Code viewer for World: Cloned MineCraft
/*


// =============================================================================================
// More complex starter World for WWM
// 3d-effect Maze World (really a 2-D problem)
// Mark Humphrys, 2016.
//
// 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.
//
// Scoring on the server side is done by taking average of n runs.
// Runs where you get trapped and score zero can seriously affect this score. 
// =============================================================================================
// 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
 
//---- global constants: -------------------------------------------------------

const gridsize = 35;						// number of squares along side of world	   

const NOBOXES =  Math.trunc (gridsize * gridsize );
		// 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 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 * 0.85 ;		// 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;
 
// --- 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 ( 6 * gridsize );		// need to keep handles to wall and maze objects so can find them later to paint them 
var MAZE 	= new Array ( NOBOXES );
var theagent, theenemy;

var agentRotation = 0;
var enemyRotation = 0;

// enemy and agent position on squares
var ei, ej, ai, aj;

var badsteps;
var goodsteps;
var  step;

 	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 ;            //each element in array is 0
  }
 }
}

function occupied ( i, j )		// is this square occupied
{
 if ( ( ei == i ) && ( ej == j ) ) return true;		// variable objects 
 else if ( ( ai == i ) && ( aj == j ) ) return true;

 else if ( GRID[i][j] == GRID_WALL ) return true;		// fixed objects	 
 else if ( GRID[i][j] == GRID_MAZE ) return true;		 
	 
 else 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 ) );
}

//--- skybox ----------------------------------------------------------------------------------------------
function initSkybox() 
{
// x,y,z positive and negative faces have to be in certain order in the array 
// night skybox, credit:
// http://opengameart.org/content/night-skyboxes

  var materialArray = [
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/kennee38/dark-posx.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/kennee38/dark-negx.jpg" ), side: THREE.BackSide } ) ),
    ( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/kennee38/dark-posy.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/kennee38/dark-negy.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/kennee38/dark-posz.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/kennee38/dark-negz.jpg" ), 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
}


// This does the file read the old way using loadTexture.
// (todo) Change to asynchronous TextureLoader. A bit complex:
// Make blank skybox. Start 6 asynch file loads to call 6 return functions.
// Each return function checks if all 6 loaded yet. Once all 6 loaded, paint the skybox.		 

// --- alternative skyboxes: ------------------------------

// space skybox, credit:
// http://en.spaceengine.org/forum/21-514-1
// x,y,z labelled differently


// urban photographic skyboxes, credit:
// http://opengameart.org/content/urban-skyboxes

// --- asynchronous load textures from file ----------------------------------------
// credits:
// http://commons.wikimedia.org/wiki/File:Old_door_handles.jpg?uselang=en-gb
// 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
  
// loader return can call private function


function loadTextures()
{
    var manager = new THREE.LoadingManager();
    var loader = new THREE.OBJLoader(manager);
    
   // loader.load("uploads/kennee38/", buildenemy);
    
    //load OBJ
    //loader.load("uploads/kennee38/cat.obj", buildagent);
 
    THREE.Loader.Handlers.add( /.tga$/i, new THREE.TGALoader() );
	var m = new THREE.MTLLoader();
	m.setTexturePath ( "/uploads/kennee38/" );
	m.setPath        ( "/uploads/kennee38/" );
	m.load( "cat.mtl", function( materials ) {
 
		materials.preload();
		var o = new THREE.OBJLoader();
		o.setMaterials ( materials );
		o.setPath ( "/uploads/kennee38/" );
		o.load( "cat.obj", function ( object ) {
			addcat ( object );
		} );
	} );
	
 var loader1 = new THREE.TextureLoader();
 loader1.load ( '/uploads/kennee38/hedge.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
	} ); 

 var loader2 = new THREE.TextureLoader();
 loader2.load ( '/uploads/kennee38/hedge2.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintMaze ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
 	} ); 
/*
 var loader3 = new THREE.TextureLoader();
 loader3.load ( '/uploads/starter/pacman.jpg',	function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		theagent.material =  new THREE.MeshBasicMaterial( { map: thetexture } );
	} ); 

 var loader4 = new THREE.TextureLoader();
 loader4.load ( '/uploads/kennee38/cat-fur.jpg',	function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		theenemy.material =  new THREE.MeshBasicMaterial( { map: thetexture } );
	} ); 
}

function buildagent ( object ) 
{ 
	object.traverse( paintAgent );
	theagent = object;
	threeworld.scene.add( theagent ); 
}

function paintAgent ( child ) 
{
	if ( child instanceof THREE.Mesh ) 
	{
       	child.material.map = THREE.ImageUtils.loadTexture( "/uploads/kennee38/hedge.jpg" );
	}
}

function addcat ( object )
{
	object.scale.multiplyScalar ( 70 );    	   
	theagent = object;
	threeworld.scene.add( theagent ); 
}

function buildenemy ( object ) 
{ 
	object.scale.multiplyScalar ( 4 );    	  // make 3d object n times bigger 
	object.traverse( paintEnemy );
	theenemy = object;
	threeworld.scene.add( theenemy ); 
}

function paintEnemy ( child ) 
{
	if ( child instanceof THREE.Mesh ) 
	{
      	child.material.map = THREE.ImageUtils.loadTexture( "/uploads/kennee38/ghost.3.png" );
	}
}

