//This world and its associated minds are my submission for the CA318 continuous assessment project.
//The world is the game Minesweeper - hopefully you have some familiarity with the basic rules.
// Minds:
// "No AI" provides no instructions from the mind, allowing the user to directly control the pointer
// "Stupid AI" moves and reveals tiles entirely randomly, and provides context for the more intelligent mind
// "Smarter AI" provides small improvements that can make a big dent on average score.
// Firstly, the revealing of spaces is more spread out, which is better in Minesweeper -
// the stupid AI tends towards concentrated clusters of revealed tiles, which often means tripping a mine quicker.
// the main difference is that the smart AI takes advantage of ACTION_SCAN, which quickly deals with 0 blocks to break open large swathes of board.
// Hope you enjoy playing around with it!
// World must define these:
const CLOCKTICK = 100; // speed of run - move things every n milliseconds
const MAXSTEPS = 1000000; // length of a run before final score
//---- global constants: -------------------------------------------------------
//Welcome message! I wish I could have formatted this better, but however this system saves converts n (newline) into just an n character.
confirm("This game is based on the Windows classic Minesweeper. For the rules, check out the Wikipedia page. CONTROLS: UP/DOWN/LEFT/RIGHT: Move pointer. SPACEBAR: Uncover tile. S: Uncover large spaces quickly. Use this whenever you come across a blank space, basically. I hope you enjoy!")
//I didn't use this, but I think it might turn up elsewhere, so I've left it in to avoid stupid errors.
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 10 );
// Getting to choose the size of your board was always an important part fo the game for me
// so I wanted to make it nice and dynamic for the user without having to fiddle with code
//It's worth noting that the game crashes if you try to exceed 365 gridsize. I figured that was a reasonable size and didn't try to fix it.
var gridsize = Number(prompt("How big should the grid be?", "9")) + 2;
var numboxes = prompt("How many mines?", "10" );
var safetiles = Math.pow((Number(gridsize) -2), 2) - numboxes;
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;
const ACTION_REVEAL = 5; // uncovers a tile
const ACTION_FLAG = 6; // places a flag on a space to help you remember it has a mine on it. Unused, as I couldn't get it working
const ACTION_SCAN = 7; // handles 0 blocks quickly.
// 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_ZERO_BLOCKS = 0;
const GRID_ONE_BLOCKS = 1;
const GRID_TWO_BLOCKS = 2;
const GRID_THREE_BLOCKS = 3;
const GRID_FOUR_BLOCKS = 4;
const GRID_FIVE_BLOCKS = 5;
const GRID_SIX_BLOCKS = 6;
const GRID_SEVEN_BLOCKS = 7;
const GRID_EIGHT_BLOCKS = 8;
const GRID_NINE_BLOCKS = 9;
const GRID_BLANK = 10;
const GRID_WALL = 11;
const GRID_MINES = 12;
// --- 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 COVER = new Array(gridsize); // this is going to be a 2D array too. It's for the blocks that go on top of the numbers and mines
var WALLS = new Array ( 4 * gridsize ); // need to keep handles to wall and maze objects so can find them later to paint them
var MINES = new Array (numboxes);
var explosion = false; //bool to check whether you've revealed a mine - triggers endgame.
//keep tabs on all the special blocks
var ZERO_BLOCKS = new Array(gridsize*gridsize);
var ONE_BLOCKS = new Array(gridsize*gridsize);
var TWO_BLOCKS = new Array(gridsize*gridsize);
var THREE_BLOCKS = new Array(gridsize*gridsize);
var FOUR_BLOCKS = new Array(gridsize*gridsize);
var FIVE_BLOCKS = new Array(gridsize*gridsize);
var SIX_BLOCKS = new Array(gridsize*gridsize);
var SEVEN_BLOCKS = new Array(gridsize*gridsize);
var EIGHT_BLOCKS = new Array(gridsize*gridsize);
var theagent;
// agent position on squares
var ai, aj;
var score = 0; // this keeps track of how many tiles you've uncovered without revealing a mine.
var step;
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 ) // this has basically become "are you a wall?", but I didn't change the name because I didn't want to go searching through the code for all the times I'd have to change it
{
if ( ( ai == i ) && ( aj == j ) ) return true;
if ( GRID[i][j] == GRID_WALL ) return true; // fixed objects
return false;
}
function isWall ( i, j ) // is this square a wall?
