// Cloned by Moses Crasto on 25 Oct 2023 from World "Complex World" by Starter user
// Please leave this clone trail here.
// ==== Starter World =================================================================================================
// This code is designed for use on the Ancient Brain site.
// This code may be freely copied and edited by anyone on the Ancient Brain site.
// To include a working run of this program on another site, see the "Embed code" links provided on Ancient Brain.
// ====================================================================================================================
// =============================================================================================
// More complex starter World
// 3d-effect Maze World (really a 2-D problem)
// Movement is on a semi-visible grid of squares
//
// This more complex World shows:
// - Skybox
// - Internal maze (randomly drawn each time)
// - Enemy actively chases agent
// - Music/audio
// - 2D world (clone this and set show3d = false)
// - User keyboard control (clone this and comment out Mind actions to see)
// =============================================================================================
// =============================================================================================
// Scoring:
// Bad steps = steps where enemy is within one step of agent.
// Good steps = steps where enemy is further away.
// Score = good steps as percentage of all steps.
//
// There are situations where agent is trapped and cannot move.
// If this happens, you score zero.
// =============================================================================================
// ===================================================================================================================
// === Start of tweaker's box ========================================================================================
// ===================================================================================================================
// The easiest things to modify are in this box.
// You should be able to change things in this box without being a JavaScript programmer.
// Go ahead and change some of these. What's the worst that could happen?
AB.clockTick = 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.
//---- global constants: -------------------------------------------------------
const show3d = true; // Switch between 3d and 2d view (both using Three.js)
const TEXTURE_WALL = '/uploads/mac/bricks.jpeg' ;
const TEXTURE_MAZE = '/uploads/mac/lamp.jpeg' ;
const TEXTURE_AGENT = '/uploads/mac/Thanos.png' ;
const TEXTURE_ENEMY = '/uploads/mac/Spiderman.png' ;
// credits:
// Generated with DALLĀ·E 3 AI
const MUSIC_BACK = '/uploads/mac/MichaelGiacchino-Themefrom_SpiderMan_OriginalTelevisionSeries.mp3' ;
const SOUND_ALARM = '/uploads/mac/spideralarm.mp3' ;
// credits:
// https://youtu.be/PeX8TkHN6mE
// https://www.youtube.com/watch?v=rFK-IJJRT_o&pp=ygUWc3BpZGVyLW1hbiBwdW5jaCBzb3VuZA%3D%3D
const gridsize = 40; // 20; // number of squares along side of world
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 3 ); // 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
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
const pathMaterial = new THREE.LineBasicMaterial({ color: 0xFFFFFF });
const pathObjects = [];
const dots = []; // Create an array to store dot objects
//--- 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
// space skybox, credit:
// https://skybox.blockadelabs.com/
const SKYBOX_ARRAY = [
"/uploads/mac/p1x.png",
"/uploads/mac/n1x.png",
"/uploads/mac/p1y.png",
"/uploads/mac/n1y.jpg",
"/uploads/mac/p1z.png",
"/uploads/mac/n1z.png"
];
// 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;
var wall_texture, agent_texture, enemy_texture, maze_texture;
// enemy and agent position on squares
var ei, ej, ai, aj;
var badsteps;
var goodsteps;
// Class for A* nodes
class Node {
constructor(i, j, parrent, g, h) {
this.i = i; // Row index
this.j = j; // Column index
this.parrent = parrent; // parrent node for path reconstruction
this.g = g; // Cost from the start node to this node
this.h = h; // Heuristic (estimated) cost from this node to the goal
}
get f() {
return this.g + this.h; // Total cost
}
}
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 occupiedg ( i, j ) // is this square occupied
{
if ( ( ei == i ) && ( ej == j ) ) return true; // variable objects
if ( ( ai == i ) && ( aj == j ) ) return false;
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();
// finally skybox
// setting up skybox is simple
// just pass it array of 6 URLs and it does the asych load
