Code viewer for World: Cloned Touch World

// 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 + 
		" &nbsp; Bad steps: " + badsteps + 
		" &nbsp; Good steps: " + goodsteps + 
		" &nbsp; 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 
}