// Cloned by Enhanced on 21 Jun 2018 from World "No Grid Enhanced Game of Crowns Chase View" by Mathias Bazin
// Please leave this clone trail here.
// Cloned by Mathias Bazin on 15 Jun 2018 from World "Enhanced Game of Crowns Chase View" by Mathias Bazin
// Please leave this clone trail here.
// Cloned by Mathias Bazin on 13 Jun 2018 from World "Game of Crowns season 2 Third Person View" by Mathias Bazin
// Please leave this clone trail here.
// Cloned by Mathias Bazin on 31 May 2018 from World "Game of Crowns" by Niamh Byrne
// Please leave this clone trail here.
// =============================================================================================
//the idea:
//this game is based on the game of thrones world Winterfall-. snow,castle,queen,fireball
//The queen needs to collect all her crowns
//the queen needs to avoid being trapped by the fireball
//When the queen steps into the crown the crown disappears
//there are 8 crowns to collect
//The user acts as the mind as they control the queen
// =============================================================================================
// =============================================================================================
//Aim:
//Collect all the crowns
//Dont get trapped into a corner by the fireball
//Collect crowns within 200 seconds
//
// =============================================================================================
//===================================================================
//Season 2 changes :
//Queen and crowns are bigger
//Queen turns to face the direction she is heading
//Changed some raw values into constants
//added some time to collect the crowns (it was too hard !)
//Two types of cameras with associated controls : a third person view
//and a straff around the fireball
//===================================================================
// World must define these:
AB.clockTick = 4;
// Speed of run: Step every n milliseconds. Default 100.
AB.maxSteps = 100000;
// 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.
AB.drawRunControls = false;
threeworld.drawCameraControls = false;
const MAXSTEPS = 500000; // length of a run before final score
const SCREENSHOT_STEP = 50;
var camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 100);
//---- global constants: -------------------------------------------------------
const gridsize = 20; // number of squares along side of world
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 40 );
// density of maze - number of internal boxes
// (bug) use trunc or can get a non-integer
const squaresize = 225; // size of square in pixels
const MAXPOS = gridsize * squaresize; // length of one side in pixels
const SKYCOLOR = 0xd13636;
// a number, not a string
const BLANKCOLOR = SKYCOLOR ; // make objects this color until texture arrives (from asynchronous file read)
const LIGHTCOLOR = 0xffffff ;
const MODELLENGTH = 6200;
const SCALEIT = 2.5; // scale it by this
const SCALEDMODELLENGTH = MODELLENGTH * SCALEIT;
const show3d = true; // Switch between 3d and 2d view (both using Three.js)
const startRadiusConst = SCALEDMODELLENGTH * 0.3;
const maxRadiusConst = SCALEDMODELLENGTH * 2;
//const startRadiusConst = MAXPOS * 0.8 ; // distance from centre to start the camera at
const skyboxConst = MAXPOS * 5 ; // 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;
const GRID_CROWN = 3;
//types of camera view
const TPS = 0;
const CHASE = 1;
//constant vectors to help with angles
const NORTH = new THREE.Vector3(0,0,1);
const EAST = new THREE.Vector3(-1,0,0);
const UP = new THREE.Vector3(0,1,0);
const TURNAMOUNT = Math.PI/300;
const MOVEDISTANCE = 5;
//sound when picking up a crown
const CROWNPICKUPFILE = "/uploads/rossfraney3/elevatording.mp3";
// --- 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:
this.endCondition = false;
var clock = new THREE.Clock(true);
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 ( 5 * gridsize ); // need to keep handles to wall and maze objects so can find them later to paint them
var MAZE = new Array ( NOBOXES );
//to hold the crowns
var CROWNS = new Array(8);
var theagent, theenemy, thecrown;
var queenDirection = UP;
var crownMaterial = new THREE.MeshStandardMaterial({color:0xffff00});
// enemy and agent position on squares
var ei, ej, ai, aj, ci,cj;
//Velocity of the player
var playerVelocity = new THREE.Vector3(0,0,0);
var badsteps;
var goodsteps;
//variable to stre the crowns
var step;
var crowns;
var crown;
var self = this; // needed for private fn to call public fn - see below
var camPos = new THREE.Vector3();
var enemyToAgent = new THREE.Vector3();
var agentToEnemy = new THREE.Vector3();
var leftInput = false;
var rightInput = false;
var forwardInput = false;
var backwardInput = false;
var previousx, previousz;
var camAngle;
var camDirection = new THREE.Vector3(); // create once and reuse it!
