// Cloned by Sophie Renshaw on 13 Nov 2021 from World "Marvel A* - World 1" by Sophie Renshaw
// 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.
// ====================================================================================================================
// =============================================================================================
// More complex starter World
// 3d-effect Maze World (really a 2-D problem)
// Movement is on a semi-visible grid of squares
//
// 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.
// =============================================================================================
// ===================================================================================================================
// === 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 = 1000;
// Length of run: Maximum length of run in steps. Default 1000.
AB.screenshotStep = 50;
// Take screenshot on this step. (All resources should have finished loading.) Default 50.
//---- global constants: -------------------------------------------------------
const show3d = true; // Switch between 3d and 2d view (both using Three.js)
const TEXTURE_WALL = '/uploads/50ph/grey.jpeg' ;
const TEXTURE_MAZE = '/uploads/50ph/steel-texture.jpeg' ;
const TEXTURE_AGENT = '/uploads/50ph/ironman.jpg' ;
const TEXTURE_ENEMY = '/uploads/50ph/loki.jpeg' ;
const MUSIC_BACK = '/uploads/50ph/The-Avengers-Theme-Song.mp3' ;
const SOUND_ALARM = '/uploads/50ph/fall.mp3' ;
// credits:
// http://http://www.moviesoundclips.net/sound.php?id=247
// https://medea-music.com/portfolio-item/the-avengers-theme-a-silvestri/the-avengers-theme-song/
const gridsize = 50; // number of squares along side of world
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 3 );
// 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 startRadiusConst = MAXPOS * 0.8 ; // distance from centre to start the camera at
const maxRadiusConst = MAXPOS * 10 ; // maximum distance from camera we will render things
//--- change ABWorld defaults: -------------------------------
ABHandler.MAXCAMERAPOS = maxRadiusConst ;
ABHandler.GROUNDZERO = true; // "ground" exists at altitude zero
//--- skybox: -------------------------------
// skybox is a collection of 6 files
// x,y,z positive and negative faces have to be in certain order in the array
// https://threejs.org/docs/#api/en/loaders/CubeTextureLoader
// mountain skybox, credit:
// http://stemkoski.github.io/Three.js/Skybox.html
/*
const SKYBOX_ARRAY = [
"/uploads/starter/dawnmountain-xpos.png",
"/uploads/starter/dawnmountain-xneg.png",
"/uploads/starter/dawnmountain-ypos.png",
"/uploads/starter/dawnmountain-yneg.png",
"/uploads/starter/dawnmountain-zpos.png",
"/uploads/starter/dawnmountain-zneg.png"
];
*/
// space skybox, credit:
// http://en.spaceengine.org/forum/21-514-1
// x,y,z labelled differently
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"
];
// 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"
// ];
// ===================================================================================================================
// === End of tweaker's box ==========================================================================================
// ===================================================================================================================
// You will need to be some sort of JavaScript programmer to change things below the 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;
// 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 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 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 loadResources() // asynchronous file loads - call initScene() when all finished
{
var loader1 = new THREE.TextureLoader();
var loader2 = new THREE.TextureLoader();
var loader3 = new THREE.TextureLoader();
var loader4 = new THREE.TextureLoader();
loader1.load ( TEXTURE_WALL, function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
wall_texture = thetexture;
if ( asynchFinished() ) initScene(); // if all file loads have returned
});
loader2.load ( TEXTURE_AGENT, function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
