// ===================================================================================================================
// ======================================== start of tweaker's box ===================================================
// ===================================================================================================================
AB.clockTick = 50; // 200
AB.maxSteps = 1000;
//----------------------------------------- global constants: -------------------------------------------------------
const show3d = true;
const wall_touch = '/uploads/harshakulkarni/mario_wall.jpg' ;
const maze_touch = '/uploads/harshakulkarni/mario_block.png' ;
const agent_touch = '/uploads/harshakulkarni/mario_agent2.jpeg' ;
const enemy_touch = '/uploads/harshakulkarni/mario_enemy2.jpg' ;
// credits:
const MUSIC_BACK = '/uploads/harshakulkarni/circus.mp3' ;
const SOUND_ALARM = '/uploads/harshakulkarni/game_over.mp3' ;
const gridsize = 50;
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 3 );
const squaresize = 100;
const MAXPOS = gridsize * squaresize;
const SKYCOLOR = 0xddffdd;
const startRadiusConst = MAXPOS * 0.8 ;
const maxRadiusConst = MAXPOS * 10 ;
var draw_path = [];
ABHandler.MAXCAMERAPOS = maxRadiusConst ;
ABHandler.GROUNDZERO = true;
// https://threejs.org/docs/#api/en/loaders/CubeTextureLoader
// mountain skybox, credit:
// http://stemkoski.github.io/Three.js/Skybox.html
const SKYBOX_ARRAY = [
"/uploads/harshakulkarni/skyrender0001.jpg",
"/uploads/harshakulkarni/skyrender0004.jpg",
"/uploads/harshakulkarni/skyrender0003.jpg",
"/uploads/harshakulkarni/skyrender0006.jpg",
"/uploads/harshakulkarni/skyrender0005.jpg",
"/uploads/harshakulkarni/skyrender0002.jpg"
];
// ===================================================================================================================
// ========================================= End of tweaker's box ====================================================
// ===================================================================================================================
//--- 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 GRID_BLANK = 0;
const GRID_WALL = 1;
const GRID_MAZE = 2;
var BOXHEIGHT;
var GRID = new Array(gridsize);
var theagent, theenemy;
var wall_texture, agent_texture, enemy_texture, maze_texture;
// enemy and agent position on squares
var ei, ej, ai, aj;
var badsteps;
var goodsteps;
function make_everything_ready()
{
var loader_1 = new THREE.TextureLoader();
var loader_2 = new THREE.TextureLoader();
var loader_3 = new THREE.TextureLoader();
var loader_4 = new THREE.TextureLoader();
loader_1.load ( wall_touch, function ( texture )
{
texture.minFilter = THREE.LinearFilter;
wall_texture = texture;
if (load_uploaded_files() === true)
{
setup_scene();
}
});
loader_2.load ( agent_touch, function ( texture )
{
texture.minFilter = THREE.LinearFilter;
agent_texture = texture;
if (load_uploaded_files() === true)
{
setup_scene();
}
});
loader_3.load ( enemy_touch, function ( texture )
{
texture.minFilter = THREE.LinearFilter;
enemy_texture = texture;
if (load_uploaded_files() === true)
{
setup_scene();
}
});
loader_4.load ( maze_touch, function ( texture )
{
texture.minFilter = THREE.LinearFilter;
maze_texture = texture;
if (load_uploaded_files() === true)
{
setup_scene();
}
});
}
function load_uploaded_files()
{
if ( wall_texture && agent_texture && enemy_texture && maze_texture )
{
return true;
}
else
{
return false;
}
}
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;
if ( GRID[i][j] == GRID_MAZE ) return true;
return false;
}
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 setup_scene() // all file loads have returned
{
var i,j, shape, thecube;
for ( i = 0; i < gridsize ; i++ )
GRID[i] = new Array(gridsize);
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) );
ABWorld.scene.add(thecube);
}
else
GRID[i][j] = GRID_BLANK;
for ( var c=1 ; c <= NOBOXES ; c++ )
{
i = AB.randomIntAtoB(1,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) );
ABWorld.scene.add(thecube);
}
// start the Enemy in random location
do
{
i = AB.randomIntAtoB(1,gridsize-2);
j = AB.randomIntAtoB(1,gridsize-2);
}
while ( occupied(i,j) ); // search for any empty node
ei = i;
ej = j;
shape = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );
theenemy = new THREE.Mesh( shape );
