// Cloned by Deborah Djon on 31 Oct 2022 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?
AB.clockTick = 150; // 150;
// 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/starter/door.jpg' ;
const TEXTURE_MAZE = '/uploads/starter/latin.jpg' ;
const TEXTURE_AGENT = '/uploads/starter/pacman.jpg' ;
const TEXTURE_ENEMY = '/uploads/starter/ghost.3.png' ;
const GROUND_GRID = '/uploads/tharealog/grid6.png';
const GROUND_DISPLACEMENT = '/uploads/tharealog/displacement.png';
// credits:
// http://commons.wikimedia.org/wiki/File:Old_door_handles.jpg
// 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
//source: Music by <a href="https://pixabay.com/users/geoffharvey-9096471/?utm_source=link-attribution&utm_medium=referral&utm_campaign=music&utm_content=122118">geoffharvey</a> from <a href="https://pixabay.com/music//?utm_source=link-attribution&utm_medium=referral&utm_campaign=music&utm_content=122118">Pixabay</a>
const MUSIC_BACK = '/uploads/tharealog/let-the-mystery-unfold-122118.mp3' ;
const SOUND_ALARM = '/uploads/tharealog/evil_laugh.mp3' ;
// credits:
// http://www.dl-sounds.com/royalty-free/defense-line/
// http://soundbible.com/1542-Air-Horn.html
const gridsize = 35; // number of squares along side of world
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 7 ); // 7
// 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
/* altered by deborah djon:
I made my own sky box with a vaporwave backgound made from: https://www.artstation.com/artwork/oO0O0J
*/
const SKYBOX_ARRAY = [
"uploads/tharealog/sb11.png",
"uploads/tharealog/sb31.png",
"uploads/tharealog/sb_top1.png",
"uploads/tharealog/sb_top1.png",
"uploads/tharealog/sb41.png",
"uploads/tharealog/sb21.png",
];
// ===================================================================================================================
// === 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
let mazeBoxes = []; //deborah
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
/*
altered by deborah djon:
changed the walls to be a wireframw and, hence, seethrough.
Box height is reduced to half the boxheight.
*/
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/2, squaresize );
wireframe = new THREE.WireframeGeometry( shape );
lineMaterial = new THREE.LineBasicMaterial( { color: 'red' } );
thecube = new THREE.LineSegments( wireframe , lineMaterial);
thecube.material.transpaent = true;
thecube.material.opacity = 0.01;
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
/*
altered by deborah djon:
The style of the boxes is changed to be pyramids.
The color and material of the pyramids is changed to be a plain red.
In additoin references to the created walls are saved in an array, so
they can be moved later.
*/
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 ;
r = squaresize/2+20;
h = BOXHEIGHT;
geo = new THREE.CylinderGeometry(0, r, h, 4, 1);
material = new THREE.MeshPhongMaterial( { color: 'red'} );
pyramidMesh = new THREE.Mesh( geo, material );
// add blak outline to the pyramids
mat = new THREE.LineBasicMaterial( { color: 'black' } );
wireframe = new THREE.LineSegments( geo, mat );
pyramidMesh.add( wireframe );
// rotate the pyramids they start out slightly sideways
pyramidMesh.rotation.y = -Math.PI * 0.25;
pyramidMesh.position.copy ( translate(i,j) );
mazeBoxes.push(pyramidMesh);
ABWorld.scene.add(pyramidMesh);
}
// 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 );
shape = new THREE.SphereGeometry( squaresize*0.9, 32, 16 );
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 );
shape = new THREE.SphereGeometry( squaresize/3, 32, 16 );
theagent = new THREE.Mesh( shape );
theagent.material = new THREE.MeshBasicMaterial( { color: 'white' } );
