//THIS IS THE WORLD TO BE GRADED
//I'd also like to cheekily mention that I was the first person to create a world so anyone who did anything similar is a copycat ;P
//A list of some of the stuff I've implemented:
// -lighting
// -shadows(this was actually pretty hard, took me 2 or 3 days)
// -turned the 2d grid structure 3d so you can place blocks on top of eachother
// -implemented a scoring system based on par
// -TRIED to implement pathfinding to get a more dynamic par and also make sure there's always a path from the ball to the hole
// -I didn't get this finished but I commented out the code to look at
// -Implemented a more interesting wall generation so that you don't just get blocks all over the place
// -you can hit the ball at various strengths when you're beside it
// -the ball bounces off surfaces
// -the level is regenerated when you pot the ball
// -fleshman
//WHY THIS IS AN INTERESTING PROBLEM FOR AN AI TO SOLVE:
// -an AI must first calculate a path from the ball to the hole
// -then the AI must calculate a path from itself to the appropriate side of the ball
// -the most simple AI will just putt the ball one square at a time to the hole, thus scoring exactly par (if i calculated the par correctly)
// -a more complex AI would take distance into account and use varying strength to use less hits
// -the best AI would take the 'bounce' effect into account, bouncing the ball off walls to line it up perfectly
//as you can see there are varying degrees of competence for the AI, the more challenging it is to implement, the more impressive the final product seems
//this, essentially, is what I think makes for an interesting problem for an AI to solve.
// World must define these:
const CLOCKTICK = 75; // 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 = 20; // number of squares along side of world
const NOBOXES = Math.trunc (((gridsize*gridsize)/100)*7); //around 7% of the level will be walls, seems to give favourable results
const squaresize = 100; // size of square in pixels
const MAXPOS = gridsize * squaresize; // length of one side in pixels
const SKYCOLOR = 0xffffcc; // a number, not a string
const BLANKCOLOR = SKYCOLOR ; // make objects this color until texture arrives (from asynchronous file read)
const startRadiusConst = MAXPOS * 0.8 ; // distance from centre to start the camera at
const skyboxConst = MAXPOS * 100 ; // where to put skybox
const maxRadiusConst = MAXPOS * 100 ; // maximum distance from camera we will render things
const show3d = true; // Switch between 3d and 2d view (both using Three.js)
//--- 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;
const ACTION_PUTT = 5; //hit the ball one square
const ACTION_SHOT = 6; //3 squares
const ACTION_DRIVE = 7; //6
// 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)
// --- 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; }
}
//---- 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 3D 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 BASE = new Array(gridsize);
var MAZE = new Array ( NOBOXES );
var theagent, theball;
var theagentmodel;
var goalModel;
var ballMoves = 0;
var ballDir = "up";
var score = 0;
var par = 0;
var hits = 0;
// contents of a grid square
const GRID_BLANK = 0;
const GRID_WALL = 1;
const GRID_MAZE = 2;
const GRID_BASE = 3;
const GRID_GOAL = 4;
// 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] = new Array(gridsize);
for (var k = 0; k < gridsize; k++)
{
GRID[i][j][k] = 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][1] == GRID_WALL ) return true; // fixed object
if ( GRID[i][j][1] == 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
var materialArray = [
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/seanhutchinson/skyrender0001.bmp" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/seanhutchinson/skyrender0004.bmp" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/seanhutchinson/skyrender0003.bmp" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/seanhutchinson/skyrender0006.bmp" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/seanhutchinson/skyrender0005.bmp" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/seanhutchinson/skyrender0002.bmp" ), 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.