{
if ( GRID[i][j] == GRID_WALL ) return true; // fixed objects
return false;
}
function isMine ( i, j ) // is this square a mine?
{
if ( GRID[i][j] == GRID_MINES ) return true; // fixed objects
return false;
}
function mineSurround( i, j) // checks how many mines are in a space's surroundings.
{
var nummines = 0;
//top row
if(isMine(i+1, j+1))
nummines = nummines + 1;
if(isMine(i+1, j))
nummines = nummines + 1;
if(isMine(i+1, j-1))
nummines = nummines + 1;
//middle row
if(isMine(i, j+1))
nummines = nummines + 1;
if(isMine(i, j-1))
nummines = nummines + 1;
//bottom row
if(isMine(i-1, j+1))
nummines = nummines + 1;
if(isMine(i-1, j))
nummines = nummines + 1;
if(isMine(i-1, j-1))
nummines = nummines + 1;
return nummines;
}
//remove a cover block to reveal what's underneath.
function revealCover(i, j)
{
if(COVER[i][j].position.y == (0-(squaresize)) && GRID[i][j] !== 11)
{
COVER[i][j].position.y = (0-(3*squaresize));
if(GRID[i][j] == GRID_MINES)
{
revealBombs()
explosion = true;
}
else
score++;
}
}
//just something for fail-state flair
function revealBombs()
{
for(var i = 0; i < gridsize; i++)
for(var j = 0; j < gridsize; j++)
{
if(GRID[i][j] == GRID_MINES)
COVER[i][j].position.y = (0-(3*squaresize));
}
}
// couldn't get this to work, in the end.
// I've just commented it out instead of removing the code completely
function addFlag(i, j, material)
{/*
var thecube = COVER[i][j]
thecube.material = material;*/
}
//handles 0 blocks
function scanBoard()
{
for(var count = 0; count < 10; count++)
{
for(var i = 0; i < gridsize; i++)
for(var j = 0; j < gridsize; j++)
{
if(GRID[i][j] == 0 && COVER[i][j].position.y == (0-3*squaresize))
revealSurround(i, j);
}
}
}
//reveals all tiles surrounding a given space.
function revealSurround(i, j)
{
revealCover(i+1, j+1);
revealCover(i+1, j);
revealCover(i+1, j-1);
//middle row
revealCover(i, j+1);
revealCover(i, j-1);
//bottom row
revealCover(i-1, j+1);
revealCover(i-1, j);
revealCover(i-1, j-1);
}
// 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/posx.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/negx.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/posy.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/negy.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/posz.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/negz.jpg" ), 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
}
*/
// This does the file read the old way using loadTexture.
// (todo) Change to asynchronous TextureLoader. A bit complex:
// Make blank skybox. Start 6 asynch file loads to call 6 return functions.
// Each return function checks if all 6 loaded yet. Once all 6 loaded, paint the skybox.
// --- alternative skyboxes: ------------------------------
// space skybox, credit:
// http://en.spaceengine.org/forum/21-514-1
// x,y,z labelled differently
// I liked this skybox best!
var materialArray = [
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/sky_pos_z.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/sky_neg_z.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/sky_pos_y.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/sky_neg_y.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/sky_pos_x.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/sky_neg_x.jpg" ), 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
}
/*
// urban photographic skyboxes, credit:
// http://opengameart.org/content/urban-skyboxes
var materialArray = [
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/posx.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/negx.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/posy.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/negy.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/posz.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/negz.jpg" ), side: THREE.BackSide } ) ),
];
*/
// --- asynchronous load textures from file ----------------------------------------
// credits:
// http://commons.wikimedia.org/wiki/File:Old_door_handles.jpg?uselang=en-gb
// https://commons.wikimedia.org/wiki/Category:Pac-Man_icons
// https://commons.wikimedia.org/wiki/Category:Skull_and_crossbone_icons
// http://en.wikipedia.org/wiki/File:Inscription_displaying_apices_(from_the_shrine_of_the_Augustales_at_Herculaneum).jpg
// loader return can call private function
// Lots of new textures here. Everything is either made by me or found through google Image Search, marked for re-use with modification.
