// Cloned by Sagnik Chakraborty on 2 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?
//=================================PART 2 OF ASSIGNMENT 1 - SAGNIK CHAKRABORTY==========================================
AB.clockTick = 100; // 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)
//===========sagnik=================
var diagonal = false; // diagonal moves of enemy true or false.
const path_line = true; // to see the path line
var path_line_array = []; //for a* path
var travelled_path_array = []; //for a* path
var change_oldpath= false; //trigger to draw searched paths, initialized as false
var GRID_A_STAR = [];
const WALLMOVENO = 10; //number of walls to move
const WALLMOVETICK =500; //clock tick for the wall move
let maze_store=[]; // store the location of the maze boxes
let block=[]; //for the moving walls
////===========sagnik=================
const TEXTURE_WALL = '/uploads/sagnikc3/dde5njf-c6944895-1f73-46e5-9b6c-f24bd80d1b7a.gif' ;
const TEXTURE_MAZE = '/uploads/sagnikc3/1667077740.png' ;
const TEXTURE_AGENT = '/uploads/sagnikc3/1667149357.png' ;
const TEXTURE_ENEMY = '/uploads/sagnikc3/voldemort.gif' ;
const gridsize = 20; // 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 = 20; // size of square in pixels
const MAXPOS = gridsize * squaresize; // length of one side in pixels
const SKYCOLOR = 0xddffdd; // a number, not a string
const startRadiusConst = MAXPOS * 0.8; // 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
const SKYBOX_ARRAY = [
"/uploads/sagnikc3/corona_up.png",
"/uploads/sagnikc3/corona_lf.png",
"/uploads/sagnikc3/corona_ft.png",
"/uploads/sagnikc3/corona_dn.png",
"/uploads/sagnikc3/corona_rt.png",
"/uploads/sagnikc3/corona_bk.png"
];
const MUSIC_BACK = '/uploads/sagnikc3/harrypotter1themesong.mp3' ;
const SOUND_ALARM = '/uploads/sagnikc3/8d82b5_Left_4_Dead_The_Witch_Death_Sound_Effect.mp3' ;
//--- 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;
////===========sagnik=================
const GRID_ENEMY = 10;
const GRID_AGENT = 20; //to check grid content as enemy or agent
//===========sagnik=================
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, path;
var wall_texture, agent_texture, enemy_texture, maze_texture;
// enemy and agent position on squares
var ei, ej, ai, aj;
var badsteps;
var goodsteps;
//===========sagnik=================
class coordinates // for new location coordinates
{
constructor(i, j)
{
this.i = i;
this.j = j;
}
}
var start = new coordinates();
var target = new coordinates();
const max_openset = gridsize * gridsize;
//===========sagnik=================
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();
});
}
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
//edited
function occupied(i, j) // if the coordinates are occupied
{
if (i <= gridsize && j <= gridsize && i >= 0 && j >= 0) // if in grid
{
switch (GRID[i][j]) {
case GRID_WALL:
case GRID_MAZE:
case GRID_ENEMY:
case GRID_AGENT:
return true;
default:
return false;
}
}
return true; //if not in grid
}
function wall(i, j) //if wall coordinates is occupied
{
switch (GRID[i][j]) {
case GRID_WALL:
case GRID_MAZE:
return true;
default:
return false;
}
}
//edited
// 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
function translate(i, j)
{
var v = new THREE.Vector3();
v.y = -squaresize;
v.x = (i * squaresize) - (MAXPOS / 2);
v.z = (j * squaresize) - (MAXPOS / 2);
return v;
}
//===========sagnik================= To move the walls of the maze
Array.prototype.movingpoint = function() //select a wholenumber as a point in the array for the block to move in the maze
{
return this[Math.floor(Math.random()*this.length)]
};
function getoriginal(i)
{
var u = new THREE.Vector2();
u.x= (i.x+MAXPOS/2)/squaresize;
u.y= (i.z+ MAXPOS/2)/ squaresize;
return u;
}
if(WALLMOVENO<NOBOXES && WALLMOVENO>0 && WALLMOVETICK>0) //to move walls
{
clock= setInterval(function(){
for(var m=0; m<WALLMOVENO; m++)
{
block_point = maze_store.movingpoint();
