Code viewer for World: Capture the Hat

// Cloned by Tuomas Bazzan on 4 Dec 2022 from World "BEN CTF" by Benjamin Olojo 
// Please leave this clone trail here.
 


// Cloned by Benjamin Olojo on 23 Nov 2022 from World "Catch the flag" by Meabh Horan 
// Please leave this clone trail here.
 
//Cloned Mark Humphrys Complex world.
//Also took parts from Mark Humphrys Model world for my two characters.

/* AIM:
Try and find the most flags before the red enemy catches you. 
It gets more difficult as you go on.
Use the arrow keys to move: Up, Down, Left, Right.
Also sneaky jump forward with space bar but this is meant to be like a cheat code. 

Recommend user to adjust camera so they can view the grid depending on their preference. 
*/


// World must define these: 
const	 	CLOCKTICK 	= 100;					// speed of run - move things every n milliseconds -> 100
const		MAXSTEPS 	= 1000;					// length of a run before final score -> 1000
const       POS = 0

const  SCREENSHOT_STEP = 50;    
 
 
//---- global constants: -------------------------------------------------------
const gridsize = 30;						// 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 	= 0xF0B27A  ;				// a number, not a string 
const BLANKCOLOR 	= SKYCOLOR ;			// make objects this color until texture arrives (from asynchronous file read)
const LIGHTCOLOR 	= 0xffffff ;

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;
//const ACTION_JUMPFORWARD = 5; //"cheat code"
const ACTION_SAUL       = 6;
const ACTION_PAUSE      = 7;


// 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;
 
// --- 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() {

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;                //People moving. User is the agent
var flag;                             //Aim of the game is to get as many flags as possible before being caught.
var fan;
var bed;
var secret = false;
var music = true;

//position on squares
var ei, ej, ai, aj;   //enemy and agent
var fi, fj;          //flag

//var badsteps;
//var goodsteps;
var step;
var flags;  //keeps track of how many flags you find.
var self = this;						// needed for private fn to call public fn - see below 

//---------------------- Grid -------------------------------------------------------------
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 ( ( fi == i ) && ( fj == j ) ) return true;     //make sure flag is not placed on piece of maze.
 if ( GRID[i][j] == GRID_WALL ) return true;		// fixed objects	 
 if ( GRID[i][j] == GRID_MAZE ) return true;		 
	 
 return false; // otherwise the square is not 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 ) );
}
	
// --- asynchronous load textures from file ----------------------------------------
/* credits:
Characters: Mark Humphrys male02.obj
flag: http://tf3dm.com/3d-model/usmc-flag-67417.html
ALl other images: Google images.
 */ 
 
// First textures load when game starts up first.  
// CHANGE TEXTURES
function loadTexturesFIRST()
{
	var manager = new THREE.LoadingManager();
	var loader = new THREE.OBJLoader( manager );
	
  loader.load( "/uploads/indy/18827_Soldier_firing_an_uzi_held_at_his_side_v1.obj", buildenemy );

  loader.load( "/uploads/indy/18827_Soldier_firing_an_uzi_held_at_his_side_v1.obj", buildagent);
 
  loader.load( "/uploads/indy/18456_Cowboy_Hat_new.obj", buildflag); 
  
  loader.load( "/uploads/indy/10273_Ceiling_Fan_v4_iterations-2.obj", buildFan);
  
  loader.load( "/uploads/indy/uploads_files_4090181_lowpolybed.obj", buildBed);
    
 var loader1 = new THREE.TextureLoader();
 loader1.load ( '/uploads/indy/1669575548.png',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
	} ); 

}

//Second textures are for when the flag is found and reloads maze and new flag position
function loadTexturesSECOND()
{
	var manager = new THREE.LoadingManager();
	var loader = new THREE.OBJLoader( manager );
	
	loader.load( "/uploads/indy/18456_Cowboy_Hat_new.obj", buildflag);
	
 var loader1 = new THREE.TextureLoader();
 loader1.load ( '/uploads/indy/1669575548.png',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
	} );

 //var loader2 = new THREE.TextureLoader();
// loader2.load ( '/uploads/indy/1670271734.png',		function ( thetexture ) {			 
//		thetexture.minFilter = THREE.LinearFilter;
//		paintMaze ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
// 	} );
}