// It's probably not an issue, but better safe than sorry.
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/rimple/explosion-153710_960_720.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintMines ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
} );
var loader3 = new THREE.TextureLoader();
loader3.load ( '/uploads/rimple/red_flag.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
theagent.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader5 = new THREE.TextureLoader();
loader5.load ( '/uploads/rimple/grey2.jpg', function (thetexture) {
thetexture.minFilter = THREE.LinearFilter;
paintZeroBlocks ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
})
var loader6 = new THREE.TextureLoader();
loader6.load ( '/uploads/rimple/grey_1block.jpg', function (thetexture) {
thetexture.minFilter = THREE.LinearFilter;
paintOneBlocks ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
})
var loader7 = new THREE.TextureLoader();
loader7.load ( '/uploads/rimple/grey_2block.jpg', function (thetexture) {
thetexture.minFilter = THREE.LinearFilter;
paintTwoBlocks ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
})
var loader8 = new THREE.TextureLoader();
loader8.load ( '/uploads/rimple/grey_3block.jpg', function (thetexture) {
thetexture.minFilter = THREE.LinearFilter;
paintThreeBlocks ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
})
var loader9 = new THREE.TextureLoader();
loader9.load ( '/uploads/rimple/grey_4block.jpg', function (thetexture) {
thetexture.minFilter = THREE.LinearFilter;
paintFourBlocks ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
})
var loader10 = new THREE.TextureLoader();
loader10.load ( '/uploads/rimple/grey_5block.jpg', function (thetexture) {
thetexture.minFilter = THREE.LinearFilter;
paintFiveBlocks ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
})
var loader11 = new THREE.TextureLoader();
loader11.load ( '/uploads/rimple/grey_6block.jpg', function (thetexture) {
thetexture.minFilter = THREE.LinearFilter;
paintSixBlocks ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
})
var loader12 = new THREE.TextureLoader();
loader12.load ( '/uploads/rimple/grey_7block-copy.jpg', function (thetexture) {
thetexture.minFilter = THREE.LinearFilter;
paintSevenBlocks ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
})
var loader13 = new THREE.TextureLoader();
loader13.load ( '/uploads/rimple/grey_8block.jpg', function (thetexture) {
thetexture.minFilter = THREE.LinearFilter;
paintEightBlocks ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
})
var loader14 = new THREE.TextureLoader();
loader14.load ( '/uploads/rimple/blue-pattern.jpg', function (thetexture) {
thetexture.minFilter = THREE.LinearFilter;
paintCover ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
})
var loader14 = new THREE.TextureLoader();
loader14.load ( '/uploads/rimple/red_flag.jpg', function (thetexture) {
thetexture.minFilter = THREE.LinearFilter;
addFlag ( ai, aj, 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 ) )
{
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 initLogicalMines() // set up the locations of the mines. Based on the maze creation method, with slight modifications
{
for ( var c=1 ; c <= numboxes ; c++ )
{
var i = randomintAtoB(1,gridsize-2); // inner squares are 1 to gridsize-2
var j = randomintAtoB(1,gridsize-2);
while(isMine(i, j))
{
var i = randomintAtoB(1,gridsize-2); // inner squares are 1 to gridsize-2
var j = randomintAtoB(1,gridsize-2);
}
GRID[i][j] = GRID_MINES ;
}
}
function initThreeMines()
{
var t = 0;
for (var i = 0; i < gridsize ; i++)
for (var j = 0; j < gridsize ; j++)
if ( GRID[i][j] == GRID_MINES )
{
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 );
thecube.position.z = translate ( j * squaresize );
thecube.position.y = 0-(2*squaresize);
threeworld.scene.add(thecube);
MINES[t] = thecube; // save it for later
t++;
}
}
function paintMines ( material )
