// Cloned by test2 on 26 May 2018 from World "multiple skeletons World" by Starter user
// Please leave this clone trail here.
// ==== Starter World ===============================================================================================
// (c) Ancient Brain Ltd. All rights reserved.
// This code is only for use on the Ancient Brain site.
// This code may be freely copied and edited by anyone on the Ancient Brain site.
// This code may not be copied, re-published or used on any other website.
// To include a run of this code on another website, see the "Embed code" links provided on the Ancient Brain site.
// ==================================================================================================================
// Extension of smooth FPV World
// multiple skeletons
// No Mind
// Human controlled UP/LEFT/RIGHT arrows move model
// abandons square grid blocks of other Worlds
// uses raw x,z positions
// Has some basic Collision detection for skeletons
// Things to do:
// Collision detection with blocks
// Initialise skeletons so they are not already colliding
// skeleton credit
// formerly here:
// http://tf3dm.com/3d-model/skeleton-with-organs-91102.html
// Peter Parker credit
// https://free3d.com/3d-model/spider-man-4998.html
// ===================================================================================================================
// === 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?
// These 3 have default values, so this section is optional:
AB.clockTick = 100;
// Speed of run: Step every n milliseconds. Default 100.
AB.maxSteps = 10000;
// 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 TEXTURE_WALL = '/uploads/starter/door.jpg' ;
const TEXTURE_MAZE = '/uploads/starter/latin.jpg' ;
const TEXTURE_SKELETON = '/uploads/starter/ghost.3.png' ;
// credits:
// 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
const OBJ_SKELETON = '/uploads/starter/skelet.obj' ;
const SKSIZE = 3;
const MUSIC_BACK = '/uploads/starter/SuspenseStrings.mp3' ;
const MUSIC_ALARM = '/uploads/starter/buzzer-soundbible.com-188422102.mp3' ;
// music credit
// http://www.dl-sounds.com/royalty-free/suspense-strings/
// /uploads/starter/slow_heartbeat-mike_koenig-1853475164.mp3
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) / 40 );
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
const NO_SKELETONS = 2000; // number of skeletons
const MIN_DISTANCE = 150; // how close skeletons can get to each other and agent
const SKELETON_JUMP = squaresize ; // how fast skeletons move - how much jump in one timestep
//--- change threeworld defaults: -------------------------------
threehandler.MAXCAMERAPOS = skyboxConst / 2 ; // keep camera inside skybox
threehandler.GROUNDZERO = true; // "ground" exists at altitude zero
// --- Rotations -----------------------
// rotate by some amount of radians from the normal position
// default is 0 which has the model facing DOWN (towards increasing z value) as far as the initial camera sees
const ROTATE_AMOUNT = Math.PI / 20 ; // rotate amount in radians (PI = 180 degrees)
//--- skybox: -------------------------------
// space skybox, credit:
// http://en.spaceengine.org/forum/21-514-1
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"
];
// ===================================================================================================================
// === End of tweaker's box ==========================================================================================
// ===================================================================================================================
// You will need to be some sort of JavaScript programmer to change things below the tweaker's box.
// contents of a grid square
const GRID_BLANK = 0;
const GRID_WALL = 1;
const GRID_MAZE = 2;
// global vars
var THESKELETONS = new Array (NO_SKELETONS);
var theagent, theenemy;
var skeletonMaterial;
// --- 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 agentRotation = 0 ;
var enemyRotation = 0 ;
// enemy and agent position as a square
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 ----------------------------------------
function loadTextures()
{
var manager = new THREE.LoadingManager();
var loader = new THREE.OBJLoader( manager );
loader.load( OBJ_SKELETON, buildenemies );
// 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 ( TEXTURE_WALL, function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
} );
var loader2 = new THREE.TextureLoader();
loader2.load ( TEXTURE_MAZE, function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintMaze ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
} );
}
function buildenemies ( theobject )
{
for (var i = 0; i < NO_SKELETONS ; i++)
{
var object = theobject.clone(); // copy the object multiple times
// var factor = randomfloatAtoB ( 1, 10 );
// read file once:
skeletonMaterial = THREE.ImageUtils.loadTexture( TEXTURE_SKELETON );
object.scale.multiplyScalar ( SKSIZE ); // make 3d object n times bigger
object.traverse( paintEnemy );
theenemy = object;
threeworld.scene.add( theenemy );
initLogicalEnemy();
initDrawEnemy();
// console.log ( "Debugging - buildenemies");
// console.log ( JSON.stringify ( theenemy, null, ' ' ) );
// save in array for later
THESKELETONS[i] = theenemy;
}
}
function paintEnemy ( child )
{
if ( child instanceof THREE.Mesh )
{
child.material.map = skeletonMaterial;
}
}
function addparker ( object )
{
object.scale.multiplyScalar ( 70 );
theagent = object;
threeworld.scene.add( theagent );
initDrawAgent();
}
function initSkybox()
{
var materialArray = [
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( SKYBOX_ARRAY[0] ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( SKYBOX_ARRAY[1] ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( SKYBOX_ARRAY[2] ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( SKYBOX_ARRAY[3] ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( SKYBOX_ARRAY[4] ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( SKYBOX_ARRAY[5] ), 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
{
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() // 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 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 initDrawEnemy()
// given initial ei, ej, draw it
// thereafter move by x,y,z positions not square blocks
{
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;
}
// angle between two points (x1,y1) and (x2,y2)
function angleTwoPoints ( x1, y1, x2, y2 )
{
return Math.atan2 ( x2 - x1, y2 - y1 );
}
function dist ( a, b ) // distance between them when a,b are Three vectors
{
return ( a.distanceTo ( b ) );
}
function collision ( proposedMove, k ) // proposed move FOR skeleton k
{
if ( dist ( proposedMove, theagent.position ) < MIN_DISTANCE )
return true;
for ( var i=0 ; i < NO_SKELETONS ; i++ )
{
if ( i != k )
{
if ( dist ( proposedMove, THESKELETONS[i].position ) < MIN_DISTANCE )
return true;
}
}
// else ..
