/***
Name: Aparna Cheriya Mullamparambath
Email: aparna.cheriyamullamparambath2@mail.dcu.ie
Student Number: 22267019
***/
// Cloned by Aparna on 4 Nov 2022 from World "Complex World" by Starter user
// Please leave this clone trail here.
// ==== 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 = 200 ; // 500;
// 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 WALLMOVENO = 20; // 60;
const WALLMOVETICK = 2;
const TEXTURE_WALL = '/uploads/aparna/wallBlack.png' ;
const TEXTURE_MAZE = 'uploads/aparna/maze.png' ;
const TEXTURE_AGENT = '/uploads/starter/pacman.jpg' ;
const TEXTURE_ENEMY = '/uploads/aparna/Hazard.png' ;
// const TEXTURE_ENEMY = '/uploads/aparna/Death_BlackWhight.png' ;
// credits:
// https://commons.wikimedia.org/wiki/File:DmhImg3333.png
// https://commons.wikimedia.org/wiki/File:Red_lego_brick.png
// https://commons.wikimedia.org/wiki/Category:Skull_and_crossbone_icons
// https://commons.wikimedia.org/wiki/File:ECB_Hazard_Symbol_T.svg
// https://commons.wikimedia.org/wiki/File:Death_penalty.svg
const MUSIC_BACK = 'uploads/aparna/Komiku_-_29_-_Poupi_Great_Adventures_The_Arcade_Game.ogg.mp3' ;
const SOUND_ALARM = '/uploads/aparna/Alarm_or_siren.ogg.mp3' ;
// credits:
//https://commons.wikimedia.org/wiki/File:Komiku_-_07_-_STOP_TALKING_AND_MOVING_Games_Mascotts_theme.ogg
//https://upload.wikimedia.org/wikipedia/commons/transcoded/8/81/Alarm_or_siren.ogg/Alarm_or_siren.ogg.mp3
const gridsize = 40; // 20; // number of squares along side of world
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 3 ); // 10
// const NOBOXES = 100;
// 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 PATHCOLOR = 0xff0000; // a number, not a string
const startRadiusConst = MAXPOS * 1 ; // 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
/*
const SKYBOX_ARRAY = [
"/uploads/starter/dawnmountain-xpos.png",
"/uploads/starter/dawnmountain-xneg.png",
"/uploads/starter/dawnmountain-ypos.png",
"/uploads/starter/dawnmountain-yneg.png",
"/uploads/starter/dawnmountain-zpos.png",
"/uploads/starter/dawnmountain-zneg.png"
];
*/
// space skybox, credit:
// http://en.spaceengine.org/forum/21-514-1
// x,y,z labelled differently
const SKYBOX_ARRAY = [
"/uploads/aparna/posx.jpg",
"/uploads/aparna/negx.jpg",
"/uploads/aparna/posy.jpg",
"/uploads/aparna/negy.jpg",
"/uploads/aparna/posz.jpg",
"/uploads/aparna/negz.jpg"
];
//credits
//https://opengameart.org/content/field-skyboxes
// ===================================================================================================================
// === 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, thepath;
var wall_texture, agent_texture, enemy_texture, maze_texture;
var start, end
// enemy and agent position on squares
var ei, ej, ai, aj;
var badsteps;
var goodsteps;
var openSet = [];
var closedSet = [];
var path = [];
var pathCube = [];
var wallPositions = [];
/**
* Find an element and remove it from the array.
* @param {array} array
* @param {object} element
*/
function removeFromArray(array, element)
{
const index = array.indexOf(element);
// Here we assume that element always exist in the array.
array.splice(index, 1);
}
/**
* Represents heuristic used in A* algorithm.
* Since diagonal movement is not allowed, use Manhattan distance.
* @param {object} a
* @param {object} b
* @returns {number}
*/
function heuristic ( a, b )
{
// Use Manhattan distance as heuristic
// since diagonal move is not allowed.
return ( Math.abs(a.i - b.i) + Math.abs(a.j - b.j) );
}
/**
* Compute G function in A* algorithm.
* Since diagonal movement is not allowed, maximum value will be 1.
* @param {object} a
* @param {object} b
* @returns {number}
*/
function computeG ( a, b )
{
return ( Math.abs(a.i - b.i) + Math.abs(a.j - b.j) );
}
/**
* Find the optimal path from enemy to agent.
