//submission for ca318
// World must define these:
const CLOCKTICK = 150; // speed of run - move things every n milliseconds
const MAXSTEPS = 1000; // length of a run before final score
const SCREENSHOT_STEP = 5;
//---- global constants: -------------------------------------------------------
const gridsize = 40; // number of squares along side of world
const NOBOXES = 0;
// density of maze - number of internal boxes
// (bug) use trunc or can get a non-integer
const squaresize = 2; // 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 = false; // 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 thewhite, theorange;
// orange and white position on squares, as well as their previous positions
var oi, oj, wi, wj, pwi, pwj, poi, poj;
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 ( ( oi == i ) && ( oj == j ) ) return true; // variable objects
if ( ( wi == i ) && ( wj == 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/smythc44/blackngreen.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/smythc44/blackngreen.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/smythc44/blackngreen.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/smythc44/floor.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/smythc44/blackngreen.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/smythc44/blackngreen.jpg" ), 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/smythc44/tronwhite.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
thewhite.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader4 = new THREE.TextureLoader();
loader4.load ( '/uploads/smythc44/tronorange.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
theorange.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;
}
}
//--- Add and draw beams following each player ----------------------
function initBeamsWhite(i, j)
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
var thecube = new THREE.Mesh( shape );
thecube.material.color.setHex( 0xffffff );
thecube.position.x = translate ( i * squaresize );
thecube.position.z = translate ( j * squaresize );
thecube.position.y = 0;
threeworld.scene.add(thecube);
}
function initBeamsOrange(i, j)
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
var thecube = new THREE.Mesh( shape );
thecube.material.color.setHex( 0xff6600 );
thecube.position.x = translate ( i * squaresize );
thecube.position.z = translate ( j * squaresize );
thecube.position.y = 0;
threeworld.scene.add(thecube);
}
// --- orange functions -----------------------------------
function drawOrange() // given oi, oj, draw it
{
var x = translate ( oi * squaresize );
var z = translate ( oj * squaresize );
var y = 0;
theorange.position.x = x;
theorange.position.y = y;
theorange.position.z = z;
threeworld.scene.add(theorange);
threeworld.lookat.copy ( theorange.position ); // if camera moving, look back at where the orange is
}
function initLogicalOrange()
{
{
oi = 4;
oj = gridsize / 2;
poi = oi - 1;
poj = oj;
}
}
function initThreeOrange()
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
theorange = new THREE.Mesh( shape );
theorange.material.color.setHex( BLANKCOLOR );
drawOrange();
}
function moveLogicalOrange( a )
{
var i = oi;
var j = oj;
if ( a == ACTION_LEFT )
i--;
if ( a == ACTION_RIGHT )
i++;
if ( a == ACTION_UP )
j++;
if ( a == ACTION_DOWN )
j--;
if ( ! occupied(i,j) )
{
poi = oi;
poj = oj;
oi = i;
oj = j;
GRID[poi][poj] = GRID_MAZE;
initBeamsOrange(poi, poj);
}
}
//continues to move orange in the direction it was already moving
function keepMovingOrange()
{
var a = ACTION_STAYSTILL;
if(poi < oi) { a = ACTION_RIGHT; }
if(poj < oj) { a = ACTION_UP; }
if(oi < poi) { a = ACTION_LEFT; }
if(oj < poj) { a = ACTION_DOWN; }
moveLogicalOrange(a);
}
// --- white functions -----------------------------------
function drawWhite() // given wi, wj, draw it
{
var x = translate ( wi * squaresize );
var z = translate ( wj * squaresize );
var y = 0;
thewhite.position.x = x;
thewhite.position.y = y;
thewhite.position.z = z;
threeworld.scene.add(thewhite);
threeworld.follow.copy ( thewhite.position ); // follow vector = white position (for camera following white)
}
function initLogicalWhite()
{
wi = gridsize - 5;
wj = gridsize / 2;
pwi = wi+1;
pwj = wj;
}
function initThreeWhite()
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
thewhite = new THREE.Mesh( shape );
thewhite.material.color.setHex( BLANKCOLOR );
drawWhite();
}
function moveLogicalWhite( a ) // this is called by the infrastructure that gets action a from the Mind
{
var i = wi;
var j = wj;
if ( a == ACTION_LEFT )
i--;
if ( a == ACTION_RIGHT )
i++;
if ( a == ACTION_UP )
j++;
if ( a == ACTION_DOWN )
j--;
if ( ! occupied(i,j) )
{
pwi = wi;
pwj = wj;
wi = i;
wj = j;
GRID[pwi][pwj] = GRID_MAZE;
initBeamsWhite(pwi, pwj);
}
}
//continues to move white in the direction it was already moving
function keepMovingWhite()
{
var a = ACTION_STAYSTILL;
if(pwi < wi) { a = ACTION_RIGHT; }
if(pwj < wj) { a = ACTION_UP; }
if(wi < pwi) { a = ACTION_LEFT; }
if(wj < pwj) { a = ACTION_DOWN; }
moveLogicalWhite(a);
}
function keyHandler(e)
// user control
// Note that this.takeAction(a) is constantly running at same time, redrawing the screen.