{
for ( var i = 0; i < MINES.length; i++ )
{
if ( MINES[i] ) MINES[i].material = material;
}
}
// Adds in all the numbered blocks! I thought this would be much more complicated than it turned out to be
function initLogicalNumberBlocks()
{
for(var i = 0; i < gridsize; i++)
{
for(var j = 0; j < gridsize; j++)
{
if(GRID[i][j] == 10)
GRID[i][j] = mineSurround(i,j);
}
}
}
//----------------------------------------------------------------------------------------------------------------
//initialise all the numbered blocks to fill the grid, plus the cover blocks
//----------------------------------------------------------------------------------------------------------------
function initThreeZeroBlocks()
{
var t = 0;
for (var i = 0; i < gridsize ; i++)
for (var j = 0; j < gridsize ; j++)
if ( GRID[i][j] == GRID_ZERO_BLOCKS)
{
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 );
thecube.position.z = translate ( j * squaresize );
thecube.position.y = 0-(2*squaresize);
threeworld.scene.add(thecube);
ZERO_BLOCKS[t] = thecube; // save it for later
t++;
}
}
function initThreeOneBlocks()
{
var t = 0;
for (var i = 0; i < gridsize ; i++)
for (var j = 0; j < gridsize ; j++)
if ( GRID[i][j] == GRID_ONE_BLOCKS)
{
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 );
thecube.position.z = translate ( j * squaresize );
thecube.position.y = 0-(2*squaresize);
threeworld.scene.add(thecube);
ONE_BLOCKS[t] = thecube; // save it for later
t++;
}
}
function initThreeTwoBlocks()
{
var t = 0;
for (var i = 0; i < gridsize ; i++)
for (var j = 0; j < gridsize ; j++)
if ( GRID[i][j] == GRID_TWO_BLOCKS)
{
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 );
thecube.position.z = translate ( j * squaresize );
thecube.position.y = 0-(2*squaresize);
threeworld.scene.add(thecube);
TWO_BLOCKS[t] = thecube; // save it for later
t++;
}
}
function initThreeThreeBlocks()
{
var t = 0;
for (var i = 0; i < gridsize ; i++)
for (var j = 0; j < gridsize ; j++)
if ( GRID[i][j] == GRID_THREE_BLOCKS)
{
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 );
thecube.position.z = translate ( j * squaresize );
thecube.position.y = 0-(2*squaresize);
threeworld.scene.add(thecube);
THREE_BLOCKS[t] = thecube; // save it for later
t++;
}
}
function initThreeFourBlocks()
{
var t = 0;
for (var i = 0; i < gridsize ; i++)
for (var j = 0; j < gridsize ; j++)
if ( GRID[i][j] == GRID_FOUR_BLOCKS)
{
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 );
thecube.position.z = translate ( j * squaresize );
thecube.position.y = 0-(2*squaresize);
threeworld.scene.add(thecube);
FOUR_BLOCKS[t] = thecube; // save it for later
t++;
}
}
function initThreeFiveBlocks()
{
var t = 0;
for (var i = 0; i < gridsize ; i++)
for (var j = 0; j < gridsize ; j++)
if ( GRID[i][j] == GRID_FIVE_BLOCKS)
{
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 );
thecube.position.z = translate ( j * squaresize );
thecube.position.y = 0-(2*squaresize);
threeworld.scene.add(thecube);
FIVE_BLOCKS[t] = thecube; // save it for later
t++;
}
}
function initThreeSixBlocks()
{
var t = 0;
for (var i = 0; i < gridsize ; i++)
for (var j = 0; j < gridsize ; j++)
if ( GRID[i][j] == GRID_SIX_BLOCKS)
{
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 );
thecube.position.z = translate ( j * squaresize );
thecube.position.y = 0-(2*squaresize);
threeworld.scene.add(thecube);
SIX_BLOCKS[t] = thecube; // save it for later
t++;
}
}
function initThreeSevenBlocks()
{
var t = 0;
for (var i = 0; i < gridsize ; i++)
for (var j = 0; j < gridsize ; j++)
if ( GRID[i][j] == GRID_SEVEN_BLOCKS)
{
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 );
thecube.position.z = translate ( j * squaresize );
thecube.position.y = 0-(2*squaresize);
threeworld.scene.add(thecube);
SEVEN_BLOCKS[t] = thecube; // save it for later
t++;
}
}
function initThreeEightBlocks()
{
var t = 0;
for (var i = 0; i < gridsize ; i++)
for (var j = 0; j < gridsize ; j++)