var view = TPS;
// const NORTH = THREE.Vector3(0,0,1);
// 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;
}
//to check if the queen is in a crown square
function nearCrown(i,j)
{
if ( GRID[i][j] == GRID_CROWN ) 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 translateInv ( x )
{
return ( x + (squaresize/2) + ( MAXPOS/2 ) ) / squaresize;
}
//--- 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/niamhbyrne/lf.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/niamhbyrne/rt.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/niamhbyrne/up.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/niamhbyrne/dn.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/niamhbyrne/ft.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/niamhbyrne/bk.png" ), side: THREE.BackSide } ) )
];
var particleSystem = createParticleSystem();
threeworld.scene.add(particleSystem);
var skyGeometry = new THREE.CubeGeometry ( skyboxConst, skyboxConst, skyboxConst );
var skyMaterial = new THREE.MeshFaceMaterial ( materialArray );
var theskybox = new THREE.Mesh ( skyGeometry, skyMaterial );
theskybox.position.set(0,skyboxConst/4,0);
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.
function createParticleSystem() {
// The number of particles in a particle system is not easily changed.
var particleCount = 20000;
// Particles are just individual vertices in a geometry
// Create the geometry that will hold all of the vertices
var particles = new THREE.Geometry();
// Create the vertices and add them to the particles geometry
for (var p = 0; p < particleCount; p++) {
// This will create all the vertices in a range of -200 to 200 in all directions
var x = Math.random() * 6000 - 3000;
var y = Math.random() * 6000 - 3000 ;
var z = Math.random() * 6000 - 3000;
// Create the vertex
var particle = new THREE.Vector3(x, y, z);
// Add the vertex to the geometry
particles.vertices.push(particle);
}
// Create the material that will be used to render each vertex of the geometry
var particleMaterial = new THREE.PointsMaterial(
{//color: BLANKCOLOR ,
size: 20,
map: THREE.ImageUtils.loadTexture("/uploads/niamhbyrne/snowflake.png"),
blending: THREE.AdditiveBlending,
transparent: true,
});
// Create the particle system
particleSystem = new THREE.Points(particles, particleMaterial);
return particleSystem;
}
function animateParticles() {
var deltaTime = clock.getDelta();
var verts = particleSystem.geometry.vertices;
for(var i = 0; i < verts.length; i++) {
var vert = verts[i];
if (vert.y < -3000) {
vert.y = Math.random() * 6000 - 3000;
}
vert.y = vert.y - (80 * deltaTime);
}
particleSystem.geometry.verticesNeedUpdate = true;
}
// --- 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()
{ //load the agent
THREE.Loader.Handlers.add( /.tga$/i, new THREE.TGALoader() );
var mm = new THREE.MTLLoader();
mm.setTexturePath ( "/uploads/niamhbyrne/" );
mm.setPath ( "/uploads/niamhbyrne/" );
mm.load( "queenfay.mtl", function( materials ) {
materials.preload();
var oo = new THREE.OBJLoader();
oo.setMaterials ( materials );
oo.setPath ( "/uploads/niamhbyrne/" );
oo.load( "queenfay.obj", function ( object ) {
object.scale.multiplyScalar ( 1.3 );
addparker ( object );
} );
} );
// load castle model OBJ and materials MTL (which reference JPEGs):
var m = new THREE.MTLLoader();
m.setTexturePath ( "/uploads/niamhbyrne/" );
m.setPath ( "/uploads/niamhbyrne/" );
