Code viewer for World: Websockets boxes (clone by...

// Cloned by David Jusev on 4 Dec 2022 from World "Websockets boxes" 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.
// ====================================================================================================================


// Demo of Websockets functionality added to a 3D World
// Run with two or more users
// Click button to change a random box's texture on all clients running this World
// Pick a side and compete against an opponent! 

// You can annoy the other player by reloading the page!

 

AB.clockTick       = 100;    

	// Speed of run: Step every n milliseconds. Default 100.
	
AB.maxSteps        = 100000;    

	// Length of run: Maximum length of run in steps. Default 1000.

AB.screenshotStep  = 100;   
  
	// Take screenshot on this step. (All resources should have finished loading.) Default 50.



 const FILE_ARRAY = [
		"/uploads/jusevd2/squidward.jpg",  // array 0 to 4 are the earths 
		"/uploads/jusevd2/spongebob.jpg",
		"/uploads/jusevd2/patrick.png",
		"/uploads/jusevd2/doodlebob.jpg",
		];
	
	
const SKYCOLOR 	= 0xccffcc;				// a number, not a string 

const ARMYSIZE = 50;       // an "army" of objects 

const objectsize = 0.1 ;

const WALKSTEP = 200;       // bounds of the random move per timestep 
                            // try 50 (vibrating sheet) versus 1000 (cloud)
         
const MAXPOS                = 11 ;            // start things within these bounds                    
const startRadiusConst	 	= MAXPOS * 1.5 ;	// distance from centre to start the camera at
const maxRadiusConst 		= MAXPOS * 5 ;		// maximum distance from camera we will render things  


ABHandler.MAXCAMERAPOS 		= MAXPOS * 10 ;			// allow camera go far away 

ABWorld.drawCameraControls 	= false; 

AB.drawRunControls 			= false;


    var THEARMY 	= new Array( ARMYSIZE );	

	var textureArray = new Array ( FILE_ARRAY.length );

	


function loadResources()		// asynchronous file loads - call initScene() when all finished 
{
	for ( var i = 0; i < FILE_ARRAY.length; i++ ) 
	  startFileLoad ( i );						// launch n asynchronous file loads
}

	
function startFileLoad ( n )				// asynchronous file load of texture n 
{
	var loader = new THREE.TextureLoader();

	loader.load ( FILE_ARRAY[n], function ( thetexture )  	 
	{
		thetexture.minFilter  = THREE.LinearFilter;
		textureArray[n] = thetexture;
		if ( asynchFinished() ) initArmy();
	});	
}
 
 
function asynchFinished()		// all file loads returned 
{
	for ( var i = 0; i < FILE_ARRAY.length; i++ ) 
		if ( ! textureArray[i] ) 
			return false;
		
	  return true;
}



function initArmy()		 // called when all textures ready 
{
 var t = 0;
 
 for ( var c=1 ; c <= ARMYSIZE ; c++ )
 {
    //    var shape = new THREE.SphereGeometry ( objectsize, 30, 30 ); 
   var shape = new THREE.BoxGeometry( objectsize, objectsize, objectsize );
  
  	var theobject  = new THREE.Mesh( shape );

  	theobject.position.x = AB.randomIntAtoB ( -MAXPOS, MAXPOS );   	
  	theobject.position.z = AB.randomIntAtoB ( -MAXPOS, MAXPOS );   	
  	theobject.position.y =  0;	
	
// 	var r = AB.randomIntAtoB ( 0, textureArray.length - 1 );    // random texture 
 	var r = AB.randomIntAtoB ( 0, 4 );    			            // random one of the earths
    theobject.material =  new THREE.MeshBasicMaterial ( { map: textureArray[r] } );   

 	ABWorld.scene.add(theobject);
	THEARMY[t] = theobject;	            	// save it for later
	t++; 
 }
 
  // can start the run loop
  
	ABWorld.render();		
  
	AB.removeLoading();
	
  	AB.runReady = true; 
  	
