// Cloned by spandana on 12 Nov 2023 from World "A* assignment-Complex World (clone by spandana)" by spandana
// Please leave this clone trail here.
/*======================================================================================================================
======================================================PRACTICAL 1=======================================================================
STUDENT NAME: SHIVACHARANA SPANDANA DEVARAMANI
STUDENT NUMBER: 23269892
The pirate is the enemy and is trying to capture treassure chest in the maze.
*/
// Cloned by spandana on 9 Nov 2023 from World "Complex 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.
// ====================================================================================================================
// =============================================================================================
// 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?
// Speed of run: Step every n milliseconds. Default 100.
AB.clockTick = 5;
// Length of run: Maximum length of run in steps. Default 1000.
AB.maxSteps = 1000;
// Take screenshot on this step. (All resources should have finished loading.) Default 50.
AB.screenshotStep = 50;
//---- global constants: -------------------------------------------------------
// Switch between 3d and 2d view (both using Three.js)
const show3d = true;
/*============= Spandana======================================================================================
Credits for the icons and textures used:
https://spaceplace.nasa.gov/galaxy/en/
https://www.vectorstock.com/royalty-free-vector/seamless-wooden-panel-door-texture-with-nails-vector-6318064
https://www.freepik.com/premium-ai-image/treasure-chest-from-game-pirate-treasure_43903818.htm
https://www.vectorstock.com/royalty-free-vector/jolly-roger-pirate-flag-vector-4482984
*/
const TEXTURE_WALL = '/uploads/spandana/darkNight.jpg' ;
const TEXTURE_MAZE = '/uploads/spandana/door.jpg' ;
const TEXTURE_AGENT = '/uploads/spandana/treasure-chest-pirate.jpg ';
const TEXTURE_ENEMY = '/uploads/spandana/piratevector.jpg' ;
//=============================================================================================================
/* credits for the background music and sound:
https://pixabay.com/music/search/pirate/
https://pixabay.com/sound-effects/search/pirate/
*/
const MUSIC_BACK = '/uploads/spandana/battle-ship-111902.mp3' ;
const SOUND_ALARM = '/uploads/spandana/piratematt-1-76994.mp3';
// number of squares along side of world
const gridsize = 2;
// density of maze - number of internal boxes
// (bug) use trunc or can get a non-integer
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 10 );
// size of square in pixels
const squaresize = 100;
// length of one side in pixels
const MAXPOS = gridsize * squaresize;
// a number, not a string
const SKYCOLOR = 0xddffdd;
// distance from centre to start the camera at
const startRadiusConst = MAXPOS * 0.8 ;
// maximum distance from camera we will render things
const maxRadiusConst = MAXPOS * 10 ;
//--- change ABWorld defaults: -------------------------------
ABHandler.MAXCAMERAPOS = maxRadiusConst ;
// "ground" exists at altitude zero
ABHandler.GROUNDZERO = true;
//--- 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
/* ===================================SPANDANA============================
mountain skybox, credit:
https://www.freepik.com/free-ai-image/exploring-deep-dark-galaxy-with-astronomy-telescope-satellite-generated-by-ai_48654533.htm
The downloaded image was converted from HDRI to a cubemap format, credits:
https://matheowis.github.io/HDRI-to-CubeMap/
*/
const SKYBOX_ARRAY = [
"/uploads/spandana/galaxy-px.png",
"/uploads/spandana/galaxy-nx.png",
"/uploads/spandana/galaxy-py.png",
"/uploads/spandana/galaxy-ny.png",
"/uploads/spandana/galaxy-pz.png",
"/uploads/spandana/galaxy-nz.png"
];
// ===================================================================================================================
// === End of tweaker's box ==========================================================================================
// ===================================================================================================================
//--- Mind can pick one of these actions -----------------
const ACTION_LEFT = 0;
const ACTION_RIGHT = 1;
const ACTION_UP = 2;
const ACTION_DOWN = 3;
const ACTION_STAYSTILL = 4;
// 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;
// 3d or 2d box height
var BOXHEIGHT;
