// Cloned by Fergus on 23 Nov 2020 from World "Complex World" by Starter user
// Please leave this clone trail here.
//Fergus Downey
//Student # 20215921
// ==== 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?
// Length of run: Maximum length of run in steps. Default 1000.
AB.screenshotStep = 50;
//100
AB.clockTick = 10; // 10
//1000
AB.maxSteps = 1000;
// Take screenshot on this step. (All resources should have finished loading.) Default 50.
//--------seed random generation to allow for comparison of options fdowney-------------
var seed=1;
const random_seed=false;
console.log('random seed? = ' + random_seed + '\nrandom seed # = ' + seed);
const diagonal = true;
console.log('diagonal enable? = ' + diagonal);
const agent_correction = true ;
//---- global constants: -------------------------------------------------------
const show3d = true; // Switch between 3d and 2d view (both using Three.js)
//Credit = https://pnghut.com/search/moon-monochrome-sphere
const TEXTURE_WALL = 'uploads/fergus24/moon-atmosphere-planet-natural-satellite-blue.jpg' ;
//const TEXTURE_MAZE = '/uploads/starter/latin.jpg' ;
//const TEXTURE_MAZE = 'uploads/fergus24/moon-atmosphere-planet-natural-satellite-blue.jpg' ;
//const TEXTURE_MAZE = 'uploads/fergus24/mars_reduced.png' ;
//Credit = https://www.vhv.rs/viewpic/hwhoo_mars-planet-png-transparent-png/
//Credit =https://www.cleanpng.com/png-planet-nine-atmosphere-photography-violet-1921841/
const TEXTURE_MAZE = 'uploads/fergus24/planet-nine-atmosphere.png' ;
//const TEXTURE_AGENT = '/uploads/starter/pacman.jpg' ;
//https://toppng.com/free-image/the-death-star-star-wars-death-star-PNG-free-PNG-Images_171980
const TEXTURE_AGENT = 'uploads/fergus24/the-death-star-star-wars.png' ;
//const TEXTURE_ENEMY = '/uploads/starter/ghost.3.png' ;
//https://www.pngwing.com/en/free-png-nxjlj
const TEXTURE_ENEMY = '/uploads/fergus24/fighter_reduced.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 = 50; // number of squares along side of world
var cols = gridsize;
var rows = gridsize;
const NOBOXES = Math.trunc ( (gridsize * gridsize ) / 3 );
//Math.trunc ( (gridsize * gridsize) / 10 );
// density of maze - number of internal boxes
// (bug) use trunc or can get a non-integer
const squaresize = 100; // size of square in pixels
var w = squaresize;
var h = squaresize;
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
/*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"
];
*/
// space_2 skybox,
// Credit = https://codeworkshop.dev/blog/2020-06-14-creating-a-skybox-with-reflections-in-react-three-fiber/
const SKYBOX_ARRAY = [
"/uploads/fergus24/1.jpg",
"/uploads/fergus24/2.jpg",
"/uploads/fergus24/3.jpg",
"/uploads/fergus24/4.jpg",
"/uploads/fergus24/5.jpg",
"/uploads/fergus24/6.jpg",
];
// space skybox, credit:
// http://en.spaceengine.org/forum/21-514-1
// x,y,z labelled differently
/*
const SKYBOX_ARRAY = [
"/uploads/starter/sky_pos_z.jpg",
"/uploads/starter/sky_neg_z.jpg",
"/uploads/starter/sky_pos_y.jpg",
"/uploads/starter/sky_neg_y.jpg",
"/uploads/starter/sky_pos_x.jpg",
"/uploads/starter/sky_neg_x.jpg"
];
*/
// urban photographic skyboxes, credit:
// http://opengameart.org/content/urban-skyboxes