theenemy.material = new THREE.MeshBasicMaterial( { map: enemy_texture } );
ABWorld.scene.add(theenemy);
update_Enemy();
// start the Agent in random location
do
{
i = AB.randomIntAtoB(1,gridsize-2);
j = AB.randomIntAtoB(1,gridsize-2);
}
while ( occupied(i,j) ); // search for any empty node
ai = i;
aj = j;
shape = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );
theagent = new THREE.Mesh( shape );
theagent.material = new THREE.MeshBasicMaterial( { map: agent_texture } );
ABWorld.scene.add(theagent);
update_Agent();
ABWorld.scene.background = new THREE.CubeTextureLoader().load ( SKYBOX_ARRAY, function()
{
ABWorld.render();
AB.removeLoading();
AB.runReady = true;
});
}
// ------------------------------- moving Agent and Enemy on Screen -----------------------------------
function update_Enemy()
{
theenemy.position.copy ( translate(ei,ej) );
ABWorld.lookat.copy ( theenemy.position );
}
function update_Agent()
{
theagent.position.copy ( translate(ai,aj) );
ABWorld.follow.copy ( theagent.position );
}
// -----------------------------------start of our A* Algorithm -----------------------------------
//var missedpath = Boolean(false);
//create block to store feature of block
function block(x,y)
{
this.x = x;
this.y = y;
this.g =0;
this.h = 0;
this.f = 0;
this.neib = [];
}
// remove a element from array
function remove(arr, ele){
for (var i = arr.length -1; i >= 0 ; i--){
if(arr[i] == ele){
arr.splice(i,1);
}
}
}
//calculate distance between current node and destination use Manhattan Distance
function calFGH(CurrBlock, StartBlock, EndBlock)
{
CurrBlock.h = Math.abs(EndBlock.x-CurrBlock.x) + Math.abs(EndBlock.y-CurrBlock.y);
CurrBlock.f = CurrBlock.g + CurrBlock.h;
}
function existBlock(x,y,arr){
var aa = 0;
if(arr.length > 0)
{
for(var i =0;i<arr.length; i++)
{
if(arr[i].x == x && arr[i].y == y)
{
aa= 1;
}
}
}
return aa;
}
function currNeib(currBlock,closed_list){
var neib = []
if (currBlock.x > 1 && !occupied(currBlock.x - 1,currBlock.y) &&
existBlock(currBlock.x - 1, currBlock.y,closed_list)===0){
neib.push(new block(currBlock.x - 1, currBlock.y));
}
if (currBlock.x < gridsize - 2 && !occupied(currBlock.x +1 ,currBlock.y) &&
existBlock(currBlock.x + 1, currBlock.y,closed_list)===0){
neib.push(new block(currBlock.x + 1, currBlock.y));
}
if (currBlock.y > 1 && !occupied(currBlock.x,currBlock.y - 1)
&& existBlock(currBlock.x, currBlock.y - 1,closed_list)===0){
neib.push(new block(currBlock.x, currBlock.y - 1));
}
if (currBlock.y < gridsize - 2 && !occupied(currBlock.x,currBlock.y + 1)
&& existBlock(currBlock.x, currBlock.y + 1,closed_list)===0){
neib.push(new block(currBlock.x, currBlock.y + 1));
}
return neib;
}
// create array to store neighbor of node
function neibs(end){
var neib = [];
neib.push(new block(end.x - 1, end.y));
neib.push(new block(end.x + 1, end.y));
neib.push(new block(end.x, end.y - 1));
neib.push(new block(end.x, end.y + 1));
return neib;
}
//Function to draw paths on the screen
function draw_new_path(block, colors)
{
var geometry = new THREE.BoxGeometry( 20, 20, 20 );
var material = new THREE.LineBasicMaterial( { color: 0xFF0000 } );
var cube = new THREE.Mesh( geometry, material );
cube.position.copy(translate(block.x,block.y));
ABWorld.scene.add( cube );
draw_path.push(cube);
}
// main function to implement A* algorithm will return a shortest path
function getpath()
{
var open_list = [];
var closed_list = [];
var path =[];
var end = new block(ai,aj);
var start = new block(ei,ej);
open_list.push(start);
var curr = open_list.pop();
while(true)
{
var neib = currNeib(curr,closed_list);
for( i=0;i <neib.length; i++ ){
calFGH(neib[i],start, end);
neib[i].g = curr.g + 1;
open_list.push(neib[i]);
curr.neib.push(neib[i]);
}
if (open_list.length > 0){
var low = 0;
for (i= 0; i< open_list.length; i++){
if(open_list[i].f < open_list[low].f){
low = i;
}
}
curr = open_list[low];
remove(open_list,curr);
closed_list.push(curr);
}
if(existBlock(curr.x,curr.y,neibs(end))==1 || open_list.length == 0 || existBlock(start.x,start.y, neibs(end))==1)
{
break;
}
}
// to draw path that can be searched
// for(i = 0; i < open_list.length; i++){
// draw_new_path(open_list[i],0x0000FF);
//}
// to draw path which are already searched
// for(i = 0; i < closed_list.length; i++){
// draw_new_path(closed_list[i],0XFF0000);
