// No actual World-Mind problem
// Just blank space for Three.js experiments
// Ignores Mind actions
const CLOCKTICK = 100; // speed of run - move things every n milliseconds
const MAXSTEPS = 1000; // length of a run before final score
const ARMYSIZE = 30; // an "army" of objects
const objectsize = 300 ;
const WALKSTEP = 30; // bounds of the random move per timestep
// try 50 (vibrating sheet) versus 1000 (cloud)
const MAXPOS = 4000 ; // start things within these bounds
const startRadiusConst = MAXPOS * 2 ; // distance from centre to start the camera at
const maxRadiusConst = MAXPOS * 5 ; // maximum distance from camera we will render things
const SKYCOLOR = 0xffffff; // a number, not a string
function randomfloatAtoB ( A, B )
{
return ( A + ( Math.random() * (B-A) ) );
}
function randomintAtoB ( A, B )
{
return ( Math.round ( randomfloatAtoB ( A, B ) ) );
}
function World() {
var THEARMY = new Array( ARMYSIZE );
function initArmy()
{
var t = 0;
for ( var c=1 ; c <= ARMYSIZE ; c++ )
{
// other use of comments - choice of different lines of code
// "comment out" the code we're not using
// var shape = new THREE.SphereGeometry ( objectsize, 10, 10 );
var shape = new THREE.BoxGeometry( objectsize, objectsize, objectsize );
var theobject = new THREE.Mesh( shape );
theobject.position.x = randomintAtoB ( -MAXPOS, MAXPOS );
theobject.position.z = randomintAtoB ( -MAXPOS, MAXPOS );
theobject.position.y = randomintAtoB ( -MAXPOS, MAXPOS );
threeworld.scene.add(theobject);
THEARMY[t] = theobject; // save it for later
t++;
}
}
function paintArmy() // paint objects with random textures
{
var textureArray = [
( new THREE.ImageUtils.loadTexture( "/uploads/james/minecraftgreenore.jpg" ) ),
( new THREE.ImageUtils.loadTexture( "/uploads/james/stoneblock.jpg" ) ),
( new THREE.ImageUtils.loadTexture( "/uploads/james/dirt.jpg" ) )
];
for ( var i = 0; i < textureArray.length; i++ ) // for all textures
{
textureArray[i].minFilter = THREE.LinearFilter;
}
for ( var i = 0; i < THEARMY.length; i++ ) // for all objects
{
if ( THEARMY[i] )
{
var t = randomintAtoB ( 0, textureArray.length - 1 ); // random texture
// var t = 1;
THEARMY[i].material = new THREE.MeshBasicMaterial ( { map: textureArray[t] } );
}
}
}
function moveArmy() // move all the objects
{
for ( var i = 0; i < THEARMY.length; i++ )
{
if ( THEARMY[i] )
{
THEARMY[i].position.x = THEARMY[i].position.x + randomintAtoB(-WALKSTEP,WALKSTEP) ;
THEARMY[i].position.z = THEARMY[i].position.z + randomintAtoB(-WALKSTEP,WALKSTEP) ;
THEARMY[i].position.y = THEARMY[i].position.y + randomintAtoB(-WALKSTEP,WALKSTEP) ;
threeworld.scene.add( THEARMY[i] );
}
}
}
this.endCondition;
this.newRun = function()
{
this.endCondition = false;
threeworld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
initArmy();
paintArmy();
// comment out for random coloured objects
};
this.getState = function()
{
return ( null );
};
this.takeAction = function ( a )
{
moveArmy();
};
this.endRun = function()
{
};
this.getScore = function()
{
return 0;
};
}