//PLEASE READ!
/*
In this World I have decided not to use models for the enemy and the agent, as collecting the gold seems
to work better & be easier to judge as a human when your agent is also a square.
I won't explain the world in detail as it has already been done in the AI version.
Same rules apply but use WASD to move, and spacebar to teleport randomly.
*/
// =============================================================================================
// World must define these:
const CLOCKTICK = 100; // speed of run - move things every n milliseconds
const MAXSTEPS = 730; // length of a run before final score
//---- global constants: -------------------------------------------------------
const gridsize = 50; // number of squares along side of world
const NOBOXES = Math.trunc ( 40);
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 * 1 ; // distance from centre to start the camera at
const skyboxConst = MAXPOS * 1 ; // where to put skybox
const maxRadiusConst = MAXPOS * 5 ; // 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;
// 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;
// --- 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() {
var BOXHEIGHT; // 3d or 2d box height
var GRID = new Array(gridsize);
var WALLS = new Array ( 4 * gridsize );
var MAZE = new Array ( NOBOXES*4);
var theagent, theenemy;
// enemy and agent position on squares
var ei, ej, ai, aj;
var badsteps;
var goodsteps;
var step;
var self = this;
//
var enemies = [];
var mats = [];
var enemyRangeX = 5000;
var enemyRangeY = 3000;
var enemySpeed = 3;
var radius = 15000;
var nboxes = 3;
geometry = new THREE.SphereGeometry( 650, 700, 700 );
material = new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture('/uploads/rossfraney3/hil.jpg' )} );
material2 = new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture('/uploads/rossfraney3/tp.jpg' )} );
material3 = new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture('/uploads/rossfraney3/earthbare.jpg' )});
materialfire = new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture('/uploads/rossfraney3/fire.jpg' )});
mats.push(material);
mats.push(material2);
mats.push(material3);
var params = {opacity: 0.25};
function initGrid()
{
for (var i = 0; i < gridsize ; i++)
{
GRID[i] = new Array(gridsize);
for (var j = 0; j < gridsize ; j++)
{
GRID[i][j] = GRID_BLANK ;
}
}
}
function occupied ( i, j )
{
if ( ( ei == i ) && ( ej == j ) ) return true;
if ( ( ai == i ) && ( aj == j ) ) return true;
if ( GRID[i][j] == GRID_WALL ) return true;
return false;
}
function translate ( x )
{
return ( x - ( MAXPOS/2 ) );
}
//--- skybox ----------------------------------------------------------------------------------------------
function initSkybox()
{
var skyGeometry = new THREE.SphereGeometry ( 2000, 60, 40 );
var uniforms = { texture: { type: 't', value: THREE.ImageUtils.loadTexture('sky.jpg')}};
var skyMaterial = new THREE.MeshBasicMaterial({ map: THREE.ImageUtils.loadTexture('/uploads/rossfraney3/ESO1.jpg')});
var theskybox = new THREE.Mesh ( skyGeometry, skyMaterial );
theskybox.scale.set(-5, 5, 5);
theskybox.eulerOrder = 'XYZ'
theskybox.renderDepth = 1000.0;
threeworld.scene.add( theskybox );
var light = new THREE.PointLight(0xffffff);
light.position.set(0,250,0);
threeworld.scene.add(light); //add light to world (From a nearby star, obviously)
var floorMaterial = new THREE.MeshBasicMaterial( {map: THREE.ImageUtils.loadTexture('/uploads/rossfraney3/map.png'), side:THREE.DoubleSide, opacity:params.opacity, transparent: true} );
var floorGeometry = new THREE.PlaneGeometry(5000, 5000, 10, 10);
var floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.position.y = -50;
floor.position.x = -50;
floor.rotation.x = Math.PI / 2;
threeworld.scene.add(floor);
/*for(var i = 0; i<nboxes; i++){
var cube = new THREE.Mesh( geometry, mats[i] );
threeworld.scene.add( cube );
cube.position.set(radius/2 - radius * Math.random(), radius/2 - radius * Math.random(), radius/2 - radius * Math.random());
enemies.push( cube );
}*/
var hillplan = new THREE.Mesh( geometry, mats[0] );
threeworld.scene.add( hillplan );
hillplan.position.set(-1000, 500, -5000);
enemies.push( hillplan );
var donaldplan = new THREE.Mesh( geometry, mats[1] );
threeworld.scene.add( donaldplan );
donaldplan.position.set(1000, 500, -5000);
enemies.push( donaldplan );
