Code viewer for World: Cloned Snow world




































































 
const	 	CLOCKTICK 	= 100;					// speed of run - move things every n milliseconds
const		MAXSTEPS 	= 1000;					// length of a run before final score
 





//---- global constants: -------------------------------------------------------

const gridsize = 20 ;						// number of squares along side of world	   

const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 800);
		// density of maze - number of internal boxes
		// (bug) use trunc or can get a non-integer 

const squaresize = 30;					// size of square in pixels
const MAXPOS = gridsize * squaresize;		// length of one side in pixels 
	
const SKYCOLOR 	= 0xf4a460;				// a number, not a string 
const BLANKCOLOR 	= 0x00ff00 ;
const grey = 0x808080;
const red = 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;
const GRID_BOTTOM   = 3;
const GRID_BOTTOM2  = 4;
const GRID_STONE = 5
 
 




 
// --- 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);	
var GRID2   = new Array(gridsize);
var GRID3   = 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 );
var WALLS2 = 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 STONE 	= new Array ( NOBOXES );
var BOTTOM = new Array (gridsize )
var BOTTOM2 = new Array (gridsize )
var theagent, theenemy,theSheep, bullet;
  

// enemy and agent position on squares
var ei, ej, ai, aj, si, sj,bi,bj;

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 initGrid2()
{
 for (var i = 0; i < gridsize ; i++) 
 {
  GRID2[i] = new Array(gridsize);		// each element is an array 

  for (var j = 0; j < gridsize ; j++) 
  {
   GRID2[i][j] = GRID_BLANK ;
  }
 }
}

function initGrid3()
{
 for (var i = 0; i < gridsize ; i++) 
 {
  GRID3[i] = new Array(gridsize);		// each element is an array 

  for (var j = 0; j < gridsize ; j++) 
  {
   GRID3[i][j] = GRID_BLANK ;
  }
 }
}

function occupied ( i, j )		// is this square occupied
{
 if ( ( ei == i +1 ) && ( ej == j+1 ) ) return true;		// variable objects 
 if ( ( ai == i -1 ) && ( aj == j+1 ) ) return true;
 if ( ( si == i +1 ) && ( sj == j-1 ) ) return true;

 if ( GRID[i][j] == GRID_WALL) return true;	
 if ( GRID[i][j] == GRID_MAZE) return true;// fixed objects	 
if ( GRID[i][j] == GRID_STONE) 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/adrian/trees.jpg" ), side: THREE.BackSide } ) ),
 	//( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture("/uploads/adrian/trees.jpg" ), side: THREE.BackSide } ) ),
 	//( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/adrian/sky.jpeg" ), side: THREE.BackSide } ) ),
 	//( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/adrian/grass.jpg" ), side: THREE.BackSide } ) ),
 	//( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/adrian/trees.jpg" ), side: THREE.BackSide } ) ),
 	//( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/adrian/trees.jpg" ), side: THREE.BackSide } ) ),
 //	];
  
   var materialArray = [
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/seanhutchinson/skyrender0001.bmp" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/seanhutchinson/skyrender0004.bmp" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/seanhutchinson/skyrender0003.bmp" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/seanhutchinson/skyrender0006.bmp" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/seanhutchinson/skyrender0005.bmp" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture("/uploads/seanhutchinson/skyrender0002.bmp"), 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
}


// This does the file read the old way using loadTexture.
// (todo) Change to asynchronous TextureLoader. A bit complex:
// Make blank skybox. Start 6 asynch file loads to call 6 return functions.
// Each return function checks if all 6 loaded yet. Once all 6 loaded, paint the skybox.		 


  

function loadtextures2()
{
    var loader8 = new THREE.TextureLoader();
 loader8.load ( '/uploads/adrian/silver.png',	function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		bullet.material =  new THREE.MeshBasicMaterial( { map: thetexture } );
	} ); 
}

function loadTextures()
{

var manager = new THREE.LoadingManager();		
	var loader = new THREE.OBJLoader( manager );
			
 loader.load( "/uploads/starter/skelet.obj", buildenemy );
 loader.load( "/uploads/starter/male02.obj", buildsheep );




 var loader1 = new THREE.TextureLoader();
 loader1.load ( '/uploads/adrian/blue.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
	} ); 
	
