//My comments
//I started working on this but after a while realised to deliver anything decent would
//require a very large amount of time and effort.
//Decided to do a simpler game to have a complete deliverable
//My other game was connect 4.
//I choose that as it is easy to see that a simple random AI is of no use against a human
// =============================================================================================
// More complex starter World for WWM
// 3d-effect Maze World (really a 2-D problem)
// Mark Humphrys, 2016.
//
// This more complex World shows:
// - Skybox
// - Internal maze (randomly drawn each time)
// - Enemy actively chases agent
// - Music/audio
// - 2D world (clone this and set show3d = false)
// - User keyboard control (clone this and comment out Mind actions to see)
// =============================================================================================
// =============================================================================================
// Scoring:
// Bad steps = steps where enemy is within one step of agent.
// Good steps = steps where enemy is further away.
// Score = good steps as percentage of all steps.
//
// There are situations where agent is trapped and cannot move.
// If this happens, you score zero.
//
// Scoring on the server side is done by taking average of n runs.
// Runs where you get trapped and score zero can seriously affect this score.
// =============================================================================================
// World must define these:
const CLOCKTICK = 100; // speed of run - move things every n milliseconds
const MAXSTEPS = 1000; // length of a run before final score
//---- global constants: -------------------------------------------------------
const gridsize = 9; // number of squares along side of world
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 10 );
// density of maze - number of internal boxes
// (bug) use trunc or can get a non-integer
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 CHECK = 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;
var cardsOut = new Array(7);
// --- 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; }
}
/*function Player(){
this.name =;
this.getName = function(){
return this.name;
};
}*/
//---- start of World class -------------------------------------------------------
function World() {
// most of World can be private
// regular "var" syntax means private variables:
var playerClient = {
balance: 100,
raised: false,
checked: false,
fold: false,
call: false,
turn: true,
bet: 0,
};
var playerEnemy = {
balance: 100,
raised: false,
checked: false,
fold: false,
call: false,
turn: false,
bet: 0,
};
var gamePreFlop = true;
var gameFlop = false;
var gameTurn = false;
var gameRiver = false;
var betAmount;
//coded on the fly, not tested at all
/*function betting(a){
playerClient.bet = 1;
playerEnemy.bet = 2;
while(playerClient.turn === true){
//attempt to raise the other players bet
if ( a == ACTION_LEFT ){
if(playerClient.bet >= (playerEnemy.bet*2) ){
playerEnemy.turn = true;
betAmount = playerClient.bet;
playerClient.turn = false;
}
}
else if ( a == ACTION_RIGHT ) {
//call the other plaers bet
playerClient.bet = playerEnemy.bet;
playerEnemy.turn = true;
}
else if ( a == ACTION_UP )
playerClient.bet++;
else if ( a == ACTION_DOWN )
playerClient.bet++;
else if( a == CHECK){
//this player no option to check on flop
if(gamePreFlop === false){
playerClient.turn = false;
playerEnemy.turn = true;
}
//if(gameFlop){
// }
}
}
//test purposes
//should be should calling enemy mind instead of this
while(playerEnemy.turn === true){
//attempt to raise the other players bet
if ( a == ACTION_LEFT ){
if(playerEnemy.bet >= (playerClient.bet*2) ){
playerClient.turn = true;
betAmount = playerEnemy.bet;
playerEnemy.turn = false;
}
}
else if ( a == ACTION_RIGHT ) {
//call the other plaers bet
playerEnemy.bet = playerClient.bet;
playerClient.turn = true;
}
else if ( a == ACTION_UP )
playerClient.bet++;
else if ( a == ACTION_DOWN )
playerClient.bet++;
else if( a == CHECK){
//this player has option to check on flop
if(gamePreFlop){
playerClient.turn = true;
playerEnemy.turn = false;
//draw the flop
//chenge flop status
//change preflop status
}
//if(gameFlop){
// }
}
}
}*/
//testing
function preFlopBetting(a){
playerClient.bet = 22;
}
//testing
console.log(playerClient.balance);
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 WALLS = new Array ( 4 * gridsize ); // need to keep handles to wall and maze objects so can find them later to paint them
//var MAZE = new Array ( NOBOXES );
var theagent, theenemy;
var ac, as, ah, ad, kc, ks, kh, kd, qc, qs, qh, qd, jc, js, jh, jd, c10, s10, h10, d10, c9, s9, h9, d9, c8, s8, h8, d8;