m.load( "castle.mtl", function( materials ) {
materials.preload();
var o = new THREE.OBJLoader();
o.setMaterials ( materials );
o.setPath ( "/uploads/starter/" );
o.load( "castle.obj", function ( object ) {
object.scale.multiplyScalar ( SCALEIT );
object.position.x = - ( SCALEDMODELLENGTH * 0.3 );
object.position.z = ( SCALEDMODELLENGTH * 0.15 );
object.position.y = - (squaresize * 0.7);
threeworld.scene.add ( object );
} );
} );
//load in the textures
var loader1 = new THREE.TextureLoader();
loader1.load ( '/uploads/niamhbyrne/castle.wall.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
} );
// var loader2 = new THREE.TextureLoader();
// loader2.load ( '/uploads/niamhbyrne/crown.png', function ( thetexture ) {
// thetexture.minFilter = THREE.LinearFilter;
// paintCrown( new THREE.MeshBasicMaterial( { map: thetexture } ));
// } );
var loader3 = new THREE.TextureLoader();
loader3.load ( '/uploads/niamhbyrne/fireball.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
theenemy.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader4 = new THREE.TextureLoader();
loader4.load ( '/uploads/niamhbyrne/castle.wall.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintMaze( new THREE.MeshBasicMaterial( { map: thetexture } ));
} );
}
//adds the queen parker
function addparker ( object )
{
object.scale.multiplyScalar (1.5);
theagent = object;
theagent.position.y = -150;
// var tpsCam = new THREE.Mesh(new THREE.BoxGeometry(10,10,10), new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true } ));
var tpsCam = new THREE.Object3D();
tpsCam.name = "tps";
// var chaseCam = new THREE.Mesh(new THREE.BoxGeometry(10,10,10), new THREE.MeshBasicMaterial( { color: 0x1caca1, wireframe: true } ));
var chaseCam = new THREE.Object3D();
chaseCam.name = "chase";
tpsCam.position.set(0,350,-500);
chaseCam.position.set(0,280,400);
theagent.add( tpsCam );
theagent.add( chaseCam );
threeworld.scene.add( theagent );
}
// --- 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.CylinderGeometry( 30, 30, 80, 6, 4 );
var thecube = new THREE.Mesh( shape );
thecube.material.color.setHex( 0x51565e );
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 = 10;
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 ;
}
}
//randomly places crowns
function initLogicalCrown()
{
for ( var c=1 ; c <= 8 ; c++ )
{
var i = randomintAtoB(1,gridsize-2); // inner squares are 1 to gridsize-2
var j = randomintAtoB(1,gridsize-2);
GRID[i][j] = GRID_CROWN ;
}
}
//places crowns
function initThreeCrown()
{
var t = 0;
for (var i = 0; i < gridsize ; i++)
for (var j = 0; j < gridsize ; j++)
if ( GRID[i][j] == GRID_CROWN )
{
// var shape = new THREE.BoxGeometry( 200,200, 200);
// thecrown = new THREE.Mesh( shape );
// thecrown.material.color.setHex( BLANKCOLOR );
thecrown = createCrown();
thecrown.position.x = translate ( i * squaresize );
thecrown.position.z = translate ( j * squaresize );
thecrown.position.y = 0;
threeworld.scene.add(thecrown);
CROWNS[t] = thecrown; // save it for later
t++;
}
}
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.CylinderGeometry( 0, 60, 250, 4, 4 );
var thecube = new THREE.Mesh( shape );
thecube.material.color.setHex( BLANKCOLOR );
thecube.scale.multiplyScalar(2);
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 paintCrown ( material )
{
for ( var i = 0; i < CROWNS.length; i++ )
{
if ( CROWNS[i] ) CROWNS[i].material = material;