	
	var loader7 = new THREE.TextureLoader();
 loader7 .load ( '/uploads/adrian/blue.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintWalls2 ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
	} ); 
	var loader6 = new THREE.TextureLoader();
 loader6.load ( '/uploads/adrian/water.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintBottom2 ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
	} ); 
	


 var loader2 = new THREE.TextureLoader();
 loader2.load ( '/uploads/adrian/brick.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintMaze ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
 	} ); 

 var loader3 = new THREE.TextureLoader();
 loader3.load ( '/uploads/adrian/cat.jpg',	function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		theagent.material =  new THREE.MeshBasicMaterial( { map: thetexture } );
	} ); 

 var loader4 = new THREE.TextureLoader();
 loader4.load ( '/uploads/adrian/mouce.png',	function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		theenemy.material =  new THREE.MeshBasicMaterial( { map: thetexture } );
	} ); 
	

	
	
	
 var loader5 = new THREE.TextureLoader();
 loader5.load ( '/uploads/adrian/bm.png',	function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		theSheep.material =  new THREE.MeshBasicMaterial( { map: thetexture } );
	} ); 


}


 function buildenemy ( object ) 
{ 
	object.scale.multiplyScalar ( .75 );    	  // make 3d object n times bigger 
	object.traverse( paintEnemy );
	theenemy = object;
	threeworld.scene.add( theenemy ); 
}

function buildsheep ( object ) 
{ 
	object.scale.multiplyScalar ( .3 );    	  // make 3d object n times bigger 
	object.traverse( paintSheep );
	theSheep = object;
	threeworld.scene.add( theSheep ); 
}




function paintEnemy ( child ) 
{
	if ( child instanceof THREE.Mesh ) 
	{
      	child.material.map = THREE.ImageUtils.loadTexture( "/uploads/starter/ghost.3.png" );
	}
}


function paintSheep ( child ) 
{
	if ( child instanceof THREE.Mesh ) 
	{
      	child.material.map = THREE.ImageUtils.loadTexture( "/uploads/starter/ghost.3.png" );
	}
}





function drawEnemy()		// given ei, ej, draw it 
{
if ( theenemy )
{
  var x = translate ( ei * squaresize );   	
  var z = translate ( ej * squaresize );   	
  var y =   ( 11);   	

 theenemy.position.x = x;
 theenemy.position.y = y;
 theenemy.position.z = z;
 
 threeworld.lookat.copy ( theenemy.position );		// if camera moving, look back at where the enemy is  
 threeworld.lookat.y = ( 0);     // point camera higher up
}
}






function drawSheep()		// given ei, ej, draw it 
{
if ( theSheep )
{
  var x = translate ( si * squaresize );   	
  var z = translate ( sj * squaresize );   	
  var y =   (-100);   	

 theenemy.position.x = x;
 theenemy.position.y = y;
 theenemy.position.z = z;
 
 threeworld.lookat.copy ( theSheep.position );		// if camera moving, look back at where the enemy is  
 threeworld.lookat.y = ( 0 );     // point camera higher up
}
}





// --- 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 initLogicalWalls2()		// 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 ) )
   {
    	GRID3[i][j] = GRID_WALL ;		 
   }
}

function initLogicalBottom()		// set up logical walls in data structure, whether doing graphical run or not	
{
 for (var i = 0; i < gridsize ; i++) 
  for (var j = 14; j < gridsize ; j++) 
    	GRID2[i][j] = GRID_BOTTOM;		 
   
}

function initLogicalBottom2()		// 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 < 14 ; j++) 
    	GRID2[i][j] = GRID_BOTTOM2;		 
   
}


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 =  30;	
 
 	 threeworld.scene.add(thecube);
	 WALLS[t] = thecube;				// save it for later
	 t++; 
   }
}

function initThreeWalls2()		// 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 ( GRID3[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 =  -150;	
 
 	 threeworld.scene.add(thecube);
	 WALLS2[t] = thecube;				// save it for later
	 t++; 
   }
}



function initThreeBottom()		// graphical run only, set up blank boxes, painted later 	
{
 var t = 0;
 for (var i = 0; i < gridsize ; i++) 
  for (var j = 14; j < gridsize ; j++) 
   if ( GRID2[i][j] == GRID_BOTTOM )
   {
 	 var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );			 
 	 var thecube  = new THREE.Mesh( shape );
	 thecube.material.color.setHex( red  );			  
 
