Code viewer for World: Pac-Man
// Cloned by Cbum on 5 Dec 2022 from World "Zombie Death Baby" by Starter user 
// Please leave this clone trail here.

AB.clockTick       = 100; // Speed of run: Step every n milliseconds. 

AB.maxSteps        = 1000000; // Length of run: Maximum length of run in steps.

AB.screenshotStep  = 200;   
 
AB.drawRunControls = false; // Get rid of the Run/Step/Pause controls
	
//--- Global Variables -------------------------------------------------------
const show3d =  false;	

const gameClock = new THREE.Clock();

const TEXTURE_WALL 	= '/uploads/kevin/maze4.jpg' ;
const TEXTURE_MAZE 	= '/uploads/kevin/maze4.jpg' ;
const TEXTURE_USER = '/uploads/kevin/pacman.png' ;
 
const TEXTURE_GHOST 	= '/uploads/kevin/ghost.png' ;
const TEXTURE_DEAD 	= '/uploads/kevin/deadghost.png' ;
 
const SOUND_GHOST 	= '/uploads/kevin/ghostsiren.mp3';
const SOUND_EATGHOST 	= '/uploads/kevin/eatghost.mp3';

const MUSIC_BACK  = '/uploads/kevin/wakawaka.mp3' ;

const SOUND_GAMEOVER = '/uploads/kevin/gamelose.mp3' ;

const gridsize = 24; // number of squares along side of world	   

const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 7 );

const squaresize 	= 100; // size of square in pixels
const MAXPOS 		= gridsize * squaresize; // length of one side in pixels 
	
const SKYCOLOR 		= 0xddffdd;

const startRadiusConst	 	= MAXPOS * 1 ; // distance from centre to camera
const maxRadiusConst 		= MAXPOS * 10  ; // maximum distance the camera will render things 


//--- CSS Style Used For Score Output: ---------------------------------
const scoreStyle = "font-weight: bold;  font-family: Segoe Print, Comic Sans, Impact, Bolton;";


	const GHOSTS_SPAWN = 2; // how many ghosts will multiply when one is eaten 

	const SCORE_KILL = 100;	// add this to score for every ghost eaten 

	const SCORE_CLOSE = -10;	// add this to score for every step close to a ghost

//--- Change ABWorld defaults: -------------------------------
ABHandler.MAXCAMERAPOS 	= maxRadiusConst ;

ABHandler.GROUNDZERO		= true; // "ground" exists at altitude zero

ABWorld.drawCameraControls = false; 

//--- Skybox: -------------------------------
 const SKYBOX_ARRAY = [										 
                 "/uploads/kevin/uuu4.jpg",
                 "/uploads/kevin/uuu3.jpg",
                 "/uploads/kevin/uuu4.jpg",
                 "/uploads/kevin/uuu2.jpg",
                 "/uploads/kevin/uuu.jpg",
                 "/uploads/kevin/uuu.jpg",
                 ];

 document.write ( ` <style>

    .mybutton 
    {
        border-radius: 0px;
        background-color: darkslategrey;	 
    }
        
    .mybutton:hover { background-color: darkcyan; }

    </style> ` );
 
	var resourcesLoaded = false;
	var splashClicked = false;
	
	

const ACTION_LEFT 			= 0; // in initial view, (smaller-larger) on i axis is aligned with (left-right)
const ACTION_RIGHT 			= 1; // in initial view, (smaller-larger) on j axis is aligned with (away from you - towards you)
const ACTION_UP 			= 2;		 
const ACTION_DOWN 			= 3;
const ACTION_STAYSTILL 		= 4;

const GRID_BLANK 	= 0; // contents of a grid square
const GRID_WALL 	= 1;
const GRID_MAZE 	= 2;
const GRID_USER 	= 3;
const GRID_GHOST		= 4;
const GRID_DEAD		= 5;

var BOXHEIGHT;

var GRID 	= new Array ( gridsize ); // will in fact be a 2D array 

var user;

var ghosts 	= new Array ( 1 ); // start at 1 and increase using array.push()

var wall_texture, user_texture, ghost_texture, dead_texture, maze_texture; 