position = getoriginal(block_point.position);
x= [ position.x-1, position.x, position.x+1].movingpoint();
y= [ position.y-1, position.y, position.y+1].movingpoint();
newcoordinate_block = translate(x,y);
if(!occupied(x,y))
{
block_point.position.copy(newcoordinate_block);
block.push([newcoordinate_block.x,newcoordinate_block.y].toString());
GRID[position.x][position.y]=GRID_BLANK;
GRID[x][y]=GRID_MAZE;
}
}
}, WALLMOVETICK);
// console.log("moving "+WALLMOVENO+ " blocks");
}
else
{
// console.log("moving block count exceeds max maze block count");
}
//===========sagnik=================
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] = GRID_WALL;
//shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
// shape = new THREE.CylinderGeometry(squaresize/4, BOXHEIGHT/4, squaresize/4);
shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize/4);
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] = GRID_BLANK;
// 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] = GRID_MAZE;
//shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
// shape = new THREE.CylinderGeometry(squaresize/2, BOXHEIGHT/2, squaresize/4);
shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize/4);
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
//===========sagnik=================
maze_store.push(thecube); // store maze block location
//===========sagnik=================
ABWorld.scene.add(thecube);
}
// set up enemy
// start in random coordinates
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/2 );
shape = new THREE.ConeGeometry(squaresize/2 , BOXHEIGHT*2 , squaresize ); //changed to cone
theenemy = new THREE.Mesh(shape);
theenemy.material = new THREE.MeshBasicMaterial({map: enemy_texture});
ABWorld.scene.add(theenemy);
/* //draw path
shape = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );
path = new THREE.Mesh(shape);
path.material = new THREE.MeshBasicMaterial({map: enemy_texture});
ABWorld.scene.add(path);
*/
drawEnemy();
// set up agent
// start in random coordinates
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 / 2);
shape = new THREE.CylinderGeometry(squaresize/1.25 , BOXHEIGHT/1.25 , squaresize / 2);
//shape = new THREE.SphereGeometry(squaresize / 2, BOXHEIGHT / 2, squaresize / 2); //changed to sphere
theagent = new THREE.Mesh(shape);
theagent.material = new THREE.MeshBasicMaterial({map: agent_texture});
ABWorld.scene.add(theagent);
drawAgent();
//===========sagnik=================
GRID[ai][aj] = GRID_AGENT;
GRID[ei][ej] = GRID_ENEMY; //adding agent and enemy's coordinates to grid
//===========sagnik=================
// 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 -----------------------------------
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
// path.position.copy(translate(ei, ej)); //path
// path.vertices.push(theenemy.position);
// ABWorld.scene.add(path);
ABWorld.lookat.copy(theenemy.position); // if camera moving, look back at where the enemy is
}
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)
}
////===========sagnik=================- A* functions
function spotlocation(i, j) //create spot location for a*
{
this.i = i;
this.j = j;
this.g = 0;
this.h = 0;
this.f = 0; //initiate values for g,h and f
this.neighbors = []; // for neighbors
this.parent = undefined; //store origin
this.closed = false; // if in closedset
this.addNeighbors = function () // check neighbors and add
{
var i = this.i;
var j = this.j;
if (i < gridsize - 1) this.neighbors.push(GRID_A_STAR[i + 1][j]);
if (i > 0) this.neighbors.push(GRID_A_STAR[i - 1][j]);
if (j < gridsize - 1) this.neighbors.push(GRID_A_STAR[i][j + 1]);
if (j > 0) this.neighbors.push(GRID_A_STAR[i][j - 1]);
if (diagonal) // if diagonal move is allowed
{
if (i > 0 && j > 0) this.neighbors.push(GRID_A_STAR[i - 1][j - 1]);
if (i < gridsize - 1 && j > 0) this.neighbors.push(GRID_A_STAR[i + 1][j - 1]);
if (i > 0 && j < gridsize - 1) this.neighbors.push(GRID_A_STAR[i - 1][j + 1]);