    	 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);
	 BOTTOM[t] = thecube;				// save it for later
	 t++; 
   }
}

function initThreeBottom2()		// graphical run only, set up blank boxes, painted later 	
{
 var a = 0;
 for (var i = 0; i < gridsize ; i++) 
  for (var j = 0; j < 14 ; j++) 
   if ( GRID2[i][j] == GRID_BOTTOM2 )
   {
 	 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);
	 BOTTOM2[a] = thecube;				// save it for later
	 a++; 
   }
}



function paintWalls ( material )		 
{
 for ( var i = 0; i < WALLS.length; i++ )
 { 
   if ( WALLS[i] )  WALLS[i].material = material;
 }
}



function paintWalls2 ( material )		 
{
 for ( var i = 0; i < WALLS.length; i++ )
 { 
   if ( WALLS2[i] )  WALLS2[i].material = material;
 }
}

function paintBottom2 ( material )		 
{
 for ( var i = 0; i < BOTTOM2.length; i++ )
 { 
  if ( BOTTOM2[i] )  BOTTOM2[i].material = material;
 }
}


function initLogicalMaze()		 
{
   GRID[2][4] = GRID_MAZE ;
   GRID[4][4] = GRID_MAZE ;
   GRID[8][6] = GRID_MAZE ;
   GRID[12][3] = GRID_MAZE ;
   GRID[18][6] = GRID_MAZE ;
   GRID[10][2] = GRID_MAZE ;
   GRID[4][10] = GRID_MAZE ;
   GRID[16][10] = GRID_MAZE ;
 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 initLogicalStone()		 
{
   
   GRID[1][14] = GRID_STONE ;
   GRID[2][14] = GRID_STONE ;
   GRID[3][14] = GRID_STONE ;
   GRID[4][14] = GRID_STONE ;
   GRID[5][14] = GRID_STONE ;
   GRID[6][14] = GRID_STONE;
   GRID[7][14] = GRID_STONE ;
   GRID[4][14] = GRID_STONE ;
   GRID[5][14] = GRID_STONE ;
   GRID[6][14] = GRID_STONE ;
   GRID[7][14] = GRID_STONE ;
    GRID[8][14] = GRID_STONE ;
   GRID[9][14] = GRID_STONE ;
   GRID[10][14] = GRID_STONE ;
   GRID[11][14] = GRID_STONE ;
   GRID[12][14] = GRID_STONE ;
   GRID[13][14] = GRID_STONE ;
   GRID[14][14] = GRID_STONE ;
   GRID[15][14] = GRID_STONE;
   GRID[16][14] = GRID_STONE ;
   GRID[17][14] = GRID_STONE ;
   GRID[18][14] = GRID_STONE ;

   
 
}

function initThreeMaze()		  	
{
 var t = 0;
 for (var i = 0; i < gridsize ; i++) 
  for (var j = 0; j < 13 ; 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 =  30;	
 
 	threeworld.scene.add(thecube);
	MAZE[t] = thecube;		// save it for later
	t++; 
   }
}
function initThreeStone()		  	
{
 var t = 0;
 for (var i = 0; i < gridsize ; i++) 
  for (var j = 13; j < gridsize ; j++) 
   if ( GRID[i][j] == GRID_STONE )
   {
   	var shape    = new THREE.BoxGeometry( 30, 10, 30 );			 
  	var thecube  = new THREE.Mesh( shape );
	thecube.material.color.setHex( grey );			  

  	thecube.position.x = translate ( i * squaresize );   	
  	thecube.position.z = translate ( j * squaresize );   	
  	thecube.position.y =  15;	
 
 	threeworld.scene.add(thecube);
	STONE[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;
 }
}







// --- enemy functions -----------------------------------




function drawbullet()	// given ei, ej, draw it 
{
  var x = translate ( bi * squaresize );   	
  var z = translate ( bj * squaresize );   	
  var y =  30;	

 bullet.position.x = x;
 bullet.position.y = y;
 bullet.position.z = z;
 threeworld.scene.add(bullet);

 threeworld.lookat.copy ( bullet.position );		// if camera moving, look back at where the enemy is  
}



function drawSheep()	// given ei, ej, draw it 
{
  var x = translate ( si * squaresize );   	
  var z = translate ( sj * squaresize );   	
  var y =  17;	

 theSheep.position.x = x;
 theSheep.position.y = y;
 theSheep.position.z = z;
 threeworld.scene.add(theSheep);

