// Cloned by Eoin Clayton on 12 Nov 2018 from World "Touch World" by Starter user
// Please leave this clone trail here.
// ==== Starter World ===============================================================================================
// (c) Ancient Brain Ltd. All rights reserved.
// This code is only for use on the Ancient Brain site.
// This code may be freely copied and edited by anyone on the Ancient Brain site.
// This code may not be copied, re-published or used on any other website.
// To include a run of this code on another website, see the "Embed code" links provided on the Ancient Brain site.
// ==================================================================================================================
// Demo of touch drag to move object for when no keyboard
// Desktop:
// Keyboard arrows to move agent
// Mouse drag of camera (built in)
// Mouse scroll of camera (built in)
// Mobile (no keyboard):
// Touch drag to move agent
// Touch pinch to zoom camera (built in)
// No Mind. User controls agent.
// Various features cloned from "Complex World"
// =============================================================================================
// To do my own mouse/touch:
// Over-ride certain "ABHandler" functions.
// =============================================================================================
// user_span1 - Instructions
// user_span2 - Status line
// user_span3 - End message
// ===================================================================================================================
// === 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.
AB.drawRunControls = false;
// Scrap the Run/Step/Pause controls
//---- global constants: -------------------------------------------------------
// On mobile, since we have disabled touch drag camera, 2D is probably better than 3D.
// Unless we insert extra code to (automatically or human controlled) move the camera.
// But 3D works too. Note we can still touch pinch to zoom the camera.
// Switch between 3d and 2d view
// Note 2d automatically removes drawCameraControls
const show3d = false;
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' ;
// 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
const MUSIC_BACK = '/uploads/starter/Defense.Line.mp3' ;
const SOUND_ALARM = '/uploads/starter/air.horn.mp3' ;
// credits:
// http://www.dl-sounds.com/royalty-free/defense-line/
// http://soundbible.com/1542-Air-Horn.html
const gridsize = 20; // number of squares along side of world
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 10 );
// density of maze - number of internal boxes
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 skyboxConst = MAXPOS * 3 ; // where to put skybox
const maxRadiusConst = MAXPOS * 10 ; // maximum distance from camera we will render things
//--- change ABWorld defaults: -------------------------------
ABHandler.MAXCAMERAPOS = skyboxConst / 2 ; // keep camera inside skybox
ABHandler.GROUNDZERO = true; // "ground" exists at altitude zero
//--- skybox: -------------------------------
// 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"
];
// ===================================================================================================================
// === End of tweaker's box ==========================================================================================
// ===================================================================================================================
// You will need to be some sort of JavaScript programmer to change things below the tweaker's box.
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;
//---- start of World class -------------------------------------------------------
function World()
{
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;
var skybox_texture_array = new Array ( 6 ); // a cube
// enemy and agent position on squares
var ei, ej, ai, aj;
var badsteps;
var goodsteps;
var self = this; // needed for private fn to call public fn
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();
});
for ( var i = 0; i < 6; i++ )
skyboxFileLoad ( i ); // launch 6 more asynchronous file loads for skybox
}
function skyboxFileLoad ( n ) // asynchronous file load of skybox texture n
{
var loader = new THREE.TextureLoader();
loader.load ( SKYBOX_ARRAY[n], function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
skybox_texture_array[n] = thetexture;
if ( asynchFinished() ) initScene();
});
}
function asynchFinished() // all file loads returned
{
for ( var i = 0; i < 6; i++ )
if ( ! skybox_texture_array[i] )
return false;
// else
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();
// set up skybox
var skybox_material_array = [