// can query GRID about whether squares are occupied, will in fact be initialised as a 2D array
var GRID = new Array(gridsize);
var theagent, theenemy;
var wall_texture, agent_texture, enemy_texture, maze_texture;
// enemy and agent position on squares
var ei, ej, ai, aj;
var badsteps;
var goodsteps;
//=========================SPANDANA : Taken from A Star implementation======================================================
// credits: https://dev.to/codesphere/pathfinding-with-javascript-the-a-algorithm-3jlb
//declared variables for A Star
var openSet=[];
var closeSet=[];
var start, end;
var path = [];
var highlight_path = [];
var finished = false;
var badsteps;
var goodsteps;
// Vertex shader for the gradient material to highlight best route between Pirate and treasure chest
const vertexShader = `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;
// Fragment shader for the gradient material to highlight best route between Pirate and treasure chest
const fragmentShader = `
varying vec2 vUv;
void main() {
// Define your gradient colors here
vec3 startColor = vec3(249.0/255.0, 70.0/255.0, 9.0/255.0); // #f94609
vec3 endColor = vec3(165.0/255.0, 21.0/255.0, 13.0/255.0); // #a5150d
// Interpolate between start and end colors based on the vertical position
vec3 gradientColor = mix(startColor, endColor, vUv.y);
gl_FragColor = vec4(gradientColor, 1.0);
}
`;
// Uniforms for the shader material
const uniforms = {};
//==================================================== A star implementation======================================================================
//===========credits: https://dev.to/codesphere/pathfinding-with-javascript-the-a-algorithm-3jlb
//================================================changes started=======================================================
// Function to remove current point from openSet
function removeElementFromArray(arr, item)
{
for (var i = arr.length - 1; i >= 0; i--)
{
if (arr[i] == item)
{
arr.splice(i, 1);
}
}
}
//Heuristic function to calculate cost - Manhattan distance
function heuristic(a, b)
{
return ( Math.abs(a.i - b.i) + Math.abs(a.j - b.j) );
}
//Function to create all the grid points as objects to contain data for the points
function MakeSpot(i, j)
{
this.value = 0;
//location of grid points
this.i = i;
this.j = j;
//initialized heuristic variables
this.f = 0; //total cost function
this.g = 0; //cost function from start to the current grid point
this.h = 0; //heuristic estimated cost function from current grid point to goal point
//neighbors of current grid point
this.neighbors = [];
this.previous = undefined;
//update neighbors of a given grid point
this.addNeighbors = function(grid)
{
var i = this.i;
var j = this.j;
if (i < gridsize - 1)
this.neighbors.push(grid[i + 1][j]);
if (i > 0)
this.neighbors.push(grid[i - 1][j]);
if (j < gridsize - 1)
this.neighbors.push(grid[i][j + 1]);
if (j > 0)
this.neighbors.push(grid[i][j - 1]);
//diagonals movement for the Pirate is turned off
// if (i > 0 && j > 0)
// this.neighbors.push(grid[i - 1][j - 1]);
// if (i < gridsize - 1 && j > 0)
// this.neighbors.push(grid[i + 1][j - 1]);
// if (i > 0 && j < gridsize - 1)
// this.neighbors.push(grid[i - 1][j + 1]);
// if (i < gridsize - 1 && j < gridsize - 1)
// this.neighbors.push(grid[i + 1][j + 1]);
}
}
//function to remove the highlighted path after the Pirate visits the grid point
function removeObject(uuid)
{
ABWorld.scene.remove(ABWorld.scene.getObjectByProperty('uuid',uuid));
}
//Function to highlight best path for the Pirate
function highlightPath(path, highlight_path) {
var gradientMaterial, box;
if (highlight_path.length > 0) {
for (const priorId of highlight_path) {
var tempUUID = priorId;
removeObject(tempUUID);
}
highlight_path.splice(0, highlight_path.length);
}
for (var i = 0; i < path.length; i++) {
// Check if the current point is defined
if (!path[i]) {
console.error("Invalid point in path");
continue;
}
// Create a box with a gradient material
createBoxWithGradient(path[i].i, path[i].j);
}
function createBoxWithGradient(i, j) {
// Create a box geometry
var boxGeometry = new THREE.BoxGeometry(squaresize, .1, squaresize);
// Create a gradient material
gradientMaterial = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: vertexShader,
fragmentShader: fragmentShader,
side: THREE.BackSide,
});
// Create the box mesh with the gradient material
box = new THREE.Mesh(boxGeometry, gradientMaterial);
// Position the box at the center of the box
box.position.copy(translate(i, j));