ABWorld.scene.add(theagent);
drawAgent();
/*altered by Deborah Djon
Added a 3D mountain landscape to the scene
This is done by creating a plane with a grid pattern, then using a displacement
texture
source: https://res.cloudinary.com/dg5nsedzw/image/upload/v1641657200/blog/vaporwave-threejs-textures/displacement.png
source: https://blog.maximeheckel.com/posts/vaporwave-3d-scene-with-threejs/
*/
const textureLoader = new THREE.TextureLoader();
const gridTexture = textureLoader.load(GROUND_GRID);
const terrainTexture = textureLoader.load(GROUND_DISPLACEMENT);
floorSize = 30000
const geometry = new THREE.PlaneGeometry(floorSize, floorSize, 64,64);
material = new THREE.MeshStandardMaterial({
map: gridTexture,
displacementMap: terrainTexture,
displacementScale: 25000,
})
const plane = new THREE.Mesh(geometry, material);
plane.position.copy( translate(17,17) );
adjust = 0;
plane.position.x += adjust
plane.position.y += adjust
plane.position.y = - BOXHEIGHT/2;
plane.rotation.x = -Math.PI * 0.5;
ABWorld.scene.add(plane)
const pointLight = new THREE.PointLight('red',2);
pointLight.position.copy( translate(10,10) )
pointLight.position.y = squaresize*20
ABWorld.scene.add(pointLight)
//---------------------------
// 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 -----------------------------------
function moveLogicalEnemy()
{
// move towards agent
// put some randomness in so it won't get stuck with barriers
calculateAStarPath();
console.log("calculated A* path. Take step: "+aStarPath[0][0]+','+aStarPath[0][1]);
drawAStarPath(aStarPath);
console.log("calculated A* path. Take step: "+aStarPath[0][0]+','+aStarPath[0][1]);
x=aStarPath.at(-1)[0];
y=aStarPath.at(-1)[1];
if ( ! occupied(x,y) ){ // if no obstacle then move, else just miss a turn
console.log("calculated A* path. No obsitcales.");
ei = x;
ej = y;
}
}
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> 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
}
// --- altered by Deborah Djon ------------------------------------------------------------
let aStarPath = [];
let aStarPathTiles = [];
let openList = [];
let openListTiles = [];
let closedList = [];
let closedListTiles = [];
let deadEnd = [];
let currentNode = null;
class treeNode {
constructor(position, goalHeuristic, parentNode){
this.position = position;
// heuristic distance to Goal
this.goalHeuristic = goalHeuristic; //h
this.parentNode=parentNode;
if(parentNode==null){
this.pathLength = 0; //g
}else{
this.pathLength = parentNode.pathLength+1;
}
this.cost=this.goalHeuristic+this.pathLength; //f
}
}
// euclidian distance
function heuristicDistance([x,y]){
return Math.sqrt((ai-x)*(ai-x)+(aj-y)*(aj-y));
}
function resetStarPath() {
// remove tiles and path
aStarPath = [];
openList = [];
closedList = [];
visited = [];
aStarPathTiles.forEach(tile=>{
ABWorld.scene.remove(tile)
})
openListTiles.forEach(tile=>{
ABWorld.scene.remove(tile)
})
closedListTiles.forEach(tile=>{
ABWorld.scene.remove(tile)
})
aStarPathTiles = [];
openListTiles = [];
closedListTiles = [];
}
// function coded from scratch without reference for the maximum learning challange haha
function calculateAStarPath(){
resetStarPath();
// open list: nodes I am evaluating
// closed list: nodes I have already evaluated
const goalHeuristic = heuristicDistance([ei, ej]);
const enemyPosition = [ei, ej];
const agentPosition = [ai, aj];
const pathLength = 0;
const parentNode = null;
let agentFound = false;
let treeRoot = new treeNode(enemyPosition, goalHeuristic, parentNode);
openList.push(treeRoot);
// prevent loop from going forever
loopCount = 0;
maxLoopCount = 1000;
while (!agentFound){
/*
sort the open list by f value and then h value