}
}
function paintMaze ( material )
{
for ( var i = 0; i < MAZE.length; i++ )
{
if ( MAZE[i] ) MAZE[i].material = material;
}
}
//deletes crown when queen picks it up
function replaceShape(f,j)
{
for ( var i = 0; i < CROWNS.length; i++ )
{
if ( CROWNS[i].position.x == translate ( f * squaresize ) && CROWNS[i].position.z == translate ( j * squaresize ))
threeworld.scene.remove(CROWNS[i]);
}
}
// --- 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);
}
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 = 8;
ej = 8;
}
function igetAction()
{
if ( ei < ai || ci<ei) return ( ACTION_RIGHT );
if ( ei > ai || ci>ei) return ( ACTION_LEFT );
return ( ACTION_STAYSTILL );
}
function jgetAction()
{
if ( ej < aj || cj<ej) return ( ACTION_UP );
if ( ej > aj || cj>ej) return ( ACTION_DOWN );
return ( ACTION_STAYSTILL );
}
function enemyGetAction()
{
return randomPick ( igetAction(), jgetAction() );
}
function crownGetAction()
{
return randomPick ( igetAction(), jgetAction() );
}
function initThreeEnemy()
{
var shape = new THREE.SphereGeometry( squaresize, squaresize, squaresize );
theenemy = new THREE.Mesh( shape );
theenemy.material.color.setHex( BLANKCOLOR );
drawEnemy();
}
function moveLogicalEnemy(self)
{
// 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 (ai == i && aj == j)
{
self.endCondition = true;
goodsteps = 0; // you score zero as far as database is concerned
if ( true )
{
musicPause();
soundAlarm();
}
self.endRun();
}
if ( ! occupied(i,j) ) // if no obstacle then move, else just miss a turn
{
ei = i;
ej = j;
}
}
const INTERIMROT = 10;
// --- agent functions -----------------------------------
function drawAgent() // given ai, aj, draw it
{
var x = translate ( ai * squaresize );
var z = translate ( aj * squaresize );
var y = -100;
theagent.position.x = x;
theagent.position.y = y;
theagent.position.z = z;
threeworld.scene.add(theagent);
}
function drawCrown() // given ai, aj, draw it
{
var x = translate ( ci * squaresize );
var z = translate ( cj * squaresize );
var y = 0;
thecrown.position.x = x;
thecrown.position.y = y;
thecrown.position.z = z;
threeworld.scene.add(thecrown);
}
function createCrown()
{
var shape = new THREE.CylinderGeometry ( 100, 100, 100, 32, 1, true );
var material = new THREE.MeshStandardMaterial({color:0xffff00});
material.side = THREE.DoubleSide
var ball = new THREE.SphereGeometry ( 10 )
var ruby = new THREE.MeshStandardMaterial({color:0xff0000});
var circleShape = new THREE.CylinderGeometry(101,101,10,1,true)
var circleMaterial = new THREE.MeshStandardMaterial({color: 0xcccc00});
var crown = new THREE.Mesh(shape, material);
crown.material.side = THREE.DoubleSide;
var ball1 = new THREE.Mesh(ball, ruby);
ball1.position.set(0,-10,100);
var ball2 = new THREE.Mesh(ball, ruby);
ball2.position.set(0,-10,-100);
var ball3 = new THREE.Mesh(ball, ruby);
ball3.position.set(100,-10,0);
var ball4 = new THREE.Mesh(ball, ruby);
ball4.position.set(-100,-10,0);
var circle = new THREE.Mesh(circleShape, circleMaterial);
circle.material.side = THREE.DoubleSide;
circle.position.set(0,0,0);
crown.add(ball1);
crown.add(ball2);
crown.add(ball3);
crown.add(ball4);
crown.add(circle);
return crown;
}
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;
}
//can contol queen using arrow keys
function moveLogicalAgent( a ) // this is called by the infrastructure that gets action a from the Mind
{
