x].coordj == (bj - 1)){
threeworld.scene.remove(BLOCKS[x].cube);
eraseBomb();
GRID[bi][bj - 1] = GRID_BLANK;
bombPlaced = false;
}
}
}
soundExplosion();
if(ai == (bi + 1) && (aj == bj)) {agentKilled = true;}
if(ai == (bi - 1) && (aj == bj)) {agentKilled = true;}
if((ai == bi) && (aj == bj + 1)) {agentKilled = true;}
if((ai == bi) && (aj == bj - 1)) {agentKilled = true;}
if(ei == (bi + 1) && (ej == bj)) {
monsterKilled = true;
threeworld.scene.remove(theenemy);
}
if(ei == (bi - 1) && (ej == bj)) {
monsterKilled = true;
threeworld.scene.remove(theenemy);
}
if((ei == bi) && (ej == bj + 1)) {
monsterKilled = true;
threeworld.scene.remove(theenemy);
}
if((ei == bi) && (ej == bj - 1)) {
monsterKilled = true;
threeworld.scene.remove(theenemy);
}
}
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 == 32) {
if(!bombPlaced){
initThreeBomb();
}
}
}
// --- score: -----------------------------------
var agentKilled = false;
var monsterKilled = false;
function agentHasGem()
{
return ( ai == gi && aj == gj );
}
function agentCaught() {
if(ai == (ei + 1) && (aj == ej)) {return true;}
if(ai == (ei - 1) && (aj == ej)) {return true;}
if((ai == ei) && (aj == ej + 1)) {return true;}
if((ai == ei) && (aj == ej - 1)) {return true;}
return false;
}
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 = self.getState();
var status = "Steal the egg before the monster gets to you. <br/> Use the arrow keys to move. Press the spacebar to drop a bomb.";
$("#user_span3").html( status );
}
function updateStatusAfter() // agent and enemy have moved, can calculate score
{
// new state after both have moved
var y = self.getState();
var status = "";
$("#user_span4").html( status );
var score = self.getScore();
var status = "";
$("#user_span5").html( status );
}
//--- public functions / interface / API ----------------------------------------------------------
this.endCondition; // If set to true, run will end.
this.newRun = function()
{
// (subtle bug) must reset variables like these inside newRun (in case do multiple runs)
this.endCondition = false;
badsteps = 0;
goodsteps = 0;
step = 0;
// for all runs:
initGrid();
initLogicalWalls();
initLogicalBlocks();
initLogicalMaze();
initLogicalAgent();
initLogicalEnemy();
initLogicalGem();
// for graphical runs only:
if ( true )
{
if ( show3d )
{
BOXHEIGHT = squaresize;
threeworld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
}
else
{
BOXHEIGHT = 1;
threeworld.init2d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
}
initSkybox();
initFloor();
initMusic();
// Set up objects first:
initThreeWalls();
initThreeBlocks();
initThreeMaze();
initThreeGem();
// Then paint them with textures - asynchronous load of textures from files.
// The texture file loads return at some unknown future time in some unknown order.
// Because of the unknown order, it is probably best to make objects first and later paint them, rather than have the objects made when the file reads return.
// It is safe to paint objects in random order, but might not be safe to create objects in random order.
loadTextures();
document.onkeydown = keyHandler;
}
};
this.getState = function()
{
var x = [ ai, aj, ei, ej ];
return ( x );
};
this.nextStep = function()
{
var a = 4;
step++;
if ( true )
updateStatusBefore(a); // show status line before moves
moveLogicalAgent(a);
if ( ( step % 5 ) == 0 ) // slow the enemy down to every nth step
moveLogicalEnemy();
if ( true )
{
drawAgent();
drawEnemy();
updateStatusAfter(); // show status line after moves
}
if ( agentHasGem() ) // if agent blocked in, game over
{
this.endCondition = true;
if ( true )
{
musicPause();
soundAlarm();
}
}
if(agentCaught()) {
this.endCondition = true;
if ( true )
{
musicPause();
soundAlarm();
}
}
if(agentKilled) {
this.endCondition = true;
if ( true )
{
musicPause();
soundAlarm();
}
}
};
this.endRun = function()
{
if ( true )
{
musicPause();
if ( this.endCondition ) {
if(agentHasGem()) {
$("#user_span6").html( " <font color=red> <B> You got the egg! You win! </B> </font> " );
} else if (agentCaught()){
$("#user_span6").html( " <font color=red> <B> You got caught by the monster!</B> </font> " );
} else if (agentKilled){
$("#user_span6").html( " <font color=red> <B> You died of your own bomb</B> </font> " );
}
}
}
};
this.getScore = function()
{
return ( ( goodsteps / step ) * 100 );
};
}
//---- end of World class -------------------------------------------------------
// --- music and sound effects ----------------------------------------
// credits:
// Bomb sound effect : https://www.youtube.com/watch?v=QzOTZpxBmAk
// http://soundbible.com/1542-Air-Horn.html
// Main BG music : Bomberman soundtrack (original)
function initMusic()
{
// put music element in one of the spans
var x = "<audio id=theaudio src=/uploads/inapo/bgmusic.mp3 autoplay loop> </audio>" ;
$("#user_span1").html( x );
}
function musicPlay()
{
// jQuery does not seem to parse pause() etc. so find the element the old way:
document.getElementById('theaudio').play();
}
function musicPause()
{
document.getElementById('theaudio').pause();
}
function soundAlarm()
{
var x = "<audio src=/uploads/starter/air.horn.mp3 autoplay > </audio>";
$("#user_span2").html( x );
}
function soundExplosion()
{
var x = "<audio src=/uploads/inapo/explosion.mp3 autoplay > </audio>";
$("#user_span2").html( x );
}