var c7, s7, h7, d7, c6, s6, h6, d6, c5, s5, h5, d5, c4, s4, h4, d4, c3, s3, h3, d3, c2, s2, h2, d2;
var cards = [ac, as, ah, ad, kc, ks, kh, kd, qc, qs, qh, qd, jc, js, jh, jd, c10, s10, h10, d10, c9, s9, h9, d9, c8, s8, h8, d8,
c7, s7, h7, d7, c6, s6, h6, d6, c5, s5, h5, d5, c4, s4, h4, d4, c3, s3, h3, d3, c2, s2, h2, d2];
// enemy and agent position on squares
var ei, ej, ai, aj;
var badsteps;
var goodsteps;
var step;
var enemyBal = 100, playerBal= 100;
var e1, e2, p1, p2; //to draw player cards
var flop1, flop2, flop3, turn, river;
var firstCards = [e1, e2, p1, p2, flop1, flop2, flop3];
var self = this; // needed for private fn to call public fn - see below
// regular "function" syntax means private functions:
var p1i = 3, p1j = 8, p2i =5, p2j = 8, e1i = 3, e1j = 0, e2i = 5, e2j = 0;
var flop1i = 0 , flop1j = 4, flop2i = 2, flop2j = 4, flop3i = 4, flop3j = 4;
var turni = 6; turnj = 4, riveri = 8 , riverj = 4;
function initGrid()
{
for (var i = 0; i < gridsize ; i++)
{
GRID[i] = new Array(gridsize); // each element is an array
}
GRID[3][8] = p1 ;
GRID[5][8] = p2 ;
GRID[3][0] = e1 ;
GRID[5][0] = e2 ;
GRID[0][4] = flop1 ;
GRID[2][4] = flop2 ;
GRID[4][4] = flop3 ;
GRID[6][4] = turn ;
GRID[8][4] = river ;
}
function occupied ( i, j ) // is this square occupied
{
if ( ( ei == i ) && ( ej == j ) ) return true; // variable objects
if ( ( ai == i ) && ( aj == j ) ) return true;
if ( GRID[i][j] == GRID_WALL ) return true; // fixed objects
if ( GRID[i][j] == GRID_MAZE ) return true;
return false;
}
// 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/kevin501/ai.pngg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/kevin501/dealer.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/kevin501/dealer.jpeg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/kevin501/table.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/kevin501/ai.plng" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/kevin501/ai.png" ), 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
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 } ) ),
];
// 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
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/starter/latin.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintMaze ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
} );*/
var loader3 = new THREE.TextureLoader();
loader3.load ( '/uploads/starter/pacman.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
theagent.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader4 = new THREE.TextureLoader();
loader4.load ( '/uploads/starter/ghost.3.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
theenemy.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader5 = new THREE.TextureLoader();
loader5.load ( '/uploads/kevin501/10_of_clubs.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[51].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader6 = new THREE.TextureLoader();
loader6.load ( '/uploads/kevin501/10_of_diamonds.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[50].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader7 = new THREE.TextureLoader();
loader7.load ( '/uploads/kevin501/10_of_hearts.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[49].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader8 = new THREE.TextureLoader();
loader8.load ( '/uploads/kevin501/10_of_spades.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[48].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader9 = new THREE.TextureLoader();
loader9.load ( '/uploads/kevin501/2_of_clubs.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[47].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader10 = new THREE.TextureLoader();
loader10.load ( '/uploads/kevin501/2_of_diamonds.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[46].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader11 = new THREE.TextureLoader();
loader11.load ( '/uploads/kevin501/2_of_hearts.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[45].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader12 = new THREE.TextureLoader();
loader12.load ( '/uploads/kevin501/2_of_spades.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[44].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader13 = new THREE.TextureLoader();
loader13.load ( '/uploads/kevin501/3_of_clubs.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[43].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader14 = new THREE.TextureLoader();
loader14.load ( '/uploads/kevin501/3_of_diamonds.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[42].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader15 = new THREE.TextureLoader();