// --- build and paint ---------------------------------------- 
   
 function buildenemy ( object ) { 
	object.scale.multiplyScalar ( 30 );    	  // make 3d object n times bigger 
	object.traverse( paintEnemy );
	theenemy = object;
	threeworld.scene.add( theenemy ); 
}

function paintEnemy ( child ) {
	if ( child instanceof THREE.Mesh ) {
      	child.material.map = THREE.ImageUtils.loadTexture( "/uploads/indy/1670246833.png" );
	}
}


 function buildagent ( object ) { 
	object.scale.multiplyScalar ( 30 );    	  // make 3d object n times bigger 
	object.traverse( paintAgent );
	theagent = object;
	threeworld.scene.add( theagent ); 
}

function paintAgent ( child ) {
	if ( child instanceof THREE.Mesh ) {
      	child.material.map = THREE.ImageUtils.loadTexture( "/uploads/indy/1670246793.png" );
	}
}


 function buildflag ( object ) { 
	object.scale.multiplyScalar ( 5 );    	  // make 3d object n times bigger 
	object.traverse( paintFlag );
	flag = object;
	threeworld.scene.add( flag ); 
}

// CHANGE TO HAT
function paintFlag ( child ) {
	if ( child instanceof THREE.Mesh ) {
      	child.material.map = THREE.ImageUtils.loadTexture( "/uploads/indy/1670174773.png" );
	}
}


//--- skybox ----------------------------------------------------------------------------------------------
// CHANGE TO ANDY'S ROOM
function initSkybox() 
{
  var materialArray = [                                                                                                                 // from starting position
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/indy/andys-wall.jpg" ), side: THREE.BackSide } ) ), // right
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/indy/andys-window1.jpg" ), side: THREE.BackSide } ) ), // left face
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/indy/andysroomceiling.jpg" ), side: THREE.BackSide } ) ), // ceiling
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/indy/andys-floor.jpg" ), side: THREE.BackSide } ) ), // floor
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/indy/andys-door.jpg" ), side: THREE.BackSide } ) ), // back
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/indy/posterwall.png" ), side: THREE.BackSide } ) ) // front
 	];

  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 initsecret() 
{
  var materialArray = [                                                                                                                 // from starting position
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/indy/1663672177.png" ), side: THREE.BackSide } ) ), // right
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/indy/1663672177.png" ), side: THREE.BackSide } ) ), // left face
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/indy/1663672177.png" ), side: THREE.BackSide } ) ), // ceiling
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/indy/1663672177.png" ), side: THREE.BackSide } ) ), // floor
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/indy/1663672177.png" ), side: THREE.BackSide } ) ), // back
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/indy/1663672177.png" ), side: THREE.BackSide } ) ) // front
 	];

  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
}

//------------------- Walls surrounding grid ---------------------------------------------
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] = GRID_WALL ;		 
   }
}

// CHANGE WALL INITIALISING FUNCTION
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 =  -BOXHEIGHT - POS;
 
 	 threeworld.scene.add(thecube);
	 WALLS[t] = thecube;				// save it for later
	 t++; 
   }
   else{
 	 var tile     = new THREE.BoxGeometry( squaresize, 0, squaresize );			 
 	 var theTile  = new THREE.Mesh( tile );
	 theTile.material.color.setHex( BLANKCOLOR  );
	 theTile.material.map = THREE.ImageUtils.loadTexture('/uploads/indy/1669575548.png');

 
    	 theTile.position.x = translate ( i * squaresize );   		
    	 theTile.position.z = translate ( j * squaresize );   	
    	 theTile.position.y =  -BOXHEIGHT/2 - POS;
    	 
 
 	 threeworld.scene.add(theTile);
 	 GRID[i][j] = theTile
   }
}

function paintWalls ( material )		 
{
 for ( var i = 0; i < WALLS.length; i++ )
 { 
   if ( WALLS[i] )  WALLS[i].material = material;
 }
}

// ---------------------------


//---------------Shapes Functions----------------------- -------------------------------------------------------------------------------------------

function initThreeBox(zpos, xpos)
{

 	 var box     = new THREE.BoxGeometry( squaresize * 2, 4000, squaresize * 2);			 
 	 var theBox  = new THREE.Mesh( box );
	 theBox.material.color.setHex( BLANKCOLOR  );
	 theBox.material.map = THREE.ImageUtils.loadTexture('/uploads/indy/1669575548.png');

 
     theBox.position.x = translate (squaresize * xpos);   		
     theBox.position.z = translate (squaresize * zpos);   	
     theBox.position.y =  -2000 - BOXHEIGHT - POS;
 
 	 threeworld.scene.add(theBox);

