Code viewer for World: Lego (clone by junhao zhao)

// Cloned by Martin Derwin on 30 Nov 2022 from World "User-controlled Model World" 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.
// ====================================================================================================================





// User controlled (not Mind controlled) 3D model World with various features:
// - User controlled UP/LEFT/RIGHT arrows move model
// - "First Person View" - Camera rotates with direction you are facing
//   Best effect is with "Move with" camera
// - Can have one or multiple skeletons chasing you


// Smooth movement
// UP moves forward in whatever angle you are at
// LEFT/RIGHT rotate by small angle

// Uses x,y,z rather than grid of squares

// Has collision detection for skeleton moves
// Things to do:
// - Initialise skeletons so they are not already colliding
// - Collision detection for agent moves






// ===================================================================================================================
// === Start of tweaker's box ========================================================================================
// ===================================================================================================================

// The easiest things to modify are in this box.
// You should be able to change things in this box without being a JavaScript programmer.
// Go ahead and change some of these. What's the worst that could happen?


AB.clockTick       = 100;

	// Speed of run: Step every n milliseconds. Default 100.

AB.maxSteps        = 10000;

	// 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.

AB.drawRunControls = false;

	// Scrap the Run/Step/Pause controls



//---- global constants: -------------------------------------------------------

// number of skeletons:

//	const NO_SKELETONS = 1;
	const NO_SKELETONS = 50;


	const OBJ_SKELETON 	= '/uploads/martind/rat.obj' ;

// skeleton credit
// formerly here:
// http://tf3dm.com/3d-model/skeleton-with-organs-91102.html


	const OBJPATH = "/uploads/starter/";	// path of OBJ and MTL (Peter Parker model)
	const OBJNAME = "Peter_Parker.obj";
	const MTLNAME = "Peter_Parker.mtl";

// Peter Parker credit
// formerly here:
// https://free3d.com/3d-model/spider-man-4998.html


// multiply model sizes by some amount:

		const SCALE_HERO 		= 70;

// random size skeleton with each run:
    	const SCALE_SKELETON 	= AB.randomFloatAtoB ( 1, 6 );
//		const SCALE_SKELETON 	= 4;


		const TEXTURE_SKELETON = '/uploads/starter/ghost.3.png' ;

// credits:
// https://commons.wikimedia.org/wiki/Category:Skull_and_crossbone_icons


		const MUSIC_BACK  		= '/uploads/starter/SuspenseStrings.mp3' ;

		// music credit
		// http://www.dl-sounds.com/royalty-free/suspense-strings/


const MAXPOS 		= 3500;			// length of one side of the arena

const SKYCOLOR 		= 0xffffcc;				// a number, not a string
const LIGHTCOLOR 	= 0xffffff ;


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


// how much agent moves each step
const	AGENT_STEP = 100;

// how much enemy moves each step
const	ENEMY_STEP = 50;

// this is as close as models come to other models
const 	CLOSE_LIMIT = 100;


//--- lookat and follow -----------------------------------------------------------------

	// camera on "Move With" should move up/down in y axis as we re-scale objects
	// to place the follow camera just above the agent, something like:

	const FOLLOW_Y = SCALE_HERO * 4 ;		// going high up (or forward/back) means we get it out of agent's hair

	// to point the camera at skeleton's face, something like:

	const LOOKAT_Y = SCALE_SKELETON * 40;


	//		const CAMERASHIFT 	=   0 ;						// put camera exactly inside agent's head
	//		const CAMERASHIFT 	=   SCALE_HERO * 2 ;		// shift camera ahead of agent along line of sight
			const CAMERASHIFT 	= - SCALE_HERO * 2 ;		// shift camera behind agent, looking past agent along line of sight



//--- change ABWorld defaults: -------------------------------

ABHandler.MAXCAMERAPOS 	= maxRadiusConst ;

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



// --- Rotations -----------------------

// rotate by some amount of radians from the normal position
// default is 0 which has the model facing DOWN (towards increasing z value) as far as the initial camera sees

const ROTATE_AMOUNT      =  Math.PI / 20 ;      // rotate amount in radians (PI = 180 degrees)


//--- skybox: -------------------------------

// urban photographic skyboxes, credit:
// http://opengameart.org/content/urban-skyboxes

 const SKYBOX_ARRAY = [
                "/uploads/starter/posx.jpg",
                "/uploads/starter/negx.jpg",
                "/uploads/starter/posy.jpg",
                "/uploads/starter/negy.jpg",
                "/uploads/starter/posz.jpg",
                "/uploads/starter/negz.jpg"
                ];