agent_texture = thetexture;
if ( asynchFinished() ) initScene();
});
loader3.load ( TEXTURE_ENEMY, function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
enemy_texture = thetexture;
if ( asynchFinished() ) initScene();
});
loader4.load ( TEXTURE_MAZE, function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
maze_texture = thetexture;
if ( asynchFinished() ) initScene();
});
}
function asynchFinished() // all file loads returned
{
if ( wall_texture && agent_texture && enemy_texture && maze_texture ) return true;
else return false;
}
//--- grid system -------------------------------------------------------------------------------
// my numbering is 0 to gridsize-1
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;
}
// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
// 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 ( 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 initScene() // all file loads have returned
{
var i,j, shape, thecube;
// set up GRID as 2D array
for ( i = 0; i < gridsize ; i++ )
GRID[i] = new Array(gridsize);
// set up walls
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) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.scene.add(thecube);
}
else
GRID[i][j] = GRID_BLANK;
// set up maze
for ( var c=1 ; c <= NOBOXES ; c++ )
{
i = AB.randomIntAtoB(1,gridsize-2); // inner squares are 1 to 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) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.scene.add(thecube);
}
// set up enemy
// start in random location
do
{
i = AB.randomIntAtoB(1,gridsize-2);
j = AB.randomIntAtoB(1,gridsize-2);
}
while ( occupied(i,j) ); // search for empty square
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);
drawEnemy();
// set up agent
// start in random location
do
{
i = AB.randomIntAtoB(1,gridsize-2);
j = AB.randomIntAtoB(1,gridsize-2);
}
while ( occupied(i,j) ); // search for empty square
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);
drawAgent();
// finally skybox
// setting up skybox is simple
// just pass it array of 6 URLs and it does the asych load
ABWorld.scene.background = new THREE.CubeTextureLoader().load ( SKYBOX_ARRAY, function()
{
ABWorld.render();
AB.removeLoading();
AB.runReady = true; // start the run loop
});
}
// --- draw moving objects -----------------------------------
function drawEnemy() // given ei, ej, draw it
{
theenemy.position.copy ( translate(ei,ej) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
}
function drawAgent() // given ai, aj, draw it
{
theagent.position.copy ( translate(ai,aj) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.follow.copy ( theagent.position ); // follow vector = agent position (for camera following agent)
}
// --- take actions -----------------------------------
//Sophie Practical Code: function to calculate heuristic
function heuristic(pos0, pos1) {
var d1 = Math.abs (pos1.i - pos0.i);
var d2 = Math.abs (pos1.j - pos0.j);
return d1 + d2;
}
//Sophie Practical Code: function to model a node on the GRID and assign it's f,g,h and previous values
function node(i,j){
this.i = i;
this.j = j;
this.g = 0;
this.h = 0;
this.f = 0;
this.previous;
}
// Sophie Practical Code: Function to delete element from the array
function removeFromArray(arr, elt)
{
const index = arr.indexOf(elt);
if (index > -1) {
arr.splice(index, 1);
}
}
//Sophie Practical Code: function to draw the path
function drawNode(node, colors){
var geometry = new THREE.BoxGeometry( 100, 100, 100 );
var material = new THREE.MeshBasicMaterial( {color: colors});
var opacity = new THREE.MeshBasicMaterial( {opacity: '0, 0.1, 0.01'} );
var cube = new THREE.Mesh( geometry, material, opacity );
cube.name = 'PathObject'
cube.position.copy(translate(node.i,node.j));
ABWorld.scene.add( cube );
}
//Sophie Practical Code: function to remove the path
function removePath(path){
for(i=0;i<=path.length;i++){
var selectedObject = ABWorld.scene.getObjectByName('PathObject');
ABWorld.scene.remove( selectedObject );
}
}
//Sophie Practical Code: function to get the neighbors of the current node, checks that the node is not occupied and that it is not already
// in the closedNodes list
function getNeighbors(currentNode, closedNodes)
