Code viewer for World: Helicopter Heart Chaser
// The objective is to catch as many hearts as possible while avoiding the other chopper
// One point is awarded for each heart you catch
// Points are deducted when the other chopper gets too close to you
// Avoid being cornered or your run is finished
 
const	 	CLOCKTICK 	= 100;					// speed of run - move things every n milliseconds
const		MAXSTEPS 	= 1000;					// length of a run before final score
 





//---- global constants: -------------------------------------------------------

const gridsize = 35;						// number of squares along side of world	   

const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 10 );
		// density of maze - number of internal boxes
		// (bug) use trunc or can get a non-integer 

const squaresize = 2000;					// size of square in pixels
const MAXPOS = gridsize * squaresize;		// length of one side in pixels 
	
const SKYCOLOR 	= 0xddffdd;				// a number, not a string 
const BLANKCOLOR 	= SKYCOLOR ;			// make objects this color until texture arrives (from asynchronous file read)


const  LIGHTCOLOR 	= 0xffffff ;

const show3d = true;						// Switch between 3d and 2d view (both using Three.js) 
 
 
const startRadiusConst	 	= 50000 ;		// distance from centre to start the camera at
const skyboxConst			= MAXPOS * 4 ;		// where to put skybox 
const maxRadiusConst 		= MAXPOS * 10  ;		// maximum distance from camera we will render things  





//--- 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;
 
 




 
// --- some useful random functions  -------------------------------------------


function randomfloatAtoB ( A, B )			 
{
 return ( A + ( Math.random() * (B-A) ) );
}

function randomintAtoB ( A, B )			 
{
 return  ( Math.round ( randomfloatAtoB ( A, B ) ) );
}
  
function randomBoolean()			 
{
 if ( Math.random() < 0.5 ) { return false; }
 else { return true; }
}

function randomPick ( a, b )
{
 if ( randomBoolean() ) 
  return a;
 else
  return b;
}






//---- start of World class -------------------------------------------------------
 
function World() { 


// most of World can be private 
// regular "var" syntax means private variables:


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 WALLS 	= new Array ( 4 * gridsize );		// need to keep handles to wall and maze objects so can find them later to paint them 
var MAZE 	= new Array ( NOBOXES );
var theagent, theenemy, thedeer, test;
  

// enemy and agent position on squares
var ei, ej, ai, aj, gi, gj;

var badsteps;
var goodsteps;
var  step;
var self = this;						// needed for private fn to call public fn - see below  

 


// regular "function" syntax means private functions:


function initGrid()
{
 for (var i = 0; i < gridsize ; i++) 
 {
  GRID[i] = new Array(gridsize);		// each element is an array 

  for (var j = 0; j < gridsize ; j++) 
  {
   GRID[i][j] = GRID_BLANK ;
  }
 }
}

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;
}

 
// 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 ( x ) 
{
 return ( x - ( MAXPOS/2 ) );
}

function loadTextures()
{
    
    var particles = new THREE.Geometry;
    for (var p = 0; p < 20000; p++) 
    {
        var particle = new THREE.Vector3(Math.random() * 80000-40000, Math.random() * 80000-40000, Math.random() * 80000-40000);
        particles.vertices.push(particle);
    }
    var particleMaterial = new THREE.ParticleBasicMaterial({ color: 0xeeeeee, size: 2 });
    
    var particleSystem = new THREE.ParticleSystem(particles, particleMaterial);
 
    threeworld.scene.add(particleSystem);

   
   
    var ambientLight = new THREE.AmbientLight('#fff');
    threeworld.scene.add(ambientLight);
	
	var manager = new THREE.LoadingManager();		
	var loader = new THREE.OBJLoader( manager );
	
	//loader.load("/uploads/balfej3/giraffe.obj", testdeer);
	
	
	
// load OBJ plus MTL (plus TGA files) 
	THREE.Loader.Handlers.add(/.tga$/i, new THREE.TGALoader() );
	var m = new THREE.MTLLoader();
	m.setTexturePath ( "/uploads/balfej3/" );
	m.setPath        ( "/uploads/balfej3/" );
	m.load( "newshelicopter.mtl", function( materials ) {
 
		materials.preload();
		var o = new THREE.OBJLoader();
		o.setMaterials ( materials );
		o.setPath ( "/uploads/balfej3/" );
		o.load( "newshelicopter.obj", function ( object ) {
		    object.scale.x = 14;
        object.scale.y = 28;
        object.scale.z = 7;
			addparker ( object );
		} );
	} );
	