// --- 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 * 3, 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;
 }
}

function initLogicalMaze()		 
{
 GRID[1][4] = GRID_MAZE;                    //something for the computer to compare to
 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(GRID[i + 1][j] == GRID_MAZE || GRID[i - 1][j] == GRID_MAZE || GRID[i][j + 1] == GRID_MAZE || GRID[i][j - 1] == GRID_MAZE)    
    	GRID[i][j] = GRID_BLANK;  //if there are one or more blocks around the current space, leave it blank
    else if((GRID[i + 1][j] + GRID[i - 1][j] + GRID[i][j + 1] + GRID[i][j - 1]) == GRID_MAZE)
        GRID[i][j] = GRID_BLANK; //if the sum of the values of the surrounding blocks add up to the value of GRID_MAZE, leave current space blank
    else if((GRID[i + 1][j + 1] + GRID[i - 1][j - 1] + GRID[i + 1][j - 1] + GRID[i - 1][j + 1]) <= 4)
        GRID[i][j] = GRID_MAZE; //if sum of diagonally surrounding blocks is less than or equal to 4, change current space to 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 * 3, 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 
{
  var x = translate ( ei * squaresize );   	
  var z = translate ( ej * squaresize );   	
  var y =  0;	

 theenemy.position.x = x;
 theenemy.position.y = y;
 theenemy.position.z = z;
 threeworld.scene.add(theenemy);

 threeworld.lookat.copy ( theenemy.position );		// if camera moving, look back at where the enemy is  
}


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 initThreeEnemy()
{
 var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );			 
 theenemy = new THREE.Mesh( shape );
 theenemy.material.color.setHex( BLANKCOLOR  );	
 drawEnemy();		  
}


function moveLogicalEnemy()
{ 
// move towards agent 
// put some randomness in so it won't get stuck with barriers 

 var i, j;
 if ( ei < ai ) i = randomintAtoB(ei, ei+1); 
 if ( ei == ai ) i = ei; 
 if ( ei > ai ) i = randomintAtoB(ei-1, ei); 

 if ( ej < aj ) j = randomintAtoB(ej, ej+1); 
 if ( ej == aj ) j = ej; 
 if ( ej > aj ) j = randomintAtoB(ej-1, ej); 
 
 if ( ! occupied(i,j) )  	// if no obstacle then move, else just miss a turn
 {
  ei = i;
  ej = j;
 }
}





// --- 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.scene.add(theagent);

 threeworld.follow.copy ( theagent.position );		// follow vector = agent position (for camera following agent)
 threeworld.follow.y = (squaresize * 1.5);
    
}


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 initThreeAgent()
{
 var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );			 
 theagent = new THREE.Mesh( shape );
 theagent.material.color.setHex( BLANKCOLOR );	
 drawAgent(); 		  
}

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;
 }
}



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	);
}

// --- 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 = self.getState();
 var status = " Step: <b> " + step + " </b> &nbsp; x = (" + x.toString() + ") &nbsp; a = (" + a + ") "; 

 $("#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 = " &nbsp; y = (" + y.toString() + ") <BR> "; 
 $("#user_span4").html( status );

 var score = self.getScore();

 var status = "   Bad steps: " + badsteps + 
		" &nbsp; Good steps: " + goodsteps + 
		" &nbsp; Score: " + score.toFixed(2) + "% "; 

 $("#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(); 
	initLogicalMaze();
	initLogicalAgent();
	initLogicalEnemy();

 // for graphical runs only:

  if ( true  )
  {
	if ( show3d )
	{
	 BOXHEIGHT = squaresize;
	 threeworld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR  ); 	
	}	     
	else
	{
	 BOXHEIGHT = 1;
	 threeworld.init2d ( startRadiusConst, maxRadiusConst, SKYCOLOR  ); 		     
	}

	initSkybox();
 	initMusic();

	// Set up objects first:

	initThreeWalls(); 
	initThreeMaze();
	initThreeAgent();
	initThreeEnemy();

	// 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.takeAction = function ( a )
{
  step++;

  if ( true  )
   updateStatusBefore(a);			// show status line before moves 

  moveLogicalAgent(a);

  if ( ( step % 2 ) == 0 )		// slow the enemy down to every nth step
    moveLogicalEnemy();


  if ( badstep() )
   badsteps++;
  else
   goodsteps++;

  if ( true  )
  {
   drawAgent();
   drawEnemy();
   updateStatusAfter();			// show status line after moves  
  }


  if ( agentBlocked() )			// if agent blocked in, run over 
  {
	this.endCondition = true;
	goodsteps = 0;			// you score zero as far as database is concerned 			 
  	if ( true  )
  	{
	 musicPause();
	 soundAlarm();
	}
  }