 threeworld.lookat.copy ( theSheep.position );		// if camera moving, look back at where the enemy is  
}


function initLogicalEnemy()
{
// start in random location:
 var i, j;
 do
 {
  i = 16;
  j = 5;
 }
 while ( occupied(i,j) );  	  // search for empty square 

 ei = i;
 ej = j;
}

function initLogicalbullet()
{
// start in random location:
 var i, j;
 do
 {
  i = ai;
  j = aj;
 }
 while ( occupied(i,j) );  	  // search for empty square 

 bi = i;
 bj = j;
}



function initLogicalSheep()
{
// start in random location:
 var i, j;
 do
 {
  i = 3;
  j = 7;
 }
 while ( occupied(i,j) );  	  // search for empty square 

 si = i;
 sj = j;
}





function initThreebullet()
{
 var shape    = new THREE.BoxGeometry( 5, 5, 5 );			 
 bullet = new THREE.Mesh( shape );
 bullet.material.color.setHex( BLANKCOLOR  );	
 drawbullet();		  
}




function initThreeSheep()
{
 var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );			 
 theSheep = new THREE.Mesh( shape );
 theSheep.material.color.setHex( BLANKCOLOR  );
 drawSheep();		  
}






var x =0;



// --- second enemy functions -----------------------------------




function moveLogicalEnemy()
{ 
// move towards agent 
// put some randomness in so it won't get stuck with barriers 

 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 (ei == 1 || ei == gridsize-2)
{
   ei = 14;
   ej = 7;
  
}

if (ej == 1 || ej == gridsize-1)
{
   ei = 7;
   ej = 7;
  
}

if (ei > 16 )
{
   ei = 7;
   ej = 7;
  
}

 
 if ( ! occupied(i,j) )  	// if no obstacle then move, else just miss a turn
 {
  ei = i;
  ej = j;
 }
}

function moveLogicalbullet()
{ 
// move towards agent 
// put some randomness in so it won't get stuck with barriers 

 var i, j;
i = bi 
j = bj -1
if (bi == 1 || bi == gridsize-2)
{
   bi = 5;
   bj = 2;
  
}

if (bj == 1 || bj == gridsize-2)
{
   bi = 5;
   bj = 2;
  
}

 
  	// if no obstacle then move, else just miss a turn
 
  bi = i;
  bj = j;
 
}



function moveLogicalSheep()
{ 
// move towards agent 
// put some randomness in so it won't get stuck with barriers 

 var i, j;
if ( si > ai ) i = randomintAtoB(si, si+1); 
if ( si == ai ) i = si; 
if ( si < ai ) i = randomintAtoB(si-1, si); 

if ( sj > aj ) j = randomintAtoB(sj, sj+1); 
if ( sj == aj ) j = sj; 
if ( sj < aj ) j = randomintAtoB(sj-1, sj); 
if (si == 1 || si == gridsize-2)
{
   si = 10;
   sj = 5;
  
}

if (sj == 1 || sj == gridsize-2)
{
   si = 10;
   sj = 5;
  
}

 
 if ( ! occupied(i,j) )  	// if no obstacle then move, else just miss a turn
 {
  si = i;
  sj = j;
 }
}
if (si > 16 )
{
   si = 10;
   sj = 10;
  
}

 









// --- agent functions -----------------------------------


function drawAgent()	// given ai, aj, draw it 
{
  var x = translate ( ai * squaresize );   	
  var z = translate ( aj * squaresize );   	
  var y =  30;	

 theagent.position.x = x;
 theagent.position.y = y;
 theagent.position.z = z;
 threeworld.scene.add(theagent);

 threeworld.follow.copy ( theagent.position );		// follow vector = agent position (for camera following agent)
}


function initLogicalAgent()
{
// start in random location:
 var i, j;
 do
 {
  i = 9;
  j = 15;
 }
 while ( occupied(i,j) );  	  // search for empty square 

 ai = i;
 aj = j;
}

function initThreeAgent()
{
 var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );			 
 theagent = new THREE.Mesh( shape );
 theagent.material.color.setHex( BLANKCOLOR );	
 drawAgent(); 		  
}


