// =============================================================================================
// 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 = 300;
var enemiesLeft = 5; // length of a run before final score
const SCREENSHOT_STEP = 50;
//---- global constants: -------------------------------------------------------
const gridsize = 50; // number of squares along side of world
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 40 );
// 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 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() {
// most of World can be private
// regular "var" syntax means private variables:
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 theenemy,player1,player2;
// enemy and agent position on squares
var ei, ej, ai, aj, ci,cj,di,dj,fi,fj,gi,gj;
var badsteps;
var goodsteps;
var step;
var self = this; // needed for private fn to call public fn - see below
// regular "function" syntax means private functions:
function initGrid()
{
for (var i = 0; i < gridsize ; i++)
{
GRID[i] = new Array(gridsize); // each element is an array
for (var j = 0; j < gridsize ; j++)
{
GRID[i][j] = GRID_BLANK ;
}
}
}
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/starter/dawnmountain-xpos.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-xneg.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-ypos.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-yneg.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-zpos.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-zneg.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
}
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/bouldersoshoulders/on.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
theenemy.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader4 = new THREE.TextureLoader();
loader4.load ( '/uploads/bouldersoshoulders/capture.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
player1.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader5 = new THREE.TextureLoader();
loader5.load ( '/uploads/bouldersoshoulders/capture.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
player2.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader6 = new THREE.TextureLoader();
loader6.load ( '/uploads/bouldersoshoulders/capture.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
player3.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader7 = new THREE.TextureLoader();
loader7.load ( '/uploads/bouldersoshoulders/capture.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
player4.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader8 = new THREE.TextureLoader();
loader8.load ( '/uploads/bouldersoshoulders/capture.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
player5.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( 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-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;
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;
}
}
// --- Player1 functions -----------------------------------
function drawPlayer1() // given ei, ej, draw it
{
var x = translate ( ai * squaresize );
var z = translate ( aj * squaresize );
var y = 0;
player1.position.x = x;
player1.position.y = y;
player1.position.z = z;
threeworld.scene.add(player1);
threeworld.lookat.copy ( player1.position ); // if camera moving, look back at where the enemy is
}
function initLogicalPlayer1()
{
// 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 initThreePlayer1()
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