*/
function findNextStep()
{
var i;
var j;
// Reset f, g and h values of all cells in the grid.
// This is required for running A* algorithm
for (i = 0; i < gridsize; i++)
for (j = 0; j < gridsize; j++)
GRID[i][j].resetState(GRID);
// Find the neighbors of each cell.
// This will be used in A*
for (i = 0; i < gridsize; i++)
for (j = 0; j < gridsize; j++)
GRID[i][j].addNeighbors(GRID)
// reset path for finding the new path.
path = [];
var finalNode = runAStar();
if(finalNode != null)
{
// Find the path by working backwards
var temp = finalNode;
path.push(temp);
while (temp.previous)
{
path.push(temp.previous);
temp = temp.previous;
}
}
}
// --- run A* -----------------------------
/**
* Run A* algorithm to find the optimal path between the enemey and the agent
* @returns agent if path exists, else return null
*/
function runAStar()
{
var i;
openSet = [];
closedSet = [];
var x = AB.world.getState();
start = GRID[ei][ej];
end = GRID[ai][aj];
openSet.push(start);
while (openSet.length > 0)
{
var winner = 0;
// Find the node with least f value from the openset.
for (i = 0; i < openSet.length; i++)
{
if (openSet[i].f < openSet[winner].f)
winner = i;
}
var current = openSet[winner];
if (current === end)
{
//Algorithm ends on the target node.
console.log("***** Found optimal path *****");
return current;
}
removeFromArray(openSet, current);
closedSet.push(current);
var neighbors = current.neighbors;
for (i = 0; i < neighbors.length; i++)
{
var neighbor = neighbors[i];
// Consider node which is not closed and not wall
if (!closedSet.includes(neighbor) && neighbor.cellType != GRID_MAZE)
{
var g = current.g + computeG ( neighbor, current );
var newPath = false;
// Check for a better path than what we have now.
if (openSet.includes(neighbor))
{
if (g < neighbor.g)
{
neighbor.g = g;
newPath = true;
}
}
else
{
neighbor.g = g;
newPath = true;
openSet.push(neighbor);
}
// Calculate new f, g and h values
if (newPath)
{
neighbor.h = heuristic ( neighbor, end );
neighbor.f = neighbor.g + neighbor.h;
neighbor.previous = current;
}
}
}
}
// No optimal path exist between enemy and agent.
return null;
}
/**
* Load resources at start up
*/
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();
});
}
/**
* Check whether all files are loaded.
* @returns {bool}
*/
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
/**
* Check whether the square is occupied
* @param {number} i
* @param {number} j
* @returns {bool}
*/
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].cellType == GRID_WALL ) return true; // fixed objects
if ( GRID[i][j].cellType == GRID_MAZE ) return true;
return false;
}
/**
* Check whether the cell is Enemy.
* @param {number} i
* @param {number} j
* @returns {bool}
*/
function isEnemy(i, j)
{
if ( ( ei == i ) && ( ej == j ) ) return true;
}
/**
* 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
* @param {number} i
* @param {number} j
* @returns {object}
*/
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;
}
/**
* Generate integer random numbers between begin and end.
* @param {number} begin
* @param {number} end
* @param {number} count
* @returns Array of random numbers
*/
function getNRandomNumbers(begin, end, count)
{
var set = new Set();
var more = count;
while(more > 0)
{
var num = AB.randomIntAtoB(begin, end);
// Generate unique random numbers.
if(!set.has(num))
{
set.add(num);
more--;
}
}
return Array.from(set);
}
/**
* Replace WALLMOVENO number of walls with new walls
*/
function findWallPositionsToChange()
{
var wallsToKeep = null;
var wallsToChange = null;
var indexStore = []; // Stores the position of new walls.
// The array wallPositions maintains the i, j indices of all the existing walls.
// We need to randomly select which walls in the grid should be removed,
// by selecting the indexes of wallPostions array.
