// - Internal maze (randomly drawn each time)
// - Enemy actively chases agent
const CHANGESTEP = 200; // change music/skybox/etc. every n steps
// ======================================================================================================
// 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 get BLOCKPUNISH bad steps and the problem is reset - enemy is moved to a random square
// ======================================================================================================
const BLOCKPUNISH = 50;
//--- 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)
// ===================================================================================================================
// === Start of tweaker's box ========================================================================================
// ===================================================================================================================
// The easiest things to modify are in this box.
AB.clockTick = 50;
// Speed of run: Step every n milliseconds. Default 100.
AB.maxSteps = 10000000;
// 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 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 SOUND_ALARM = '/uploads/starter/air.horn.mp3' ;
// http://soundbible.com/1542-Air-Horn.html
const gridsize = 20; // number of squares along side of world
const BOXDENSITY = 0.1;
const NOBOXES = Math.trunc ( (gridsize * gridsize) * BOXDENSITY );
// 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 skyboxConst = MAXPOS * 2 ; // where to put skybox
const maxRadiusConst = MAXPOS * 10 ; // maximum distance from camera we will render things
//--- change ABWorld defaults: -------------------------------
ABHandler.MAXCAMERAPOS = skyboxConst * 0.6 ; // keep camera inside skybox
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
// mountain skybox, credit:
// http://stemkoski.github.io/Three.js/Skybox.html
const SKYBOX2_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 skybox, credit:
// http://en.spaceengine.org/forum/21-514-1
// x,y,z labelled differently
const SKYBOX3_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"
];
const SKYBOX_ARRAY = [
"/uploads/starter/st.posx.jpg",
"/uploads/starter/st.negx.jpg",
"/uploads/starter/st.posy.jpg",
"/uploads/starter/st.negy.jpg",
"/uploads/starter/st.posz.jpg",
"/uploads/starter/st.negz.jpg"
];
// https://www.dl-sounds.com/royalty-free/category/game-film/video-game/
const music_array = [
'/uploads/starter/Defense.Line.mp3',
// '/uploads/test/IntroScreen.mp3',
// '/uploads/test/OffLimits.wav',
'/uploads/test/Platformer2.mp3',
'/uploads/test/PowerBotsLoop.wav',
'/uploads/test/StarCommander1.wav'
];
// ===================================================================================================================
// === End of tweaker's box ==========================================================================================
// ===================================================================================================================
// contents of a grid square
const GRID_BLANK = 0;
const GRID_WALL = 1;
const GRID_MAZE = 2;
var BOXHEIGHT = squaresize;
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
var skybox2_texture_array = new Array ( 6 ); // a cube
var skybox3_texture_array = new Array ( 6 ); // a cube
var theskybox;
var skyGeometry, skyMaterial, skyMaterial2, skyMaterial3;
// enemy and agent position on squares
var ei, ej, ai, aj;
var badsteps;
var goodsteps;
var stuckfor = 0; // how long the enemy has been stuck - if stuck for a while start making random moves
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();
});
var i;
for ( i = 0; i < 6; i++ )
skyboxFileLoad ( i ); // launch 6 more asynchronous file loads for skybox
for ( i = 0; i < 6; i++ )
skybox2FileLoad ( i ); // launch 6 more asynchronous file loads for skybox
for ( i = 0; i < 6; i++ )
skybox3FileLoad ( 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 skybox2FileLoad ( n ) // asynchronous file load of skybox texture n
{
var loader = new THREE.TextureLoader();
loader.load ( SKYBOX2_ARRAY[n], function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
skybox2_texture_array[n] = thetexture;
if ( asynchFinished() ) initScene();
});
}
function skybox3FileLoad ( n ) // asynchronous file load of skybox texture n
{
var loader = new THREE.TextureLoader();
loader.load ( SKYBOX3_ARRAY[n], function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
skybox3_texture_array[n] = thetexture;
if ( asynchFinished() ) initScene();
});
}
function asynchFinished() // all file loads returned
{
var i;
for ( i = 0; i < 6; i++ )
if ( ! skybox_texture_array[i] )
return false;
for ( i = 0; i < 6; i++ )
if ( ! skybox2_texture_array[i] )
return false;
for ( i = 0; i < 6; i++ )
if ( ! skybox3_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
resetEnemyPos();
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();