if (i < gridsize - 1 && j < gridsize - 1) this.neighbors.push(GRID_A_STAR[i + 1][j + 1]);
}
};
}
function build_astar_grid() // build parallel grid of a*
{
var i, j;
for (i = 0; i < gridsize; i++)
{
GRID_A_STAR[i] = [];
for (j = 0; j < gridsize; j++)
{
GRID_A_STAR[i][j] = new spotlocation(i, j);
}
}
for (i = 0; i < gridsize; i++) {
for (j = 0; j < gridsize; j++) {
GRID_A_STAR[i][j].addNeighbors();
}
}
}
function astar_target(grid, start, target) //return target coodinates
{
var openset = [];
var child;
var completed = false;
var targetnode = GRID_A_STAR[target.i][target.j]; // target
var startnode = GRID_A_STAR[start.i][start.j]; // start
var currentnode;
var nextnode = new coordinates(start.i, start.j);
openset.push(startnode); // push startnode in open set
for (i = 0; i < gridsize; i++) //reset current node values for next search
{
for (j = 0; j < gridsize; j++)
{
currentnode = GRID_A_STAR[i][j];
currentnode.f = currentnode.h = currentnode.g = 0;
currentnode.closed = false;
currentnode.parent = null;
}
}
while ((openset.length > 0) && !completed) //search for target in opentlist
{
if (openset.length > max_openset)
{
completed = true;
return nextnode;
}
// Sort the list based on the f value
openset.sort((a, b) => (a.f > b.f) ? 1 : -1); //rearange f values
currentnode = openset.shift(); // assign first openset value to currentnode
currentnode.closed = true; // if closed
if (currentnode == targetnode)
{
if (path_line) // coordinates for path
{
path_line_array.push(targetnode);
travelled_path_array.push(targetnode);
}
// Found Target - now backtrack to get next node
while (currentnode.parent != startnode) //if target foud
{
if (path_line) //coordinates for path
{
path_line_array.push(currentnode);
travelled_path_array.push(currentnode);
}
currentnode = currentnode.parent; //backtrack
}
completed = true;
if (path_line) //path line
{
path_line_array.push(startnode);
travelled_path_array.push(startnode);
}
} else //target not found
{
for (n = 0; n < currentnode.neighbors.length; n++) //build openset
{
child = currentnode.neighbors[n]; //count child of neighbors
if (child.closed) //closedSet occupied or contains
{
// move to next child
} else if (wall(child.i, child.j))
{
child.closed = true;
} else
{
if ((child.i == currentnode.i) || (child.j == currentnode.j)) // add to openset
child.g = currentnode.g + 10; // if not diagonal
else
child.g = currentnode.g + 14;
child.h = heuristics_a(child, targetnode);
child.f = child.g + child.h;
child.parent = currentnode;
if (openset.indexOf(child) < 0) // not found in openset
{
openset.push(child);
}
}
}
}
}
nextnode.i = currentnode.i;
nextnode.j = currentnode.j;
return nextnode;
}
function heuristics_a(start, end) //initiate function for a or a*
{
if (diagonal)
return (Math.pow(start.i - end.i, 2) + Math.pow((start.j - end.j), 2));
else
return (Math.abs(start.i - start.i) + Math.abs(start.j - end.j));
}
//===========sagnik=================
// --- take actions -----------------------------------
function moveLogicalEnemy() {
// move towards agent
// put some randomness in so it won't get stuck with barriers
var i, j;
start.i = ei;
start.j = ej;
target.i = ai;
target.j = aj;
//===========sagnik=================
bestpath = astar_target(GRID, start, target); //best path from a*
if (!occupied(bestpath.i, bestpath.j)) // if not occupied, move
{
GRID[ei][ej] = GRID_BLANK;
ei = bestpath.i; //move to best path position
ej = bestpath.j;
GRID[ei][ej] = GRID_ENEMY;
}
}
//===========sagnik=================
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)) //replace agents previous location with current location
{
GRID[ai][aj] = GRID_BLANK;
ai = i;
aj = j;
GRID[ai][aj] = GRID_AGENT;
}
}
//===========sagnik================= //fuction to move the walls in the maze
// failed attempt, thus its not used. As a solution fuction logic or the steps within fuction { } are used inside 'setInterval'
/*
function movingmaze()
{
for(var m=0; m<WALLMOVENO; m++)