}

function buildFan(object)
{
    object.scale.multiplyScalar ( 30 );    	  // make 3d object n times bigger 
	object.traverse( paintFan );
	fan = object;
	
    fan.position.x = 0;
	fan.position.y = 3000 - POS;
	fan.position.z = 0;
	
	fan.rotation.x = 4.8
	threeworld.scene.add( fan );
}
function drawFan()
{
    fan.rotation.z += 0.2 % 1
}

function paintFan ( child ) {
	if ( child instanceof THREE.Mesh ) {
      	child.material.map = THREE.ImageUtils.loadTexture( "/uploads/indy/10273_Ceiling_Fan_v2_Diffuse.jpg" );
	}
}

function buildBed(object)
{
    object.scale.multiplyScalar ( 1000 );    	  // make 3d object n times bigger 
	object.traverse( paintBed );
	bed = object;
	
    bed.position.x = -1500;
	bed.position.y = -4000 - POS;
	bed.position.z = -3000;
	
	bed.rotation.y = 1.55
	threeworld.scene.add( bed );
}


function paintBed ( child ) {
	if ( child instanceof THREE.Mesh ) {
      	child.material.map = THREE.ImageUtils.loadTexture( "/uploads/indy/bed_individual_diffuse_bi.jpg" );

	}
}


// ---------------------------

//----------------- Maze within the walls of the grid, only appears after catching first flag -----------
function initLogicalMaze()		 
{ 
 for ( var c=1 ; c <= 10 ; c++ )
 {
    var i = randomintAtoB(1,gridsize-3);	// inner squares are 1 to gridsize-2 
  	var j = randomintAtoB(1,gridsize-2);    
    GRID[i][j] = GRID_MAZE ;		 
 }
}

// CHANGE VARIABLES IN ConeGeometry
function initThreeMaze()		  	
{
 var t = 0;
 for (var i = 0; i < gridsize ; i++) 
  for (var j = 0; j < gridsize ; j++) 
   if ( GRID[i][j] == GRID_MAZE )
   {
   	var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );	 // create cone object	 
  	var thecube  = new THREE.Mesh( shape );
  	thecube.material.map = THREE.ImageUtils.loadTexture('/uploads/indy/1670271734.png');
//	thecube.material.color.setHex( 0x9f9292  );			  

  	thecube.position.x = translate ( i * squaresize );   	
  	thecube.position.z = translate ( j * squaresize );   	
  	thecube.position.y =  - POS;
 	threeworld.scene.add(thecube);
	MAZE[t] = thecube;		// set maze postion to 
	t++; 
   }
}

function paintMaze ( material )		 
{
 for ( var i = 0; i < MAZE.length; i++ )
 { 
   if ( MAZE[i] )  MAZE[i].material = material;
 }
}



// ---------------------------

// CREATE OBJECT HOVER FUNCTION

// ---------------------------

//------------------------- Flag functions ----------------

function drawFlag()	// given fi, fj, draw flag
{
if( flag ){
  var x = translate ( fi * squaresize );   	
  var z = translate ( fj * squaresize );   		
  var y = ( -1 * squaresize + 60 );

 flag.position.x = x;
 flag.position.y = 10 - POS;
 flag.position.z = z;
 
 flag.rotation.z += 0.2 % 1
 flag.rotation.x = 4.8

 threeworld.lookat.copy ( flag.position );		// if camera is moving, look back at where the enemy is  
 threeworld.lookat.y = (squaresize * 1.5 );
 }
}

function initLogicalFlag(){		 
// start in random location:
 var i, j;
 do
 {
	i = randomintAtoB(1,gridsize-2);
    j = randomintAtoB(1,gridsize-2); 
 }
 while ( occupied(i,j) );  	  // search for empty square for flag

 fi = i;
 fj = j;
}
 
// --- enemy functions -----------------------------------
function drawEnemy()	// given ei, ej, draw it 
{
	if ( theenemy ) {
	  var x = translate ( ei * squaresize );   	
	  var z = translate ( ej * squaresize );   	
	  var y = ( -1 * squaresize ) ;
  