	THREE.Loader.Handlers.add( /.tga$/i, new THREE.TGALoader() );
	var n = new THREE.MTLLoader();
	n.setTexturePath ( "/uploads/balfej3/" );
	n.setPath        ( "/uploads/balfej3/" );
	n.load( "3d-model.mtl", function( materials ) {
 
		materials.preload();
		var p = new THREE.OBJLoader();
		p.setMaterials ( materials );
		p.setPath ( "/uploads/balfej3/" );
		p.load( "3d-model.obj", function ( object ) {
		    object.scale.x = 14;
            object.scale.y = 28;
            object.scale.z = 7;		    
			addquad ( object );
		} );
	} );

	THREE.Loader.Handlers.add( /.tga$/i, new THREE.TGALoader() );
	var c = new THREE.MTLLoader();
	c.setTexturePath ( "/uploads/balfej3/" );
	c.setPath        ( "/uploads/balfej3/" );
	c.load( "humanheart.mtl", function( materials ) {
 
		materials.preload();
		var q = new THREE.OBJLoader();
		q.setMaterials ( materials );
		q.setPath ( "/uploads/balfej3/" );
		q.load( "humanheart.obj", function ( object ) {
        object.scale.x = 6;
        object.scale.y = 24;
        object.scale.z = 6;
			builddeer( object );
		} );
	} );




	

var loader1 = new THREE.TextureLoader();
 loader1.load ( '/uploads/balfej3/cloud.png',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
	} ); 

 var loader2 = new THREE.TextureLoader();
 loader2.load ( '/uploads/balfej3/cloudsquare.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintMaze ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
 	} ); 
 


function testdeer (object)
{
	object.scale.multiplyScalar ( 3000 );    	   
	test = object;
	object.position.set( 0, 0, -37000 )
	threeworld.scene.add( test ); 
    
}

function addparker ( object )
{
	object.scale.multiplyScalar ( 1.2 );    	   
	theagent = object;
	threeworld.scene.add( theagent ); 
}  	


function addquad( object )
{
    object.scale.multiplyScalar( .6 );
    theenemy = object;
    threeworld.scene.add( theenemy )
}



}

function builddeer ( object ) 
{ 
	object.scale.multiplyScalar ( 10 );    	  // make 3d object n times bigger 
	thedeer = object;
	threeworld.scene.add( thedeer ); 
}




//--- skybox ----------------------------------------------------------------------------------------------

function initSkybox() 
{

// x,y,z positive and negative faces have to be in certain order in the array 


  var materialArray = [
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/balfej3/alps_ft.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/balfej3/alps_bk.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/balfej3/alps_up.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/balfej3/alps_dn.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/balfej3/alps_rt.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/balfej3/alps_lf.jpg" ), side: THREE.BackSide } ) )
 	];

  var skyGeometry = new THREE.CubeGeometry ( skyboxConst, skyboxConst, skyboxConst );	
  var skyMaterial = new THREE.MeshFaceMaterial ( materialArray );
  var theskybox = new THREE.Mesh ( skyGeometry, skyMaterial );
  threeworld.scene.add( theskybox );						// We are inside a giant cube
}


// This does the file read the old way using loadTexture.


// --- add fixed objects ---------------------------------------- 
   
 
function initLogicalWalls()		// set up logical walls in data structure, whether doing graphical run or not	
{
 for (var i = 0; i < gridsize ; i++) 
  for (var j = 0; j < gridsize ; j++) 
   if ( ( i==0 ) || ( i==gridsize-1 ) || ( j==0 ) || ( j==gridsize-1 ) )
   {
    	GRID[i][j] = GRID_WALL ;		 
   }
}


function initThreeWalls()		// graphical run only, set up blank boxes, painted later 	
{
 var t = 0;
 for (var i = 0; i < gridsize ; i++) 
  for (var j = 0; j < gridsize ; j++) 
   if ( GRID[i][j] == GRID_WALL )
   {
 	 var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );			 
 	 var thecube  = new THREE.Mesh( shape );
	 thecube.material.color.setHex( BLANKCOLOR  );			  
 
    	 thecube.position.x = translate ( i * squaresize );   		// translate my simple (i,j) block-numbering coordinates to three.js (x,y,z) coordinates 
    	 thecube.position.z = translate ( j * squaresize );   	
    	 thecube.position.y =  0;	
 
 	 threeworld.scene.add(thecube);
	 WALLS[t] = thecube;				// save it for later
	 t++; 
   }
}


function paintWalls ( material )		 
{
 for ( var i = 0; i < WALLS.length; i++ )
 { 
   if ( WALLS[i] )  WALLS[i].material = material;
 }
}