player1 = new THREE.Mesh( shape );
player1.material.color.setHex( BLANKCOLOR );
drawPlayer1();
}
function moveLogicalPlayer1()
{
var i = ai;
var j = aj;
if ( ai > ei ) i = randomintAtoB(ai, ai+1);
if ( ai == ei ) i = ei;
if ( ai < ei ) i = randomintAtoB(ai-1, ai);
if ( aj > ej ) j = randomintAtoB(aj, aj+1);
if ( aj == ej ) j = aj;
if ( aj < ej ) j = randomintAtoB(aj-1, aj);
if ( ! occupied(i,j) ) // if no obstacle then move, else just miss a turn
{
ai = i;
aj = j;
}
}
// ------------- player 2 ----------------------------
function drawPlayer2() // given ei, ej, draw it
{
var x = translate ( ci * squaresize );
var z = translate ( cj * squaresize );
var y = 0;
player2.position.x = x;
player2.position.y = y;
player2.position.z = z;
threeworld.scene.add(player2);
threeworld.lookat.copy ( player2.position ); // if camera moving, look back at where the enemy is
}
function initLogicalPlayer2()
{
var i, j;
do
{
i = randomintAtoB(1,gridsize-2);
j = randomintAtoB(1,gridsize-2);
}
while ( occupied(i,j) ); // search for empty square
ci = i;
cj = j;
}
function initThreePlayer2()
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
player2 = new THREE.Mesh( shape );
player2.material.color.setHex( BLANKCOLOR );
drawPlayer2();
}
function moveLogicalPlayer2()
{
var i = ci;
var j = cj;
if ( ci > ei ) i = randomintAtoB(ci, ci+1);
if ( ci == ei ) i = ei;
if ( ci < ei ) i = randomintAtoB(ci-1, ci);
if ( cj > ej ) j = randomintAtoB(cj, cj+1);
if ( cj == ej ) j = cj;
if ( cj < ej ) j = randomintAtoB(cj-1, cj);
if ( ! occupied(i,j) ) // if no obstacle then move, else just miss a turn
{
ci = i;
cj = j;
}
}
//-------------- player 3 --------------
function drawPlayer3() // given ei, ej, draw it
{
var x = translate ( di * squaresize );
var z = translate ( dj * squaresize );
var y = 0;
player3.position.x = x;
player3.position.y = y;
player3.position.z = z;
threeworld.scene.add(player3);
threeworld.lookat.copy ( player3.position );
}
function initLogicalPlayer3()
{
var i, j;
do
{
i = randomintAtoB(1,gridsize-2);
j = randomintAtoB(1,gridsize-2);
}
while ( occupied(i,j) ); // search for empty square
di = i;
dj = j;
}
function initThreePlayer3()
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
player3 = new THREE.Mesh( shape );
player3.material.color.setHex( BLANKCOLOR );
drawPlayer3();
}
function moveLogicalPlayer3()
{
var i = di;
var j = dj;
if ( di > ei ) i = randomintAtoB(di, di+1);
if ( di == ei ) i = ei;
if ( di < ei ) i = randomintAtoB(di-1, di);
if ( dj > ej ) j = randomintAtoB(dj, dj+1);
if ( dj == ej ) j = dj;
if ( dj < ej ) j = randomintAtoB(dj-1, dj);
if ( ! occupied(i,j) ) // if no obstacle then move, else just miss a turn
{
di = i;
dj = j;
}
}
//-------------- player 4 -----------------------------
function drawPlayer4()
{
var x = translate ( fi * squaresize );
var z = translate ( fj * squaresize );
var y = 0;
player4.position.x = x;
player4.position.y = y;
player4.position.z = z;
threeworld.scene.add(player4);
threeworld.lookat.copy ( player4.position );
}
function initLogicalPlayer4()
{
var i, j;
do
{
i = randomintAtoB(1,gridsize-2);
j = randomintAtoB(1,gridsize-2);
}
while ( occupied(i,j) ); // search for empty square
fi = i;
fj = j;
}
function initThreePlayer4()
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
player4 = new THREE.Mesh( shape );
player4.material.color.setHex( BLANKCOLOR );
drawPlayer4();
}
function moveLogicalPlayer4()
{
var i = fi;
var j = fj;
if ( fi > ei ) i = randomintAtoB(fi, fi+1);
if ( fi == ei ) i = ei;