	 theenemy.position.x = x;
	 theenemy.position.y = y + 50 - POS;
	 theenemy.position.z = z;
	 
	 theenemy.rotation.x = 4.8


	 threeworld.lookat.copy ( theenemy.position );		// if camera moving, look back at where the enemy is  
	 threeworld.lookat.y = ( squaresize * 1.5 );
	}
}


function initLogicalEnemy()
{
// start in corner of grid.
 var i, j;
 do
 {
  i = 1;
  j = 1;
 }
 while ( occupied(i,j) );  	  // search for empty square 

 ei = i;
 ej = j;
}

function moveLogicalEnemy()
{ 
// move towards agent 
// put some randomness in so it won't get stuck with barriers 

 var i, j;
 if ( ei < ai ) i = randomintAtoB(ei, ei+1); 
 if ( ei == ai ) i = ei; 
 if ( ei > ai ) i = randomintAtoB(ei-1, ei); 

 if ( ej < aj ) j = randomintAtoB(ei, ej+1); 
 if ( ej == aj ) j = ej; 
 if ( ej > aj ) j = randomintAtoB(ej-1, ei); 
 
 if ( ! occupied(i,j) )  	// if no obstacle then move, else just miss a turn
 {
  ei = i;
  ej = j;
 }
}


// --- agent functions -----------------------------------
function drawAgent()	// given ai, aj, draw it 
{
  if( theagent ){	
  var x = translate ( ai * squaresize );   	
  var z = translate ( aj * squaresize );   		
  var y = ( -1 * squaresize );

 theagent.position.x = x;
 theagent.position.y = y + 50 - POS;
 theagent.position.z = z;
 
 theagent.rotation.x = 4.8
  theagent.rotation.z = 9

 threeworld.follow.copy ( theagent.position );		// follow vector = agent position (for camera following agent)
 threeworld.follow.y = ( squaresize * 1.5 );
 }
}


function initLogicalAgent()
{
// start at opposite side of grid than enemy 
 var i, j;
 do
 {
  i = 28;
  j = 28;
 }
 while ( occupied(i,j) );  	  // search for empty square 

 ai = i;
 aj = j;
}

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--;
// else if ( a == ACTION_JUMPFORWARD) j = j-2;
 else if ( a == ACTION_SAUL)
 {
     if ( secret == false){
       initsecret()
       musicPause()
       initSecretMusic()
       
       secret = true
     }

 }
 else if ( a == ACTION_PAUSE){
     if (music == true){
         if (secret == true)
         {
            secretPause()
         }
         else
         {
            musicPause()
         }
         music = false
         
     }
     else{
         if (secret == true)
         {
            secretPlay()
         }
         else
         {
            musicPlay()
         }
         music = true

     }
 }
 
 if ( ! occupied(i,j) ) 
 {
  ai = i;
  aj = j;
 }
}

//---------------- User will control the agent -------------------
function keyHandler(e)		
// user control 
{
    if(oppActive){
    if (e.keyCode == 37)  moveLogicalAgent ( ACTION_LEFT 	);
    if (e.keyCode == 38)  moveLogicalAgent ( ACTION_DOWN  	);
    if (e.keyCode == 39)  moveLogicalAgent ( ACTION_RIGHT 	);
    if (e.keyCode == 40)  moveLogicalAgent ( ACTION_UP	    );
//    if (e.keyCode == 32)  moveLogicalAgent ( ACTION_JUMPFORWARD); //cheat code to jump
    if (e.keyCode == 83)  moveLogicalAgent ( ACTION_SAUL 	);
    if (e.keyCode == 80)  moveLogicalAgent ( ACTION_PAUSE  	);
    } 
    //AB.socketOut(e.keyCode);
}


// agent is blocked on all sides, run over
function agentBlocked()			
{
 return ( 	occupied (ai-1,aj) 		
				&& 
		occupied (ai+1,aj)		
				&&
		occupied (  ai,aj+1)		
				&&
		occupied (  ai,aj-1) 	);		
} 

// if agent is caught by enemy. Run over.
function agentCaught(){
    
    return(ai == ei+1 && aj == ej
            || ai == ei && aj == ej+1 
            || ai == ei-1 && aj == ej 
            || ai == ei && aj == ej-1 );
}