var code = a.keyCode;
if (code == 37) {
leftInput = true;
a.preventDefault();
} // left
if (code == 39) {
rightInput = true;
a.preventDefault();
} // right
if (code == 38) {
forwardInput = true;
a.preventDefault();
} // forward
if (code == 40) {
backwardInput = true;
a.preventDefault();
} // back
}
function keyUp(e)
{
rightInput = false;
leftInput = false;
forwardInput = false;
backwardInput = false;
}
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 ); e.preventDefault(); }
if (e.keyCode == 40) { moveLogicalAgent ( ACTION_DOWN ); e.preventDefault(); }
if (e.keyCode == 39) { moveLogicalAgent ( ACTION_RIGHT ); e.preventDefault(); }
if (e.keyCode == 38) { moveLogicalAgent ( ACTION_UP ); e.preventDefault(); }
}
// --- 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;
}
//checks if crown is picked up
function crownBlocked()
{
return ( nearCrown (ai,aj));
}
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 status = "<b>Time : </b>" + step + " " ;
$("#user_span3").html( status );
var status = " <b>Crowns collected: </b>" + crowns+" / 8 " ;
$("#user_span4").html( status );
}
function updateStatusAfter() // agent and enemy have moved, can calculate score
{
}
function switchView()
{
if (view == CHASE) view = TPS;
else if (view == TPS) view = CHASE;
else console.error("View is not defined ");
}
//--- public functions / interface / API ----------------------------------------------------------
this.endCondition;
this.endC;// 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;
this.endC = false;
badsteps = 0;
goodsteps = 0;
step = 0;
crowns=0;
// for all runs:
initGrid();
initLogicalWalls();
initLogicalMaze();
initLogicalCrown();
initLogicalAgent();
initLogicalEnemy();
// for graphical runs only:
if ( true )
{
if ( show3d )
{
BOXHEIGHT = squaresize;
threeworld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
// sky color ground color intensity
hemiLight = new THREE.HemisphereLight( 0xF08080, 0xfffafa, 0.4 );
threeworld.scene.add(hemiLight);
var thelight = new THREE.DirectionalLight ( LIGHTCOLOR, 2.8 );
thelight.position.set ( startRadiusConst, startRadiusConst, startRadiusConst );
threeworld.scene.add(thelight);
}
else
{
BOXHEIGHT = 1;
threeworld.init2d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
}
initSkybox();
animateParticles()
initMusic();
// Set up objects first:
initThreeWalls();
initThreeMaze();
initThreeCrown();
initThreeEnemy();
// 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();
let var7 = "<p>Camera : <button id='switch'>Switch View</p>"
$("#user_span7").html( var7 );
document.addEventListener( 'keydown', moveLogicalAgent );
document.addEventListener( 'keyup', keyUp );
document.getElementById("switch").addEventListener("click", switchView);
threeworld.cameraMove();
var light = new THREE.AmbientLight( 0x404040, 0.7 ); // soft white light
threeworld.scene.add( light );
}
};
function moveAgentTPS()
{
if (forwardInput)
{
theagent.position.x += Math.sin(theagent.rotation.y)*MOVEDISTANCE;
theagent.position.z += Math.cos(theagent.rotation.y)*MOVEDISTANCE;
}
if (rightInput)
{
theagent.rotation.y -= TURNAMOUNT;
}
if (leftInput)
{
theagent.rotation.y += TURNAMOUNT;
}
if (backwardInput)
{
theagent.position.x -= Math.sin(theagent.rotation.y)*MOVEDISTANCE;
theagent.position.z -= Math.cos(theagent.rotation.y)*MOVEDISTANCE;
}
}
function moveAgentChase()
{
if (forwardInput)
{