// --- 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
// loader return can call private function
function loadTextures()
{
var manager = new THREE.LoadingManager();
var oloader = new THREE.OBJLoader( manager );
oloader.load( "/uploads/seanhutchinson/Sporty_Man.obj", buildagent );
oloader.load( "/uploads/seanhutchinson/usmcflag.obj", buildGoal );
//ORIGINALLY USED MESHBASICMATERIAL BUT I CHANGED IT TO MESHLAMBERTMATERIAL BECAUSE THAT TAKES LIGHT AND SHADOWS
var loader1 = new THREE.TextureLoader();
loader1.load ( '/uploads/seanhutchinson/Brick-2378.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintWalls ( new THREE.MeshLambertMaterial( { map: thetexture } ) );
} );
var loader2 = new THREE.TextureLoader();
loader2.load ( '/uploads/starter/pacman.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
theagent.material = new THREE.MeshLambertMaterial( { map: thetexture } );
} );
var loader3 = new THREE.TextureLoader();
loader3.load ( '/uploads/seanhutchinson/golf3.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
theball.material = new THREE.MeshLambertMaterial( { map: thetexture } );
} );
var loader4 = new THREE.TextureLoader();
loader4.load ( '/uploads/seanhutchinson/grass.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintBaseBlocks ( new THREE.MeshLambertMaterial( { map: thetexture } ) );
} );
loadMazeTexture();
var loader6 = new THREE.TextureLoader();
loader6.load ( '/uploads/seanhutchinson/goal.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintGoal ( new THREE.MeshLambertMaterial( { map: thetexture } ) );
} );
}
function loadMazeTexture() //we create this seperately so we can reset the level without messing with everything else
{
var loader = new THREE.TextureLoader();
loader.load ( '/uploads/seanhutchinson/Brick-2378.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintMaze ( new THREE.MeshLambertMaterial( { map: thetexture } ) );
} );
}
function buildagent ( object )
{
object.name = "agentmodel";
object.traverse( paintAgent );
object.scale.set(100,100,100);
object.position.z = theagent.position.z;
object.position.y = theagent.position.y - (squaresize/2);
object.position.x = theagent.position.x;
theagentmodel = object;
threeworld.scene.add( theagentmodel );
}
function buildGoal ( object )
{
object.name = "goalModel";
object.traverse( paintGoalModel );
object.scale.set(2,2,2);
object.rotation.y = Math.PI / 4;
object.position.z = translate ( 2 * squaresize );
object.position.y = 25;
object.position.x = translate ( 2 * squaresize );
goalModel = object;
threeworld.scene.add( goalModel );
}
function paintGoalModel ( child )
{
if ( child instanceof THREE.Mesh )
{
child.material.map = THREE.ImageUtils.loadTexture( "/uploads/seanhutchinson/flag.jpg" );
//child.material.map.wrapS = child.material.map.wrapT = THREE.RepeatWrapping;
//child.material.map.repeat.set( 32, 32 );
child.castShadow = true;
child.receiveShadow = true;
}
}
function paintAgent ( child )
{
if ( child instanceof THREE.Mesh )
{
child.material.map = THREE.ImageUtils.loadTexture( "/uploads/seanhutchinson/flesh.jpg" );
child.material.map.wrapS = child.material.map.wrapT = THREE.RepeatWrapping;
child.material.map.repeat.set( 8, 8 );
child.castShadow = true;
child.receiveShadow = true;
}
}
// --- add fixed objects ----------------------------------------
// my numbering is 0 to gridsize-1
//HERE'S SOME MESSY CODE THAT GIVES US RANDOM WALLS INSTEAD OF JUST SINGULAR BLOCKS :D
//IT'S STILL DOESN'T YIELD 'INTELLIGENT-LOOKING' RESULTS BUT IT'S MUCH BETTER THAN BEFORE
function initLogicalMaze()
{
for ( var c = 0 ; c < NOBOXES ; c++ )
{
//this gives us our random position for the starter piece
var i = randomintAtoB(1,gridsize-1); // inner squares are 1 to gridsize-2 (NOTE: THIS IS AN ORIGINAL COMMENT BUT I THINK IT'S WRONG SO I CHANGED THE CODE)
var j = randomintAtoB(1,gridsize-1);
if(!(i == ai && j == aj) && !(i == ei && j == ej) && !(i == 2 && j == 2)) //make sure the ball or player or goal isn't there
{
GRID[i][j][1] = GRID_MAZE ;
}
var randLength = randomintAtoB(5,15); //walls should be a random length from 5 to 15
var xORy = randomintAtoB(1,2); //this is a pretty bad way of deciding if we're moving in the x or y axis
if (xORy == 1) //we're changing the x
{
for(var n = i; n < randLength; n++)
{
if (n < gridsize && n > 0) //we wouldn't want to put a block off the grid now would we?