/* When agent finds a flag.
That flag is removed and created in a new random place.
More of the maze is added in to make it more difficult for the user.
*/
function captureFlag(){
	   if(ai == fi && aj == fj 
	      || ai == fi+1 && aj == fj
		  || ai == fi && aj == fj+1
		  || ai == fi-1 && aj == fj
		  || ai == fi && aj == fj-1){
				threeworld.scene.remove(flag);
				flags++;
				
				// use AB library for WebSocket Communication
				AB.socketOut(flags); // send update for number of flags caught to the other user's world

				// updateStatus(opponentScore);
			    initLogicalFlag();
				initLogicalMaze();
				initThreeMaze();
				loadTexturesSECOND();	
	   }
}

//------------- Status ----------

function updateStatus(oppScore)
// update status to show old state and proposed move 
{
  var playerFlag = "You have <b> " + flags + " flags" + "<br>";
  var opponentFlag = "Your opponent has <b> " + oppScore + " flags" + "<br>";
 $("#user_span3").html( playerFlag );
 $("#user_span4").html( opponentFlag );
}

//--- public functions / interface / API ----------------------------------------------------------

this.endCondition;			// If set to true, run will end. 
var runOver = false; // time elapsed for game has reached max amount
var oppActive = false; // tracking if opponent is in game
var opponentCaught = false; // variable to keep track of whether opponent is still active
var opponentScore = 0; // variable to keep track of opponent's score

this.newRun = function() {
  this.endCondition = false;

    // user list functionality for updating html
    AB.socketUserlist = function ( array ){
        if (array.length > 1){
            oppActive = true;
            step = 0;
            flags = 0;
        
        $("#user_span6").html( "" ); // empty string
        }
        else{
            $("#user_span6").html( "<font color=olive> <B> Waiting for opponent to join </B> </font>" )
        }
    }
//   step = 0;
//   flags = 0;

 // for all runs:
 	initGrid();
	initLogicalWalls();
	initLogicalFlag();
	initLogicalAgent();
	initLogicalEnemy();

 // for graphical runs only:

  if ( true ){
	if ( show3d ){
	 BOXHEIGHT = squaresize;

	 threeworld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR  ); 
	 var ambient = new THREE.AmbientLight();
     threeworld.scene.add( ambient );
	}	     
	
	else{
	 BOXHEIGHT = 1;
	 threeworld.init2d ( startRadiusConst, maxRadiusConst, SKYCOLOR  ); 		     
	}

	initSkybox();
 	initMusic(); // play music

	initThreeWalls();
	
	//table legs
	initThreeBox(1,1);
	initThreeBox(1,gridsize - 2)
	initThreeBox(gridsize - 2, 1)
	initThreeBox(gridsize - 2,gridsize - 2)
	initThreeMaze();
	// INITIALISE initThreeBoxes HERE FOR TABLE LEGS

	loadTexturesFIRST();
	document.onkeydown = keyHandler;
  }
};

this.nextStep = function()		 
{
    // if opponent is active
    if (oppActive){
    updateStatus(opponentScore);
    captureFlag();

    step++;

    // set speed of enemy bot
      if ( ( step % 3 ) === 0 )		// slow the enemy down to every nth step
        moveLogicalEnemy();
    }
   

    if ( true ){
        // draw 3d models
        drawAgent();
        drawEnemy();
        drawFlag();
        drawFan()
    }

  
//   if( captureFlag() ){
// // 	  updateStatus(opponentScore);	  
//     // initLogicalMaze();
//     // initThreeMaze();
//   } 

  if ( agentBlocked() )			// if agent blocked in, run over 
  {
	this.endCondition = true;
  	if ( true  ){
	 musicPause();
	 soundAlarm();
	}
  }
  
  if( agentCaught()){
        this.endCondition = true;
        
	    if ( true  ){
		 musicPause();
		 soundAlarm();
		}
  }
  
  if (step == MAXSTEPS){
    runOver = true; // the run is over due to time limit
    this.endCondition = true; // trigger end of game
  }
  
  if( opponentCaught ){
      this.endCondition = true; // end game with auto win since opponent is caught
  }
};

AB.socketIn = function ( data ){
    if (data == "captured"){
        opponentCaught = true; // update variable since opponent is caught
    }
    