// }
if(closed_list.length>0)
{
path.push(closed_list[closed_list.length-1])
i = 0;
while(true)
{
var pathneib = neibs(path[i]);
for(var a=0;a<closed_list.length; a++)
{
for(var q=0;q<pathneib.length;q++)
{
if(closed_list[a].x == pathneib[q].x && closed_list[a].y == pathneib[q].y && closed_list[a].g < path[i].g)
{
path.push(closed_list[a]);
}
}
}
if(existBlock(start.x,start.y,neibs(path[i])) == 1 || existBlock(start.x,start.y, neibs(end))==1 || open_list.length == 0)
{
break;
}
i=i+1;
}
}
console.log(path);
if(existBlock(start.x,start.y, neibs(end))==1){
path = [];
}
return path;
}
// ---------------------------------------------- end of A* Algorithm ------------------------------------------
function move_Enemy()
{
// remove last path that's printed
for(i = 0; i < draw_path.length; i++)
{
ABWorld.scene.remove(draw_path[i])
}
var path = getpath();
console.log("here")
console.log(path)
//draw the new path on the screen
for(i = 0; i < path.length; i++)
{
draw_new_path(path[i],0X00FF00);
}
if(path.length>0)
{
ei = path[path.length-1].x;
ej = path[path.length-1].y;
}
if (path.length>0 && if_agent_blocked() === true)
{
console.log("Finally reached!");
ei = ei;
ej = ej;
console.log("stop!!!");
}
}
function move_Agent( a )
{
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;
}
}
// --- key handling --------------------------------------------------------------------------------------
// This is hard to see while the Mind is also moving the agent:
// AB.mind.getAction() and AB.world.takeAction() are constantly running in a loop at the same time
// have to turn off Mind actions to really see user key control
// we will handle these keys:
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 not one of our special keys, send it to default key handling:
if ( ! ourKeys ( event ) ) return true;
// else handle key and prevent default handling:
if ( event.keyCode == 37 ) move_Agent ( ACTION_LEFT );
if ( event.keyCode == 38 ) move_Agent ( ACTION_DOWN );
if ( event.keyCode == 39 ) move_Agent ( ACTION_RIGHT );
if ( event.keyCode == 40 ) move_Agent ( ACTION_UP );
// when the World is embedded in an iframe in a page, we want arrow key events handled by World and not passed up to parent
event.stopPropagation(); event.preventDefault(); return false;
}
// --- score: -----------------------------------
function badstep()
{
if ( ( Math.abs(ei - ai) < 2 ) && ( Math.abs(ej - aj) < 2 ) )
{
return true;
}
else
{
return false;
}
}
function if_agent_blocked() // returns is agent is blocked on all sides
{
//var enemy_neibs
return ( occupied (ai-1,aj) && occupied (ai+1,aj) && occupied ( ai,aj+1) && occupied ( ai,aj-1) );
}
function stop_run()
{
AB.abortRun = true;
goodsteps = 0;
musicPause();
soundAlarm();
}
function updateStatusBefore(a)
{
var x = AB.world.getState();
AB.msg ( " Step: " + AB.step + " x = (" + x.toString() + ") a = (" + a + ") " );
}
function updateStatusAfter()
{
// new state after both have moved
var y = AB.world.getState();
var score = ( goodsteps / AB.step ) * 100;
AB.msg ( " y = (" + y.toString() + ") <br>" +
" Bad steps: " + badsteps +
" Good steps: " + goodsteps +
" Score: " + score.toFixed(2) + "% ", 2 );
}
AB.world.newRun = function()
{
document.onkeydown = keyHandler;
AB.runReady = false;
AB.loadingScreen();
if ( show3d )
{
BOXHEIGHT = squaresize;
ABWorld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
}
else
{
BOXHEIGHT = 1;
ABWorld.init2d ( startRadiusConst, maxRadiusConst);
}
make_everything_ready();
badsteps = 0;
goodsteps = 0;
};
AB.world.getState = function()
{
return ( [ai, aj, ei, ej] );
};
AB.world.takeAction = function ( a )
{
updateStatusBefore(a);
move_Agent(a);
move_Enemy();
if ( badstep() )
{
badsteps++;
}
else
{
goodsteps++;
}
update_Agent();
update_Enemy();
updateStatusAfter();
if ( if_agent_blocked() )
{
console.log("block")
stop_run()
}
};
AB.world.endRun = function()
{
if ( AB.abortRun === true)
{
AB.msg ( "<B><br>GAME OVER!! Either Agent is finally trapped from all directions OR There is no path to reach agent</br></B>\n", 6 );
}
else
{
AB.msg ( "<B><br>Run over</br></B>\n", 6 );
}
};
var backmusic = AB.backgroundMusic ( MUSIC_BACK );
function musicPlay() { backmusic.play(); }
function musicPause() { backmusic.pause(); }
function soundAlarm()
{
var alarm = new Audio ( SOUND_ALARM );
alarm.play();
}