// Cloned by Amitansh Joshi on 27 Oct 2022 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?
// Creating our own world of popular show Tom and Jerry User: Amitansh Joshi (joshia6)
AB.clockTick = 100; // 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)
// Start - #WORLDIMAGE Changes of the arena --User: Amitansh Joshi (joshia6)
const TEXTURE_WALL = '/uploads/joshia6/1666905395.png' ;
const TEXTURE_MAZE = '/uploads/joshia6/1666904445.png' ;
const TEXTURE_AGENT = '/uploads/joshia6/jerry.png' ;
const TEXTURE_ENEMY = '/uploads/joshia6/Tom.png' ;
// End - #WORLDIMAGE Changes of the arena --User: Amitansh Joshi (joshia6)
// 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
// Start - #SOUND Modified the chase sound and capture sound User: Amitansh Joshi (joshia6)
const MUSIC_BACK = '/uploads/joshia6/tom-and-jerry-ringtone.mp3' ;
const SOUND_ALARM = '/uploads/joshia6/CaughtSound.mp3' ;
// End - #SOUND Modificaion of the sounds ends here
// credits:
// http://www.dl-sounds.com/royalty-free/defense-line/
// http://soundbible.com/1542-Air-Horn.html
const gridsize = 20; // 20; // number of squares along side of world //Modified User: Amitansh Joshi (joshia6)
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 10 ); // 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
//--- 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
// Start - Modified to alter the
const SKYBOX_ARRAY = [
"/uploads/joshia6/Worldft.png",
"/uploads/joshia6/World1.png",
"/uploads/joshia6/World2.png",
"/uploads/joshia6/World3.png",
"/uploads/joshia6/World4.png",
"/uploads/joshia6/Worlddn.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;
// Start - #VARIABLES All new variables if used are declared below this section User : Amitansh Joshi (joshia6)
var thePath, theAgentPath, aStarPath;
const diagonal = false; // Control diagonal movement using diagonal variable
const useAStar = true; // Compare optimized step using Heuristic and normal search
var openSet = []; // Point which needs to be traversed
var closedSet = []; // Point which has been traversed
var path = [];
var newpath2 = [];
var start;
var end;
var previousei = 0; //Previous enemy position
var previousej = 0; //Previous enemy position
var previousai = 0; //Previous agent position
var previousaj = 0; //Previous agent position
var highlPath = [];
var WALLMOVENO = 5; // User: Amitansh Joshi (joshia6) number of walls that are supposed to move
var allmazeobj = [];
var WALLMOVETICK = 5; // 5; // User: Amitansh Joshi (joshia6) number of walls that are supposed to move after this timeframe
// End - End of #VARIABLES
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].value == GRID_WALL ) return true; // fixed objects User: Amitansh Joshi (joshia6)
if ( GRID[i][j].value == GRID_MAZE ) return true; //User: Amitansh Joshi (joshia6)
return false;
}
//Start function - grid location object User: Amitansh Joshi(joshia6)
function Spot(i, j) {
// Location
this.i = i;
this.j = j;
this.value = 0;
// f, g, and h values for A*
this.f = 0;
this.g = 0;
this.h = 0;
// Neighbors
this.neighbors = [];
this.previou = undefined;
// Figure out who my neighbors are
this.addNeighbors = function(GRID) {
var i = this.i;
var j = this.j;
if (i < gridsize - 1) this.neighbors.push(GRID[i + 1][j]);
if (i > 0) this.neighbors.push(GRID[i - 1][j]);
if (j < gridsize - 1) this.neighbors.push(GRID[i][j + 1]);
if (j > 0) this.neighbors.push(GRID[i][j - 1]);
}
}
//End function for allocation location on grid
// 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, themaze;
// set up GRID as 2D array
for ( i = 0; i < gridsize ; i++ ) {
GRID[i] = new Array(gridsize);
}
for (i = 0; i < gridsize; i++)
for (j = 0; j < gridsize; j++) {
GRID[i][j] = new Spot(i, j); //Grid position as an object User: Amitansh Joshi (joshia6)
}
for (var i = 0; i < gridsize; i++)
for (j = 0; j < gridsize; j++) {
GRID[i][j].addNeighbors(GRID); //Adding neigbours for every point in the grid User: Amitansh Joshi (joshia6)
}
// 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].value = GRID_WALL; //Since it is an object now, hence the value User: AMitansh Joshi (joshia6)
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].value = 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].value = GRID_MAZE ; //Adding value as its an object User: Amitansh Joshi (joshia6)
shape = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );
themaze = new THREE.Mesh( shape );
themaze.material = new THREE.MeshBasicMaterial( { map: maze_texture } );
themaze.position.copy ( translate(i,j) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
allmazeobj.push(themaze);
ABWorld.scene.add(themaze);
}
// 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();