( new THREE.MeshBasicMaterial ( { map: skybox_texture_array[0], side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: skybox_texture_array[1], side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: skybox_texture_array[2], side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: skybox_texture_array[3], side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: skybox_texture_array[4], side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: skybox_texture_array[5], side: THREE.BackSide } ) )
];
var skyGeometry = new THREE.CubeGeometry ( skyboxConst, skyboxConst, skyboxConst );
var skyMaterial = new THREE.MeshFaceMaterial ( skybox_material_array );
var theskybox = new THREE.Mesh ( skyGeometry, skyMaterial );
ABWorld.scene.add( theskybox ); // We are inside a giant cube
// can start the run loop
ABWorld.render();
AB.removeLoading();
ABRun.runReady = true;
}
// --- 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
var i, j;
if ( ei < ai ) i = AB.randomIntAtoB(ei, ei+1);
if ( ei == ai ) i = ei;
if ( ei > ai ) i = AB.randomIntAtoB(ei-1, ei);
if ( ej < aj ) j = AB.randomIntAtoB(ej, ej+1);
if ( ej == aj ) j = ej;
if ( ej > aj ) j = AB.randomIntAtoB(ej-1, ej);
if ( ! occupied(i,j) ) // if no obstacle then move, else just miss a turn
{
ei = i;
ej = j;
}
}
function moveLogicalAgent( a ) // this is called by the key/touch handlers, not by the infrastructure
{
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;
}
}
// --- keyboard and touch handling functions: ----------------------------------------
var OURKEYS = [ 37, 38, 39, 40 ];
function ourKeys ( event ) { return ( OURKEYS.includes ( event.keyCode ) ); }
function keyHandler ( event )
{
if ( ! ABRun.runReady ) return true; // not ready yet
// if not handling this key, send it to default:
if ( ! ourKeys ( event ) ) return true;
// else handle it and prevent default:
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 );
event.stopPropagation(); event.preventDefault(); return false;
}
// touch drags to move the agent
var startX, startY;
var touchevents; // number of touch events in the current drag
function initTouchDrag ( x, y ) // x,y position on screen
{
if ( ! ABRun.runReady ) return true; // not ready yet
startX = x;
startY = y;
touchevents = 0;
};
function touchDrag ( x, y ) // compare with previous x,y position on screen to get direction of drag
{
if ( ! ABRun.runReady ) return true; // not ready yet
if ( ( touchevents % 10 ) == 0 ) // slow it down to respond to every nth touch event - too many touch events
{
if ( x > startX ) moveLogicalAgent ( ACTION_RIGHT );
else if ( x < startX ) moveLogicalAgent ( ACTION_LEFT );
if ( y > startY ) moveLogicalAgent ( ACTION_UP );
else if ( y < startY ) moveLogicalAgent ( ACTION_DOWN );
}
touchevents++;
startX = x;
startY = y;
};
// --- score and status: -----------------------------------
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 updateStatus()
{
var score = ( goodsteps / ABRun.step ) * 100 ;
var status = " Step: " + ABRun.step +
" Bad steps: " + badsteps +
" Good steps: " + goodsteps +
" Score: " + score.toFixed(2) + "% ";
$("#user_span2").html( status );
}
//--- public functions / interface / API ----------------------------------------------------------
this.newRun = function()
{
AB.loadingScreen();
ABRun.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
initMusic();
// different instructions for desktop and mobile
if ( AB.onDesktop() ) $("#user_span1").html( "<p> Desktop: Keyboard arrows to move agent. Mouse drag to move camera. Mouse scroll to zoom camera. </p>" );
else $("#user_span1").html( "<p> Mobile: Touch drag to move agent. Touch pinch to zoom camera. </p>" );
// --- redirect keyboard and touch event handling to my own functions: ----------------------------------------
document.onkeydown = keyHandler;
// override ABHandler default (which is camera control) to use my own functions:
ABHandler.initTouchDrag = initTouchDrag;
ABHandler.touchDrag = touchDrag
};
this.nextStep = function ()
{
if ( ( ABRun.step % 2 ) == 0 ) // slow the enemy down to every nth step
moveLogicalEnemy();
if ( badstep() ) badsteps++;
else goodsteps++;
drawAgent();
drawEnemy();
updateStatus(); // show status line
if ( agentBlocked() ) // if agent blocked in, run over
{
ABRun.abortRun = true;
musicPause();
soundAlarm();
}
};
this.endRun = function()
{
musicPause();
if ( ABRun.abortRun ) $("#user_span3").html( " <br> <font color=red> <B> Agent trapped. You lose! </B> </font> " );
else $("#user_span3").html( " <br> <font color=green> <B> Run over. </B> </font> " );
};
}
//---- end of World class -------------------------------------------------------
// --- music and sound effects ----------------------------------------
var backmusic = new Audio ( MUSIC_BACK );
function initMusic()
{
backmusic.loop = true; // loop forever
backmusic.play();
AB.standardAudioButtons ( backmusic ); // insert standard play/pause buttons
}
function musicPlay() { backmusic.play(); }
function musicPause() { backmusic.pause(); }
function soundAlarm()
{
var alarm = new Audio ( SOUND_ALARM );
alarm.play(); // play once, no loop
}