loader15.load ( '/uploads/kevin501/3_of_hearts.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[41].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader16 = new THREE.TextureLoader();
loader16.load ( '/uploads/kevin501/3_of_spades.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[40].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader17 = new THREE.TextureLoader();
loader17.load ( '/uploads/kevin501/4_of_clubs.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[39].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader18 = new THREE.TextureLoader();
loader18.load ( '/uploads/kevin501/4_of_diamonds.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[38].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader19 = new THREE.TextureLoader();
loader19.load ( '/uploads/kevin501/4_of_hearts.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[37].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader20 = new THREE.TextureLoader();
loader20.load ( '/uploads/kevin501/4_of_spades.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[36].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader21 = new THREE.TextureLoader();
loader21.load ( '/uploads/kevin501/5_of_clubs.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[35].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader22 = new THREE.TextureLoader();
loader22.load ( '/uploads/kevin501/5_of_diamonds.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[34].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader23 = new THREE.TextureLoader();
loader23.load ( '/uploads/kevin501/5_of_hearts.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[33].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader24 = new THREE.TextureLoader();
loader24.load ( '/uploads/kevin501/5_of_spades.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[32].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader25 = new THREE.TextureLoader();
loader25.load ( '/uploads/kevin501/6_of_clubs.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[31].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader26 = new THREE.TextureLoader();
loader26.load ( '/uploads/kevin501/6_of_diamonds.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[30].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader27 = new THREE.TextureLoader();
loader27.load ( '/uploads/kevin501/6_of_hearts.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[29].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader28 = new THREE.TextureLoader();
loader28.load ( '/uploads/kevin501/6_of_spades.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[28].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader29 = new THREE.TextureLoader();
loader29.load ( '/uploads/kevin501/queen_of_hearts2.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[27].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader30 = new THREE.TextureLoader();
loader30.load ( '/uploads/kevin501/7_of_clubs.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[26].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader31 = new THREE.TextureLoader();
loader31.load ( '/uploads/kevin501/7_of_diamonds.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[25].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader32 = new THREE.TextureLoader();
loader32.load ( '/uploads/kevin501/7_of_hearts.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[24].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader33 = new THREE.TextureLoader();
loader33.load ( '/uploads/kevin501/queen_of_spades2.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[23].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader34 = new THREE.TextureLoader();
loader34.load ( '/uploads/kevin501/7_of_spades.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[22].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader35 = new THREE.TextureLoader();
loader35.load ( '/uploads/kevin501/8_of_clubs.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[21].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader36 = new THREE.TextureLoader();
loader36.load ( '/uploads/kevin501/8_of_diamonds.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[20].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader37 = new THREE.TextureLoader();
loader37.load ( '/uploads/kevin501/8_of_hearts.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[19].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader38 = new THREE.TextureLoader();
loader38.load ( '/uploads/kevin501/8_of_spades.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[18].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader39 = new THREE.TextureLoader();