start = GRID[ei][ej]; //Start would be the enemy's position User: Amitansh Joshi(joshia6)
// 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();
end = GRID[ai][aj]; // End point of path searching of algorithm is agent's position User: Amitansh Joshi (joshia6)
openSet.push(start); // Adding the path which is not traversed or calculated User: Amitansh Joshi (joshia6)
// 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)
}
// Start - Function to highlight path between agent and enemy User : Amitansh Joshi (joshia6)
function highlightpath(i,j) {
shape = new THREE.BoxGeometry(squaresize, 0, squaresize);
aStarPath = new THREE.Mesh(shape);
aStarPath.material = new THREE.MeshBasicMaterial({
color: 0x0000ff
});
ABWorld.scene.add(aStarPath);
aStarPath.position.copy(translate(i, j)); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.lookat.copy(aStarPath.position); // if camera moving, look back at where the enemy is
}
// function drawenemypath() {
// shape = new THREE.BoxGeometry(squaresize, 0, squaresize);
// thepath = new THREE.Mesh(shape);
// thepath.material = new THREE.MeshBasicMaterial({
// color: 0x00ff00
// });
// ABWorld.scene.add(thepath);
// thepath.position.copy(translate(previousei, previousej)); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
// ABWorld.lookat.copy(thepath.position); // if camera moving, look back at where the enemy is
// }
// End of path highlight function
// Start - Function to remove the point from an array User : Amitansh Joshi(joshia6)
function removeElement(arr, element) {
//Find the index of the element in the array
const indexElement = arr.indexOf(element);
if( indexElement > -1) { //If the element is found in the given array
arr.splice(indexElement, 1);
}
}
//End - Function element removal
//Start - Function to calculate heuristic User : Amitansh Joshi (joshia6)
function heuristic(pointA, pointB)
{
if(diagonal) {
return Math.sqrt(Math.pow((pointA.i - pointB.i), 2) + Math.pow((pointA.j - pointB.j), 2)); //Eucledian for diagonal movement ie 8 directions
}
else {
return Math.abs(pointA.i - pointB.i) + Math.abs(pointA.j - pointB.j);
}
}
//End - Heuristic functione ends
// Start - Function to move walls User : Amitansh Joshi (joshia6)
function MoveWalls() {
// console.log(mazeObject);
// for( var i =0; i < WALLMOVENO; i++) {
// mazeObject.splice(i,1);
// newi = AB.randomIntAtoB(0, gridsize-2);
// newj = AB.randomIntAtoB(0, gridsize-2);
// GRID[newi][newj].value = GRID_MAZE;
// }
// console.log(mazeObject);
var wallsMoved = [];
while(wallsMoved.length < WALLMOVENO){
var randomMazeObject = allmazeobj.sample();
var position = revtranslate(randomMazeObject.position);
i = [position.x - 1, position.x, position.x + 1].sample();
j= [position.y - 1, position.y, position.y + 1].sample();
// i = Math.floor((Math.random() * (x.length)));
// j = Math.floor((Math.random() * (y.length)));
newLocation = translate(i,j);
if((occupied(i,j) || wallsMoved.includes([newLocation.x, newLocation.y].toString()) || (randomMazeObject.position.copy(newLocation)))) {
wallsMoved.push([newLocation.x, newLocation.y].toString());
GRID[position.x][position.y].value = GRID_BLANK;
GRID[i][j].value = GRID_MAZE;
}
}
}
// End - Moving wall function
// FInding random value from array User:Amitansh Joshi (joshia6)
Array.prototype.sample = function() {
return this[Math.floor(Math.random() * this.length)]
};
//End of random value finding function
//Start reverse the translate of the position from initscen User:Amitansh Joshi (joshia6)
function revtranslate(positionObj) {
console.log(positionObj);
var twoDObj = new THREE.Vector2;
twoDObj.x = (positionObj.x + MAXPOS / 2) / squaresize;
twoDObj.y = (positionObj.z + MAXPOS / 2) / squaresize;
return twoDObj;
}
//End reverse translate function
// --- take actions -----------------------------------
function moveLogicalEnemy()
{
// move towards agent
// put some randomness in so it won't get stuck with barriers
if (useAStar === true) { //Condition to search using a star
//User:Amitansh Joshi (joshia6) Delete old drawn Path
for (var i = 0; i < highlPath.length; i++) {
ABWorld.scene.remove(highlPath[i]);
}
//User:Amitansh Joshi (joshia6) Clear all values for next A* Run
openSet = [];
closedSet = [];
start = GRID[ei][ej];
end = GRID[ai][aj];
openSet.push(start);
for (i = 0; i < gridsize; i++) {
for (j = 0; j < gridsize; j++) {
GRID[i][j].g = 0;
GRID[i][j].f = 0;
GRID[i][j].h = 0;
GRID[i][j].previou = undefined;
}
}
//User:Amitansh Joshi (joshia6) A* Algorithm start
while (openSet.length > 0) {
// Best next option
var winner = 0;
for (var i = 0; i < openSet.length; i++)
if (openSet[i].f < openSet[winner].f) // User:Amitansh Joshi (joshia6) Choose lowest cost
winner = i;
var current = openSet[winner];
// Did I finish?
