// =============================================================================================
// 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 = 9; // 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 = 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 * 0.8 ; // 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;
const GRID_RED = 3;
const GRID_YELLOW = 4;
// --- 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 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;
var pieceColumn = 1;
var pieceRow = 0;
var red, yellow, piece;
var winner = false;
var turn = 1;
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 ;
}
}
}
function occupied ( i, j ) // is this square occupied
{
}
// 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/starter/dawnmountain-xpos.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-xneg.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-ypos.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-yneg.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-zpos.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-zneg.png" ), 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
}
// 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 } ) );
} );
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/starter/ghost.3.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
theenemy.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader5 = new THREE.TextureLoader();
loader5.load ( '/uploads/kevin501/red4.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
red.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader6 = new THREE.TextureLoader();
loader6.load ( '/uploads/kevin501/yellow4.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
yellow.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
}
// --- 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 ) )
{
if(j==0)
continue;
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, 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 drawPiece()
{
var x = translate(pieceColumn * squaresize); //translate ( ei * squaresize );
var z = translate ( pieceRow * squaresize );
var y = 0;
piece.position.x = x;
piece.position.y = y;
piece.position.z = z;
threeworld.scene.add(piece);
if(turn == 0){
var loader6 = new THREE.TextureLoader();
loader6.load ( '/uploads/kevin501/red4.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
piece.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
}
else{
var loader6 = new THREE.TextureLoader();
loader6.load ( '/uploads/kevin501/yellow4.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
piece.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
}
}
function drawRed()
{
var x = translate(pieceColumn * squaresize); //translate ( ei * squaresize );
var z = translate ( pieceRow * squaresize );
var y = 0;
red.position.x = x;
red.position.y = y;
red.position.z = z;
threeworld.scene.add(red);
}
function dropPiece(turnPiece){
var i = 0;
while(i < 7){
if(i==0 && !(GRID[pieceColumn][pieceRow+1] == GRID_BLANK))
break;
else if(GRID[pieceColumn][pieceRow+1] == GRID_BLANK){
pieceRow++;
drawRed();
i++;
}
else
break;
}
if(!(i==0) && !winner){
setGRIDTurnPiece(turnPiece);
drawTurnPiece(turnPiece);
redrawPiece(turnPiece);
checkWin(turnPiece);
if(turnPiece == 3 )
turn = 1;
else
turn = 0;
}
}
function setGRIDTurnPiece(turnPiece){
if(turnPiece == 3)
GRID[pieceColumn][pieceRow] = GRID_RED;
if(turnPiece == 4)
GRID[pieceColumn][pieceRow] = GRID_YELLOW;
}
function drawTurnPiece(turnPiece){
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
var thecube = new THREE.Mesh( shape );
thecube.material.color.setHex( BLANKCOLOR );
thecube.position.x = translate ( pieceColumn * squaresize );
thecube.position.z = translate ( pieceRow * squaresize );
thecube.position.y = 0;
threeworld.scene.add(thecube);
if(turnPiece == 3){
var loader6 = new THREE.TextureLoader();
loader6.load ( '/uploads/kevin501/red4.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
thecube.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
}
if(turnPiece == 4){
var loader6 = new THREE.TextureLoader();
loader6.load ( '/uploads/kevin501/yellow4.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
thecube.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
}
}
function checkWin(turnPiece){
for (var i = 0; i < gridsize ; i++)
{
for (var j = 0; j < gridsize ; j++)
{
if(GRID[i][j] == turnPiece){
checkHorizontal(i, j, turnPiece);
checkVertical(i, j, turnPiece);
checkDiagonalLeft(i, j, turnPiece);
checkDiagonalRight(i, j, turnPiece);
}
}
}
}
function checkDiagonalRight(a, b, c){
var i;
for(i = 0; i < 4; i++){
if(GRID[a][b] == c){
a++;
b++;
}
else
break;
}
if(i == 4){
winner = true;
printWinner(c)
}
}
function checkDiagonalLeft(a, b, c){
var i;
for(i = 0; i < 4; i++){
if(GRID[a][b] == c){
a++;
b--;
}
else
break;
}
if(i == 4){
winner = true;
printWinner(c)
}
}
function checkVertical(a, b, c){
var i;
for(i = 0; i < 4; i++){
if(GRID[a][b] == c){
b++;
}
else
break;
}
if(i == 4){
winner = true;
printWinner(c)
}
}
function printWinner(c){
if(c == 3)
$("#user_span6").html( " <font color=red> <B> RED is WINNER </B> </font> " );
else
$("#user_span6").html( " <font color=red> <B> YELLOW is WINNER </B> </font> " );
}
function checkHorizontal(a, b, c){
var i;
for(i = 0; i < 4; i++){
if(GRID[a][b] == c){
a++;
}
else
break;
}
if(i == 4){
winner = true;
printWinner(c)
}
}
function redrawPiece(){
pieceColumn = 1;
pieceRow = 0;
drawPiece();
}
function initThreeRed()
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
red = new THREE.Mesh( shape );
red.material.color.setHex( BLANKCOLOR );
drawRed();
}
function initThreePiece()
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
piece = new THREE.Mesh( shape );
piece.material.color.setHex( BLANKCOLOR );
drawPiece();
}
function moveLogicalEnemy()
{
// move towards agent
// put some randomness in so it won't get stuck with barriers
if(turn == 0){
var i;
i = randomintAtoB(1, 7);
pieceColumn = i;
dropPiece(3);
}
}
function moveLogicalPosition(a)
{
if ( a == ACTION_LEFT ) pieceColumn--;
else if ( a == ACTION_RIGHT ) pieceColumn++;
}
function keyHandler(e)
// user control
// Note that this.takeAction(a) is constantly running at same time, redrawing the screen.
{
if(turn == 1){
if (e.keyCode == 37) moveLogicalPosition ( ACTION_LEFT );
if (e.keyCode == 39) moveLogicalPosition( ACTION_RIGHT );
if (e.keyCode == 40)
dropPiece(GRID_YELLOW);
}
}
//--- 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();
// 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();
initThreeRed();
initThreePiece();
// 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 = 0;//[ ai, aj, ei, ej ];
return ( x );
};
this.takeAction = function ( a )
{
if ( ( step % 2 ) == 0 ) // slow the enemy down to every nth step
moveLogicalEnemy();
if ( true )
{
drawPiece();
}
if ( winner ) // if agent blocked in, run over
{
this.endCondition = true;
// you score zero as far as database is concerned
if ( true )
{
musicPause();
soundAlarm();
}
}
};
this.endRun = function()
{
if ( true )
{
musicPause();
if ( this.endCondition ){
//if(turn==1)
// $("#user_span6").html( " <font color=red> <B> RED is WINNER </B> </font> " );
//else
//$("#user_span6").html( " <font color=red> <B> YELLOW is WINNER </B> </font> " );
turn = 3;
}
}
};
}
//---- 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 );
}