// =============================================================================================
// More complex starter World for WWM
// 3d-effect Maze World (really a 2-D problem)
// Mark Humphrys, 2016.
//
// 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.
//
// Scoring on the server side is done by taking average of n runs.
// Runs where you get trapped and score zero can seriously affect this score.
// =============================================================================================
// World must define these:
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 = 30; // number of squares along side of world
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 9);
// 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 BLANKCOLOR = SKYCOLOR ; // make objects this color until texture arrives (from asynchronous file read)
const show3d = true; // Switch between 3d and 2d view (both using Three.js)
const startRadiusConst = MAXPOS * 0.8 ; // distance from centre to start the camera at
const skyboxConst = MAXPOS * 3 ; // 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; }
}
//---- 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;
// enemy and agent position on squares
var ei, ej, ai, aj;
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
{ // 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 ) );
}
//--- skybox ----------------------------------------------------------------------------------------------
function initSkybox()
{
// 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
var materialArray = [
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/smythc44/background.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/smythc44/background.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/smythc44/background.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/smythc44/background.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/smythc44/background.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/smythc44/background.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.
// (todo) Change to asynchronous TextureLoader. A bit complex:
// Make blank skybox. Start 6 asynch file loads to call 6 return functions.
// Each return function checks if all 6 loaded yet. Once all 6 loaded, paint the skybox.
/*
// --- alternative skyboxes: ------------------------------
// space skybox, credit:
// http://en.spaceengine.org/forum/21-514-1
// x,y,z labelled differently
var materialArray = [
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/sky_pos_z.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/sky_neg_z.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/sky_pos_y.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/sky_neg_y.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/sky_pos_x.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/sky_neg_x.jpg" ), side: THREE.BackSide } ) ),
];
// urban photographic skyboxes, credit:
// http://opengameart.org/content/urban-skyboxes
var materialArray = [
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/posx.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/negx.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/posy.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/negy.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/posz.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/negz.jpg" ), side: THREE.BackSide } ) ),
];
*/
// --- asynchronous load textures from file ----------------------------------------
// credits:
// http://commons.wikimedia.org/wiki/File:Old_door_handles.jpg?uselang=en-gb
// 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
// loader return can call private function
function loadTextures()
{
var loader1 = new THREE.TextureLoader();
loader1.load ( '/uploads/smythc44/cable.gif', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
} );
//blocks here <<<
var loader2 = new THREE.TextureLoader();
loader2.load ( '/uploads/smythc44/wires.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintMaze ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
} );
var loader3 = new THREE.TextureLoader();
loader3.load ( '/uploads/smythc44/virus.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
theagent.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader4 = new THREE.TextureLoader();
loader4.load ( '/uploads/starter/ghost.3.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
theenemy.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
}
// --- 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);
if(i == 5 && j == 5) {}
else { 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;
}
}
// --- enemy functions -----------------------------------
// --- 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 ( theagent.position ); // follow vector = agent position (for camera following agent)
}
function initLogicalAgent()
{
// start in random location:
var i, j;
do
{
i = randomintAtoB(26,28);
j = randomintAtoB(26,28);
}
while ( occupied(i,j) ); // search for empty square
ai = i;
aj = j;
ei = i-1;
ej = j;
}
function initThreeAgent()
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
theagent = new THREE.Mesh( shape );
theagent.material.color.setHex( BLANKCOLOR );
drawAgent();
}
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) )
{
ei = ai;
ej = aj;
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.round(Math.sqrt((5-ai)*(5-ai)+(5-aj)*(5-aj)))) > (Math.round(Math.sqrt((5-ei)*(5-ei)+(5-ej)*(5-ej)))) ) return true; //current position further than previous (ie moved further away)
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 = self.getState();
var status = " Step: <b> " + step + " </b> x = (" + x.toString() + ") 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 = " y = (" + y.toString() + ") <BR> ";
$("#user_span4").html( status );
var score = self.getScore();
var status = " Bad steps: " + badsteps +
" Good steps: " + goodsteps +
" Score: " + score.toFixed(2) + "% " + "ai = " + ai + " aj = " + aj + " pai = " + ei + " paj = " + ej;
$("#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;
// for all runs:
initGrid();
initLogicalWalls();
initLogicalMaze();
initLogicalAgent();
// 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();
initThreeAgent();
// 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 ];
return ( x );
};
this.takeAction = function ( a )
{
step++;
if ( true )
updateStatusBefore(a); // show status line before moves
moveLogicalAgent(a);
if ( badstep() )
badsteps++;
else
goodsteps++;
if ( true )
{
drawAgent();
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();
}
}
if( ai == 5 && aj == 5 )
{
this.endCondition = true;
}
};
this.endRun = function()
{
if ( true )
{
musicPause();
if ( this.endCondition )
$("#user_span6").html( " <font color=red> <B> Agent successfully navigated the maze. </B> </font> " );
else
$("#user_span6").html( " <font color=red> <B> Run over. </B> </font> " );
}
};
this.getScore = function()
{
return ( ( ( 1000-step )/1000) * 100 );
};
}
//---- 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/starter/Defense.Line.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 );
}