    // if not captured status then data is opponents score
    else if ( Number.isInteger(data) ){
    console.log("Opponent's score is: " + data);
    opponentScore++; // increase opponents score
    }
}

// Function to run when a plays game has ended
// Use WebSockets to inform other user game has ended
this.endRun = function(){
 if ( true  ){
  //musicPause(); 
  if ( this.endCondition && runOver){
    if (flags > opponentScore){
        $("#user_span6").html( "<font color=green> <B> Time's up soldier. You Won by capturing " + flags + " flags </B> </font>   "   )
    }
    else if ((flags < opponentScore)){
        $("#user_span6").html( "<font color=red> <B> Time's up soldier. You Lost by capturing " + flags + " flags </B> </font>   "   )
    }
    else{
        $("#user_span6").html( "<font color=blue> <B> Time's up soldier. You Drew by capturing " + flags + " flags </B> </font>   "   )
    }
  }

  else if ( this.endCondition && opponentCaught){
    $("#user_span6").html( "<font color=green> <B> You Win. You captured " + flags + " flags </B> </font>   "   )}

  else if ( this.endCondition ){
    AB.socketOut("captured"); // the user running the game has been captured, alert other user
    $("#user_span6").html( "<font color=red> <B> You have been caught by the enemy. You Lose. </B> </font>   "  )}

 }
};
this.getScore = function(){
 return flags;
};

}

AB.newSplash();                   
  
AB.splashHtml (
` <h1> CAPTURE  THE  HATS </h1>  
    Andy's Bucket O Soldiers have created a new timed game called Capture The Hats  <br>
    To play, create a password for your game and instruct your opponent to enter your password <br>
    Then catch more of Woody's hats than your opponent while avoiding the enemy and obstacles <br>
    But be careful! If you are captured by the enemy you forfeit the game to your opponent
    <p>
    Enter password: 
    <input    style='width:25vw;'    maxlength='2000'   NAME="p"    id="p"       VALUE='' >  
    <button onclick='start();'  class=ab-normbutton >Start</button>
    <p>  
    <video width="320" height="240" controls>
  <source src="/uploads/indy/cutscene.mp4" type="video/mp4">
</video>
    <div id=errordiv name=errordiv> </div> `
);

function start()        // user has entered a password 
{
    console.log("starting")
	var  password =  jQuery("input#p").val();
	password = password.trim();
	
	if ( ! alphanumeric ( password ) )
	{
	    $("#errordiv").html( "<font color=red> <B> Error: Password must be alphanumeric. </b></font> " );
	    return;
	}
	
	// else we have a password, start the socket run with this password 
    AB.socketStart ( password ); 
    
    AB.removeSplash();  
}


function alphanumeric ( str ) 				// return if string is just alphanumeric   
{
	var rc = str.match(/^[0-9a-zA-Z]+$/); 			// start of line  "[0-9a-zA-Z]+"  end of line 
	
	if ( rc ) return true;
	else      return false; 
}

// // list all active users
// AB.socketUserlist = function ( array ){
//     console.log("Here is the number of users within the CTF World: ");
//     console.log(array.length);
//     // if (array.length > 1) // check number of active users (2)
//     // oppActive = true;
// }

//---- end of World class -------------------------------------------------------


// --- music and sound effects ----------------------------------------
// credits:
// http://www.dl-sounds.com/

// CHANGE MUSIC AND SOUND EFFECTS

//playing in background
function initMusic()
{
	// put music element in one of the spans
	

  	var x = "<audio  id=theaudio  src=/uploads/indy/RandyNewman-YouveGotaFriendinMeFromToyStory4_AudioOnly_Lyrics320kbps.mp3   autoplay loop> </audio>" ;
  	$("#user_span1").html( x );
}  
function initSecretMusic()
{
	// put music element in one of the spans
  	var x = "<audio  id=secretaudio  src=/uploads/indy/Better-Call-Saul-Little-Barrie-Theme-Song.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 secretPause() 
{
 	document.getElementById('secretaudio').pause();
}
 function secretPlay()  
 {
  	document.getElementById('secretaudio').play();
}

//When game over
function soundAlarm()
{
 	var x = "<audio    src=/uploads/indy/dank-meme-compilation-volume-17_cutted.mp3   autoplay  > </audio>";
  	$("#user_span2").html( x );
}