var earth = new THREE.Mesh( geometry, mats[2] );
threeworld.scene.add( earth );
earth.position.set(0, 2500, -500);
enemies.push( earth );
}
function loadTextures()
{
//loader.load( "/uploads/rossfraney3/low-poly-pot-of-gold.obj", buildpot );
// load OBJ plus MTL (plus TGA files)
var loader1 = new THREE.TextureLoader();
loader1.load ( '/uploads/rossfraney3/glass.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture, opacity:0, transparent:true } ) );
} );
//var loader2 = new THREE.TextureLoader();
//loader2.load ( '/uploads/rossfraney3/money-bag.jpg', function ( thetexture ) {
//thetexture.minFilter = THREE.LinearFilter;
paintMaze ( new THREE.MeshLambertMaterial({ color: 0xff9900} ) );
var loader3 = new THREE.TextureLoader();
loader3.load ( '/uploads/rossfraney3/hillary-clinton.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
theagent.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader4 = new THREE.TextureLoader();
loader4.load ( '/uploads/rossfraney3/donald-trump.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
theenemy.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
}
// --- add fixed objects ----------------------------------------
function drawMeteors()
{
for( var i = 0; i < enemies.length; i++ ){
if(enemies[i].position.y < -enemyRangeY){
enemies[i].position.x = enemyRangeX/2 - enemyRangeX * Math.random();
enemies[i].position.y = enemyRangeY;
}
//enemies[i].position.y -= enemySpeed;
enemies[i].rotation.y += .01;
enemies[i].rotation.x += .01;
}
if(goodsteps > badsteps){
//enemies[1].position.y -= enemySpeed*15;
if(enemies[0].position.y < 2500){
enemies[0].position.y += enemySpeed*15;
enemies[0].rotation.x += .9;
enemies[0].rotation.z += .9;
}
if(enemies[0].position.x > 0){
enemies[0].position.x -= enemySpeed*15;
enemies[0].rotation.x += .9;
enemies[0].rotation.z += .9;
}
if(enemies[2].position.x > -5000)
enemies[2].position.x -= enemySpeed*15;
if(enemies[0].position.z < -500){
enemies[0].position.z += enemySpeed*15;
enemies[0].rotation.x += .9;
enemies[0].rotation.z += .9;
}
if(enemies[1].position.x < 1000 )
enemies[1].position.x += enemySpeed*15;
if(enemies[1].position.z > -5000 )
enemies[1].position.z -= enemySpeed*15;
if(enemies[1].position.y > 500 )
enemies[1].position.y -= enemySpeed*15;
}
else if(goodsteps < badsteps){
//enemies[0].position.y -= enemySpeed*20;
if(enemies[1].position.y < 2500){
enemies[1].position.y += enemySpeed*15;
enemies[1].rotation.x += .9;
enemies[1].rotation.z += .9;
}
if(enemies[1].position.x > 0){
enemies[1].position.x -= enemySpeed*15;
enemies[1].rotation.x += .9;
enemies[1].rotation.z += .9;
}
if(enemies[2].position.x > -5000)
enemies[2].position.x -= enemySpeed*15;
if(enemies[1].position.z < -500){
enemies[1].position.z += enemySpeed*15;
enemies[1].rotation.x += .9;
enemies[1].rotation.z += .9;
}
if(enemies[0].position.x > -1000 )
enemies[0].position.x -= enemySpeed*15;
if(enemies[0].position.z > -5000 )
enemies[0].position.z -= enemySpeed*15;
if(enemies[0].position.y > 500 )
enemies[0].position.y -= enemySpeed*15;
}
}
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 initLogicalMaze()
{
for ( var c=1 ; c <= NOBOXES; c++ )
{
var i = randomintAtoB(1,gridsize-3); // inner squares are 1 to gridsize-2
var j = randomintAtoB(1,gridsize-3);
GRID[i][j] = GRID_MAZE; // problem in interaction between hereeeeeeeeeeeee
}
}
function initThreeMaze()
{
for (var i = 0; i < gridsize; i++)
for (var j = 0; j < gridsize; j++)
if ( GRID[i][j] == GRID_MAZE && MAZE[i+j] == null ) // and heeeeere, the below isnt executing for all
{
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;
threeworld.scene.add(thecube);
MAZE[i+j] = thecube;
}
}
function paintMaze ( material )
{
for ( var i = 0; i < MAZE.length; i++ )
{
if ( MAZE[i] ) MAZE[i].material = material, MAZE[i].castShadow = true, MAZE[i].receiveShadow = true;
}
}
// --- enemy functions -----------------------------------
function drawEnemy() // given ei, ej, draw it
{
var x = translate ( ei * squaresize );
var z = translate ( ej * squaresize );
var y = 0;
theenemy.position.x = x;
theenemy.position.y = y;
theenemy.position.z = z;
threeworld.scene.add(theenemy);
threeworld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
}
function initLogicalEnemy()
{
// 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
ei = i;
ej = j;
}
function initThreeEnemy()
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