ABWorld.scene.background = new THREE.CubeTextureLoader().load ( SKYBOX_ARRAY, function()
{
ABWorld.render();
AB.removeLoading();
AB.runReady = true; // start the run loop
});
}
// --- draw moving objects -----------------------------------
function drawEnemy() // given ei, ej, draw it
{
theenemy.position.copy ( translate(ei,ej) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
}
function drawAgent() // given ai, aj, draw it
{
theagent.position.copy ( translate(ai,aj) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.follow.copy ( theagent.position ); // follow vector = agent position (for camera following agent)
}
// --- take actions -----------------------------------
/*
function moveLogicalEnemy()
{
// move towards agent
// put some randomness in so it won't get stuck with barriers
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;
}
}
*/
//To show the open and closed lists
function drawDot(list, color) {
for (const point of list) {
const position = translate(point.i, point.j);
const sphereGeometry = new THREE.SphereGeometry(squaresize/6, 16, 16);
const sphereMaterial = new THREE.MeshBasicMaterial({ color });
const sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
sphere.position.set(position.x, position.y, position.z);
ABWorld.scene.add(sphere);
// Add the sphere object to the dots array
dots.push(sphere);
}
}
function clearDots() {
for (const dot of dots) {
ABWorld.scene.remove(dot); // Remove the dot from the Three.js scene
}
dots.length = 0; // Clear the dots array
}
//To show the path of the agent
function drawPath(path, material) {
const pathGeometry = new THREE.BufferGeometry();
const vertices = [];
for (const [i, j] of path) {
const position = translate(i, j);
vertices.push(position.x, position.y + BOXHEIGHT / 2, position.z);
}
pathGeometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3));
const pathLine = new THREE.Line(pathGeometry, material);
ABWorld.scene.add(pathLine);
// Add the path object to the pathObjects array
pathObjects.push(pathLine);
}
function clearPath() {
for (const pathObject of pathObjects) {
ABWorld.scene.remove(pathObject);
}
// Clear the array
pathObjects.length = 0;
}
// BFS pathfinding function
function findPathBFS(start, goal) {
const que = []; // Queue data structure (FIFO)
const visited = []; // To track visited nodes
que.push(new Node(start[0], start[1], null, 0));
while (que.length > 0) {
const currentNode = que.shift(); // Remove the first node from the queue
// Check if we've reached the goal
if (currentNode.i === goal[0] && currentNode.j === goal[1]) {
const path = [];
let current = currentNode;
while (current) {
path.push([current.i, current.j]);
current = current.parrent;
}
clearDots();
// Reverse the path, as it's constructed from goal to start
path.reverse();
//To get nodes that are in visited list but not in path
const visitedOnly = [];
for (const visitedNode of visited) {
if (!path.some(p => p[0] === visitedNode.i && p[1] === visitedNode.j)) {
visitedOnly.push(visitedNode);
}
}
drawDot(visitedOnly, 0x97cef8);
drawDot(que, 0x911319);
clearPath();
return path;
}
// Generate neighboring nodes
const neighbors = [
[currentNode.i - 1, currentNode.j],
[currentNode.i + 1, currentNode.j],
[currentNode.i, currentNode.j - 1],
[currentNode.i, currentNode.j + 1]
];
for (const neighbor of neighbors) {
const [i, j] = neighbor;
if (
neighbor[0] < 0 ||
neighbor[0] >= gridsize ||
neighbor[1] < 0 ||
neighbor[1] >= gridsize ||
occupiedg(neighbor[0], neighbor[1]) ||
visited.some((node) => node.i === neighbor[0] && node.j === neighbor[1])
) {
continue;
}
const neighborNode = new Node(i, j, currentNode, 0); // BFS has a uniform cost of 0
que.push(neighborNode);
visited.push(neighborNode);
}
}
return null; // No path found
}
// A* pathfinding function
function findPathAStar(start, goal) {
const openList = [];
const closedList = [];
const startNode = new Node(start[0], start[1], null, 0, 0);
openList.push(startNode);
while (openList.length > 0){
// To find the node with the lowest f in the open list
let currentNode = openList[0];
let currentIndex = 0;
for (let i = 1; i < openList.length; i++) {
if (openList[i].f < currentNode.f) {
currentNode = openList[i];
currentIndex = i;
}
}
// To move the current node from the open list to the closed list
openList.splice(currentIndex, 1);
closedList.push(currentNode);
// To construct the path, if we've reached the goal
if (currentNode.i === goal[0] && currentNode.j === goal[1]) {;
const path = [];
let current = currentNode;
while (current) {
path.push([current.i, current.j]);
current = current.parrent;
}
clearDots();
//To get nodes that are in Closed list but not in path
const closedOnly = [];