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;
 }
}

var dbullet = false;

function keyHandler(e)		
// user control 
// Note that this.takeAction(a) is constantly running at same time, redrawing the screen.
{
    if (e.keyCode == 37)  moveLogicalAgent ( ACTION_LEFT 	);
    if (e.keyCode == 38)  moveLogicalAgent ( ACTION_DOWN  	);
    if (e.keyCode == 39)  moveLogicalAgent ( ACTION_RIGHT 	);
    if (e.keyCode == 40)  moveLogicalAgent ( ACTION_UP	);
   if (e.keyCode == 32) 
   { 
      dbullet = true;
     initThreebullet();
     initLogicalbullet();
     
     loadtextures2();
   }
}





// --- 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;
}

var eb = false;
function enemyBlocked()			// agent is blocked on all sides, run over
{
  if(ei == bi && ej == bj) 
  {
      eb = true;
      return true;
  }
  else {
      return false;
  }

} 
var sb = false;
function sheepBlocked()
{
    if(si == bi && sj == bj)
    {
        sb = true;
        return true;
    }
    else 
    {
        return false;
    }
}
var bm = false;
function hitMaze()
   {
       if((bi == 2 && bj == 4)||(bi == 8 && bj == 6)||(bi == 12 && bj == 3)||(bi == 18 && bj == 6)||(bi == 10 && bj == 2)||(bi == 4 && bj == 10)||(bi == 16 && bj == 10))
          {
              bm = true;
          return true;
          }
       else 
          return false;
   }




function count()
{
  var x = x + 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 = self.getState();
 var status = " Step: <b> " + step + " </b> &nbsp; x = (" + x.toString() + ") &nbsp; 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 = " &nbsp; y = (" + y.toString() + ") <BR> "; 
 $("#user_span4").html( status );

 var score = self.getScore();

 var status = "   Bad steps: " + badsteps + 
		" &nbsp; Good steps: " + goodsteps + 
		" &nbsp; 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();
 	initGrid2();
 	initGrid3();
	initLogicalWalls(); 

	initLogicalMaze();
	initLogicalStone();
	initLogicalBottom();
	initLogicalBottom2();
	initLogicalAgent();
	
	if( eb != true && bm != true)
	{
	initLogicalEnemy();
	}
	
	if( sb != true && bm!= true)
	{
	initLogicalSheep();
	}
 // 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(); 
	initThreeWalls2(); 
	initThreeMaze();
	initThreeStone();
	initThreeBottom();
	initThreeBottom2();
	initThreeAgent();

	
	
	
	
	
	
	

	// 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 = [ ai, aj, ei, ej, si ,sj ];
  return ( x );  
};
 


this.takeAction = function ( a )
{
  step++;

  if ( true  )
   updateStatusBefore(a);			// show status line before moves 

  moveLogicalAgent(a);

  if ( ( step % 5 ) == 0 && !eb )
      {               // slow the enemy down to every nth step
    moveLogicalEnemy();
    
    
    
      }
      
     if ( ( step % 300))
     {
         moveLogicalbullet();
     }
      
  if(enemyBlocked() || sheepBlocked())
  {
      x = x+1
      
      if(eb == true && sb == true)
      {
          this.endCondition = true;
      }
  }
  if(hitMaze())
  {
      this.endCondition2 = true;
       $("#user_span6").html( " &nbsp; <font color=red> <B> You Hit a Stone you lose </B> </font>   "  );
  }

    
  if ( ( step % 5  ) == 0 && !sheepBlocked()  )	
    moveLogicalSheep();
    
 
    
  
    


  if ( badstep() )
   badsteps++;
  else
   goodsteps++;

  if ( true  )
  {
   drawAgent();
   if (dbullet == true)
   drawbullet();
   
   if( sb != true && bm != true)
	{
	drawSheep();
	}
	
	if( eb != true && bm != true)
	{
	drawEnemy();
	}

	

 
   updateStatusAfter();			// show status line after moves  
  }


  if ( enemyBlocked() || sheepBlocked() )			// if agent blocked in, game over
  {
	$("#user_span6").html( " &nbsp; <font color=red> <B> Shot animal 1 :(! </B> </font>   "  );
	goodsteps = 0;			// you score zero as far as database is concerned 			 
  	if ( true  )
  	{
	 musicPause();
	 soundAlarm();
	}
  }

};



this.endRun = function()
{
 if ( true  )
 {
  
  if ( this.endCondition )
    $("#user_span6").html( " &nbsp; <font color=red> <B> Shot animal2 you win </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 );
}