theenemy = new THREE.Mesh( shape );
theenemy.material.color.setHex( BLANKCOLOR );
drawEnemy();
}
function moveLogicalEnemy()
{
// move towards agent
// put some randomness in so it won't get stuck with barriers
var i, j;
if ( ei < ai ) i = randomintAtoB(ei, ei+1);
if ( ei == ai ) i = ei;
if ( ei > ai ) i = randomintAtoB(ei-1, ei);
if ( ej < aj ) j = randomintAtoB(ej, ej+1);
if ( ej == aj ) j = ej;
if ( ej > aj ) j = randomintAtoB(ej-1, ej);
if ( ! occupied(i,j) ) // if no obstacle then move, else just miss a turn
{
ei = i;
ej = j;
}
}
// --- 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.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
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--;
if ( !occupied(i,j) ) {
ai = i;
aj = j;
}
if(GRID[ai][aj] == GRID_MAZE)
{
GRID[ai][aj] = GRID_BLANK;
threeworld.scene.remove(MAZE[ai+aj]);
goodsteps++;
}
}
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) ai = randomintAtoB(1,gridsize-2), aj = randomintAtoB(1,gridsize-2);
}
// --- 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 = self.getState();
}
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_span3").html( status );
//var score = self.getScore();
var status = "<font color=green size = 150><center> <b> Collected: " + goodsteps*100 +
" <font color=red> Stolen: " + badsteps*100 +
" <font color=black> Score: " + (goodsteps-badsteps)*100 + "</b> </center></font>" ;
$("#user_span4").html( status );
if(goodsteps > badsteps){
var status = "<font color=blue> <center> <b> Time Left In Anthem: " + (730 - step) + " In The Lead: Hillary Clinton! </b> </center> </font>"
}
else if(goodsteps < badsteps){
var status = "<font color=red> <center> <b> Time Left In Anthem: " + (730 - step) + " In The Lead: Donal Trump!! </b> <center> </font>"
}
else if(goodsteps == badsteps){
var status = "<font color=green><center> <b> Time Left In Anthem: " + (730 - step) + " In The Lead: America </b> <center> </font>"
}
$("#user_span5").html( status );
}
//--- public functions / interface / API ----------------------------------------------------------
this.endCondition; // If set to true, run will end.
this.newRun = function()
{
// (subtle bug) must reset variables like these inside newRun (in case do multiple runs)
this.endCondition = false;
badsteps = 0;
goodsteps = 0;
step = 0;
// for all runs:
initGrid();
initLogicalWalls();
initLogicalMaze();
initLogicalAgent();
initLogicalEnemy();
// for graphical runs only:
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();
initThreeMaze();
initThreeAgent();
initThreeEnemy();
// Then paint them with textures - asynchronous load of textures from files.
loadTextures();
document.onkeydown = keyHandler;
}
};
this.getState = function()
{
var x = [ ai, aj, ei, ej ];
return ( x );
};
this.takeAction = function ( a )
{
step++;
if ( true )
updateStatusBefore(a); // show status line before moves
moveLogicalAgent(a);
if ( ( step % 2 ) == 0 ) // slow the enemy down to every nth step
moveLogicalEnemy();
if ( badstep() )
badsteps++;
//else
//goodsteps++;
if ( true )
{
drawMeteors();
drawAgent();
drawEnemy();
updateStatusAfter(); // show status line after moves
}
if ( agentBlocked() ) // if agent blocked in, run over
{
this.endCondition = true;
goodsteps = 0; // you score zero as far as database is concerned
if ( true )
{
musicPause();
soundAlarm();
}
}
};
this.endRun = function()
{
if ( true )
{
musicPause();
if ( this.endCondition )
$("#user_span5").html( " <font color=red> <B> Agent trapped. Final score zero. </B> </font> " );
else
if(goodsteps > badsteps)
$("#user_span5").html( " <center><font color=red> <B> Run over. Winner = Hillary! </B> </font></center> " );
else if(goodsteps < badsteps)
$("#user_span5").html( " <center><font color=red> <B> Run over. Winner = ...... Really?.. </B> </font></center> " );
}
};
this.getScore = function()
{
return ( ( goodsteps / step ) * 100 );
};
}
//---- end of World class -------------------------------------------------------
// --- music and sound effects ----------------------------------------
function initMusic()
{
// put music element in one of the spans
var x = "<audio id=theaudio src=/uploads/rossfraney3/usa-anthem.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();
}
function soundCash()
{
var x = "<audio src=/uploads/RossFraney/chaching.mp3 autoplay> </audio>";
$("#user_span2").html( x );
}