// World must define these:
const CLOCKTICK = 100; // speed of run - move things every n milliseconds
const MAXSTEPS = 10000; // length of a run before final score
const SCREENSHOT_STEP = 50;
//---- global constants: -------------------------------------------------------
const gridsize = 7; // number of squares along side of world
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 10 );
// density of maze - number of internal boxes
// (bug) use trunc or can get a non-integer
const squaresize = 95; // 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;
// scene object variables
var renderer, scene;
// field variables
var tableWidth = 400, tableHeight = 200;
// paddle variables
var paddleWidth, paddleHeight, paddleDepth, pad1YDirection = 0, pad2YDirection = 0, paddleSpeed = 3;
// ball variables
var ball, paddlePlayer, paddleOpponent, ballXDirection = 1, ballYDirection = 1, ballSpeed = 10;
// game-related variables
var scorePlayer= 0, scoreOpponent = 0, scoreMax = 5;
//---- 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 theagent, theenemy;
// enemy and agent position on squares
var ei, ej, ai, aj;
var step;
var self = this; // needed for private fn to call public fn - see below
this.getState = function()
{
var x = [ ai, aj, ei, ej ];
return ( x );
};
// 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;
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
// mountain skybox, credit:
// http://stemkoski.github.io/Three.js/Skybox.html
var materialArray = [
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/ishfaqt2/building3.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/ishfaqt2/building3.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/ishfaqt2/blue-1.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/ishfaqt2/road1.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/ishfaqt2/building2.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/ishfaqt2/building2.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 addPong()
{
var radius = 5, segments = 6, rings = 6;
// Create a ball using a sphere
ball = new THREE.Mesh(new THREE.SphereGeometry(radius, segments, rings));
threeworld.scene.add(ball); //add ball to the world
}
function addPaddles()
{
// set up the paddle vars
paddleWidth = 10;
paddleHeight = 50;
paddleDepth = 10;
// set up the player paddle
paddlePlayer = new THREE.Mesh(
new THREE.CubeGeometry(
paddleWidth,
paddleHeight,
paddleDepth));
threeworld.scene.add(paddlePlayer); //add paddle to the world
// Set up the opponent paddle
paddleOpponent = new THREE.Mesh(
new THREE.CubeGeometry(
paddleWidth,
paddleHeight,
paddleDepth));
threeworld.scene.add(paddleOpponent);
//put the paddles on the edje of the 'table'
paddlePlayer.position.x = -tableWidth/2 + paddleWidth;
paddleOpponent.position.x = tableWidth/2 - paddleWidth;
}
// --- 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 loader1 = new THREE.TextureLoader();
loader1.load ( '/uploads/starter/door.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
} );
var loader2 = new THREE.TextureLoader();
loader2.load ( '/uploads/starter/latin.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintMaze ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
} );
}
// --- add fixed objects ----------------------------------------
/*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 ( i/8 * squaresize );
thecube.position.y = translate ( j * squaresize );
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 paintMaze ( material )
{
for ( var i = 0; i < MAZE.length; i++ )
{
if ( MAZE[i] ) MAZE[i].material = material;
}
}
function moveUp()
{
//check if the paddle is not at the edge of the board
if (paddlePlayer.position.y < tableHeight * 0.45)
{
paddlePlayer.position.y += 10; //move the paddle up
}
}
function moveDown()
{
//check if the paddle is not at the edge of the board
if(paddlePlayer.position.y > -tableHeight * 0.45)
{
paddlePlayer.position.y -= 10; //move the paddle down
}
}
function keyHandler(e)
// user control
// Note that this.takeAction(a) is constantly running at same time, redrawing the screen.
{
if (e.keyCode == 38) //if the up button is pressed
{
moveUp();
}
if(e.keyCode == 40) //if the down button is pressed
{
moveDown();
}
}
// --- score: -----------------------------------
function updateStatusAfter() // agent and enemy have moved, can calculate score
{
var status = " Player Score: " + scorePlayer +
" Opponent Score: " + scoreOpponent;
$("#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;
step = 0;
//Call all the methods to make the program run
initGrid();
if ( true )
{
if ( show3d )
{
BOXHEIGHT = squaresize;
threeworld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
}
else
{
BOXHEIGHT = 1;
threeworld.init2d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
}
initSkybox();
initMusic();
addPong();
addPaddles();
// 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.nextStep = function()
{
var a = 4;
//if the player or opponent wins end the game
if(scoreOpponent == scoreMax || scorePlayer == scoreMax)
{
this.endCondition = true;
}
//Update the score if the game is still runnning
if ( true )
{
updateStatusAfter();
}
};
this.getScore = function()
{
// return the score of the winner
if(scorePlayer == scoreMax)
{
return scorePlayer;
}
else
{
return scoreOpponent;
}
};
this.endRun = function()
{
if ( true )
{
musicPause();
if ( this.endCondition ) //if the game is finished
{
if(scoreOpponent == scoreMax)
{
$("#user_span6").html( " <font color=red> <B> Opponent Wins. Final score zero. </B> </font> " );
}
else if(scorePlayer == scoreMax)
{
$("#user_span6").html( " <font color=red> <B> Player Wins. Final score zero. </B> </font> " );
}
}
else if(step = MAXSTEPS) //if the max steps is reached
{
$("#user_span6").html( " <font color=red> <B> Game Over. Maximum Time has reached</B> </font> " );
}
else
{
$("#user_span6").html( " <font color=red> <B> Game Over. </B> </font> " );
}
}
};
}
//---- 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 );
}