skyGeometry = new THREE.CubeGeometry ( skyboxConst, skyboxConst, skyboxConst );
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 skybox2_material_array = [
( new THREE.MeshBasicMaterial ( { map: skybox2_texture_array[0], side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: skybox2_texture_array[1], side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: skybox2_texture_array[2], side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: skybox2_texture_array[3], side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: skybox2_texture_array[4], side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: skybox2_texture_array[5], side: THREE.BackSide } ) )
];
var skybox3_material_array = [
( new THREE.MeshBasicMaterial ( { map: skybox3_texture_array[0], side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: skybox3_texture_array[1], side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: skybox3_texture_array[2], side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: skybox3_texture_array[3], side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: skybox3_texture_array[4], side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: skybox3_texture_array[5], side: THREE.BackSide } ) )
];
skyMaterial = new THREE.MeshFaceMaterial ( skybox_material_array );
skyMaterial2 = new THREE.MeshFaceMaterial ( skybox2_material_array );
skyMaterial3 = new THREE.MeshFaceMaterial ( skybox3_material_array );
randomSkybox();
// can start the run loop
ABWorld.render();
AB.removeLoading();
AB.runReady = true;
}
function randomSkybox()
{
if ( typeof theskybox != 'undefined' )
ABWorld.scene.remove( theskybox );
var m = AB.randomPick3 ( skyMaterial, skyMaterial2, skyMaterial3 );
theskybox = new THREE.Mesh ( skyGeometry, m );
// theskybox.position.y = skyboxConst * 0.4 ;
ABWorld.scene.add( theskybox );
}
function resetEnemyPos()
{
var i,j;
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;
}
// --- 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 getEnemyAction()
{
// move towards agent
// after n failed moves, start making random moves
if ( stuckfor > 2 ) return ( AB.randomIntAtoB (0,3) );
if ( AB.randomBoolean() )
{
if ( ej < aj ) return ( ACTION_UP );
if ( ej > aj ) return ( ACTION_DOWN );
}
else
{
if ( ei < ai ) return ( ACTION_RIGHT );
if ( ei > ai ) return ( ACTION_LEFT );
}
return ( AB.randomIntAtoB (0,3) );
}
function moveLogicalEnemy( a )
{
var i = ei;
var j = ej;
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) )
stuckfor++;
else
{
stuckfor = 0;
ei = i;
ej = j;
}
}
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;
}
}
// --- 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
{
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();
var status = " Step: " + AB.step +
" x = (" + x.toString() + ") " +
" a = (" + a + ") ";
AB.msg ( status );
}
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;
var status = " y = (" + y.toString() + ") " +
" <BR> Bad steps: " + badsteps +
" Good steps: " + goodsteps +
" Score: " + score.toFixed(2) + "% ";
AB.msg ( status, 2 );
}
AB.world.newRun = function()
{
AB.loadingScreen();
AB.runReady = false;
badsteps = 0;
goodsteps = 0;
randomMusic();
ABWorld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
loadResources(); // aynch file loads
// calls initScene() when it returns
};
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
{
var e = getEnemyAction();
moveLogicalEnemy(e);
}
if ( badstep() ) badsteps++;
else goodsteps++;
drawAgent();
drawEnemy();
updateStatusAfter(); // show status line after moves
if ( ( AB.step % CHANGESTEP ) == 0 )
{
if (AB.randomBoolean()) randomSkybox();
else
{
if (AB.randomBoolean()) randomMusic();
else randomCamera();
}
}
else if ( agentBlocked() ) // if agent blocked in, you get BLOCKPUNISH bad steps and the problem is reset
{
badsteps = badsteps + BLOCKPUNISH;
AB.step = AB.step + BLOCKPUNISH;
AB.msg ( " <br> <font color=red> <B> Agent blocked. " + BLOCKPUNISH + " extra bad steps and reset enemy. </B> </font> ", 3 );
// randomMusic();
//soundAlarm();
// enemy is moved to a random square
resetEnemyPos();
}
};
AB.world.endRun = function()
{
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
};
var cameranow = "fixed";
function randomCamera()
{
// rotate around 3 views:
if ( cameranow == "fixed" )
{
ABWorld.cameraTrack()
cameranow = "track";
}
else if ( cameranow == "track" )
{
ABWorld.cameraMove()
cameranow = "move";
}
else if ( cameranow == "move" )
{
ABWorld.cameraFixed()
cameranow = "fixed";
}
}
var backmusic;
function randomMusic()
{
if ( typeof backmusic != 'undefined' ) musicPause();
backmusic = new Audio ( AB.randomElementOfArray ( music_array ) );
backmusic.loop = true; // loop forever
backmusic.play();
}
function musicPlay() { backmusic.play(); }
function musicPause() { backmusic.pause(); }
function soundAlarm()
{
var alarm = new Audio ( SOUND_ALARM );
alarm.play(); // play once, no loop
}