/*

// space skybox, credit:
// http://en.spaceengine.org/forum/21-514-1

 const SKYBOX_ARRAY = [
                "/uploads/starter/sky_pos_z.jpg",
                "/uploads/starter/sky_neg_z.jpg",
                "/uploads/starter/sky_pos_y.jpg",
                "/uploads/starter/sky_neg_y.jpg",
                "/uploads/starter/sky_pos_x.jpg",
                "/uploads/starter/sky_neg_x.jpg"
                ];

*/


// ===================================================================================================================
// === End of tweaker's box ==========================================================================================
// ===================================================================================================================


// You will need to be some sort of JavaScript programmer to change things below the tweaker's box.








var THESKELETONS = new Array ( NO_SKELETONS );

var theagent, theenemy;

var agentRotation = 0 ;
var enemyRotation = 0 ;

var skeleton_texture;




function loadResources()		// asynchronous file loads - call initScene() when all finished
{

// load skeleton - OBJ that we will paint with a texture

	var loader = new THREE.OBJLoader ( new THREE.LoadingManager() );

	loader.load ( OBJ_SKELETON, function ( object )
	{
		theenemy = object;						// canonical enemy object - may be copied multiple times
		if ( asynchFinished() )	initScene();
	});


// load Peter Parker model - OBJ plus MTL (plus TGA files)

// old code:
//	THREE.Loader.Handlers.add ( /.tga$/i, new THREE.TGALoader() );

THREE.DefaultLoadingManager.addHandler ( /\.tga$/i, new THREE.TGALoader() );


	var m = new THREE.MTLLoader();
	m.setResourcePath ( OBJPATH );
	m.setPath         ( OBJPATH );

	m.load ( MTLNAME, function ( materials )
	{
		materials.preload();
		var o = new THREE.OBJLoader();
		o.setMaterials ( materials );
		o.setPath ( OBJPATH );

		o.load ( OBJNAME, function ( object )
		{
			theagent = object;
			if ( asynchFinished() )	initScene();
		});
	});


 // load textures

	var loader2 = new THREE.TextureLoader();

	loader2.load ( TEXTURE_SKELETON, function ( thetexture )
	{
		thetexture.minFilter  = THREE.LinearFilter;
		skeleton_texture = thetexture;
		if ( asynchFinished() )	initScene();
	});

}


function asynchFinished()		 // all file loads returned
{
	if ( skeleton_texture && theenemy && theagent )   return true;
	else return false;
}





function initScene()		// all file loads have returned
{

 // add agent model
 // start at center

 	theagent.position.y = 0;
	theagent.position.x = 0;
	theagent.position.z = 0;

	theagent.scale.multiplyScalar ( SCALE_HERO );    	  	// scale it
	ABWorld.scene.add( theagent );

 // set up lookat and follow in direction agent is pointing in

	setLookatFollow();



 // add enemies
 // first paint and size the canonical enemy object

	theenemy.traverse ( function ( child )
	{
		if ( child instanceof THREE.Mesh )
			child.material.map = skeleton_texture ;
	});

	theenemy.scale.multiplyScalar ( SCALE_SKELETON );    	// scale it


 // add perhaps multiple enemy models, starting near outside of arena

 for ( var i = 0; i < NO_SKELETONS ; i++ )
 {
    var object = theenemy.clone();         // copy the object multiple times

	object.position.y = 0;
	object.position.x = AB.randomPick (		AB.randomIntAtoB ( -MAXPOS/2, -MAXPOS/3 ), 		AB.randomIntAtoB ( MAXPOS/3, MAXPOS/2 ) 		);
	object.position.z = AB.randomPick (		AB.randomIntAtoB ( -MAXPOS/2, -MAXPOS/3 ), 		AB.randomIntAtoB ( MAXPOS/3, MAXPOS/2 ) 		);

	ABWorld.scene.add( object );

	// save in array for later
    THESKELETONS[i] = object;
 }


 // finally skybox

  	 ABWorld.scene.background = new THREE.CubeTextureLoader().load ( SKYBOX_ARRAY,	function()
	 {
		ABWorld.render();
		AB.removeLoading();
		AB.runReady = true;
	 });

}





// --- lookat and follow -----------------------------------
// we do NOT automatically look at enemy / enemies
// instead we look in direction we are facing


function 	setLookatFollow()		// set up lookat and follow
{
 // follow - camera position

	 // start with agent centre, then adjust it by small amount
	 ABWorld.follow.copy ( theagent.position );

	 ABWorld.follow.y = FOLLOW_Y ;