// Add the box to the scene
ABWorld.scene.add(box);
// Add the box to the drawn path
highlight_path.push(box.uuid);
}
}
//A Star implementation to move the Pirate
function aStarAlgorithm() {
//location of the Pirate
start = GRID[ei][ej];
//location of the treasure chest
end = GRID[ai][aj];
if (closeSet.length > 0)
closeSet.splice(0, closeSet.length);
if (openSet.length > 1)
{
openSet.splice(0, openSet.length);
openSet.push(start);
}
if (path.length > 0)
path.splice(0, path.length);
while (openSet.length > 0)
{
//Assuming lowest index is the first one to begin with
var lowestindex = 0;
for (var i = 0; i < openSet.length; i++)
{
if (openSet[i].f < openSet[lowestindex].f)
{
lowestindex = i;
}
}
var current = openSet[lowestindex];
if (current === end)
{
var temp = current;
while(temp.previous != start)
{
temp = temp.previous;
path.push(temp)
}
break;
}
//remove current from openSet
removeElementFromArray(openSet, current);
//add current to closedSet
closeSet.push(current);
//check neighbors
var neighbors = current.neighbors;
for (var i = 0; i < neighbors.length; i++)
{
var neighbor = neighbors[i];
//check if neighbor is already evaluated
if (!closeSet.includes(neighbor) && neighbor.value===0)
{
var tempG = current.g + heuristic(neighbor, current);
//check if new path exists
var newPath = false;
if (openSet.includes(neighbor))
{
if (tempG < neighbor.g)
{
neighbor.g = tempG;
newPath = true;
}
}
else
{
neighbor.g = tempG;
newPath = true;
openSet.push(neighbor);
}
if (newPath)
{
neighbor.h = heuristic(neighbor, end);
neighbor.f = neighbor.g + neighbor.h;
neighbor.previous = current;
}
}
}
}
var i=temp.i;
var j=temp.j;
if ( ! occupied(i,j) ) // if no obstacle then move, else just miss a turn
{
ei = i;
ej = j;
}
}
//============================================end of changes===============================================================
//========================================================================================================================================
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 initScene()
{
var i,j, shape, thecube;
// =====================================SPANDANA==================================================================================
//making a 2D grid
for ( i = 0; i < gridsize ; i++ )
GRID[i] = new Array(gridsize);
for (i = 0; i < gridsize; i++)
for (j = 0; j < gridsize; j++)
GRID[i][j] = new MakeSpot(i, j);
for (i = 0; i < gridsize; i++)
for (j = 0; j < gridsize; j++)
GRID[i][j].addNeighbors(GRID);
// ======================================================================================================================================
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].value = 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].value = GRID_BLANK;
for ( var c=1 ; c <= NOBOXES/2 ; c++ )
{
i = AB.randomIntAtoB(1,gridsize-2); // inner squares are 1 to gridsize-1
j = AB.randomIntAtoB(1,gridsize-2);
GRID[i][j].value = GRID_MAZE ;
shape = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );
thecylinder = new THREE.Mesh( shape );
thecylinder.material = new THREE.MeshBasicMaterial( { map: maze_texture } );
thecylinder.position.copy ( translate(i,j) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.scene.add(thecylinder);
}
// 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;
//==============================SPANDANA===========================================================
//Initialised openSet to hold the Pirate's intial grid points
openSet.push(GRID[ei][ej]);
//===============================================================================================================================
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;
closeSet = [];
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
});
}
function drawEnemy()
{
theenemy.position.copy ( translate(ei,ej) );
ABWorld.lookat.copy ( theenemy.position );
}
function drawAgent()
{
theagent.position.copy ( translate(ai,aj) );
ABWorld.follow.copy ( theagent.position );
}
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].value == GRID_WALL ) return true; // fixed objects
if ( GRID[i][j].value == 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;
}
//Move the enemy
function moveLogicalEnemy()
{
aStarAlgorithm();
if (path.length > 0){
highlightPath(path, highlight_path);
}
}
//Move the Agent
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
{
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>Yo-ho-ho, we've struck gold! </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
}