if ( GRID[i][j] == GRID_EIGHT_BLOCKS)
{
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 );
thecube.position.z = translate ( j * squaresize );
thecube.position.y = 0-(2*squaresize);
threeworld.scene.add(thecube);
EIGHT_BLOCKS[t] = thecube; // save it for later
t++;
}
}
function initThreeCover()
{
var t = 0;
for(var i = 0; i < gridsize; i++)
{
COVER[i] = new Array(gridsize); // each element is an array
for(var j = 0; j < gridsize; j++)
{
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 );
thecube.position.z = translate ( j * squaresize );
thecube.position.y = 0-(squaresize);
threeworld.scene.add(thecube);
COVER[i][j] = thecube; // save it for later
t++;
}
}
}
//----------------------------------------------------------------------------------------------------------------
// Paint all of the numbered and cover blocks
//----------------------------------------------------------------------------------------------------------------
function paintZeroBlocks ( material )
{
for ( var i = 0; i < ZERO_BLOCKS.length; i++ )
{
if ( ZERO_BLOCKS[i] ) ZERO_BLOCKS[i].material = material;
}
}
function paintOneBlocks ( material )
{
for ( var i = 0; i < ONE_BLOCKS.length; i++ )
{
if ( ONE_BLOCKS[i] ) ONE_BLOCKS[i].material = material;
}
}
function paintTwoBlocks ( material )
{
for ( var i = 0; i < TWO_BLOCKS.length; i++ )
{
if ( TWO_BLOCKS[i] ) TWO_BLOCKS[i].material = material;
}
}
function paintThreeBlocks ( material )
{
for ( var i = 0; i < THREE_BLOCKS.length; i++ )
{
if ( THREE_BLOCKS[i] ) THREE_BLOCKS[i].material = material;
}
}
function paintFourBlocks ( material )
{
for ( var i = 0; i < FOUR_BLOCKS.length; i++ )
{
if ( FOUR_BLOCKS[i] ) FOUR_BLOCKS[i].material = material;
}
}
function paintFiveBlocks ( material )
{
for ( var i = 0; i < FIVE_BLOCKS.length; i++ )
{
if ( FIVE_BLOCKS[i] ) FIVE_BLOCKS[i].material = material;
}
}
function paintSixBlocks ( material )
{
for ( var i = 0; i < SIX_BLOCKS.length; i++ )
{
if ( SIX_BLOCKS[i] ) SIX_BLOCKS[i].material = material;
}
}
function paintSevenBlocks ( material )
{
for ( var i = 0; i < SEVEN_BLOCKS.length; i++ )
{
if ( SEVEN_BLOCKS[i] ) SEVEN_BLOCKS[i].material = material;
}
}
function paintEightBlocks ( material )
{
for ( var i = 0; i < EIGHT_BLOCKS.length; i++ )
{
if ( EIGHT_BLOCKS[i] ) EIGHT_BLOCKS[i].material = material;
}
}
function paintCover ( material )
{
for ( var i = 0; i < COVER.length; i++ )
{
for(var j = 0; j < COVER.length; j++)
{
if ( COVER[i][j] ) COVER[i][j].material = material;
}
}
}
//--------------------------------------------------------------------------------------------------------
// --- enemy removed, not necessary -----------------------------------
// --- agent functions -----------------------------------
function drawAgent() // given ai, aj, draw it
{
var x = translate ( ai * squaresize );
var z = translate ( aj * squaresize );
var y = 0;
theagent.position.x = x;
theagent.position.y = y;
theagent.position.z = z;
threeworld.scene.add(theagent);
threeworld.follow.copy ( theagent.position ); // follow vector = agent position (for camera following agent)
}
function initLogicalAgent()
{
// 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
ai = i;
aj = j;
}
function initThreeAgent()
{
var shape = new THREE.SphereGeometry(12, 200, 200, 0, Math.PI * 2, 0, Math.PI * 2); //making it a small, brightly coloured circle allows the player to see the revealed tile immediately.
theagent = new THREE.Mesh( shape );
theagent.material.color.setHex( BLANKCOLOR );
drawAgent();
}
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_REVEAL) revealCover(i, j); //removes a cover block
else if ( a == ACTION_FLAG) addFlag(i, j); // places a flag. unused.
else if ( a == ACTION_SCAN) scanBoard(); // deals with 0 blocks.
if ( ! isWall(i,j) )
{
ai = i;
aj = j;
}
}
function keyHandler(e)
// user control
// Note that this.takeAction(a) is constantly running at same time, redrawing the screen.