{
if(!(n == ai && j == aj) && !(n == ei && j == ej) && !(n == 2 && j == 2)) //make sure the ball or player or goal isn't there
{
GRID[n][j][1] = GRID_MAZE ;
}
}
}
}
else //we're changing the y
{
for(var n = j; n < randLength; n++)
{
if (n < gridsize && n > 0) //we wouldn't want to put a block off the grid now would we?
{
if(!(i == ai && n == aj) && !(i == ei && n == ej) && !(i == 2 && n == 2)) //make sure the ball or player or goal isn't there
{
GRID[i][n][1] = 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][1] == 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 = squaresize;
thecube.castShadow = true;
thecube.receiveShadow = true;
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;
}
}
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][1] = GRID_WALL; // set up data structure, whether using Three.js or not
}
}
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][1] == true )
{
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 = squaresize;
thecube.castShadow = true;
thecube.receiveShadow = true;
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 initLogicalBaseBlocks()
{
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][0] = GRID_BASE; // set up data structure, whether using Three.js or not
}
}
function initThreeBaseBlocks() // 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][0] == GRID_BASE )
{
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; //underneath all the other blocks
thecube.receiveShadow = true;
threeworld.scene.add(thecube);
BASE[t] = thecube; // save it for later
t++;
}
}
function paintBaseBlocks ( material ) // paint blank boxes
{
for ( var i = 0; i < BASE.length; i++ )
{
if ( BASE[i] ) BASE[i].material = material;
}
}
function initLogicalGoal()
{
GRID[2][2][0] = GRID_GOAL;
}
function initThreeGoal() // graphical run only, set up blank boxes, painted later
{
var shape = new THREE.BoxGeometry( squaresize, squaresize, squaresize );
var thecube = new THREE.Mesh( shape );
thecube.material.color.setHex( BLANKCOLOR );
thecube.position.x = translate ( 2 * squaresize ); // translate my simple (i,j) block-numbering coordinates to three.js (x,y,z) coordinates
thecube.position.z = translate ( 2 * squaresize );
thecube.position.y = 0; //underneath all the other blocks
thecube.receiveShadow = true;
threeworld.scene.add(thecube);
BASE[gridsize*gridsize] = thecube;
}
function paintGoal ( material ) // paint blank boxes
{
BASE[gridsize*gridsize].material = material;
}
function clearMaze()
{
for (var i = 1; i < gridsize-1 ; i++)
for (var j = 1; j < gridsize-1 ; j++)
//if ( ( i==0 ) || ( i==gridsize-1 ) || ( j==0 ) || ( j==gridsize-1 ) )
{
GRID[i][j][1] = GRID_BLANK; // set up data structure, whether using Three.js or not
}
for (var i = 0; i < MAZE.length; i++)
{
threeworld.scene.remove( MAZE[i] );
}
}
function resetLevel()
{
clearMaze();
ai = gridsize-2;
aj = gridsize-2;
ei = gridsize-3;
ej = gridsize-3;
hits = 0;
initLogicalMaze();
if ( true )
{
initThreeMaze();
loadMazeTexture();
}
}
function initThreeLights()
{
//this acts like a sun
var dirLight = new THREE.DirectionalLight(0xffffff, 1); //white light
dirLight.position.set((gridsize*squaresize)*2,(gridsize*squaresize)*3,(gridsize*squaresize)); //this will put our light in the bottom corner