return false;
}
function moveEnemy()
{
if ( theagent )
for (var i = 0; i < NO_SKELETONS ; i++)
{
theenemy = THESKELETONS[i] ;
if ( theenemy )
{
// rotate enemy to face agent
enemyRotation = angleTwoPoints ( theenemy.position.x, theenemy.position.z, theagent.position.x, theagent.position.z );
theenemy.rotation.set ( 0, enemyRotation, 0 );
// move along that line
var proposedMove = new THREE.Vector3 ( // move by increment
theenemy.position.x + ( SKELETON_JUMP * Math.sin(enemyRotation) ),
theenemy.position.y,
theenemy.position.z + ( SKELETON_JUMP * Math.cos(enemyRotation) )
);
if ( ! collision ( proposedMove, i ) )
theenemy.position.copy ( proposedMove );
}
}
}
// --- agent functions -----------------------------------
// the key handler moves and rotates the agent
// this function updates camera on agent (follow and lookat)
function updateAgentCamera()
{
if (theagent)
{
// ignore enemy - look in direction we are facing
// camera position
// move camera a little bit along line we are facing, to get it away from agent's hair
threeworld.follow.copy ( theagent.position );
threeworld.follow.x = threeworld.follow.x + ( ( squaresize / 3 ) * Math.sin(agentRotation) );
threeworld.follow.z = threeworld.follow.z + ( ( squaresize / 3 ) * Math.cos(agentRotation) );
threeworld.follow.y = ( squaresize * 1.5 ); // put camera higher up
// camera lookat
// look at point in distance along line we are facing
threeworld.lookat.copy ( theagent.position );
threeworld.lookat.x = threeworld.lookat.x + ( skyboxConst * Math.sin(agentRotation) );
threeworld.lookat.z = threeworld.lookat.z + ( skyboxConst * Math.cos(agentRotation) );
}
}
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()
// get initial ai, aj
// thereafter move by x,y,z positions not square blocks
{
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;
}
//--- key control of agent -------------------------------------------------------------
const KEY_UP = 38;
const KEY_LEFT = 37;
const KEY_RIGHT = 39;
// UP moves forward in whatever angle you are at
// LEFT/RIGHT rotate by small angle
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 ) // move a bit along angle we are facing
{
theagent.position.x = theagent.position.x + ( squaresize * Math.sin(agentRotation) );
theagent.position.z = theagent.position.z + ( squaresize * Math.cos(agentRotation) );
e.preventDefault();
}
else if (e.keyCode == KEY_LEFT ) // rotate in place
{
agentRotation = agentRotation + ROTATE_AMOUNT;
theagent.rotation.set ( 0, agentRotation, 0 );
e.preventDefault();
}
else if (e.keyCode == KEY_RIGHT )
{
agentRotation = agentRotation - ROTATE_AMOUNT;
theagent.rotation.set ( 0, agentRotation, 0 );
e.preventDefault();
}
}
}
// --- 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 = goodsteps;
var status = " Step: " + step + " out of " + AB.maxSteps + ". Score: " + score;
$("#user_span1").html( status );
}
//--- public functions / interface / API ----------------------------------------------------------
this.endCondition = false;
this.newRun = function()
{
badsteps = 0;
goodsteps = 0;
step = 0;
// define logical data structure for the World:
initGrid();
initLogicalWalls();
initLogicalMaze();
initLogicalAgent();
initLogicalEnemy();
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=" + MUSIC_BACK + " autoplay loop> </audio>" ;
$("#user_span2").html( x );
initSkybox();
// initThreeWalls();
initThreeMaze();
loadTextures(); // will return sometime later, but can go ahead and render now
document.onkeydown = keyHandler;
};
// key handler moves and rotates agent
// this function is called every step
// can fix agent camera and move enemy
this.nextStep = function()
{
step++;
if ( badstep() )
badsteps++;
else
goodsteps++;
updateAgentCamera();
moveEnemy();
// if ( dist ( theenemy.position, theagent.position ) < (squaresize * 3) )
// soundAlarm();
updateStatus();
};
this.endRun = function()
{
};
}
//---- end of World class -------------------------------------------------------
function soundAlarm()
{
var x = "<audio src=" + MUSIC_ALARM + " autoplay > </audio>";
$("#user_span3").html( x );
}