{
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_REVEAL ); // spacebar
if (e.keyCode == 70) moveLogicalAgent ( ACTION_FLAG ); // F key (useless in final)
if (e.keyCode == 83) moveLogicalAgent ( ACTION_SCAN ); // S key
}
// --- score: -----------------------------------
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 = self.getState();
var status = " Step: <b> " + step + " </b> x = (" + x.toString() + ") a = (" + a + ") ";
$("#user_span3").html( status );
}
function updateStatusAfter() // agent and enemy have moved, can calculate score
{
// new state after both have moved
var y = self.getState();
var status = " y = (" + y.toString() + ") <BR> ";
$("#user_span4").html( status );
var score = self.getScore();
var status = " Safe tiles revealed: " + score;
$("#user_span5").html( status );
}
function getLogicalGrid()
{
var gridstring = "";
for(var i = 0; i < gridsize; i++)
{
for(var j = 0; j < gridsize; j++)
{
gridstring = gridstring + "[" + GRID[i][j]+ "]";
}
gridstring = gridstring + "n";
}
return gridstring
}
//--- public functions / interface / API ----------------------------------------------------------
this.endCondition; // If set to true, run will end.
var firstClear; // Avoids spamming the user with "You win!" messages"
this.newRun = function()
{
// (subtle bug) must reset variables like these inside newRun (in case do multiple runs)
firstClear = true;
this.endCondition = false;
step = 0;
// for all runs:
initGrid();
initLogicalWalls();
initLogicalMines();
initLogicalNumberBlocks();
initLogicalAgent();
//confirm("Configuration: n" + getLogicalGrid()); <---good for debugging, but looks like garbage. Again, the newline just changes to an n
// for graphical runs only:
// all the same, with the addition of extra blocks to the init statements
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();
initThreeMines();
initThreeZeroBlocks();
initThreeOneBlocks();
initThreeTwoBlocks();
initThreeThreeBlocks();
initThreeFourBlocks();
initThreeFiveBlocks();
initThreeSixBlocks();
initThreeSevenBlocks();
initThreeEightBlocks();
initThreeCover();
initThreeAgent();
// 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;
}
};
//removed enemy details, since the enemy doesn't exist any more
this.getState = function()
{
var x = [ ai, aj];
return ( x );
};
this.takeAction = function ( a )
{
step++;
if ( true )
updateStatusBefore(a); // show status line before moves
moveLogicalAgent(a);
if ( true )
{
drawAgent();
updateStatusAfter(); // show status line after moves
}
if ( explosion ) // if you've revealed a mine, game over.
{
this.endCondition = true;
if ( true )
{
musicPause();
soundAlarm();
}
}
// Tried to make this a hard game-ender, but couldn't make it work.
// In the end, I think I like the little pop-up message better.
if(score == safetiles && firstClear)
{
confirm("Congratulations, you've cleared the board! Restart to play again.");
firstClear = false;
}
};
this.endRun = function()
{
if ( true )
{
musicPause();
if ( this.endCondition )
$("#user_span6").html( " <font color=red> <B> You have died on the fields of a senseless war. Your loved ones will be notified if they can identify the body. </B> </font> " ); //A bit of flavour never hurt
else
$("#user_span6").html( " <font color=green> <B> Run over. </B> </font> " );
}
};
this.getScore = function()
{
return ( score );
};
}
//---- 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
//I basically took out all the music, as it was driving me nuts.
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();
*/}
//alarm changed to an explosion to be thematically fitting.
function soundAlarm()
{
var x = "<audio src=/uploads/rimple/explosion.mp3 autoplay > </audio>"; //source: https://www.youtube.com/watch?v=XjOtGgxaX5g
$("#user_span2").html( x );
}