// User position  
var ai, aj;

var score;

function loadResources()
{
	var loader1 = new THREE.TextureLoader();
	var loader2 = new THREE.TextureLoader();
	var loader3 = new THREE.TextureLoader();
	var loader4 = new THREE.TextureLoader();
	var loader5 = new THREE.TextureLoader();
	
	loader1.load ( TEXTURE_WALL, function ( thetexture )  		
	{
		thetexture.minFilter  = THREE.LinearFilter;
		wall_texture = thetexture;
		if ( asynchFinished() )	initScene();
	});
		
	loader2.load ( TEXTURE_USER, function ( thetexture )  	 
	{
		thetexture.minFilter  = THREE.LinearFilter;
		user_texture = thetexture;
		if ( asynchFinished() )	initScene();		 
	});	
	
	loader3.load ( TEXTURE_GHOST, function ( thetexture )  
	{
		thetexture.minFilter  = THREE.LinearFilter;
		ghost_texture = thetexture;
		if ( asynchFinished() )	initScene();		 
	});
	
	loader4.load ( TEXTURE_MAZE, function ( thetexture )  
	{
		thetexture.minFilter  = THREE.LinearFilter;
		maze_texture = thetexture;
		if ( asynchFinished() )	initScene();		 
	});
		
	loader5.load ( TEXTURE_DEAD, function ( thetexture )  
	{
		thetexture.minFilter  = THREE.LinearFilter;
		dead_texture = thetexture;
		if ( asynchFinished() )	initScene();		 
	});
	
}

function asynchFinished() // all file loads returned 
{
	if ( wall_texture && user_texture && ghost_texture && dead_texture && maze_texture )  return true; 
	else return false;
}	
	
//--- Grid System -------------------------------------------------------------------------------
function occupied ( i, j ) // is this square occupied
{
    return ( GRID[i][j] != GRID_BLANK );
}

// 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;
}

function initScene() // all file loads have returned 
{
	 var i,j, shape, thecube;
	 
	 for ( i = 0; i < gridsize ; i++ ) 
		GRID[i] = new Array(gridsize); // set up GRID as 2D array	 

	// 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 first ghost 
		ghosts[0] = newGhost();				   
	
	// set up User
	// 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;
 	 GRID[i][j] = GRID_USER;

	 shape    = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );			 
	 user = new THREE.Mesh( shape );
	 user.material =  new THREE.MeshBasicMaterial( { map: user_texture } );
	 user.position.copy ( translate(ai,aj) ); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 
	 ABWorld.scene.add(user);


     // finally skybox 
  	 ABWorld.scene.background = new THREE.CubeTextureLoader().load ( SKYBOX_ARRAY,	function() 
	 { 
		ABWorld.render(); 
		
		console.log ( "Resources loaded." );
		resourcesLoaded = true;
	
		if ( resourcesLoaded && splashClicked ) 
			AB.runReady = true; // start run loop
	 });
	 
}

// --- Ghosts -----------------------------------
function newGhost()
{
	var i, j;
	do
	{
	  i = AB.randomIntAtoB(1,gridsize-2);
	  j = AB.randomIntAtoB(1,gridsize-2);
	}
	while ( occupied(i,j) );  	 					// search for empty square 
	 
	GRID[i][j] = GRID_GHOST;
	 
	var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );			 
  	var thecube  = new THREE.Mesh( shape );
	thecube.material = new THREE.MeshBasicMaterial( { map: ghost_texture } );  
	
	thecube.position.copy ( translate(i,j) ); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 

 	ABWorld.scene.add(thecube);

	return ( new Array ( thecube, i, j ) );				// array, object plus i,j position
}

function newGhosts()
{	
	for ( var c=1 ; c <= GHOSTS_SPAWN ; c++ )
	{
		var ghost = newGhost();		  
		ghosts.push ( ghost ); // add to array 
	}	
}

function moveGhosts()
{ 
 for ( var c = 0; c < ghosts.length; c++ )
 { 
	var theghost = ghosts[c][0];
	var ei 		= ghosts[c][1];
	var ej 		= ghosts[c][2];
	var i, j; 
	 
	// move towards User
	// put some randomness in so it won't get stuck with barriers 

	 if ( ei < ai )  i = AB.randomIntAtoB(ei, ei+1); 
	 if ( ei == ai ) i = ei; 
	 if ( ei > ai )  i = AB.randomIntAtoB(ei-1, ei); 

	 if ( ej < aj )  j = AB.randomIntAtoB(ej, ej+1); 
	 if ( ej == aj ) j = ej; 
	 if ( ej > aj )  j = AB.randomIntAtoB(ej-1, ej); 
	 
	 if ( ! occupied(i,j) ) // if no obstacle then move, else just miss a turn for this ghost
	 {
		GRID[ei][ej] = GRID_BLANK;
		GRID[i][j]   = GRID_GHOST;
		theghost.position.copy ( translate(i,j) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 
		ghosts[c] = new Array ( theghost, i, j ); // update list of positions 
 	 }
 }
}