loader39.load ( '/uploads/kevin501/9_of_clubs.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[17].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader40 = new THREE.TextureLoader();
loader40.load ( '/uploads/kevin501/9_of_diamonds.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[16].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader41 = new THREE.TextureLoader();
loader41.load ( '/uploads/kevin501/9_of_hearts.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[15].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader42 = new THREE.TextureLoader();
loader42.load ( '/uploads/kevin501/9_of_spades.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[14].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader43 = new THREE.TextureLoader();
loader43.load ( '/uploads/kevin501/ace_of_clubs.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[13].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader44 = new THREE.TextureLoader();
loader44.load ( '/uploads/kevin501/ace_of_diamonds.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[12].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader45 = new THREE.TextureLoader();
loader45.load ( '/uploads/kevin501/ace_of_hearts.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[11].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader46 = new THREE.TextureLoader();
loader46.load ( '/uploads/kevin501/ace_of_spades2.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[10].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader47 = new THREE.TextureLoader();
loader47.load ( '/uploads/kevin501/jack_of_clubs2.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[9].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader48 = new THREE.TextureLoader();
loader48.load ( '/uploads/kevin501/jack_of_diamonds2.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[8].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader49 = new THREE.TextureLoader();
loader49.load ( '/uploads/kevin501/jack_of_hearts2.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[7].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader50 = new THREE.TextureLoader();
loader50.load ( '/uploads/kevin501/jack_of_spades2.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[6].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader51 = new THREE.TextureLoader();
loader51.load ( '/uploads/kevin501/king_of_clubs2.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[5].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader52 = new THREE.TextureLoader();
loader52.load ( '/uploads/kevin501/king_of_diamonds2.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[4].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader53 = new THREE.TextureLoader();
loader53.load ( '/uploads/kevin501/king_of_hearts2.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[3].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader54 = new THREE.TextureLoader();
loader54.load ( '/uploads/kevin501/king_of_spades2.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[2].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader55 = new THREE.TextureLoader();
loader55.load ( '/uploads/kevin501/queen_of_clubs2.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[1].material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader56 = new THREE.TextureLoader();
loader56.load ( '/uploads/kevin501/queen_of_diamonds2.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
cards[0].material = 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( 120, BOXHEIGHT, 170 );
var thecube = new THREE.Mesh( shape );
thecube.material.color.setHex( BLANKCOLOR );
thecube.position.x = translate ( i * squaresize ); //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;//translate(-300);
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-2); // inner squares are 1 to gridsize-2
var j = randomintAtoB(1,gridsize-2);
GRID[i][j] = GRID_MAZE ;
}
}*/
function initThreeMaze()
{
var t = 0;
for (var i = 0; i < gridsize ; i++)
for (var j = 0; j < gridsize ; j++)
if ( GRID[i][j] == GRID_MAZE )
{
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;//translate(-100);
threeworld.scene.add(thecube);
MAZE[t] = thecube; // save it for later
t++;
}
}
/*
function paintMaze ( material )
{
for ( var i = 0; i < MAZE.length; i++ )
{
if ( MAZE[i] ) MAZE[i].material = material;
}
}
*/
// --- enemy functions -----------------------------------
function drawCard( a , b){
if(b == 0){
var x = translate ( p1i * squaresize );
var z = translate ( p1j * squaresize );
var y = 0;
a.position.x = x;
a.position.y = y;
a.position.z = z;
threeworld.scene.add(a);
}
if(b == 1){
var x = translate ( p2i * squaresize );
var z = translate ( p2j * squaresize );
var y = 0;