{
var neighbors = [];
if(currentNode.i > 0 && !occupied(currentNode.i-1,currentNode.j) && isNodeInList(currentNode.i-1,currentNode.j,closedNodes)===false) {
neighbors.push(new node(currentNode.i-1,currentNode.j))
}
if(currentNode.i < gridsize - 1 && !occupied(currentNode.i+1,currentNode.j) && isNodeInList(currentNode.i+1,currentNode.j,closedNodes)===false) {
neighbors.push(new node(currentNode.i+1,currentNode.j))
}
if(currentNode.j > 0 && !occupied(currentNode.i,currentNode.j-1) && isNodeInList(currentNode.i,currentNode.j-1,closedNodes)===false) {
neighbors.push(new node(currentNode.i,currentNode.j-1))
}
if(currentNode.j < gridsize - 1 && !occupied(currentNode.i,currentNode.j+1) && isNodeInList(currentNode.i,currentNode.j+1,closedNodes)===false) {
neighbors.push(new node(currentNode.i,currentNode.j+1))
}
//diagonals
if(currentNode.i > 0 && currentNode.j > 0 && !occupied(currentNode.i-1,currentNode.j-1) && isNodeInList(currentNode.i-1,currentNode.j-1,closedNodes)===false) {
neighbors.push(new node(currentNode.i-1,currentNode.j-1))
}
if(currentNode.i < gridsize - 1 && currentNode.j > 0 && !occupied(currentNode.i+1,currentNode.j-1) && isNodeInList(currentNode.i+1,currentNode.j-1,closedNodes)===false) {
neighbors.push(new node(currentNode.i+1,currentNode.j-1))
}
if(currentNode.i > 0 && currentNode.j < gridsize - 1 && !occupied(currentNode.i-1,currentNode.j+1) && isNodeInList(currentNode.i-1,currentNode.j+1,closedNodes)===false) {
neighbors.push(new node(currentNode.i-1,currentNode.j+1))
}
if(currentNode.i < gridsize - 1 && currentNode.j < gridsize - 1 && !occupied(currentNode.i+1,currentNode.j+1) && isNodeInList(currentNode.i,currentNode.j+1,closedNodes)===false) {
neighbors.push(new node(currentNode.i+1,currentNode.j+1))
}
return neighbors;
}
//Sophie Practical Code: funtion to get the next best step
function getNextBestStep(openNodes){
var nextBestStep = 0;
for(var z=0; z<openNodes.length; z++){
if(openNodes[z].f <= openNodes[nextBestStep].f ){
nextBestStep = z;
}
}
return nextBestStep
}
//Sophie Practical Code: function to calculate h&f and also set the neighbors previous node
function calculations(neighbor, endNode, currentNode){
neighbor.h = heuristic(endNode, neighbor);
neighbor.f = neighbor.g + neighbor.h
neighbor.previous = currentNode
return neighbor
}
//Sophie Practical Code: function to return the path
function findPath(currentNode, path){
var temp = currentNode;
path.push(temp);
while (temp.previous)
{
path.push(temp.previous);
temp = temp.previous;
}
console.log("path before pop", path)
path.pop()
return path.reverse();
}
//Sophie Practical Code: function to check if the i,j position is in the given list
function isNodeInList(i,j,list){
var inList = false;
if(list.length > 0){
for(var x=0;x<list.length;x++){
if(list[x].i == i && list[x].j == j){
inList = true
}
}
}
return inList
}
//Sophie Practical Code: function to return the neighbors of the endNode
function endNodeNeighbors(endNode){
var neighbors = [];
neighbors.push(new node(endNode.i - 1, endNode.j));
neighbors.push(new node(endNode.i + 1, endNode.j));
neighbors.push(new node(endNode.i, endNode.j - 1));
neighbors.push(new node(endNode.i, endNode.j + 1));
return neighbors
}
//Sophie Practical Code: function to calculate the A* path from the enemy (startNode) to the agent (endNode)
function aStar(starti, startj, endi, endj,color){
var openNodes = []; // list of nodes not yet checked
var closedNodes = []; // checked nodes
var path = []; //the path from the start node to the end node
var startNode = new node(starti,startj); //set the start node to be the enemy position
var endNode = new node(endi,endj); // set the end node to be the agent position
console.log("startNode",startNode);
console.log("endNode",endNode);
openNodes.push(startNode); //add the startNodes to the openNodes list
while(openNodes.length > 0){ //while we still have unchecked nodes
var currentNode = openNodes[getNextBestStep(openNodes)]; //set the current node to be the next best step based on it's f value
//if the current node is a neighbor of the end node,
//stop looping and find the path
if(isNodeInList(currentNode.i,currentNode.j,endNodeNeighbors(endNode))){