// --- User -----------------------------------
function moveUSER( a )			 
{ 
 var i = ai;
 var j = aj;		 

      if ( a == ACTION_LEFT ) 	i--; // movement caused by user actions
 else if ( a == ACTION_RIGHT ) 	i++;
 else if ( a == ACTION_UP ) 	j++;
 else if ( a == ACTION_DOWN ) 	j--;

 if ( ! occupied(i,j) ) 		// else just miss a turn 
 {
	 GRID[ai][aj] = GRID_BLANK;
	 GRID[i][j]   = GRID_USER;
	 ai = i;
	 aj = j;
	 user.position.copy ( translate(ai,aj) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 
 }
}

// --- User Actions - Keyboard and Touch Handling Functions: ----------------------------------------
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 ( ! ourKeys ( event ) ) return true; 	// if not handling this key, send it to default: 
	
	// else handle it and prevent default:
	if ( event.keyCode == 37 )   moveUSER ( ACTION_LEFT 	);   
    if ( event.keyCode == 38 )   moveUSER ( ACTION_DOWN  	); 	 
    if ( event.keyCode == 39 )   moveUSER ( ACTION_RIGHT 	); 	 
    if ( event.keyCode == 40 )   moveUSER ( ACTION_UP		);   
	
	event.stopPropagation(); event.preventDefault(); return false;
}

var startX, startY; 
var dragevents;		// number of events in the current drag 

function initDrag ( x, y )		// x,y position on screen
{
	if ( tryHitghosts ( x, y ) );	// check if this is a tap not a drag - and if it hits a ghost
};

 function drag ( x, y )			// compare with previous x,y position on screen to get direction of drag
 {
 	if ( ! AB.runReady ) return true; 		// not ready yet 

 	if ( ( dragevents % 4 ) == 0 )		 // slow it down to respond to every nth event - too many events
 	{
 			 if ( x > startX ) 	moveUSER ( ACTION_RIGHT 	);
 		else if ( x < startX ) 	moveUSER ( ACTION_LEFT 	);

 			 if ( y > startY ) 	moveUSER ( ACTION_UP 		);
 		else if ( y < startY ) 	moveUSER ( ACTION_DOWN		);
 	}
	
 	dragevents++;
	
 	startX 	= x;						 
 	startY 	= y;
};

// --- Eat Ghosts and Make New Ones ------------------------------------------------------------------- 
function tryHitghosts ( x, y )		// we did an x,y touch/click, did it hit a ghost 
{
 for ( var c = 0; c < ghosts.length; c++ )
 {
	var theghost = ghosts[c][0];
	var ei 		= ghosts[c][1];
	var ej 		= ghosts[c][2];

	if ( ABWorld.hitsObject ( x, y, theghost ) )	        // detect hit object 
	{
		soundGHOSTDEATH();							// make a noise 

		score = score + SCORE_KILL ;			// increase score 
		 
		GRID[ei][ej] = GRID_DEAD ;    		// stationary obstacle - basically part of the maze now 

		theghost.material = new THREE.MeshBasicMaterial( { map: dead_texture } );  
		
		// remove theghost from array, so it will no longer move 
		ghosts.splice(c,1);			 
		
		// make new ghost / ghosts:
		newGhosts();
		
		return;	// assume only can hit one ghost 
	}
 }
}
    
// --- Game Score -----------------------------------
function GhostClose()			
// is a ghost close to (within one square of) the User
// note because of the wall, co-ordinates at +1 and -1 always exist 
{
 if ( GRID[ai-1][aj-1] == GRID_GHOST ) return true;
 if ( GRID[ai-1][aj]   == GRID_GHOST ) return true;
 if ( GRID[ai-1][aj+1] == GRID_GHOST ) return true;

 if ( GRID[ai][aj-1]   == GRID_GHOST ) return true;
 if ( GRID[ai][aj]     == GRID_GHOST ) return true;
 if ( GRID[ai][aj+1]   == GRID_GHOST ) return true;
 
 if ( GRID[ai+1][aj-1] == GRID_GHOST ) return true;
 if ( GRID[ai+1][aj]   == GRID_GHOST ) return true;
 if ( GRID[ai+1][aj+1] == GRID_GHOST ) return true;
 
 return false;
}

function userBlocked() // User is blocked on the 4 compass sides (not diagonal)
{
 return ( 	occupied (ai-1,aj) 		&& 
			occupied (ai+1,aj)		&&
			occupied (  ai,aj+1)	&&
			occupied (  ai,aj-1) 			);		
} 

AB.world.newRun = function() 
{
	score = 0;

	if ( show3d )
	{
	 BOXHEIGHT = squaresize;
	 ABWorld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR  ); 	
	}	     
	else
	{
	 BOXHEIGHT = 1;
	 ABWorld.init2d ( startRadiusConst, maxRadiusConst, SKYCOLOR  ); 		     
	}
	