a.position.x = x;
a.position.y = y;
a.position.z = z;
threeworld.scene.add(a);
}
if(b == 2){
var x = translate ( e1i * squaresize );
var z = translate ( e1j * squaresize );
var y = 0;
a.position.x = x;
a.position.y = y;
a.position.z = z;
threeworld.scene.add(a);
}
if(b == 3){
var x = translate ( e2i * squaresize );
var z = translate ( e2j * squaresize );
var y = 0;
a.position.x = x;
a.position.y = y;
a.position.z = z;
threeworld.scene.add(a);
}
if(b == 4){
var x = translate ( flop1i * squaresize );
var z = translate ( flop1j * squaresize );
var y = 0;
a.position.x = x;
a.position.y = y;
a.position.z = z;
threeworld.scene.add(a);
}
if(b == 5){
var x = translate ( flop2i * squaresize );
var z = translate ( flop2j* squaresize );
var y = 0;
a.position.x = x;
a.position.y = y;
a.position.z = z;
threeworld.scene.add(a);
}
if(b == 6){
var x = translate ( flop3i * squaresize );
var z = translate ( flop3j * squaresize );
var y = 0;
a.position.x = x;
a.position.y = y;
a.position.z = z;
threeworld.scene.add(a);
}
if(b == 7){
var x = translate ( turni * squaresize );
var z = translate ( turnj * squaresize );
var y = 0;
a.position.x = x;
a.position.y = y;
a.position.z = z;
threeworld.scene.add(a);
}
if(b == 8){
var x = translate ( riveri * squaresize );
var z = translate ( riverj * squaresize );
var y = 0;
a.position.x = x;
a.position.y = y;
a.position.z = z;
threeworld.scene.add(a);
}
}
function getCard(){
return s2;
}
function initFirstCards()
{
//should be only 4 random cards drawn first
for(var i = 0; i < 7; i++){
var shape = new THREE.BoxGeometry( 120, BOXHEIGHT, 170 );
var randomCardno;
//ensure the same card aint drawn twice
while(true){
randomCardno = randomintAtoB(0,51);
if(cardsOut.indexOf(randomCardno) == -1)
break;
}
cardsOut[i] = randomCardno;
//testing
console.log(cardsOut[i]);
console.log("hhhhhhhhhhhhiiiiiiiiiiiiiiiiiiiiiiiiii");
//var randomCard = cards[randomCardno]; // set the random her
var num = i;
cards[randomCardno] = new THREE.Mesh( shape );
cards[randomCardno].material.color.setHex( BLANKCOLOR );
drawCard(cards[randomCardno], num);
}
}
function drawEnemy() // given ei, ej, draw it
{
var x = translate ( ei * squaresize );
var z = translate ( ej * squaresize );
var y = 0;
/* ac.position.x = x;
ac.position.y = y;
ac.position.z = z;
threeworld.scene.add(ac);
threeworld.lookat.copy ( ac.position );*/
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;
}
}
/*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 );
}*/
function keyHandler(e)
// user control
// Note that this.takeAction(a) is constantly running at same time, redrawing the screen.
{
if (e.keyCode == 37) preFlopBetting ( ACTION_LEFT );
if (e.keyCode == 38) preFlopBetting ( ACTION_DOWN );
if (e.keyCode == 39) preFlopBetting ( ACTION_RIGHT );
if (e.keyCode == 40) preFlopBetting ( ACTION_UP );
if (e.keyCode == 97) preFlopBetting ( CHECK );
}
// --- score: -----------------------------------
function getPlayerBal(){
return playerBal;
}
function getEnemyBal(){
return enemyBal;
}
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();
//var status = " Step: <b> " + playerBal + " </b> x = (" + x.toString() + ") a = (" + a + ") ";
var status = " Player balance " + playerBal + "</b> EnemyBal = " + playerClient.bet;
//var status = " Your Bal <b> " + self.getPlayerBal() + " </b> EnemyBal = (" + self.getEnemyBal() + ")
$("#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 = " Bad steps: " + badsteps +
" Good steps: " + goodsteps +
" Score: " + score.toFixed(2) + "% "; */
var status = " Bad steps: Good steps: " +
" Score: % " + playerClient.bet;
$("#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();
initFirstCards();
// 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;
}
};
this.getState = function()
{
var x = [ ai, aj, ei, ej ];
return ( playerClient.bet );
};
this.takeAction = function ( a )
{
step++;
if ( true )
updateStatusBefore(a); // show status line before moves
moveLogicalAgent(a);
preFlopBetting(a);
if ( ( step % 2 ) == 0 ) // slow the enemy down to every nth step
moveLogicalEnemy();
if ( badstep() )
badsteps++;
else
goodsteps++;
if ( true )
{
drawAgent();
drawEnemy();
updateStatusBefore(a); // 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_span6").html( " <font color=red> <B> Agent trapped. Final score zero. </B> </font> " );
else
$("#user_span6").html( " <font color=red> <B> Run over. </B> </font> " );
}
};
this.getScore = function()
{
return ( ( goodsteps / step ) * 100 );
};
}
//---- 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
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();
}
function soundAlarm()
{
var x = "<audio src=/uploads/starter/air.horn.mp3 autoplay > </audio>";
$("#user_span2").html( x );
}
*/