};



this.endRun = function()
{
 if ( true  )
 {
  musicPause(); 
  if ( this.endCondition )
    $("#user_span6").html( " &nbsp; <font color=red> <B> Agent trapped. Final score zero. </B> </font>   "  );
  else
    $("#user_span6").html( " &nbsp; <font color=red> <B> Run over. </B> </font>   "  );
 }
};


this.getScore = function()
{
 return ( ( goodsteps / step ) * 100 );
};


}

//---- end of World class -------------------------------------------------------

// --- music and sound effects ----------------------------------------
// credits:
// http://www.dl-sounds.com/royalty-free/defense-line/
// http://soundbible.com/1542-Air-Horn.html 



function initMusic()
{
	// put music element in one of the spans
  	var x = "<audio  id=theaudio  src=/uploads/starter/Defense.Line.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 );
}
*/



// Demo of 3d models
  
// skeleton credit
// http://tf3dm.com/3d-model/skeleton-with-organs-91102.html

// Peter Parker credit
// http://tf3dm.com/download-page.php?url=spider-man-4998

// male credit
// https://threejs.org/examples/#webgl_loader_obj




// Demo of 3d models

// skeleton credit
// http://tf3dm.com/3d-model/skeleton-with-organs-91102.html

// Peter Parker credit
// http://tf3dm.com/download-page.php?url=spider-man-4998

// male credit
// https://threejs.org/examples/#webgl_loader_obj






const	 	CLOCKTICK 	= 150;				// speed of run - move things every n milliseconds
const		MAXSTEPS 	= 1000;				// length of a run before final score




//---- global constants: -------------------------------------------------------


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) / 4 );


const SKYCOLOR 	= 0xddffdd;				// 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




//--- 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;




// contents of a grid square

const GRID_BLANK 	= 0;
const GRID_WALL 	= 1;
const GRID_MAZE 	= 2;







// --- 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 ( 6 * gridsize );		// need to keep handle to each wall block object so can find it later to paint it
var MAZE 	= new Array ( NOBOXES );
var theagent, theenemy;

var agentRotation = 0;
var enemyRotation = 0;		  // with 3D models, current rotation away from default orientation


// enemy and agent position on squares
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 ----------------------------------------
// credits:
// http://commons.wikimedia.org/wiki/File:Old_door_handles.jpg?uselang=en-gb
// https://commons.wikimedia.org/wiki/Category:Pac-Man_icons
// https://commons.wikimedia.org/wiki/Category:Skull_and_crossbone_icons


function loadTextures()
{
	var manager = new THREE.LoadingManager();
	var loader = new THREE.OBJLoader( manager );

 loader.load( "/uploads/starter/skelet.obj", buildenemy );



// 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/kennee38/" );
	m.setPath        ( "/uploads/kennee38/" );
	m.load( "cat.mtl", function( materials ) {

		materials.preload();
		var o = new THREE.OBJLoader();
		o.setMaterials ( materials );
		o.setPath ( "/uploads/kennee38/" );
		o.load( "cat.obj", function ( object ) {
			addcat ( object );
		} );
	} );




 var loader1 = new THREE.TextureLoader();
 loader1.load ( '/uploads/kennee38/hedge.jpg',		function ( thetexture ) {
		thetexture.minFilter = THREE.LinearFilter;
		paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
	} );

 var loader2 = new THREE.TextureLoader();
 loader2.load ( '/uploads/kennee38/hedge2.jpg',		function ( thetexture ) {
		thetexture.minFilter = THREE.LinearFilter;
		paintMaze ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
 	} );

}



function buildenemy ( object )
{
	object.scale.multiplyScalar ( 4 );    	  // make 3d object n times bigger
	object.traverse( paintEnemy );
	theenemy = object;
	threeworld.scene.add( theenemy );
}

function paintEnemy ( child )
{
	if ( child instanceof THREE.Mesh )
	{
      	child.material.map = THREE.ImageUtils.loadTexture( "/uploads/starter/ghost.3.png" );
	}
}




/*

function buildagent ( object )
{
	object.traverse( paintAgent );
	theagent = object;
	threeworld.scene.add( theagent );
}

function paintAgent ( child )
{
	if ( child instanceof THREE.Mesh )
	{
       	child.material.map = THREE.ImageUtils.loadTexture( "/uploads/starter/pacman.jpg" );
	}
}

*/


function addcat ( object )
{
	object.scale.multiplyScalar ( 4 );    // lol change size to 4
	theagent = object;
	threeworld.scene.add( theagent );
}





function initSkybox()
{
// urban photographic skyboxes, credit:
// http://opengameart.org/content/urban-skyboxes

  var materialArray = [
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/kennee38/dark-posx.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/kennee38/dark-negx.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/kennee38/dark-posy.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/kennee38/dark-negy.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/kennee38/dark-posz.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/kennee38/dark-negz.jpg" ), 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, 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, 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 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 locati