if ( fi < ei ) i = randomintAtoB(fi-1, fi);
if ( fj > ej ) j = randomintAtoB(fj, fj+1);
if ( fj == ej ) j = fj;
if ( fj < ej ) j = randomintAtoB(fj-1, fj);
if ( ! occupied(i,j) ) // if no obstacle then move, else just miss a turn
{
fi = i;
fj = j;
}
}
// ------------- player 5 -------------------
function drawPlayer5()
{
var x = translate ( gi * squaresize );
var z = translate ( gj * squaresize );
var y = 0;
player5.position.x = x;
player5.position.y = y;
player5.position.z = z;
threeworld.scene.add(player5);
threeworld.lookat.copy ( player5.position );
}
function initLogicalPlayer5()
{
var i, j;
do
{
i = randomintAtoB(1,gridsize-2);
j = randomintAtoB(1,gridsize-2);
}
while ( occupied(i,j) ); // search for empty square
gi = i;
gj = j;
}
function initThreePlayer5()
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
player5 = new THREE.Mesh( shape );
player5.material.color.setHex( BLANKCOLOR );
drawPlayer5();
}
function moveLogicalPlayer5()
{
var i = gi;
var j = gj;
if ( gi > ei ) i = randomintAtoB(gi, gi+1);
if ( gi == ei ) i = ei;
if ( gi < ei ) i = randomintAtoB(gi-1, gi);
if ( gj > ej ) j = randomintAtoB(gj, gj+1);
if ( gj == ej ) j = gj;
if ( gj < ej ) j = randomintAtoB(gj-1, j);
if ( ! occupied(i,j) ) // if no obstacle then move, else just miss a turn
{
gi = i;
gj = j;
}
}
// --- enemy functions -----------------------------------
function drawEnemy()
{
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 );
}
function initLogicalEnemy()
{
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 returnClosesti()
{
var closi = ai;
var closj = aj;
var distance = Math.sqrt( (ei-ai)*(ei-ai) + (ej-aj)*(ej-aj));
if(distance > Math.sqrt( (ei-ci)*(ei-ci) + (ej-cj)*(ej-cj)))
{
distance = Math.sqrt( (ei-ci)*(ei-ci) + (ej-cj)*(ej-cj))
closi = ci;
closj = cj;
}
if(distance > Math.sqrt( (ei-di)*(ei-di) + (ej-dj)*(ej-dj)))
{
distance = Math.sqrt( (ei-di)*(ei-di) + (ej-dj)*(ej-dj))
closi = di;
closj = dj;
}
if(distance > Math.sqrt( (ei-gi)*(ei-gi) + (ej-gj)*(ej-gj)))
{
distance = Math.sqrt( (ei-gi)*(ei-gi) + (ej-gj)*(ej-gj))
closi = gi;
closj = gj;
}
if(distance > Math.sqrt( (ei-fi)*(ei-fi) + (ej-fj)*(ej-fj)))
{
distance = Math.sqrt( (ei-fi)*(ei-fi) + (ej-fj)*(ej-fj))
closi = fi;
closj = fj;
}
return closi;
}
function returnClosestj()
{
var closi = ai;
var closj = aj;
var distance = Math.sqrt( (ei-ai)*(ei-ai) + (ej-aj)*(ej-aj));
if(distance > Math.sqrt( (ei-ci)*(ei-ci) + (ej-cj)*(ej-cj)))
{
distance = Math.sqrt( (ei-ci)*(ei-ci) + (ej-cj)*(ej-cj))
closi = ci;
closj = cj;
}
if(distance > Math.sqrt( (ei-di)*(ei-di) + (ej-dj)*(ej-dj)))
{
distance = Math.sqrt( (ei-di)*(ei-di) + (ej-dj)*(ej-dj))
closi = di;
closj = dj;
}
if(distance > Math.sqrt( (ei-gi)*(ei-gi) + (ej-gj)*(ej-gj)))
{
distance = Math.sqrt( (ei-gi)*(ei-gi) + (ej-gj)*(ej-gj))
closi = gi;
closj = gj;
}
if(distance > Math.sqrt( (ei-fi)*(ei-fi) + (ej-fj)*(ej-fj)))
{
distance = Math.sqrt( (ei-fi)*(ei-fi) + (ej-fj)*(ej-fj))
closi = fi;
closj = fj;
}
return closj;
}
function moveLogicalEnemy()
{
const pi = returnClosesti();
const pj = returnClosestj();
console.log(pi + " = i " + pj + " = j")
var i =ei;
var j = ej;
if (i < pi && j < pj)
{
j++;
i++;
}
if (i < pi && j > pj)
{
j--;
i++;
}
if (i > pi && j < pj)
{
j++;
i--;
}
if (i > pi && j > pj)
{
j--;
i--;
}
if (i == pi && j < pj)
{
j++;
}
if (i == pi && j > pj)
{
j--;
}
if (i < pi && j == pj)
{
i++;
}
if (i > pi && j == pj)
{
i--;
}
/*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()
}*/
if ( occupied(i,j) && !GRID[i][j] == GRID_WALL )
{
ei = i;
ej = j;
}
