Code viewer for World: Final CW1 VD
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 = !0; // Switch between 3d and 2d view (both using Three.js)
//  const show3d = !1;
 const TEXTURE_WALL 	= '/uploads/vedantdas/wall.jpg' ;
 const TEXTURE_MAZE 	= '/uploads/vedantdas/B.png' ;
 const TEXTURE_AGENT 	= '/uploads/vedantdas/scarlett-fox-640878-normal.jpg' ;
 const TEXTURE_ENEMY 	= '/uploads/vedantdas/enemy.jpg' ;

 
	const MUSIC_BACK  = '/uploads/vedantdas/Temple-Run-Running-Theme.mp3' ;
	const SOUND_ALARM = '/uploads/vedantdas/TempleRunend.mp3' ;

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

const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 5 );  // 5 
// 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  



//--- 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"
                ];



//--- 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 search_grid = new Array(gridsize);  //this grid will be used by the A* algorithm

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;



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;
}

//---------------------- start of changes made by Vedant Das ----------------------

// function to specifically check if the spot is either occupied
// by wall or maze
function occupiedByWallMaze ( 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;
}
//---------------------- end of changes made by Vedant Das ----------------------
 
// 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;
}

//----------------------start of changes made by Vedant Das---------------------------

//Spot function
function Spot(i,j){
   
    this.i = i;
    this.j = j;
   
    // f, g, and h values for A*
    this.f = 0;
    this.g = 0;
    this.h = 0;
    this.maze = false;
    this.neighbors = [];
    this.previous = undefined;
   
    if(search_grid[this.i][this.j] == GRID_MAZE){
        this.maze = true;
    }
   
    // Figure out who my neighbors are
  this.addNeighbors = function(search_grid) {
    var i = this.i;
    var j = this.j;
    if (i < gridsize - 1)
      this.neighbors.push(search_grid[i + 1][j]);
    if (i > 0)
      this.neighbors.push(search_grid[i - 1][j]);
    if (j < gridsize - 1)
      this.neighbors.push(search_grid[i][j + 1]);
    if (j > 0)
      this.neighbors.push(search_grid[i][j - 1]);
     
    // to allow diagonal movements  
    /*if (i > 0 && j > 0)
      this.neighbors.push(search_grid[i - 1][j - 1]);
    if (i < gridsize - 1 && j > 0)
      this.neighbors.push(search_grid[i + 1][j - 1]);
    if (i > 0 && j < gridsize - 1)
      this.neighbors.push(search_grid[i - 1][j + 1]);
    if (i < gridsize - 1 && j < gridsize - 1)
      this.neighbors.push(search_grid[i + 1][j + 1]);*/
     
  };
   
 
}

//----------------------end of changes made by Vedant Das---------------------------

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
});
 

//----------------------start of changes made by Vedant Das---------------------------

  //make a 2D searchGrid Array
  for (var z = 0; z < gridsize; z++) {
        search_grid[z] = new Array(gridsize);
    }
 
  // create a new spot for each of the grid position
  for(var x =0;x<gridsize;x++){
        for(var y=0;y<gridsize;y++){
           
            search_grid[x][y] = new Spot(x,y);
        }
    }
   
    //add neighbors to a Spot
    for(var m =0;m<gridsize;m++){
        for(var n=0;n<gridsize;n++){
           
            search_grid[m][n].addNeighbors(search_grid);
        }
    }

//----------------------end of changes made by Vedant Das---------------------------
 
}
 
 
 


// --- 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)
}

//-----------------start of changes made by Vedant Das ------------------------------

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);
    }
  }
}

// Heuristic Function
function heuristic(a,b){
 
  //var d = dist(a.i,a.j,b.i,b.j);
  var d = Math.abs(a.i-b.i) + Math.abs(a.j-b.j);
  return d;
}

// Function to display the path.
pathArray = []
function displayPath(path){
   

    for(var i=1;i<path.length-1;i++){
        var x = path[i].i;
        var y = path[i].j;
        
        const geometry = new THREE.BoxGeometry( squaresize/2, squaresize/2, squaresize/2);
        const material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
        const box = new THREE.Mesh( geometry, material );
        
        pathArray[i] = box.uuid;
        box.position.copy ( translate(x,y) );   // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
        ABWorld.scene.add( box );
       

    }
}

// Function to delete the previous path.
function deletePath(){
   
    for (var e = 0; e < pathArray.length; e++) {
        var t = pathArray[e];
        const a = ABWorld.scene.getObjectByProperty("uuid", t);
        ABWorld.scene.remove(a)
    }
   
    pathArray = [];
}

// Function to apply the A* algorithm to find the shortest Path.
function findBestPath(grid,e,a){
   
    var path = [];
    var openSet = [];
    var closedSet = [];
    var return_spot;
    openSet.push(e);
   
    while(openSet.length > 0){
           
            var winner = 0;
            for (var i = 0; i < openSet.length; i++) {
                if (openSet[i].f < openSet[winner].f) {
                winner = i;
                }
             }
             
        var current = openSet[winner];
       
        if(current == a ){
           
            // reached enemy, return the first element in the path array
            var temp = current;
            path.push(temp);
            while(temp.previous){
                if(temp.previous == e)
                    return_spot = temp;
                path.push(temp.previous);
                temp = temp.previous;
            }
            displayPath(path);
            break;
           
        }else{
           
            //continue search
            removeFromArray(openSet,current);
            closedSet.push(current);
            var neighbors = current.neighbors;
            for(var j = 0;j<neighbors.length;j++){
                var neighbor = neighbors[j];

                if(!closedSet.includes(neighbor) && !occupiedByWallMaze(neighbor.i,neighbor.j)){
                    
                    var tempG = current.g + heuristic(neighbor,a);
                    if(openSet.includes(neighbor)){
                        if(tempG< neighbor.g){
                            neighbor.g = tempG;
                        }
                    }else{
                        neighbor.g = tempG;
                        openSet.push(neighbor);
                    }
                    neighbor.h = heuristic(neighbor,a);
                    neighbor.f = neighbor.g + neighbor.h;
                    neighbor.previous = current;
               
                }
             }
       
        }
    }
   
    return return_spot;
   
}

//--------end of changes made by Vedant Das----------------

// --- take actions -----------------------------------



function moveLogicalEnemy()
{
// move towards agent

//------------------Start of changes made by Vedant Das-------------------

 var enemy_position = search_grid[ei][ej];
 var agent_position = search_grid[ai][aj];
 
 var new_position = findBestPath(search_grid,enemy_position,agent_position)
 
 // clear search_grid
 var removeSearchGrid;
 for (i = 0; i < gridsize; i++) {
    for (j = 0; j < gridsize; j++) {
            removeSearchGrid = search_grid[i][j];
            removeSearchGrid.f = 0;
            removeSearchGrid.h = 0;
            removeSearchGrid.g = 0;
            removeSearchGrid.previous = undefined;
        }
    }
 if (!occupied(new_position.i,new_position.j)){
 ei = new_position.i;
 ej = new_position.j;
 }
 //------------------end of changes made by Vedant Das-------------------
}


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 + " &nbsp; x = (" + x.toString() + ") &nbsp; 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 ( " &nbsp; y = (" + y.toString() + ") <br>" +
" Bad steps: " + badsteps +
" &nbsp; Good steps: " + goodsteps +
" &nbsp; 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
    moveLogicalEnemy();

  setTimeout(deletePath, 100); // change made by Vedant Das
  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> Scarlett Fox trapped. Final score zero. </B> </font>   ", 3  );
  else     AB.msg ( " <br> <font color=green> <B> Run Again!!!. </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
}