source sorting: https://levelup.gitconnected.com/sort-array-of-objects-by-two-properties-in-javascript-69234fa6f474
*/
openList.sort((a, b)=> {
if (a.cost === b.cost){
return a.goalHeuristic < b.goalHeuristic ? -1 : 1
} else {
return a.cost < b.cost ? -1 : 1
}
});
currentNode = openList.splice(0,1)[0];
closedList.push(currentNode); //current node
;
if(currentNode.position.toString() === agentPosition.toString()){
console.log("agent found");
agentFound = true;
break
}
const nextPositions = getNextSteps(currentNode.position);
nextPositions.forEach(position=>{
nodesAtPosition = openList.filter(node => node.position.toString()===position.toString());
if (nodesAtPosition.length==0){
//no node with this position is in the open list
newNode = new treeNode(position, heuristicDistance(position), currentNode);
openList.push(newNode)
console.log("added new node to open list. Node at position: "+newNode.position);
}else{
//node is in the open list
//if the node leads to a new shorter path, update the node
nodeAtPositoin = nodesAtPosition[0]
if(nodeAtPositoin.pathLength<currentNode.pathLength){
nodeAtPositoin.parentNode = currentNode;
nodeAtPositoin.pathLength = nodeAtPositoin.parentNode.pathLength+1;
nodeAtPositoin.cost = nodeAtPositoin.goalHeuristic+nodeAtPositoin.pathLength;
}
}
});
loopCount++;
if(loopCount==maxLoopCount){
agentFound=true;
}
}
// Recreate the A* Path
loopCount = 0;
while(currentNode.position.toString()!=enemyPosition.toString()){
aStarPath.push(currentNode.position);
currentNode = currentNode.parentNode;
loopCount++;
if(loopCount==maxLoopCount){
break
}
}
}
function getNextSteps ([x,y]){
console.log([x,y])
console.log(currentNode);
let result = [];
let positions = [
[x+1,y],
[x-1,y],
[x,y+1],
[x,y-1]
];
positions.forEach(pos => {
if ((0 < pos[0] < gridsize) && // position within grid
(0 < pos[1] < gridsize) &&
(
(pos.toString() == [ai, aj].toString()) || // the next step is the agent
(! occupied (pos[0], pos[1])) // no wall or enemy there
) &&
(!closedList.some(node => node.position.toString()==pos.toString())) && //not in closed
(pos.toString() != currentNode.position.toString())) // I did not come from there
{
result.push(pos);
}
});
return result;
}
function drawAStarPath(){
console.log("draw A* path: "+aStarPath);
// takes in an array of positions and places squarrs on these positions
color = new THREE.Color("white");
// draw A* path
aStarPath.forEach(pos => {
shape = new THREE.BoxGeometry ( squaresize, 1, squaresize );
material = new THREE.MeshBasicMaterial( { color: color } );
material.transparent = true;
material.opacity = 0.7;
tile = new THREE.Mesh( shape , material);
position = translate(pos[0],pos[1]);
position.y = position.y - BOXHEIGHT/2; //for the path
tile.position.copy(position);
ABWorld.scene.add(tile);
aStarPathTiles.push(tile);
});
// draw closed tiles
closedList.forEach(node => {
shape = new THREE.BoxGeometry ( squaresize, 1, squaresize );
material = new THREE.MeshBasicMaterial( { color: color } );
material.transparent = true;
material.opacity = 0.5;
tile = new THREE.Mesh( shape , material);
position = translate(node.position[0],node.position[1]);
position.y = position.y - BOXHEIGHT/2; //for the path
tile.position.copy(position);
ABWorld.scene.add(tile);
aStarPathTiles.push(tile);
});
// draw open tiles
openList.forEach(node => {
shape = new THREE.BoxGeometry ( squaresize, 1, squaresize );
material = new THREE.MeshBasicMaterial( { color: color } );
material.transparent = true;
material.opacity = 0.2;
tile = new THREE.Mesh( shape , material);
position = translate(node.position[0],node.position[1]);
position.y = position.y - BOXHEIGHT/2; //for the path
tile.position.copy(position);
ABWorld.scene.add(tile);
aStarPathTiles.push(tile);
});
}