for (const closedNode of closedList) {
if (!path.some(p => p[0] === closedNode.i && p[1] === closedNode.j)) {
closedOnly.push(closedNode);
}
}
drawDot(closedOnly, 0x97cef8);
drawDot(openList, 0x911319);
clearPath();
return path.reverse();
}
// To generate neighboring nodes
const neighbors = [
[currentNode.i - 1, currentNode.j],
[currentNode.i + 1, currentNode.j],
[currentNode.i, currentNode.j - 1],
[currentNode.i, currentNode.j + 1]
];
for (const neighbor of neighbors) {
// To check if the neighbor is a valid square and not in the closed list
if (
neighbor[0] < 0 ||
neighbor[0] >= gridsize ||
neighbor[1] < 0 ||
neighbor[1] >= gridsize ||
occupiedg(neighbor[0], neighbor[1]) ||
closedList.some((node) => node.i === neighbor[0] && node.j === neighbor[1])
) {
continue;
}
const g = currentNode.g + 1; // Assuming a cost of 1 to move to a neighboring square
const h = Math.abs(neighbor[0] - goal[0]) + Math.abs(neighbor[1] - goal[1]); // Manhattan distance heuristic
const neighborNode = new Node(neighbor[0], neighbor[1], currentNode, g, h);
// To check if the neighbor is already in the open list and has a lower g
const existingNode = openList.find((node) => node.i === neighborNode.i && node.j === neighborNode.j);
const existingNodeIndex = openList.findIndex((node) => node.i === neighborNode.i && node.j === neighborNode.j);
if (existingNodeIndex != -1) {
// If an existing node with the same coordinates is found in the openList
if (g < openList[existingNodeIndex].g) {
// To replace the existing node. if the new path has a lower g cost,
openList.splice(existingNodeIndex, 1);
}
else {
// If the new path is not better, skip this neighbor
continue;
}
}
// Add the neighbor to the open list
openList.push(neighborNode);
}
}
return null; // No path found
}
// Move the enemy using A* pathfinding or BFS
function moveEnemy() {
const path = findPathAStar([ei, ej], [ai, aj]); //Function to execute A*
// const path = findPathBFS([ei, ej], [ai, aj]); //Function to execute BFS
if (path && path.length > 1) {
// The enemy's new position is the second node in the path
path.shift();
drawPath(path, pathMaterial);
const [nextI, nextJ] = path[0];
if (nextI === ai && nextJ === aj) {
// If the next step of the enemy is the agent
AB.abortRun = true;
goodsteps = 0;
musicPause();
soundAlarm();
}
else{
ei = nextI;
ej = nextJ;
}
}
}
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 parrent
event.stopPropagation(); event.preventDefault(); return false;
}
// --- score: -----------------------------------
function badstep() // is the enemy within one square of the agent
{
if ( ( Math.abs(ei - ai) < 2 ) && ( Math.abs(ej - aj) < 2 ) ) return true;
else return false;
}
function agentBlocked() // agent is blocked on all sides, run over
{
return ( occupied (ai-1,aj) &&
occupied (ai+1,aj) &&
occupied ( ai,aj+1) &&
occupied ( ai,aj-1) );
}
function updateStatusBefore(a)
// this is called before anyone has moved on this step, agent has just proposed an action
// update status to show old state and proposed move
{
var x = AB.world.getState();
AB.msg ( " Step: " + AB.step + " x = (" + x.toString() + ") a = (" + a + ") " );
}
function updateStatusAfter() // agent and enemy have moved, can calculate score
{
// new state after both have moved
var y = AB.world.getState();
var score = ( goodsteps / AB.step ) * 100;
AB.msg ( " y = (" + y.toString() + ") <br>" +
" Bad steps: " + badsteps +
" Good steps: " + goodsteps +
" Score: " + score.toFixed(2) + "% ", 2 );
}
AB.world.newRun = function()
{
AB.loadingScreen();
AB.runReady = false;
badsteps = 0;
goodsteps = 0;
if ( show3d )
{
BOXHEIGHT = squaresize;
ABWorld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
}
else
{
BOXHEIGHT = 1;
ABWorld.init2d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
}
loadResources(); // aynch file loads
// calls initScene() when it returns
document.onkeydown = keyHandler;
};
AB.world.getState = function()
{
var x = [ ai, aj, ei, ej ];
return ( x );
};
AB.world.takeAction = function ( a )
{
updateStatusBefore(a); // show status line before moves
moveLogicalAgent(a);
if ( ( AB.step % 2 ) == 0 ) // slow the enemy down to every nth step
moveEnemy();
// moveLogicalEnemy();
if ( badstep() ) badsteps++;
else goodsteps++;
drawAgent();
drawEnemy();
updateStatusAfter(); // show status line after moves
if ( agentBlocked() ) // if agent blocked in, run over
{
AB.abortRun = true;
goodsteps = 0; // you score zero as far as database is concerned
musicPause();
soundAlarm();
}
};
AB.world.endRun = function()
{
musicPause();
if ( AB.abortRun ) AB.msg ( " <br> <font color=red> <B> Spiderman caught Thanos </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
}