/*
const SKYBOX_ARRAY = [
"/uploads/starter/posx.jpg",
"/uploads/starter/negx.jpg",
"/uploads/starter/posy.jpg",
"/uploads/starter/negy.jpg",
"/uploads/starter/posz.jpg",
"/uploads/starter/negz.jpg"
];
*/
// ===================================================================================================================
// === 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
var theagent, theenemy, bestneighbor;
var thepath = [];
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;
}
function occupied_ae ( 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;
}
function occupied_wm ( i, j ) // is this square occupied
{
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;
}
//added function incase the seedrandom did not work with AB.randomIntAtoB - FD
function RandomIntAtoB(min, max) {
return Math.floor((Math.random() * (Math.floor(max)-Math.floor(min)))+Math.floor(min));
}
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.SphereGeometry ( squaresize/10, BOXHEIGHT, squaresize ); //This ran into memory issues. fd
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 );
//shape = new THREE.SphereGeometry ( squaresize/2, BOXHEIGHT, squaresize );
theenemy = new THREE.Mesh( shape );
theenemy.material = new THREE.MeshBasicMaterial( { map: enemy_texture, color: 0x11ff00} ); //added color to make it easier to see. FD
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/2, BOXHEIGHT, squaresize );
theagent = new THREE.Mesh( shape );
theagent.material = new THREE.MeshBasicMaterial( { map: agent_texture, color: 0xFF005C } ); //added color to make it easier to see. FD
//0xf1f2c2
ABWorld.scene.add(theagent);
drawAgent();
// 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)
}
function drawPath(path_array) // given ei, ej, draw it
//function drawPath()
{
}
// A* Heuristic ------Fergus Downey --------------------------------------------------------------------------------------------
// Copied and Edit from "A Star" world - https://ancientbrain.com/world.php?world=2230793148
// Open and closed set
var openSet = [];
var closedSet = [];
// Start and end
var start;
var end;
//counter if enemy gets stuck
var stuck_counter;
// Width and height of each cell of grid
//var w, h;
// The road taken
var path = [];
var agrid = new Array(cols);
var agent_pos_track = [];
//var bad_path = new Array(cols);
function heuristic(a, e)
{
if ( diagonal ) return (AB.distance2D(a.i, a.j, e.i, e.j));
else return ( Math.abs(a.i - e.i) + Math.abs(a.j - e.j) );
}
// Function to delete element from the array
function removeFromArray(arr, elt)
{
// Could use indexOf here instead to be more efficient
for (var i = arr.length - 1; i >= 0; i--)
if (arr[i] == elt)
arr.splice(i, 1);
}
// Daniel Shiffman
// Nature of Code: Intelligence and Learning
// https://github.com/shiffman/NOC-S17-2-Intelligence-Learning
// Part 1: https://youtu.be/aKYlikFAV4k
// Part 2: https://youtu.be/EaZxUCWAjb0
// Part 3: https://youtu.be/jwRT4PCT6RU
// An object to describe a spot in the agrid
function Spot(i, j)
{
// Location
this.i = i;
this.j = j;
// f, g, and h values for A*
this.f = 0;
this.g = 0;
this.h = 0;
// Neighbors
this.neighbors = [];
// Where did I come from?