	 // shifted forward/back along line linking agent with direction it is facing
	 ABWorld.follow.x = ABWorld.follow.x + ( CAMERASHIFT * Math.sin(agentRotation) );
	 ABWorld.follow.z = ABWorld.follow.z + ( CAMERASHIFT * Math.cos(agentRotation) );


 // lookat - look at point in distance along line we are facing

	 // start with agent centre, then adjust it along line by huge amount
	 ABWorld.lookat.copy ( theagent.position );

	 ABWorld.lookat.y = LOOKAT_Y ;

	 ABWorld.lookat.x = ABWorld.lookat.x + ( (startRadiusConst * 3) * Math.sin(agentRotation) );
	 ABWorld.lookat.z = ABWorld.lookat.z + ( (startRadiusConst * 3) * Math.cos(agentRotation) );
}




// --- enemy move -----------------------------------

// angle between two points (x1,y1) and (x2,y2)

function angleTwoPoints ( x1, y1, x2, y2 )
{
      return  Math.atan2 ( x2 - x1,  y2 - y1  );
}


function dist ( a, b  )		    // distance between them when a,b are Three vectors
{
 return ( a.distanceTo ( b ) );
}


function collision ( proposedMove, k )  		 // proposed move FOR skeleton k
{
	if ( dist ( proposedMove, theagent.position ) < CLOSE_LIMIT )
	 return true;

  for ( var i=0 ; i < NO_SKELETONS ; i++ )
   if ( i != k )
    if ( dist ( proposedMove, THESKELETONS[i].position ) < CLOSE_LIMIT )
 	 return true;

 // else
 return false;
}


function moveEnemy()
{
  for ( var i = 0; i < NO_SKELETONS ; i++ )
  {
		var e = THESKELETONS[i] ;

		// rotate enemy to face agent
		enemyRotation =  angleTwoPoints ( e.position.x, e.position.z, theagent.position.x, theagent.position.z  );

		e.rotation.set ( 0, enemyRotation, 0 );

		// move along that line, if no collision with any other model

		var  proposedMove = new THREE.Vector3
		(
			e.position.x + ( ENEMY_STEP *  Math.sin(enemyRotation) ),
			e.position.y,
			e.position.z + ( ENEMY_STEP *  Math.cos(enemyRotation) )
		);

		if ( ! collision ( proposedMove, i ) )
			e.position.copy ( proposedMove );
		// else enemy i just misses a turn
  }
}



//--- key control of agent -------------------------------------------------------------

const KEY_UP    = 38;
const KEY_LEFT  = 37;
const KEY_RIGHT = 39;

var OURKEYS = [ KEY_UP, KEY_LEFT, KEY_RIGHT ];

function ourKeys ( event ) { return ( OURKEYS.includes ( event.keyCode ) ); }


// UP moves forward in whatever angle you are at
// LEFT/RIGHT rotate by small angle


function keyHandler ( event )
{
	if ( ! AB.runReady ) return true; 		// not ready yet

	// if not handling this key, send it to default:

	if ( ! ourKeys ( event ) ) return true;

	// else handle it and prevent default:

	 if ( event.keyCode == KEY_UP ) 		  	// move a bit along angle we are facing
	 {
		theagent.position.x = theagent.position.x + ( AGENT_STEP *  Math.sin(agentRotation) );
		theagent.position.z = theagent.position.z + ( AGENT_STEP *  Math.cos(agentRotation) );
	 }

	 if ( event.keyCode == KEY_LEFT )   		// rotate in place
	 {
		agentRotation = agentRotation + ROTATE_AMOUNT;
		theagent.rotation.set ( 0, agentRotation, 0 );
	 }

	 if ( event.keyCode == KEY_RIGHT )
	 {
		agentRotation = agentRotation - ROTATE_AMOUNT;
		theagent.rotation.set ( 0, agentRotation, 0 );
	 }

	// lookat/follow depend on change in agent position/rotation:
	setLookatFollow();

	event.stopPropagation(); event.preventDefault(); return false;
}




AB.world.newRun = function()
{

	AB.loadingScreen();

	AB.runReady = false;

	ABWorld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR  );

	loadResources();		// aynch file loads
							// calls initScene() when it returns

	// light
    var ambient = new THREE.AmbientLight();
   	ABWorld.scene.add( ambient );

	var thelight = new THREE.DirectionalLight ( LIGHTCOLOR, 3 );
	thelight.position.set ( startRadiusConst, startRadiusConst, startRadiusConst );
	ABWorld.scene.add(thelight);

	document.onkeydown = keyHandler;
};



AB.world.nextStep = function()
{
	moveEnemy();   	// enemies moves on their own clock
};


 AB.backgroundMusic ( MUSIC_BACK );