	// newRun can run behind intro screen 
	// do not start run loop until resources ready AND intro screen is dismissed 
	AB.runReady = false; 		
	
	loadResources();		// aynch file loads		
							// calls initScene() when it returns 

	// redirect keyboard and touch event handling to my own functions:  

		document.onkeydown 			= keyHandler;
 			
	// override ABHandler default (which is camera control) to use my own functions:

		myControls();
};

function myControls()
{
		ABHandler.initTouchDrag 	= initDrag;
	    ABHandler.touchDrag			= drag
		
		ABHandler.initMouseDrag 	= initDrag;
		ABHandler.mouseDrag			= drag
}

AB.world.nextStep = function ()
{
    var time_remaining = 30;
    var time_elapsed = Math.trunc(gameClock.getElapsedTime());
    var clock = (time_remaining - time_elapsed)
    var timelapsed = "<p>Time Remaining: " +  clock + "s</p>";
    $("#user_span4").html( timelapsed );
    if (clock == 0){
        AB.abortRun = 2;
        soundAlarm();
    } 
    
    
   for ( var c = 0; c < ghosts.length; c++ )
		if ( Math.random() < 0.005 )	
			Ghostsound();						// ghost noises now and then, increasing as no. of ghosts increases 

	if ( ( AB.step % 2 ) == 0 )		moveGhosts();  		// slow ghosts down to every nth step

	if ( GhostClose() )	 score = score + SCORE_CLOSE;		// lose points every step you are close to a ghost 

	AB.msg (" Score: <span style='" + scoreStyle + "'>" + score + "</span>" );		 

	
	  if ( userBlocked() ) // if User blocked in, run over 
	  {
		AB.abortRun = 1;
		musicPause();
		soundAlarm();
	  }
};

AB.world.endRun = function()
{
  musicPause(); 
  AB.newSplash( splashScreenEnd() ), document.getElementById("splashbutton").innerHTML = "Play Again!", document.getElementById("splashbutton").onclick = function () { location.reload() };
};

// --- Background Music ----------------------------------------
var backmusic;
 	
function initMusic()		// called by user interaction 
{
	backmusic = AB.backgroundMusic ( MUSIC_BACK );
}
	
function musicPlay()   { backmusic.play();  }
function musicPause()  { backmusic.pause(); }

// --- Sound Effects ----------------------------------------
	 
var thealarm = new Audio ( SOUND_GAMEOVER );

var ghostsound = new Audio( SOUND_GHOST );
var ghostdeath = new Audio( SOUND_EATGHOST );
										 
function soundAlarm()
{
	thealarm.play();							  
}

function Ghostsound() // allow multiple sounds at same time 
{
	var a = new Audio( SOUND_GHOST );		
	a.play();
}
 
  
function soundGHOSTDEATH() // allow multiple sounds at same time
{
	var a = new Audio( SOUND_EATGHOST );		
	a.play();
}
  
// --- Intro Screen --------------------------------------------------------------
function instructionsHtml() // HTML format string of instructions for intro screen 
{
	var s = "Pac-Man with a twist... Run around the maze from the ghosts whilst clicking them to rack up your points! Game ends when you are trapped by the ghosts or timer runs out!";
	
	if ( AB.onDesktop() ) 	s = s + " Desktop instructions: Arrow keys to move. Click the ghosts to eat them. " ;
	else 					s = s + " Mobile instructions: Touch to move. Touch the ghost to eat them. " ;

	s = s + SCORE_KILL + " points for eating a ghost. " + SCORE_CLOSE + " points for every step you are close to a ghost.";
	return ( s );
}
    // display intro screen with instructions 
	AB.newSplash (instructionsHtml());
	
function splashScreenEnd() {
  if ( AB.abortRun == 1) var e = "<h2> <center> Game Over! You have been eaten! </center> </h2>";
  if ( AB.abortRun == 2) var e = "<h2> <center> Times up! You have survived! </center> </h2>";
  var f = "<h2> Your Final Score: </h2>";
  return e + f + score;
}
// touch on intro screen button will mark multiple audio objects as good for JS to call without further user interaction  
	AB.splashClick ( function ()        
	{		
		thealarm.play();	thealarm.pause();		   

		ghostsound.play();ghostsound.pause();		   

		ghostdeath.play();	ghostdeath.pause();		   

	 	initMusic();

		AB.removeSplash(); // remove intro screen 
		
		splashClicked = true;
		
		if ( resourcesLoaded && splashClicked ) 
			AB.runReady = true; // start run loop 
	});