if (current === end) {
console.log("success - found path");
break;
}
// Best option moves from openSet to closedSet
removeElement(openSet, current);
closedSet.push(current); //User:Amitansh Joshi (joshia6) paths explored
// Check all the neighbors
var neighbors = current.neighbors;
debugger;
//--- start of for loop -----------
for (var i = 0; i < neighbors.length; i++) {
var neighbor = neighbors[i];
// Valid next spot?
if (!closedSet.includes(neighbor) && (neighbor.value) !== 2 && (neighbor.value) !== 1) // User:Amitansh Joshi (joshia6) Discard walls and mazes from being neighbors
{
var tempG = current.g + heuristic(neighbor, current);
// Is this a better path than before?
var newPath = false;
if (openSet.includes(neighbor)) {
if (tempG < neighbor.g) {
neighbor.g = tempG;
newPath = true;
}
} else {
neighbor.g = tempG;
newPath = true;
openSet.push(neighbor);
}
// Yes, it's a better path
if (newPath) {
neighbor.h = heuristic(neighbor, end); //User:Amitansh Joshi (joshia6) Calculate heuristic to agent
neighbor.f = neighbor.g + neighbor.h; //User:Amitansh Joshi (joshia6) Caclulate cost to agent
neighbor.previou = current; //User:Amitansh Joshi (joshia6) Save previous node to be used for drawing the path
}
}
}
}
//User:Amitansh Joshi (joshia6) Get shortest Path from Enemy to Agent
path = [];
var temp = current;
path.push(temp);
while (temp.previou) {
path.push(temp.previou);
temp = temp.previou;
}
i = path[path.length - 2].i; //User:Amitansh Joshi (joshia6) Lenght-2 to discard myself otherwise will not move as array first point is own location
j = path[path.length - 2].j; //User:Amitansh Joshi (joshia6) Lenght-2 to discard myself otherwise will not move
previousei = ei;
previousej = ej;
if (!occupied(i, j)) // if no obstacle then move, else just miss a turn
{
ei = i;
ej = j;
}
// User:Amitansh Joshi (joshia6) Draw Path from Enemy to Agent
for (var f = 0; f < path.length - 1; f++) {
highlightpath(path[f].i, path[f].j);
highlPath.push(aStarPath); //User:Amitansh Joshi (joshia6) Put each drawing object in an array so I can delete it for next run
}
}
if (useAStar === false) { // Added condition for regular search
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;
}
}
}
function moveLogicalAgent( a ) // this is called by the infrastructure that gets action a from the Mind
{
var i = ai;
var j = aj;
previousai = ai;
previousaj = 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 + " 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 % WALLMOVETICK == 0)
//if ( ( AB.step % 2 ) == 0 )
if (AB.step% WALLMOVETICK == 0)
MoveWalls(); //Call MoveWalls after every WALLMOVETICK USer: Amitansh Joshi (joshia6)
if ( ( AB.step % 2 ) === 0 ) // slow the enemy down to every nth step
//MoveWalls();
moveLogicalEnemy();
if ( badstep() ) badsteps++;
else goodsteps++;
drawAgent();
drawEnemy();
updateStatusAfter(); // show status line after moves
//moveWalls();
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> Tom caught Jerry. Final score zero. </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
}