// If total walls to be moved is more than half of the total number of walls,
// then randomly select which walls to kept instead of walls to be removed,
// this would reduce the number of unique random numbers to be found.
if(WALLMOVENO > wallPositions.length / 2)
{
wallsToKeep = getNRandomNumbers(0, wallPositions.length - 1, wallPositions.length - WALLMOVENO);
}
else
{
wallsToChange = getNRandomNumbers(0, wallPositions.length - 1, WALLMOVENO);
}
if(wallsToKeep != null)
{
// Select wallPositions.length - wallsToKeep random positions
var more = wallPositions.length - wallsToKeep.length;
var i, j;
while(more > 0)
{
i = AB.randomIntAtoB(1,gridsize-2); // inner squares are 1 to gridsize-2
j = AB.randomIntAtoB(1,gridsize-2);
// Select unoccupied and unique i and j combinations
if(!occupied(i, j) && !indexStore.some(e => e.i === i && e.j === j))
{
more--;
indexStore.push({"i": i, "j": j});
}
}
// Since we identified the positions of the walls to be kept as it is,
// now need to find the position of walls to be removed.
// Suppose we have total 6 walls [0, 1, 2, 3, 4, 5, 6] and walls to keep are [3, 5],
// then walls to be removed are [0, 1, 2, 4, 6].
// Following two lines would do it
var temp = Array.from(Array(wallPositions.length).keys())
wallsToChange = temp.filter(x => !wallsToKeep.includes(x));
// Finally remove the walls and add new walls.
removeBoxAndAddNewBoxesToScene(wallPositions, wallsToChange, indexStore);
}
else
{
var more = wallsToChange.length;
var i, j;
while(more > 0)
{
i = AB.randomIntAtoB(1,gridsize-2); // inner squares are 1 to gridsize-2
j = AB.randomIntAtoB(1,gridsize-2);
// Select unoccupied and unique i and j combinations
if(!occupied(i, j) && !indexStore.some(e => e.i === i && e.j === j))
{
more--;
indexStore.push({"i": i, "j": j});
}
}
// Remove the walls and add new walls.
removeBoxAndAddNewBoxesToScene(wallPositions, wallsToChange, indexStore);
}
}
/**
* Remove selected walls and add new walls.
* @param {array} wallPositions - stores the existing walls and its i, j indices
* @param {array} wallsToChange - index of walls to be changed/removed
* @param {array} indexStore - postion of new walls.
*/
function removeBoxAndAddNewBoxesToScene(wallPositions, wallsToChange, indexStore)
{
for(i = 0; i < wallsToChange.length; i++)
{
// Remove existing wall from scene.
ABWorld.scene.remove(wallPositions[wallsToChange[i]].wall);
var shape = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );
var thecube = new THREE.Mesh( shape );
thecube.material = new THREE.MeshBasicMaterial( { map: maze_texture } );
thecube.position.copy ( translate(indexStore[i].i, indexStore[i].j) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
// Add new wall to the scene.
ABWorld.scene.add(thecube);
// Set removed walls position in Grid as blank.
// This will make sure that A* algorithm would consider the changes in the walls.
GRID[wallPositions[wallsToChange[i]].i][wallPositions[wallsToChange[i]].j].cellType = GRID_BLANK;
wallPositions[wallsToChange[i]] = new Wall(thecube, indexStore[i].i, indexStore[i].j)
// Set new wall position in Grid as wall.
// This will make sure that A* algorithm would consider the changes in the walls.
GRID[indexStore[i].i][indexStore[i].j].cellType = GRID_MAZE;
}
}
/**
* Represents Wall object
* @param {object} wall
* @param {number} i
* @param {number} j
*/
function Wall(wall, i, j)
{
this.i = i;
this.j = j;
this.wall = wall;
}
/**
* Represent each node as an obect with properties to run A*
* @param {number} i
* @param {number} j
*/
function AStarNode(i, j)
{
// Location
this.i = i;
this.j = j;
// Cell type
this.cellType = undefined;
// f, g, and h values for A*
this.f = 0;
this.g = 0;
this.h = 0;
// Neighbors
this.neighbors = [];
// Where did I come from?