dirLight.CameraLightHelper = true;
threeworld.scene.add(dirLight);
//give us some light everywhere to make sure we have no 100% black
var ambiLight = new THREE.AmbientLight(0x1a1a1a);
threeworld.scene.add(ambiLight);
//THIS GIVES US BEAUTIFUL SHADOWS
//SHADOWS ARE A BIT PIXELATED BUT THIS IS AS GOOD AS YOU'LL GET WITH JUST THE ONE LIGHT COVERING EVERYTHING
var spotLight = new THREE.SpotLight(0xffffff, 0, (gridsize*squaresize)*3, 75, 10);
spotLight.position.set((gridsize*squaresize),(gridsize*squaresize),(gridsize*squaresize));
spotLight.castShadow = true;
var spotTarget = new THREE.Object3D();
threeworld.scene.add(spotLight);
spotTarget.position.set(0,0,0);
spotLight.target = spotTarget;
threeworld.scene.add(spotLight);
}
// --- BALL functions -----------------------------------
function drawBall() // given ei, ej, draw it
{
var x = translate ( ei * squaresize );
var z = translate ( ej * squaresize );
var y = (5*squaresize)/8;
theball.position.x = x;
theball.position.y = y;
theball.position.z = z;
threeworld.scene.add(theball);
threeworld.lookat.copy ( theball.position ); // if camera moving, look back at where the enemy is
}
function initLogicalBall()
{
// start at same place every time:
ei = gridsize - 3; // this square will be free
ej = gridsize - 3; // (bug) use Math.trunc or else you get a bad square number if gridsize is odd
}
function initThreeBall()
{
var shape = new THREE.SphereGeometry( squaresize/8, squaresize/8, squaresize/8 );
theball = new THREE.Mesh( shape );
theball.material.color.setHex( BLANKCOLOR );
theball.castShadow = true;
theball.receiveShadow = false; //it can be hard to see in shadow
drawBall();
}
function moveLogicalBall()
{
// small random move
var i = ei;
var j = ej;
if (ballDir == "right")
{
i = ei+1;
}
if (ballDir == "left")
{
i = ei-1;
}
if (ballDir == "down")
{
j = ej+1;
}
if (ballDir == "up")
{
j = ej-1;
}
if (ballMoves > 0)
{
if ( ! occupied(i,j) ) // if no obstacle then move, else just miss a turn
{
//ROTATE THE BALL SO IT LOOKS LIKE IT'S ROLLING
if( ei < i) //move right
{
theball.rotation.z -= 0.75;
}
else if (ei > i)//move left
{
theball.rotation.z += 0.75;
}
else if( ej < j) //move down
{
theball.rotation.x += 0.75;
}
else if (ej > j) //move up
{
theball.rotation.x -= 0.75;
}
ei = i;
ej = j;
ballMoves--;
}
else //if you've hit a wall
{
if (ballDir == "right")
{
ballDir = "left";
}
else if (ballDir == "left")
{
ballDir = "right";
}
else if (ballDir == "down")
{
ballDir = "up";
}
else if (ballDir == "up")
{
ballDir = "down";
}
}
}
else if ((ei == 2) && (ej == 2)) //if you're not moving AND you're on the goal
{
//the ball disappears (an illusion that it's been sunk)
ei = 0;
ej = 0;
score += self.getScore();
resetLevel()
}
}
// --- agent functions -----------------------------------
function drawAgent() // given ai, aj, draw it
{
var x = translate ( ai * squaresize );
var z = translate ( aj * squaresize );
var y = squaresize;
theagent.position.x = x;
theagent.position.y = y;
theagent.position.z = z;
//threeworld.scene.add(theagent);
if ( theagentmodel )
{
theagentmodel.position.x = x;
theagentmodel.position.y = y - (squaresize/2);
theagentmodel.position.z = z;
theagentmodel.rotation.y = theagent.rotation.y;
}