function initLogicalMaze()		 
{
 for ( var c=1 ; c <= NOBOXES ; c++ )
 {
  	var i = randomintAtoB(1,gridsize-2);	// inner squares are 1 to gridsize-2
  	var j = randomintAtoB(1,gridsize-2);
    	GRID[i][j] = GRID_MAZE ;		 
 }
}


function initThreeMaze()		  	
{
 var t = 0;
 for (var i = 0; i < gridsize ; i++) 
  for (var j = 0; j < gridsize ; j++) 
   if ( GRID[i][j] == GRID_MAZE )
   {
   	var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );			 
  	var thecube  = new THREE.Mesh( shape );
	thecube.material.color.setHex( BLANKCOLOR  );			  

  	thecube.position.x = translate ( i * squaresize );   	
  	thecube.position.z = translate ( j * squaresize );   	
  	thecube.position.y =  0;	
 
 	threeworld.scene.add(thecube);
	MAZE[t] = thecube;		// save it for later
	t++; 
   }
}


function paintMaze ( material )		 
{
 for ( var i = 0; i < MAZE.length; i++ )
 { 
   if ( MAZE[i] )  MAZE[i].material = material;
 }
}


// --- deer functions 

function drawDeer()		// given gi, gj, draw it 
{

      var x = translate ( gi * squaresize );   	
      var z = translate ( gj * squaresize );   	
      var y =   (0);   	
    
     thedeer.position.x = x;
     thedeer.position.y = y;
     thedeer.position.z = z;
     threeworld.scene.add(thedeer);
     
     threeworld.lookat.copy ( theenemy.position );		// if camera moving, look back at where the enemy is  

}

function initLogicalDeer()
{
// start in random location:
 var i, j;
 do
 {
  i = randomintAtoB(1,gridsize-2);
  j = randomintAtoB(1,gridsize-2);
 }
 while ( occupied(i,j) );  	  // search for empty square 

 gi = i;
 gj = j;
}


// --- enemy functions -----------------------------------


function drawEnemy()	// given ei, ej, draw it 
{
  var x = translate ( ei * squaresize );   	
  var z = translate ( ej * squaresize );   	
  var y =  0;	

 theenemy.position.x = x;
 theenemy.position.y = y;
 theenemy.position.z = z;
 //threeworld.scene.add(theenemy);

 threeworld.lookat.copy ( theenemy.position );		// if camera moving, look back at where the enemy is  
}


function initLogicalEnemy()
{
// start in random location:
 var i, j;
 do
 {
  i = randomintAtoB(1,gridsize-2);
  j = randomintAtoB(1,gridsize-2);
 }
 while ( occupied(i,j) );  	  // search for empty square 

 ei = i;
 ej = j;
}




function moveLogicalEnemy()
{ 
// move towards agent 
// put some randomness in so it won't get stuck with barriers 

 var i, j;
 if ( ei < ai ) i = randomintAtoB(ei, ei+1); 
 if ( ei == ai ) i = ei; 
 if ( ei > ai ) i = randomintAtoB(ei-1, ei); 

 if ( ej < aj ) j = randomintAtoB(ej, ej+1); 
 if ( ej == aj ) j = ej; 
 if ( ej > aj ) j = randomintAtoB(ej-1, ej); 
 
 if ( ! occupied(i,j) )  	// if no obstacle then move, else just miss a turn
 {
  ei = i;
  ej = j;
 }
}





// --- agent functions -----------------------------------


function drawAgent()	// given ai, aj, draw it 
{
    
      var x = translate ( ai * squaresize );   	
      var z = translate ( aj * squaresize );   	
      var y =  0;	
    
     theagent.position.x = x;
     theagent.position.y = y;
     theagent.position.z = z;
     //threeworld.scene.add(theagent);
    
     threeworld.follow.copy ( theenemy.position );		// follow vector = agent position (for camera following agent)
}


function initLogicalAgent()
{
// start in random location:
 var i, j;
 do
 {
  i = randomintAtoB(1,gridsize-2);
  j = randomintAtoB(1,gridsize-2);
 }
 while ( occupied(i,j) );  	  // search for empty square 

 ai = i;
 aj = 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;
 }
}



function keyHandler(e)		
// user control 
// Note that this.takeAction(a) is constantly running at same time, redrawing the screen.
{
    if (e.keyCode == 37)  moveLogicalAgent ( ACTION_LEFT 	);
    if (e.keyCode == 38)  moveLogicalAgent ( ACTION_DOWN  	);
    if (e.keyCode == 39)  moveLogicalAgent ( ACTION_RIGHT 	);
    if (e.keyCode == 40)  moveLogicalAgent ( ACTION_UP	);
}





