Code viewer for World: Dragon Ball (clone by David L)

// Cloned by David L on 27 Nov 2022 from World "Dragon Ball" by MENGTE ZHU 
// Please leave this clone trail here.
 

// Cloned by MENGTE ZHU on 14 Nov 2022 from World "Websockets boxes" by Starter user 
// Please leave this clone trail here.
 


// ==== Starter World =================================================================================================
// This code is designed for use on the Ancient Brain site.
// This code may be freely copied and edited by anyone on the Ancient Brain site.
// To include a working run of this program on another site, see the "Embed code" links provided on Ancient Brain.
// ====================================================================================================================


// Demo of Websockets functionality added to a 3D World
// Run with two or more users
// Click button to change a random box's texture on all clients running this World
// Pick a side and compete against an opponent! 

// You can annoy the other player by reloading the page!

 

AB.clockTick       = 100;    

	// Speed of run: Step every n milliseconds. Default 100.
	
AB.maxSteps        = 100000;    

	// Length of run: Maximum length of run in steps. Default 1000.

AB.screenshotStep  = 100;   
  
	// Take screenshot on this step. (All resources should have finished loading.) Default 50.
	
	

 const FILE_ARRAY = [
		"/uploads/chris/download1.jpg",  // array 0 to 4 are the earths 
		"uploads/chris/download1.jpg",
		"/uploads/chris/download1.jpg",
		"/uploads/chris/download1.jpg",
		"/uploads/chris/download1.jpg",
		"/uploads/chris/download1.jpg",
		"/uploads/chris/download1.jpg",
		"/uploads/chris/download1.jpg",
		"/uploads/chris/download1.jpg",
		"/uploads/starter/baby.1.png",  // array 5
		"/uploads/starter/ghost.3.png"  // array 6 
		];
	
	
const SKYCOLOR 	= 0xccffcc;				// a number, not a string 

const ARMYSIZE = 500;       // an "army" of objects 

const objectsize = 0.2;

const WALKSTEP = 0.6;       // bounds of the random move per timestep 
                            // try 50 (vibrating sheet) versus 1000 (cloud)
         
const MAXPOS                = 11;            // start things within these bounds                    
const startRadiusConst	 	= MAXPOS * 1.5;	// distance from centre to start the camera at
const maxRadiusConst 		= MAXPOS * 5;		// maximum distance from camera we will render things  


const SKYBOX_ARRAY = [

                "/uploads/chris/xpos.png",
                "/uploads/chris/xneg.png",
                "/uploads/chris/zpos.png",
                "/uploads/chris/zneg.png",
                "/uploads/chris/yneg.png",
                "/uploads/chris/ypos.png"
                ];
                
 const mixers = [];
 const clock = new THREE.Clock();

ABHandler.MAXCAMERAPOS 		= MAXPOS * 10 ;			// allow camera go far away 

ABWorld.drawCameraControls 	= false; 

AB.drawRunControls 			= false;


    var THEARMY 	= new Array( ARMYSIZE );	

	var textureArray = new Array ( FILE_ARRAY.length );


function loadResources()		// asynchronous file loads - call initScene() when all finished 
{
	for ( var i = 0; i < FILE_ARRAY.length; i++ ) 
	  startFileLoad ( i );						// launch n asynchronous file loads
}

	
function startFileLoad ( n )				// asynchronous file load of texture n 
{
	var loader = new THREE.TextureLoader();

	loader.load ( FILE_ARRAY[n], function ( thetexture )  	 
	{
		thetexture.minFilter  = THREE.LinearFilter;
		textureArray[n] = thetexture;
		if ( asynchFinished() ) initArmy();
	});	
}
 
 
function asynchFinished()		// all file loads returned 
{
	for ( var i = 0; i < FILE_ARRAY.length; i++ ) 
		if ( ! textureArray[i] ) 
			return false;
		
	  return true;
}



function initArmy()		 // called when all textures ready 
{
 var t = 0;
 
 for ( var c=1 ; c <= ARMYSIZE ; c++ )
 {
    //    var shape = new THREE.SphereGeometry ( objectsize, 30, 30 ); 
   var shape = new THREE.BoxGeometry( objectsize, objectsize, objectsize );
  
  	var theobject  = new THREE.Mesh( shape );

  	theobject.position.x = AB.randomIntAtoB ( -MAXPOS, MAXPOS );   	
  	theobject.position.z = AB.randomIntAtoB ( -MAXPOS, MAXPOS );   	
  	theobject.position.y =  0;	
	
// 	var r = AB.randomIntAtoB ( 0, textureArray.length - 1 );    // random texture 
 	var r = AB.randomIntAtoB ( 0, 8 );    			            // random one of the earths
    theobject.material =  new THREE.MeshBasicMaterial ( { map: textureArray[r] } );   

 	ABWorld.scene.add(theobject);
	THEARMY[t] = theobject;	            	// save it for later
	t++; 
 }
 
  // can start the run loop
  
	ABWorld.render();		
  
	AB.removeLoading();
	
  	AB.runReady = true; 
  	