threeworld.follow.copy ( theagent.position ); // follow vector = agent position (for camera following agent)
}
function initLogicalAgent()
{
// start at same place every time:
ai = gridsize - 2; // this square will be free
aj = gridsize - 2;
}
function initThreeAgent()
{
var shape = new THREE.BoxGeometry( squaresize, squaresize, squaresize );
theagent = new THREE.Mesh( shape );
theagent.material.color.setHex( BLANKCOLOR );
theagent.castShadow = true;
theagent.receiveShadow = true;
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 )
{
theagent.rotation.y = Math.PI / -2;
i--;
}
else if ( a == ACTION_RIGHT )
{
theagent.rotation.y = Math.PI / 2;
i++;
}
else if ( a == ACTION_UP )
{
theagent.rotation.y = 0;
j++;
}
else if ( a == ACTION_DOWN )
{
theagent.rotation.y = Math.PI;
j--;
}
if ( ! occupied(i,j) )
{
ai = i;
aj = j;
}
if (a == ACTION_PUTT)
{
//check if the ball is beside us
if ((ei == ai+1) && (ej == aj)) //ball is to our immediate right
{
hits++;
ballMoves = 1;
ballDir = "right";
}
if ((ei == ai-1) && (ej == aj)) //ball is to our immediate left
{
hits++;
ballMoves = 1;
ballDir = "left";
}
if ((ej == aj+1) && (ei == ai)) //ball is to our immediate underneath
{
hits++;
ballMoves = 1;
ballDir = "down";
}
if ((ej == aj-1) && (ei == ai)) //ball is to our immediate above
{
hits++;
ballMoves = 1;
ballDir = "up";
}
}
if (a == ACTION_SHOT)
{
//check if the ball is beside us
if ((ei == ai+1) && (ej == aj)) //ball is to our immediate right
{
hits++;
ballMoves = 3;
ballDir = "right";
}
if ((ei == ai-1) && (ej == aj)) //ball is to our immediate left
{
hits++;
ballMoves = 3;
ballDir = "left";
}
if ((ej == aj+1) && (ei == ai)) //ball is to our immediate underneath
{
hits++;
ballMoves = 3;
ballDir = "down";
}
if ((ej == aj-1) && (ei == ai)) //ball is to our immediate above
{
hits++;
ballMoves = 3;
ballDir = "up";
}
}
if (a == ACTION_DRIVE)
{
//check if the ball is beside us
if ((ei == ai+1) && (ej == aj)) //ball is to our immediate right
{
hits++;
ballMoves = 6;
ballDir = "right";
}
if ((ei == ai-1) && (ej == aj)) //ball is to our immediate left
{
hits++;
ballMoves = 6;
ballDir = "left";
}
if ((ej == aj+1) && (ei == ai)) //ball is to our immediate underneath
{
hits++;
ballMoves = 6;
ballDir = "down";
}
if ((ej == aj-1) && (ei == ai)) //ball is to our immediate above
{
hits++;
ballMoves = 6;
ballDir = "up";
}
}
}
// --- score and pathfinding: -----------------------------------
/*
function pathFinding(startX,startY,goalX,goalY)
{
//START AT STARTX, STARTY
//SEARCH QUEUE
//FIRST TAKE THE NODE OFF THE QUEUE
//THEN VISITED = TRUE
//IF THE NODE IS THE GOAL THEN BREAK
//ELSE CHECK IF ALL ADJACENT NODES ARE VIABLE
//IF THEY'RE NOT VISITED, THEY ARE NOW
//ADD YOUR CURRENT NODE'S PATH ARRAY + THE NEW NODE (append) TO EACH THEM
//ADD THEM TO THE QUEUE
//NOW WE CAN JUST CHECK THE PATH OF THE GOAL NODE
var nodeList = [];
var openList = [];
var closedList = [];
//initialise our openList with all the spaces on the map
for(var i = 0; i < NOBOXES; i++)
{
for(var j = 0; j < NOBOXES; j++)
{
var node;
var node.x = i;
node.y = j;
node.path = [];
node.distance = distance(x, y, goalX, goalY); //this will be our 'h value'
node.moveCost = path.length; //this will be our 'g value'
node.fVal = distance + moveCost;
//x: i,
//y: j,
//path: [],