// --- 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 foundDeer()
{
    if(ai == gi && aj == gj)return true;
    else 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 = self.getState();
 var status = " Step: <b> " + step + " </b> &nbsp; x = (" + x.toString() + ") &nbsp; a = (" + a + ") "; 

 $("#user_span3").html( status );
}


function updateStatusAfter()		// agent and enemy have moved, can calculate score
{
 // new state after both have moved
 var y = self.getState();
 var status = " &nbsp; y = (" + y.toString() + ") <BR> "; 
 $("#user_span4").html( status );

 var score = self.getScore();

 var status = " Deers: " + deers ; 

 $("#user_span5").html( status );
 
}






//--- public functions / interface / API ----------------------------------------------------------


	this.endCondition;			// If set to true, run will end. 



this.newRun = function() 
{

// (subtle bug) must reset variables like these inside newRun (in case do multiple runs)

  this.endCondition = false;
  badsteps = 0;	
  goodsteps = 0;
  step = 0;
  deers = 0;	


 // for all runs:

 	initGrid();
	initLogicalWalls(); 
	initLogicalMaze();
	initLogicalAgent();
	initLogicalEnemy();
	initLogicalDeer();

 // for graphical runs only:

  if ( true  )
  {
	if ( show3d )
	{
	 BOXHEIGHT = squaresize;
	 threeworld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR  ); 	
	}	     
	else
	{
	 BOXHEIGHT = 1;
	 threeworld.init2d ( startRadiusConst, maxRadiusConst, SKYCOLOR  ); 		     
	}

	initSkybox();
 	initMusic();
	// Set up objects first:
	//initThreeWalls(); 
	initThreeMaze();


	// Then paint them with textures - asynchronous load of textures from files. 
	// The texture file loads return at some unknown future time in some unknown order.
	// Because of the unknown order, it is probably best to make objects first and later paint them, rather than have the objects made when the file reads return.
	// It is safe to paint objects in random order, but might not be safe to create objects in random order. 

	loadTextures();	

	document.onkeydown = keyHandler;	 
  }

};




this.getState = function()
{
 var x = [ ai, aj, ei, ej, gi, gj ];
  return ( x );  
};



this.takeAction = function ( a )
{
  step++;
  if ( true  )
   updateStatusBefore(a);			// show status line before moves 

  moveLogicalAgent(a);

  if ( ( step % 2 ) == 0 )		// slow the enemy down to every nth step
    moveLogicalEnemy();


  if ( badstep() )
  {
    soundAlarm();  
   badsteps++;
    deers = deers - 0.1;
  }
  else
   goodsteps++;
  
  
  if(foundDeer())
  { 
      pointScored();
      deers++;
      initLogicalDeer();
      drawDeer();
  }
  
  if ( true  )
  {
   drawAgent();
   drawEnemy();
   drawDeer();
   updateStatusAfter();			// show status line after moves  
  }


  if ( agentBlocked() )			// if agent blocked in, run over 
  {
	this.endCondition = true;
	goodsteps = 0;			// you score zero as far as database is concerned 			 
  	if ( true  )
  	{
	 musicPause();
	 soundAlarm();
	}
  }
  


};



this.endRun = function()
{
 if ( true  )
 {
  musicPause(); 
  if ( this.endCondition )
    $("#user_span6").html( " &nbsp; <font color=red> <B> Your chopper was stopped. Game over. </B> </font>   "  );
  else
    $("#user_span6").html( " &nbsp; <font color=red> <B> Run over. </B> </font>   "  );
 }
};


this.getScore = function()
{
 return ( deers);
};


}

//---- end of World class -------------------------------------------------------








// --- music and sound effects ----------------------------------------
// credits:
// http://www.dl-sounds.com/royalty-free/defense-line/
// http://soundbible.com/1542-Air-Horn.html 



function initMusic()
{
	// put music element in one of the spans
  	var x = "<audio  id=theaudio  src=/uploads/balfej3/soundtrack.mp3   autoplay loop> </audio>" ;
  	$("#user_span1").html( x );
} 
 

function musicPlay()  
{
	// jQuery does not seem to parse pause() etc. so find the element the old way:
 	document.getElementById('theaudio').play();
}


function musicPause() 
{
 	document.getElementById('theaudio').pause();
}


function soundAlarm()
{
 	var x = "<audio    src=/uploads/starter/air.horn.mp3   autoplay  > </audio>";
  	$("#user_span2").html( x );
}


function pointScored()
{
    var x = "<audio    src=/uploads/balfej3/gotcha.mp3   autoplay  > </audio>";
  	$("#user_span2").html( x );
}