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 = !0; // Switch between 3d and 2d view (both using Three.js)
// const show3d = !1;
const TEXTURE_WALL = '/uploads/vedantdas/wall.jpg' ;
const TEXTURE_MAZE = '/uploads/vedantdas/B.png' ;
const TEXTURE_AGENT = '/uploads/vedantdas/scarlett-fox-640878-normal.jpg' ;
const TEXTURE_ENEMY = '/uploads/vedantdas/enemy.jpg' ;
const MUSIC_BACK = '/uploads/vedantdas/Temple-Run-Running-Theme.mp3' ;
const SOUND_ALARM = '/uploads/vedantdas/TempleRunend.mp3' ;
const gridsize = 20; // 20; // number of squares along side of world
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 5 ); // 5
// 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 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
// mountain skybox, credit:
// http://stemkoski.github.io/Three.js/Skybox.html
const SKYBOX_ARRAY = [
"/uploads/starter/dawnmountain-xpos.png",
"/uploads/starter/dawnmountain-xneg.png",
"/uploads/starter/dawnmountain-ypos.png",
"/uploads/starter/dawnmountain-yneg.png",
"/uploads/starter/dawnmountain-zpos.png",
"/uploads/starter/dawnmountain-zneg.png"
];
//--- 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;
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 search_grid = new Array(gridsize); //this grid will be used by the A* algorithm
var theagent, theenemy;
var wall_texture, agent_texture, enemy_texture, maze_texture;
// enemy and agent position on squares
var ei, ej, ai, aj;
var badsteps;
var goodsteps;
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
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] == GRID_WALL ) return true; // fixed objects
if ( GRID[i][j] == GRID_MAZE ) return true;
return false;
}
//---------------------- start of changes made by Vedant Das ----------------------
// function to specifically check if the spot is either occupied
// by wall or maze
function occupiedByWallMaze ( i, j ) // is this square occupied
{
if ( GRID[i][j] == GRID_WALL ) return true; // fixed objects
if ( GRID[i][j] == GRID_MAZE ) return true;
return false;
}
//---------------------- end of changes made by Vedant Das ----------------------
// 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 = 0;
v.x = ( i * squaresize ) - ( MAXPOS/2 );
v.z = ( j * squaresize ) - ( MAXPOS/2 );
return v;
}
//----------------------start of changes made by Vedant Das---------------------------
//Spot function
function Spot(i,j){
this.i = i;
this.j = j;
// f, g, and h values for A*
this.f = 0;
this.g = 0;
this.h = 0;
this.maze = false;
this.neighbors = [];
this.previous = undefined;
if(search_grid[this.i][this.j] == GRID_MAZE){
this.maze = true;
}
// Figure out who my neighbors are
this.addNeighbors = function(search_grid) {
var i = this.i;
var j = this.j;
if (i < gridsize - 1)
this.neighbors.push(search_grid[i + 1][j]);
if (i > 0)
this.neighbors.push(search_grid[i - 1][j]);
if (j < gridsize - 1)
this.neighbors.push(search_grid[i][j + 1]);
if (j > 0)
this.neighbors.push(search_grid[i][j - 1]);
// to allow diagonal movements
/*if (i > 0 && j > 0)
this.neighbors.push(search_grid[i - 1][j - 1]);
if (i < gridsize - 1 && j > 0)
this.neighbors.push(search_grid[i + 1][j - 1]);
if (i > 0 && j < gridsize - 1)
this.neighbors.push(search_grid[i - 1][j + 1]);
if (i < gridsize - 1 && j < gridsize - 1)
this.neighbors.push(search_grid[i + 1][j + 1]);*/
};
}
//----------------------end of changes made by Vedant Das---------------------------
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 );
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 );
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
ABWorld.scene.add(thecube);
}
// set up enemy
// start in random location
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 );
theenemy = new THREE.Mesh( shape );
theenemy.material = new THREE.MeshBasicMaterial( { map: enemy_texture } );
ABWorld.scene.add(theenemy);
drawEnemy();
// set up agent
// start in random location
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 );
theagent = new THREE.Mesh( shape );
theagent.material = new THREE.MeshBasicMaterial( { map: agent_texture } );
ABWorld.scene.add(theagent);
drawAgent();
// 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
});
//----------------------start of changes made by Vedant Das---------------------------
//make a 2D searchGrid Array
for (var z = 0; z < gridsize; z++) {
search_grid[z] = new Array(gridsize);
}
// create a new spot for each of the grid position
for(var x =0;x<gridsize;x++){
for(var y=0;y<gridsize;y++){
search_grid[x][y] = new Spot(x,y);
}
}
//add neighbors to a Spot
for(var m =0;m<gridsize;m++){
for(var n=0;n<gridsize;n++){
search_grid[m][n].addNeighbors(search_grid);
}
}
//----------------------end of changes made by Vedant Das---------------------------
}
// --- 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
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)
}
//-----------------start of changes made by Vedant Das ------------------------------
function removeFromArray(arr, elt) {
// Could use indexOf here instead to be more efficient
for (var i = arr.length - 1; i >= 0; i--) {
if (arr[i] == elt) {
arr.splice(i, 1);
}
}
}
// Heuristic Function
function heuristic(a,b){
//var d = dist(a.i,a.j,b.i,b.j);
var d = Math.abs(a.i-b.i) + Math.abs(a.j-b.j);
return d;
}
// Function to display the path.