//distance: distance(x, y, goalX, goalY), //this will be our 'h value'
//moveCost: path.length, //this will be our 'g value'
//fVal: distance + moveCost
nodeList.push(node);
}
}
//find our start node
for (var i = 0; i < nodeList.length; i++)
{
if(nodeList[i].x == startX && nodeList[i].y == startY)
{
openList.push(nodeList[i]);
break;
}
}
while(openList.length > 0)
{
var i = smallestFVal(openList);
}
}
*/
function distance(x1,y1,x2,y2)
{
//'MANHATTAN' DISTANCE
return Math.abs(x1-x2) + Math.abs(y1-y2);
}
function smallestFVal(list)
{
var smallestIndex = 0;
var smallest = list[0].fVal;
for(var i = 0; i < list.length; i++)
{
if(list[i].fVal < smallest)
{
smallest = list[i].fVal;
smallestIndex = i;
}
}
return smallestIndex;
}
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 status = " Par: " + par + " Hits: " + hits + " Score: " + score;
$("#user_span1").html( status );
}
//--- public functions / interface / API ----------------------------------------------------------
// must have this public variable:
this.endCondition; // If set to true, run will end.
this.keyHandler = function (e)
{
if (e.keyCode == 37) // left
{
moveLogicalAgent( ACTION_LEFT );
}
if (e.keyCode == 39) // right
{
moveLogicalAgent( ACTION_RIGHT );
}
if (e.keyCode == 38) // down
{
moveLogicalAgent( ACTION_DOWN );
}
if (e.keyCode == 40) // up
{
moveLogicalAgent( ACTION_UP );
}
if (e.keyCode == 97) // numpad1 is putt
{
moveLogicalAgent( ACTION_PUTT );
}
if (e.keyCode == 98) // numpad2 is shot
{
moveLogicalAgent( ACTION_SHOT );
}
if (e.keyCode == 99) // numpad3 is drive
{
moveLogicalAgent( ACTION_DRIVE );
}
};
this.newRun = function()
{
document.onkeydown = this.keyHandler;
// (subtle bug) must reset variables like these inside newRun (in case do multiple runs)
this.endCondition = false;
badsteps = 0;
goodsteps = 0;
step = 0;
// define logical data structure for the World, even if no graphical representation:
initGrid();
initLogicalWalls();
initLogicalBaseBlocks();
initLogicalAgent();
initLogicalBall();
initLogicalMaze();
initLogicalGoal();
par = distance(ai,aj,2,2);
// if Three.js graphical representation:
if ( true )
{
if ( show3d )
{
BOXHEIGHT = squaresize;
threeworld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
}
else
{
BOXHEIGHT = 1;
threeworld.init2d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
}
initSkybox();
// Set up blank objects first:
threeworld.renderer.shadowMap.enabled = true;
threeworld.renderer.shadowMapSoft = false; //soft shadows is nice in theory but their anti-aliasing is shite so don't bother
//console.log(threeworld.renderer);
initThreeLights();
initThreeWalls();
initThreeBaseBlocks();
initThreeMaze();
initThreeAgent();
initThreeBall();
initThreeGoal();
// 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(); // will return sometime later, but can go ahead and render now
}
};
this.getState = function()
{
var x = [ ai, aj, ei, ej ];
return ( x );
};
this.nextStep = function()
{
var a = 4;
step++;
moveLogicalAgent(a);
moveLogicalBall();
if ( badstep() )
badsteps++;
else
goodsteps++;
if ( true )
{
drawAgent();
drawBall();
updateStatus();
}
};
this.endRun = function()
{
};
this.getScore = function()
{
return (par - hits);
};
}
//---- end of World class -------------------------------------------------------