  	AB.msg ( ` <hr> <p> Multi-user game. Pick a side. Click buttons to change boxes on all users' machines. Drag the camera. <p>
  	        <button onclick='baby();'  class=ab-largenormbutton > Baby </button>  
            <button onclick='skull();'  class=ab-largenormbutton > Skull </button> <p> ` );						
}


function moveArmy()		    // move all the objects 
{
 for ( var i = 0; i < THEARMY.length; i++ )
 { 
   if ( THEARMY[i] )		// in case initArmy() not called yet 
   { 
        THEARMY[i].position.x =  THEARMY[i].position.x + AB.randomIntAtoB(-WALKSTEP,WALKSTEP) ;        
        THEARMY[i].position.z =  THEARMY[i].position.z + AB.randomIntAtoB(-WALKSTEP,WALKSTEP) ;
        THEARMY[i].position.y =  THEARMY[i].position.y + AB.randomIntAtoB(-WALKSTEP,WALKSTEP) ;
        ABWorld.scene.add( THEARMY[i] );
   }
 }
}

 // const MUSICFILE = '/uploads/test/StarCommander1.wav';
 // AB.backgroundMusic ( MUSICFILE );


AB.world.newRun = function() 
{
	AB.loadingScreen();

	AB.runReady = false;  

	ABWorld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR  ); 

	loadResources();		// aynch file loads		
							// calls initArmy() when it returns 
							
	initLights();						
	loadModels();
	loadStayModels();
							
	ABWorld.scene.background = new THREE.CubeTextureLoader().load ( SKYBOX_ARRAY );
};


AB.world.nextStep = function()
{
    const delta = clock.getDelta();
    mixers.forEach( ( mixer ) => { mixer.update( delta ); } );
 	moveArmy();
};

function loadModels() 
{
  const loader = new THREE.GLTFLoader();

  const onLoad = ( gltf, position ) => 
  {
    const model = gltf.scene.children[ 0 ];
     model.position.copy( position );

      const animation = gltf.animations[ 0 ];

      const mixer = new THREE.AnimationMixer( model );
      mixers.push( mixer );

      const action = mixer.clipAction( animation );
      action.play();

    ABWorld.scene.add( model );
  };
     
     const gokuPosition  = new THREE.Vector3 ( 12, 0, 0);
     const buuPosition    = new THREE.Vector3 ( 9, 0, 6 );
 // can load 3D models of other user:
  
  loader.load ( '/uploads/chris/goku_rigged__animated.glb', gltf => onLoad ( gltf, gokuPosition ) );
  loader.load ( '/uploads/chris/kid_buu.glb',   gltf => onLoad ( gltf, buuPosition )   );
  
}

function loadStayModels()
{
  const Sloader = new THREE.GLTFLoader();

  const SonLoad = ( gltf, Sposition ) => 
  {
    const Smodel = gltf.scene.children[ 0 ];
     Smodel.position.copy( Sposition );

    ABWorld.scene.add( Smodel );
  };
     const vegettoPosition    = new THREE.Vector3 ( 0,   0,  0);
     const brolyPosition    = new THREE.Vector3 ( 0,   1, -8 );
     const smallgokuPosition = new THREE.Vector3(-4, 5, -16);
     const dragonPosition = new THREE.Vector3( 0, 0, 0 );
     const androidPosition    = new THREE.Vector3 ( -3, 0, 10 );
     
     
  // Sloader.load ( '/uploads/chris/vegetto.glb', gltf => SonLoad ( gltf, vegettoPosition ) );
  Sloader.load ( '/uploads/chris/bulma_-_dragon_ball.glb', gltf => SonLoad ( gltf, brolyPosition ) );
  Sloader.load ( '/uploads/chris/son_goku_and_kintoun_nimbus.glb', gltf => SonLoad ( gltf, smallgokuPosition ) );
  Sloader.load ( '/uploads/chris/kame_house.glb', gltf => SonLoad ( gltf, dragonPosition ) );
  Sloader.load ( '/uploads/chris/dragon_ball_z_-_android_18.glb', gltf => SonLoad ( gltf, androidPosition ) );
  
}

function initLights() 
// the lights are needed to show up models
{
  const ambientLight = new THREE.AmbientLight( 0xffffff, 1 );
  ABWorld.scene.add( ambientLight );

  const frontLight = new THREE.DirectionalLight( 0xffffff, 1 );
  frontLight.position.set( 10, 10, 10 );

  const backLight = new THREE.DirectionalLight( 0xffffff, 1 );
  backLight.position.set( -10, 10, -10 );

  ABWorld.scene.add( frontLight, backLight );
}

//--- Socket functionality -----------------------------------------------------

// start socket

AB.socketStart();


// functions called by buttons
// baby and skull are textures 5 and 6 in the array:

function baby()  {    changeBox(9);    AB.socketOut (9); }
function skull() {    changeBox(10);    AB.socketOut (10); }


function changeBox(n)   // change a random box to texture n (5 or 6) 
{
    var i = AB.randomIntAtoB ( 0, THEARMY.length - 1 );     // pick a random box to change 
    THEARMY[i].material =  new THREE.MeshBasicMaterial ( { map: textureArray[n] } );   
}

AB.socketIn = function(n)       // incoming data on socket, i.e. clicks of other player 
{
    if ( ! AB.runReady ) return;
    changeBox(n);
};