this.previous = undefined;
// Figure out who my neighbors are
this.addNeighbors = function(agrid)
{
var i = this.i;
var j = this.j;
if (i < cols - 1) this.neighbors.push(agrid[i + 1][j]);
if (i > 0) this.neighbors.push(agrid[i - 1][j]);
if (j < rows - 1) this.neighbors.push(agrid[i][j + 1]);
if (j > 0) this.neighbors.push(agrid[i][j - 1]);
if (diagonal)
// diagonals are also neighbours:
{
if (i > 0 && j > 0) this.neighbors.push(agrid[i - 1][j - 1]);
if (i < cols - 1 && j > 0) this.neighbors.push(agrid[i + 1][j - 1]);
if (i > 0 && j < rows - 1) this.neighbors.push(agrid[i - 1][j + 1]);
if (i < cols - 1 && j < rows - 1) this.neighbors.push(agrid[i + 1][j + 1]);
}
}
}
function a_star_setup(e_pos, a_pos)
{
// Making a 2D array
for (var i = 0; i < cols; i++)
agrid[i] = new Array(rows);
for (var i = 0; i < cols; i++)
for (var j = 0; j < rows; j++)
agrid[i][j] = new Spot(i, j);
// All the neighbors
for (var i = 0; i < cols; i++)
for (var j = 0; j < rows; j++)
agrid[i][j].addNeighbors(agrid);
// Start and end
start = agrid[e_pos.i][e_pos.j];
end = agrid[a_pos.i][a_pos.j];
start.wall = false;
end.wall = false;
// openSet starts with beginning only
openSet=[];
openSet.push(start);
console.log('start search');
//console.log('i '+ e_pos.i + ' j '+ e_pos.j);
}
function draw()
// the search goes on over many timesteps
// each timestep, check one more square and draw current partial solution
{
var winner = 0;
while (winner > -1)
{
// --- begin still searching -----------------------------
if (openSet.length > 0)
{
// Best next option
winner = 0;
//console.log('openset length = '+ openSet.length);
for (var i = 0; i < openSet.length; i++) {
//console.log('openSet[i].f = '+ openSet[i].f);
//console.log('openSet[winner].f = '+ openSet[winner].f);
if (openSet[i].f < openSet[winner].f)
winner = i;
}
//console.log('openset winner = '+ i);
var current = openSet[winner];
//console.log('i '+ openSet[winner].i + ' j '+ openSet[winner].j);
// Did I finish?
if (current === end)
{
console.log("success - found path");
path = [];
var temp = current;
path.push(temp);
while (temp.previous)
{
path.push(temp.previous);
temp = temp.previous;
}
for (var i = 0; i < thepath.length; i++){
ABWorld.scene.remove(thepath[i]);
}
for (var i = 0; i < path.length; i++){
//drawPath(openSet[i]);
shape = new THREE.BoxGeometry ( squaresize/10, BOXHEIGHT, squaresize/10 );
thepath[i] = new THREE.Mesh( shape );
thepath[i].material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
thepath[i].position.copy ( translate((path[i].i),(path[i].j)) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.scene.add(thepath[i]);
}
return path;
//break;
}
// Best option moves from openSet to closedSet
removeFromArray(openSet, current);
closedSet.push(current);
// Check all the neighbors
var neighbors = current.neighbors;
//--- start of for loop -----------
for (var i = 0; i < neighbors.length; i++) //neighbours.length=8 if diagonal
{
var neighbor = neighbors[i];
var valid_diagonal_move = true;
//a valid diagonal move is when the enemy does not move between two barriers meeting at the edge. FD
if ((neighbor.i != current.i) && (neighbor.j != current.j)){
var diagonal_move = true;
//console.log("diagonal move "); //Debug
valid_diagonal_move = ( occupied_wm(current.i+(neighbor.i-current.i),current.j) === false ) && ( occupied_wm(current.i,current.j+(neighbor.j-current.j)) === false);
//console.log("valid diagonal move " + valid_diagonal_move); //Debug
}
// Valid next spot?
if (!closedSet.includes(neighbor) && !occupied_wm(neighbor.i,neighbor.j) && valid_diagonal_move==true) ////key statement to determin if location is a valid move. FD
{
var tempG = current.g + heuristic(neighbor, current);
//console.log('temp G = '+ tempG); //Debug
//console.log('current.g = '+ current.g); //Debug
//console.log('neighbor.g = '+ neighbor.g); //Debug
// Is this a better path than before?