{
block_point = maze_store.movingpoint();
position = getoriginal(block_point.position);
x= [ position.x-1, position.x, position.x+1].movingpoint();
y= [ position.y-1, position.y, position.y+1].movingpoint();
newcoordinate_block = translate(x,y);
if(!occupied(x,y))
{
block_point.position.copy(newcoordinate_block);
block.push([newcoordinate_block.x,newcoordinate_block.y].toString());
GRID[position.x][position.y]=GRID_BLANK;
GRID[x][y]=GRID_MAZE;
}
}
}
function movemazebytick() //to run on the clocktick
{
setInterval(movingmaze(), WALLMOVETICK);
}
*/
//===========sagnik=================
// --- 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));
}
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: -----------------------------------
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 = AB.world.getState();
AB.msg("Step: " + AB.step + "<br>x = (" + x.toString() + ")");
// <br>a = (" + a + ")<br>");
}
function updateStatusAfter() // agent and enemy have moved, can calculate score
{
// new state after both have moved
var y = AB.world.getState();
var score = (goodsteps / AB.step) * 100;
//AB.msg("y = (" + y.toString() + ") <br>" +
AB.msg(" Bad steps: " + badsteps +
" Good steps: " + goodsteps +
" Score: " + score.toFixed(2) + "% ", 2);
}
AB.world.newRun = function ()
{
AB.loadingScreen();
AB.runReady = false;
badsteps = 0;
goodsteps = 0;
build_astar_grid();
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
// Initiailise A* Array
document.onkeydown = keyHandler;
};
AB.world.getState = function () {
var x = [ai, aj, ei, ej];
return (x);
};
var enemyAngle = 0;
var cameraAngle;
AB.world.takeAction = function (a)
{
//===========sagnik================= Draw the searched path
if(change_oldpath)
{
drawtravelledpath();
}
//===========sagnik=================
updateStatusBefore(a); // show status line before moves
moveLogicalAgent(a);
if ((AB.step % 2) === 0)
{ // slow the enemy down to every nth step
moveLogicalEnemy();
}
if (badstep()) badsteps++;
else goodsteps++;
drawAgent();
drawEnemy();
updateStatusAfter(); // show status line after moves
if (agentBlocked() || ((goodsteps / AB.step) < 0.10)) // if agent blocked in, run over
{
AB.abortRun = true;
goodsteps = 0; // you score zero as far as database is concerned
musicPause();
soundAlarm();
}
//===========sagnik=================
if (path_line) //if pathline is true
{
drawpath();
} //===========sagnik=================
};
AB.world.endRun = function () {
// musicPause();
if (AB.abortRun) AB.msg(" <br> <font color=red> <B> Agent trapped.</B> </font> ", 3);
else AB.msg(" <br> <font color=green> <B> Run over. </B> </font> ", 3);
};
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
};
//===========sagnik=================
// Draw the A* path on screen
var point1;
var point2;
function drawpath() //draw path to follow
{
for (var c = 0; c < path_line_array.length; c++)
{
point1 = path_line_array.shift();
dot = new THREE.SphereGeometry(2, 0, 4);
thedot = new THREE.Mesh(dot);
thedot.material = new THREE.MeshBasicMaterial(0xffffff);
thedot.position.copy(translate(point1.i, point1.j));
ABWorld.scene.add(thedot);
console.log("drawing path to travel");
change_oldpath = true;
}
}
function drawtravelledpath() //mark searched paths
{
for (var c = 0; c < travelled_path_array.length; c++)
{
point2 = travelled_path_array.shift();
dot = new THREE.SphereGeometry(2, 0, 4);
thedot = new THREE.Mesh(dot);
thedot.material = new THREE.MeshBasicMaterial({map: wall_texture});
thedot.position.copy(translate(point2.i, point2.j));
ABWorld.scene.add(thedot);
console.log("drawing path travelled");
}
}
//===========sagnik=================
// --- music and sound effects ----------------------------------------
var backmusic = AB.backgroundMusic ( MUSIC_BACK );
function musicPlay() { backmusic.play(); }
function musicPause() { backmusic.pause(); }
function soundAlarm()
{
var alarm = new Audio ( SOUND_ALARM );
alarm.play(); // play once, no loop
}