if ( !occupied(i,j))
{
ei = i;
ej = j;
}
if(occupied(i,j))
{
if(ei == i && ej < j)
{
if(!occupied(ei-1,ej))
i = ei -1;
else if(!occupied(ei+1,ej))
i = ei + 1;
}
if(ei < i && ej == j)
{
if(!occupied(ei,ej-1))
j = ej - 1;
else if(!occupied(ei,ej+1))
j = ej + 1;
}
if(ei == i && ej > j)
{
if(!occupied(ei-1,ej))
i = ei -1;
else if(!occupied(ei+1,ej))
i = ei + 1;
}
if(ei > i && ej == j)
{
if(!occupied(ei,ej-1))
j = ei -1;
else if(!occupied(ei,ej+1))
j = ei + 1;
}
if(ei < i && ej > j)
{
if(!occupied(ei,ej-1))
j = ej-1;
else if(!occupied(ei+1,ej))
i = ei +1;
}
if(ei > i && ej > j)
{
if(!occupied(ei,ej+1))
j = ej+1;
else if(!occupied(ei+1,ej))
i = ei+1;
}
if(ei> i && ej< j)
{
if(!occupied(ei-1,ej))
i = ei-1;
else if(!occupied(ei,ej+1))
j = ej+1;
}
if(ei < i && ej < j)
{
if(!occupied(ei+1,ej))
i = ei+1;
else if(!occupied(ei,ej+1))
j = ej + 1;
}
ei = i;
ej = j;
}
}
// --- agent functions -----------------------------------
// --- 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 caught()
{
if(ei == gi && ej == gj)
{
gi = 100;
gj = 100;
enemiesLeft--;
}
if(ei == ai && ej == aj)
{
ai = 100;
aj = 100;
enemiesLeft--;
}
if(ei == ci && ej == cj)
{
ci = 100;
cj = 100;
enemiesLeft--;
}
if(ei == di && ej == dj)
{
di = 100;
dj = 100;
enemiesLeft--;
}
if(ei == fi && ej == fj)
{
fi = 100;
fj = 100;
enemiesLeft--;
}
}
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> " + step + " </b> x = (" + x.toString() + ") a = (" + a + ") ";
$("#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) + "% ";
$("#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();
initLogicalEnemy();
initLogicalPlayer1();
initLogicalPlayer2();
initLogicalPlayer3();
initLogicalPlayer4();
initLogicalPlayer5();
// 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();
initThreeEnemy();
initThreePlayer1();
initThreePlayer2();
initThreePlayer3();
initThreePlayer4();
initThreePlayer5();
// 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();
}
};
this.getState = function()
{
var x = [ ai, aj, ei, ej, ci, cj, di, dj, gi, gj, fi, fj];
return ( x );
};
this.takeAction = function ( a )
{
step++;
if ( true )
updateStatusBefore(a); // show status line before moves
if ( ( step % 3 ) == 0 ) // slow the enemy down to every nth step
moveLogicalEnemy();
if ( ( step % 2 ) == 0 ) // slow the enemy down to every nth step
moveLogicalPlayer1();
if ( ( step % 2 ) == 0 ) // slow the enemy down to every nth step
moveLogicalPlayer2();
if ( ( step % 2 ) == 0 ) // slow the enemy down to every nth step
moveLogicalPlayer3();
if ( ( step % 2 ) == 0 ) // slow the enemy down to every nth step
moveLogicalPlayer4();
if ( ( step % 2 ) == 0 ) // slow the enemy down to every nth step
moveLogicalPlayer5();
if ( badstep() )
badsteps++;
else
goodsteps++;
if ( true )
{
drawEnemy();
drawPlayer1();
drawPlayer2();
drawPlayer3();
drawPlayer4();
drawPlayer5();
updateStatusAfter(); // show status line after moves
}
if(caught())
{
var loader9 = new THREE.TextureLoader();
loader9.load ( '/uploads/bouldersoshoulders/on.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
player4.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
}
if(enemiesLeft == 0)
{
updateStatusBefore(a);
this.endCondition= true;
}
};
this.endRun = function()
{
if ( true )
{
musicPause();
if ( this.endCondition )
$("#user_span6").html( " <font color=red> <B> Enemy has caaught all players. Winner Winner Chicken Dinner." );
else
$("#user_span6").html( " <font color=red> <B> All opponents not caught, enemy loses. </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 );
}