this.previous = undefined;
// Figure out who my neighbors are
this.addNeighbors = function(grid)
{
var i = this.i;
var j = this.j;
if (i < gridsize - 2) this.neighbors.push(grid[i + 1][j]);
if (i > 1) this.neighbors.push(grid[i - 1][j]);
if (j < gridsize - 2) this.neighbors.push(grid[i][j + 1]);
if (j > 1) this.neighbors.push(grid[i][j - 1]);
};
this.resetState = function(grid)
{
this.f = 0;
this.g = 0;
this.h = 0;
this.neighbors = [];
this.previous = undefined;
};
}
/**
* Initialize scene
*/
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] = new AStarNode(i,j);
GRID[i][j].cellType = 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] = new AStarNode(i,j);
GRID[i][j].cellType = GRID_BLANK;
}
// All the neighbors
for (i = 0; i < gridsize; i++)
for (j = 0; j < gridsize; j++)
GRID[i][j].addNeighbors(GRID);
// 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].cellType = 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);
wallPositions.push(new Wall(thecube, i, j));
}
// 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 path
// 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 } );
color: 0xffc0cb
*/
shape = new THREE.SphereGeometry( 50);
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 -----------------------------------
/**
* Draw enemy
*/
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
}
/**
* Draw agent
*/
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)
}
/**
* Draw the optimal path between enmey and agent.
* path is already calculated by using A* algorithm.
*/
function drawPath()
{
for(var i=1; i < path.length - 1; i++)
{
var shape = new THREE.BoxGeometry ( squaresize, 1, squaresize );
var thecube = new THREE.Mesh( shape );
thecube.material = new THREE.MeshBasicMaterial(PATHCOLOR);
thecube.position.copy ( translate(path[i].i, path[i].j) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.scene.add(thecube);
pathCube.push(thecube);
}
}
/**
* Reset the path and remove it from the scene.
*/
function clearPath()
{
for(var i=0; i < pathCube.length; i++)
{
ABWorld.scene.remove(pathCube[i]);
}
pathCube = [];
}
// --- take actions -----------------------------------
/**
* Move logical enemy.
*/
function moveLogicalEnemy()
{
// move towards agent
// put some randomness in so it won't get stuck with barriers
var i = ai;
findNextStep();
if(path.length > 1)
{
if(ai != path[path.length - 2].i || aj != path[path.length - 2].j)
{
ei = path[path.length - 2].i;
ej = path[path.length - 2].j;
}
}
}
/**
* Move logical agent
* @param {number} a
*/
function moveLogicalAgent( a )
{
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 ) ); }
/**
* Handle agent movement using key board.
* @param {*} event
* @returns
*/
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: -----------------------------------
/**
* Determine bad step
* @returns {bool}
*/
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;
}
/**
* Check whether agent is blocked.
* @returns {bool}
*/
function agentBlocked() // agent is blocked on all sides and one of the sides has enemy, run over
{
return ( occupied (ai-1,aj) &&
occupied (ai+1,aj) &&
occupied ( ai,aj+1) &&
occupied ( ai,aj-1) &&
(isEnemy(ai-1,aj) || isEnemy(ai+1,aj) || isEnemy(ai,aj+1) || isEnemy(ai,aj-1)));
}
/**
* 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
* @param {number} a
*/
function updateStatusBefore(a)
{
var x = AB.world.getState();
AB.msg ( " Step: " + AB.step + " x = (" + x.toString() + ") a = (" + a + ") " );
}
/**
* Calculate state after agent and enemy moved.
*/
function updateStatusAfter()
{
// 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 );
}
/**
* Represents the new run.
* Like main() in conventional programming.
*/
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;
};
/**
* Get current state.
* @returns State as array
*/
AB.world.getState = function()
{
var x = [ ai, aj, ei, ej ];
return ( x );
};
/**
* Take action
* @param {number} a
*/
AB.world.takeAction = function ( a )
{
updateStatusBefore(a); // show status line before moves
if( AB.step % WALLMOVETICK == 0) // Update walls dynamically on each WALLMOVETICK interval
{
findWallPositionsToChange();
}
if ( ( AB.step % 2 ) === 0 ) // slow the enemy down to every nth step
moveLogicalEnemy();
moveLogicalAgent(a);
if ( badstep() ) badsteps++;
else goodsteps++;
clearPath();
if( ( AB.step % 2 ) === 0 )
{
drawPath()
}
drawEnemy();
drawAgent();
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();
}
};
/**
* End run
*/
AB.world.endRun = function()
{
musicPause();
if ( AB.abortRun ) AB.msg ( " <br> <font color=red> <B> Agent trapped. Final score zero. </B> </font> ", 3 );
else AB.msg ( " <br> <font color=green> <B> Run over. </B> </font> ", 3 );
};
/**
* Calculate score
* @returns {number}
*/
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(); }
/**
* Sound alarm
*/
function soundAlarm()
{
var alarm = new Audio ( SOUND_ALARM );
alarm.play(); // play once, no loop
}