pathArray = []
function displayPath(path){
for(var i=1;i<path.length-1;i++){
var x = path[i].i;
var y = path[i].j;
const geometry = new THREE.BoxGeometry( squaresize/2, squaresize/2, squaresize/2);
const material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
const box = new THREE.Mesh( geometry, material );
pathArray[i] = box.uuid;
box.position.copy ( translate(x,y) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.scene.add( box );
}
}
// Function to delete the previous path.
function deletePath(){
for (var e = 0; e < pathArray.length; e++) {
var t = pathArray[e];
const a = ABWorld.scene.getObjectByProperty("uuid", t);
ABWorld.scene.remove(a)
}
pathArray = [];
}
// Function to apply the A* algorithm to find the shortest Path.
function findBestPath(grid,e,a){
var path = [];
var openSet = [];
var closedSet = [];
var return_spot;
openSet.push(e);
while(openSet.length > 0){
var winner = 0;
for (var i = 0; i < openSet.length; i++) {
if (openSet[i].f < openSet[winner].f) {
winner = i;
}
}
var current = openSet[winner];
if(current == a ){
// reached enemy, return the first element in the path array
var temp = current;
path.push(temp);
while(temp.previous){
if(temp.previous == e)
return_spot = temp;
path.push(temp.previous);
temp = temp.previous;
}
displayPath(path);
break;
}else{
//continue search
removeFromArray(openSet,current);
closedSet.push(current);
var neighbors = current.neighbors;
for(var j = 0;j<neighbors.length;j++){
var neighbor = neighbors[j];
if(!closedSet.includes(neighbor) && !occupiedByWallMaze(neighbor.i,neighbor.j)){
var tempG = current.g + heuristic(neighbor,a);
if(openSet.includes(neighbor)){
if(tempG< neighbor.g){
neighbor.g = tempG;
}
}else{
neighbor.g = tempG;
openSet.push(neighbor);
}
neighbor.h = heuristic(neighbor,a);
neighbor.f = neighbor.g + neighbor.h;
neighbor.previous = current;
}
}
}
}
return return_spot;
}
//--------end of changes made by Vedant Das----------------
// --- take actions -----------------------------------
function moveLogicalEnemy()
{
// move towards agent
//------------------Start of changes made by Vedant Das-------------------
var enemy_position = search_grid[ei][ej];
var agent_position = search_grid[ai][aj];
var new_position = findBestPath(search_grid,enemy_position,agent_position)
// clear search_grid
var removeSearchGrid;
for (i = 0; i < gridsize; i++) {
for (j = 0; j < gridsize; j++) {
removeSearchGrid = search_grid[i][j];
removeSearchGrid.f = 0;
removeSearchGrid.h = 0;
removeSearchGrid.g = 0;
removeSearchGrid.previous = undefined;
}
}
if (!occupied(new_position.i,new_position.j)){
ei = new_position.i;
ej = new_position.j;
}
//------------------end of changes made by Vedant Das-------------------
}
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) )
{
ai = i;
aj = j;
}
}
// --- 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 + " x = (" + x.toString() + ") a = (" + a + ") " );
}
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>" +
" Bad steps: " + badsteps +
" Good steps: " + goodsteps +
" Score: " + score.toFixed(2) + "% ", 2 );
}
AB.world.newRun = function()
{
AB.loadingScreen();
AB.runReady = false;
badsteps = 0;
goodsteps = 0;
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
document.onkeydown = keyHandler;
};
AB.world.getState = function()
{
var x = [ ai, aj, ei, ej ];
return ( x );
};
AB.world.takeAction = function ( a )
{
updateStatusBefore(a); // show status line before moves
moveLogicalAgent(a);
if ( ( AB.step % 2 ) == 0 ) // slow the enemy down to every nth step
moveLogicalEnemy();
setTimeout(deletePath, 100); // change made by Vedant Das
if ( badstep() ) badsteps++;
else goodsteps++;
drawAgent();
drawEnemy();
updateStatusAfter(); // show status line after moves
if ( agentBlocked() ) // if agent blocked in, run over
{
AB.abortRun = true;
goodsteps = 0; // you score zero as far as database is concerned
musicPause();
soundAlarm();
}
};
AB.world.endRun = function()
{
musicPause();
if ( AB.abortRun ) AB.msg ( " <br> <font color=red> <B> Scarlett Fox trapped. Final score zero. </B> </font> ", 3 );
else AB.msg ( " <br> <font color=green> <B> Run Again!!!. </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
};
// --- 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
}