findPath(currentNode,path)
break;
}
removeFromArray(openNodes, currentNode); //remove the currentNode from the openNodes list
closedNodes.push(currentNode); //push the currentNode to the closedNodes list
var neighbors = getNeighbors(currentNode,closedNodes); //get the neighbors of the current node
for(var y=0; y<neighbors.length; y++) { //check each neighbor in the list of neighbors
var neighbor = neighbors[y];
if(!closedNodes.includes(neighbor)) { //if the closedNode list does not include the neighbor
var tempG = currentNode.g +1 //set the tempG value to be the currentNode's g value +1 - distance from node to neighbor
var newPath = false;
if(openNodes.includes(neighbor)) { //if the openNodes list includes the neighbor
if(tempG < neighbor.g) { //if the tempG value is less than the neighbor's g value
neighbor.g = tempG; //set the neighbors g value to be the tempG value
newPath = true;
}
}
else {
neighbor.g = tempG; //set the neighbors g value to be the tempG value
newPath = true;
openNodes.push(neighbor) //push the neighbor to the openNodes list
}
if(newPath) { //this is a better path
calculations(neighbor, endNode, currentNode); //calculate h & f values for the neighbor & set it's previous node
}
}
}
}
removePath(path) //remove the drawn path
for(var d=1; d<path.length; d++){
drawNode(path[d],color) //draw the path
}
return path;
}
function moveLogicalEnemy()
{
var agentPath = aStar(ai,aj,ei,ej,'#CB4335');
var path = aStar(ei,ej,ai,aj,'#32CD32');
//if there is a path move to the first step on it.
if(path.length>0 && path.length<=2){
ei = agentPath[0].i
ej = agentPath[0].j
}
else if(path.length>0 && path.length>2){
ei = path[0].i
ej = path[0].j
}
else{
console.log("NO PATH FOUND")
}
}
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;
}
}
// --- 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 ) moveLogicalAgent ( ACTION_LEFT );
if ( event.keyCode == 38 ) moveLogicalAgent ( ACTION_DOWN );
if ( event.keyCode == 39 ) moveLogicalAgent ( ACTION_RIGHT );
if ( event.keyCode == 40 ) moveLogicalAgent ( 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() // 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 = AB.world.getState();
AB.msg ( " Step: " + AB.step + " x = (" + x.toString() + ") a = (" + a + ") " );
}
function updateStatusAfter() // agent and enemy have moved, can calculate score
{
// 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()
{
AB.loadingScreen();
AB.runReady = false;
badsteps = 0;
goodsteps = 0;
if ( show3d )
{
BOXHEIGHT = squaresize;
ABWorld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
}
else
{
BOXHEIGHT = 1;
ABWorld.init2d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
}
loadResources(); // aynch file loads
// calls initScene() when it returns
document.onkeydown = keyHandler;
};
AB.world.getState = function()
{
var x = [ ai, aj, ei, ej ];
return ( x );
};
AB.world.takeAction = function ( a )
{
updateStatusBefore(a); // show status line before moves
moveLogicalAgent(a);
if ( ( AB.step % 2 ) == 0 ) // slow the enemy down to every nth step
moveLogicalEnemy();
if ( badstep() ) badsteps++;
else goodsteps++;
drawAgent();
drawEnemy();
updateStatusAfter(); // show status line after moves
if ( agentBlocked() ) // if agent blocked in, run over
{
console.log("AGENT BLOCKED")
AB.abortRun = true;
goodsteps = 0; // you score zero as far as database is concerned
musicPause();
soundAlarm();
}
};
AB.world.endRun = function()
{
musicPause();
if ( AB.abortRun ) AB.msg ( " <br> <font color=red> <B> Agent trapped. Final score zero. </B> </font> ", 3 );
else AB.msg ( " <br> <font color=green> <B> Run over. </B> </font> ", 3 );
};
AB.world.getScore = function()
{
// only called at end - do not use AB.step because it may have just incremented past AB.maxSteps
var s = ( goodsteps / AB.maxSteps ) * 100; // float like 93.4372778
var x = Math.round (s * 100); // 9344
return ( x / 100 ); // 93.44
};
// --- music and sound effects ----------------------------------------
var backmusic = AB.backgroundMusic ( MUSIC_BACK );
function musicPlay() { backmusic.play(); }
function musicPause() { backmusic.pause(); }
function soundAlarm()
{
var alarm = new Audio ( SOUND_ALARM );
alarm.play(); // play once, no loop
}