  	AB.msg ( ` <hr> <p> Multi-user game. Pick a side. Click buttons to change boxes on all users' machines. Drag the camera. <p>
  	        <button onclick='baby();'  class=ab-largenormbutton > Baby </button>  
            <button onclick='skull();'  class=ab-largenormbutton > Skull </button> <p> ` );						
}


function moveArmy()		    // move all the objects 
{
 for ( var i = 0; i < THEARMY.length; i++ )
 { 
   if ( THEARMY[i] )		// in case initArmy() not called yet 
   { 
        THEARMY[i].position.x =  THEARMY[i].position.x + AB.randomIntAtoB(-WALKSTEP,WALKSTEP) ;        
        THEARMY[i].position.z =  THEARMY[i].position.z + AB.randomIntAtoB(-WALKSTEP,WALKSTEP) ;
        THEARMY[i].position.y =  THEARMY[i].position.y + AB.randomIntAtoB(-WALKSTEP,WALKSTEP) ;
        ABWorld.scene.add( THEARMY[i] );
   }
 }
}

function initLights() 
// the lights are needed to show up models
{
  const ambientLight = new THREE.AmbientLight( 0xffffff, 1 );
  ABWorld.scene.add( ambientLight );

  const frontLight = new THREE.DirectionalLight( 0xffffff, 1 );
  frontLight.position.set( 10, 10, 10 );

  const backLight = new THREE.DirectionalLight( 0xffffff, 1 );
  backLight.position.set( -10, 10, -10 );

  ABWorld.scene.add( frontLight, backLight );
}

AB.world.newRun = function() 
{
	AB.loadingScreen();

	AB.runReady = false;  

	ABWorld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR  ); 

	loadResources();		// aynch file loads		
							// calls initArmy() when it returns
	loadStayModels();
	initLights();	
};



AB.world.nextStep = function()
{
 	moveArmy();
};

function loadStayModels()                            // Added function to import non-animated character and object models
{
  const Sloader = new THREE.GLTFLoader();

  const SonLoad = ( gltf, Sposition ) => 
  {
    const Smodel = gltf.scene.children[ 0 ];
     Smodel.position.copy( Sposition );

    ABWorld.scene.add( Smodel );
  };
     const scenePos = new THREE.Vector3 ( 0, 0,  0);
     const realisticSpongePos = new THREE.Vector3 ( 1, 0, 0 );
     const squidPos = new THREE.Vector3(0, 1, 0);
     const doodleBobPos = new THREE.Vector3( 4, 1, 4 );
     const patrickPos = new THREE.Vector3 ( 0, 0, 0);
     const pattyWagonPos = new THREE.Vector3 ( 0, 0, 0);
     
  Sloader.load ( '/uploads/jusevd2/ultra_realistic_spongebob_wip.glb', gltf => SonLoad ( gltf, realisticSpongePos ) );                 // Import non-animated character and object models and adjust their positions according to the overall layout
  Sloader.load ( '/uploads/jusevd2/squidward_tentacles.glb', gltf => SonLoad ( gltf, squidPos ) );
  Sloader.load ( '/uploads/jusevd2/spongebob_environment.glb', gltf => SonLoad ( gltf, scenePos ) );
  Sloader.load ( '/uploads/jusevd2/kame_house.glb', gltf => SonLoad ( gltf, scenePos ) );
  Sloader.load ( '/uploads/jusevd2/spongebob_draw.glb', gltf => SonLoad ( gltf, doodleBobPos ) );
  Sloader.load ( '/uploads/jusevd2/patrick_star.glb', gltf => SonLoad ( gltf, patrickPos ) );
  Sloader.load ( '/uploads/jusevd2/krabby_patty_wagon.glb', gltf => SonLoad ( gltf, pattyWagonPos ) );
}




//--- Socket functionality -----------------------------------------------------

// start socket

AB.socketStart();


// functions called by buttons
// baby and skull are textures 5 and 6 in the array:

function baby()  {    changeBox(5);    AB.socketOut (5); }
function skull() {    changeBox(6);    AB.socketOut (6); }


function changeBox(n)   // change a random box to texture n (5 or 6) 
{
    var i = AB.randomIntAtoB ( 0, THEARMY.length - 1 );     // pick a random box to change 
    THEARMY[i].material =  new THREE.MeshBasicMaterial ( { map: textureArray[n] } );   
}

AB.socketIn = function(n)       // incoming data on socket, i.e. clicks of other player 
{
    if ( ! AB.runReady ) return;
    changeBox(n);
};