{
var actionWhite = ACTION_STAYSTILL;
var actionOrange = ACTION_STAYSTILL;
if (e.keyCode == 37) actionWhite = ACTION_LEFT ;
if (e.keyCode == 38) actionWhite = ACTION_DOWN ;
if (e.keyCode == 39) actionWhite = ACTION_RIGHT ;
if (e.keyCode == 40) actionWhite = ACTION_UP ;
moveLogicalWhite ( actionWhite );
if (e.keyCode == 83) actionOrange = ACTION_UP ;
if (e.keyCode == 65) actionOrange = ACTION_LEFT ;
if (e.keyCode == 87) actionOrange = ACTION_DOWN ;
if (e.keyCode == 68) actionOrange = ACTION_RIGHT ;
moveLogicalOrange ( actionOrange );
}
// --- score: -----------------------------------
function badstep() // is the orange within one square of the white
{
if ( ( Math.abs(oi - wi) < 2 ) && ( Math.abs(oj - wj) < 2 ) ) return true;
else return false;
}
//check if orange is about to crash
function crashOrange()
{
var a = ACTION_STAYSTILL;
if(poi < oi) { a = ACTION_RIGHT; }
if(poj < oj) { a = ACTION_UP; }
if(oi < poi) { a = ACTION_LEFT; }
if(oj < poj) { a = ACTION_DOWN; }
var i = oi;
var j = oj;
if ( a == ACTION_LEFT ) i--;
if ( a == ACTION_RIGHT ) i++;
if ( a == ACTION_UP ) j++;
if ( a == ACTION_DOWN ) j--;
if(occupied(i, j)) return true;
else return false;
}
//check if white is about to crash
function crashWhite()
{
var a = ACTION_STAYSTILL;
if(pwi < wi) { a = ACTION_RIGHT; }
if(pwj < wj) { a = ACTION_UP; }
if(wi < pwi) { a = ACTION_LEFT; }
if(wj < pwj) { a = ACTION_DOWN; }
var i = wi;
var j = wj;
if ( a == ACTION_LEFT ) i--;
if ( a == ACTION_RIGHT ) i++;
if ( a == ACTION_UP ) j++;
if ( a == ACTION_DOWN ) j--;
if(occupied(i, j)) return true;
else return false;
}
this.endCondition;
this.crashedOrange;
this.crashedWhite;
//--- public functions / interface / API ----------------------------------------------------------
this.newRun = function()
{
// (subtle bug) must reset variables like these inside newRun (in case do multiple runs)
this.endCondition = false;
this.crashedOrange = false;
this.crashedWhite = false;
badsteps = 0;
goodsteps = 0;
step = 0;
var status = " Dont crash! <BR>"
$("#user_span2").html(status);
var status = " --- Orange use wasd to play --- <BR>";
$("#user_span4").html( status );
var status = " --- White use arrow keys to play --- <BR>";
$("#user_span6").html( status );
// for all runs:
initGrid();
initLogicalWalls();
initLogicalWhite();
initLogicalOrange();
// 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();
initThreeWhite();
initThreeOrange();
// 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 = [ wi, wj, oi, oj ];
return ( x );
};
this.takeAction = function ( a )
{
step++;
if ( true )
keepMovingOrange();
keepMovingWhite();
if ( badstep() )
badsteps++;
else
goodsteps++;
if ( true )
{
drawWhite();
drawOrange();
}
//if orange crashed -> end game
if(crashOrange())
{
soundAlarm();
this.crashedOrange = true;
this.endCondition = true;
this.endRun();
}
//if white crashed -> end game
if(crashWhite())
{
soundAlarm();
this.crashedWhite = true;
this.endCondition = true;
this.endRun();
}
};
this.endRun = function()
{
if ( true )
{
musicPause();
if(this.crashedWhite)
$("#user_span7").html( " <font color=red> <B> White crashed - Orange Wins </B> </font> " );
else if(this.crashedOrange)
$("#user_span7").html( " <font color=red> <B> Orange crashed - White wins. </B> </font> " );
else
$("#user_span7").html( " <font color=red> <B> It's a tie! </B> </font> " );
}
};
this.getScore = function()
{
return ( ( goodsteps / step ) * 100 );
};
}
//---- end of World class -------------------------------------------------------
// --- music and sound effects ----------------------------------------
// credits:
// don't sell this product
// No rights here :(
function initMusic()
{
// put music element in one of the spans
var x = "<audio id=theaudio src=/uploads/smythc44/rockit.ogg 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/smythc44/carcrash-soundeffect.mp3 autoplay > </audio>";
$("#user_span2").html( x );
}