var newPath = false;
if (openSet.includes(neighbor))
{
if (tempG < neighbor.g)
{
neighbor.g = tempG;
newPath = true;
}
}
else
{
neighbor.g = tempG;
newPath = true;
openSet.push(neighbor);
}
// Yes, it's a better path
if (newPath)
{
//console.log('neighbour loop # ' + i);
neighbor.h = heuristic(neighbor, end);
neighbor.f = neighbor.g + neighbor.h;
neighbor.previous = current;
}
}
}
//--- end of for loop -----------
}
// --- end still searching -----------------------------
else
{
console.log('fail - no path exists');
path=[]
path[0] = 0;
return path;
}
} // end of while loop
}
//-----------------------------------------end of additional code FDOWNEY------------------------------------------------------
// --- take actions -----------------------------------
function moveLogicalEnemy()
{
// move towards agent
// put some randomness in so it won't get stuck with barriers
var i, j;
enemy_pos = new Array(2);
agent_pos = new Array(2);
enemy_pos.i = ei;
enemy_pos.j = ej;
agent_pos.i = ai;
agent_pos.j = aj;
f = heuristic(enemy_pos, agent_pos);
a_star_setup(enemy_pos, agent_pos); // A* Setup FD
var path = draw(); // A* Run FD
console.log('enemy postion '+ ei + ' ' + ej);
console.log('agent postion '+ ai + ' ' + aj);
//console.log('path length '+ (path.length));
//for (var i = 0; i < path.length; i++){
//console.log('best path route '+ path[i].i + ' ' + path[i].j);
//}
if ((path.length)>1){
i = path[(path.length)-2].i;
j = path[(path.length)-2].j;
}
else
{
i=ei;
j=ej;
}
//this code is to make sure the agent does not get stuck in a loop and keeps moving by forcing the enemy into the next loop position and therefore knocking the agent out of it. FD
agent_pos_track.push(agent_pos);
if ((agent_pos_track.length > 6) && (path.length <3) && (agent_correction === true)) {
if ((agent_pos_track[2].i = agent_pos.i) && (agent_pos_track[2].j = agent_pos.j) && (agent_pos_track[4].i = agent_pos.i) && (agent_pos_track[4].j = agent_pos.j) ){
i=agent_pos_track[agent_pos_track.length-2].i;
j=agent_pos_track[agent_pos_track.length-2].j;
}
}
while ( occupied_wm(i,j) ) // if Wall or Maze obstacle then pick a random alternaitve spot either side to move.
{
var sign = AB.randomIntAtoB(-1, +1);
i = ei+sign;
if(sign === 0){
j = AB.randomIntAtoB(ej-1, ej+1);
}
else
{
j = AB.randomIntAtoB(0, ej-sign);
}
//stuck_counter++;
}
if( ! occupied(i,j) ) // if obstacle is agent then stay still. Update if agent is stuck in repetitive move to agents side.
{
ei = i;
ej = j;
}
console.log('new enemy postion '+ ei + ' ' + ej);
}
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()
{
//Autor = David Bau https://github.com/davidbau/seedrandom/commits?author=davidbau
//https://github.com/davidbau/seedrandom/blob/released/seedrandom.js
if (random_seed === true){
$.getScript('/uploads/fergus24/seedrandom.js')
.done(function() {
console.log('seedrandom.js loaded properly with seed: ' + seed);
Math.seedrandom(seed);
random_draw = Math.random();
//console.log('random number 1 = ' + random_draw);
}).fail(function() {
console.log('seedrandom.js failed to load');
});
//Hacked with below code as without it, seedrandom gets loaded after maze is generated. FD
$.ajax({
dataType: '/uploads/fergus24/seedrandom.js',
async: false
});
}
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();
}
if (path[0] === 0) //if there is no valid path stop run. FD
{
AB.abortRun = true;
goodsteps = 0;
musicPause();
soundAlarm();
}
};
AB.world.endRun = function()
{
musicPause();
if ( AB.abortRun ){
if (path[0] === 0)
{
AB.msg ( " <br> <font color=red> <B> No valid path. </B> </font> ", 3 ); //if there is no valid path stop run. FD
}
else 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
}