theagent.position.x += Math.sin(camAngle)*MOVEDISTANCE;
theagent.position.z += Math.cos(camAngle)*MOVEDISTANCE;
theagent.rotation.y = camAngle;
}
if (rightInput)
{
theagent.position.x += Math.sin(camAngle-Math.PI/2)*MOVEDISTANCE;
theagent.position.z += Math.cos(camAngle-Math.PI/2)*MOVEDISTANCE;
theagent.rotation.y = camAngle-Math.PI/2 ;
}
if (leftInput)
{
theagent.position.x += Math.sin(camAngle+Math.PI/2)*MOVEDISTANCE;
theagent.position.z += Math.cos(camAngle+Math.PI/2)*MOVEDISTANCE;
theagent.rotation.y = camAngle+Math.PI/2 ;
}
if (backwardInput)
{
theagent.position.x += Math.sin(camAngle-Math.PI)*MOVEDISTANCE;
theagent.position.z += Math.cos(camAngle-Math.PI)*MOVEDISTANCE;
theagent.rotation.y = camAngle-Math.PI ;
}
// theagent.rotation.set(camAngle);
}
this.getState = function()
{
var x = [ ai, aj, ei, ej,ci,cj ];
return ( x );
};
this.nextStep = function()
{
agentToEnemy = agentToEnemy.subVectors(theenemy.position, theagent.position);
agentToEnemy.y = 0;
// console.log("????");
// console.log("camAngle", camAngle);
// console.log("agleto EAT ", EAST.angleTo(agentToEnemy));
if(EAST.angleTo(agentToEnemy) < Math.PI/2)
{
camAngle = -NORTH.angleTo(agentToEnemy);
}
else
{
camAngle = +NORTH.angleTo(agentToEnemy);
}
// update agent position here
previousx = theagent.position.x;
previousz = theagent.position.z;
if (view == CHASE) moveAgentChase();
else if (view == TPS) moveAgentTPS();
else console.error("View is not defined ");
//updating the logical position of agent in the grid
ai = Math.trunc(translateInv(theagent.position.x));
aj = Math.trunc(translateInv(theagent.position.z));
//this handles collisions
if (occupied(ai,aj)) //if running into occupied square, set position back to last frame's
{
console.log("Collision!");
//tried to s;ooth out when running into a wall
let pi = Math.trunc(translateInv(previousx));
let pj = Math.trunc(translateInv(previousz));
console.log("pi :", pi, " pj : ",pj);
if(occupied(pi,aj)) theagent.position.z = previousz;
if(occupied(ai,pj)) theagent.position.x = previousx;
// theagent.position.x = previousx;
// theagent.position.z = previousz;
ai = Math.trunc(translateInv(theagent.position.x));
aj = Math.trunc(translateInv(theagent.position.z));
}
console.log("ai :", ai,"// aj :",aj);
// drawAgent();
drawEnemy();
updateStatusAfter(); // show status line after moves
animateParticles();
//update camera
if(view == CHASE)
{
enemyToAgent.subVectors(theagent.position, theenemy.position);
enemyToAgent.normalize(); //this vector contains the direction from fireball to the queen
enemyToAgent.multiplyScalar(1000);
camPos.addVectors(theagent.position, enemyToAgent);
camPos.add(new THREE.Vector3(0,600,0));
threeworld.follow = camPos;
threeworld.lookat = theenemy.position;
}
else if(view == TPS)
{
threeworld.follow = theagent.getObjectByName('tps').getWorldPosition();
threeworld.lookat = theagent.position;
}
else console.error("View is not defined ");
step++;
var a = 0;
if ( true )
updateStatusBefore(a); // show status line before moves
//uncomment to make the fireball aggressive
// if ( ( step % 30 ) == 0 ) // slow the enemy down to every nth step
// moveLogicalEnemy(self);
if(crownBlocked())
{
let pickUp = new Audio(CROWNPICKUPFILE);
pickUp.volume = 0.5;
pickUp.play();
crowns++;
GRID[ai][aj] = GRID_BLANK;
replaceShape(ai,aj);
if(crowns == 8)
{
this.endCondition = true;
musicPause();
soundClap();
}
}
if ( agentBlocked()|| step == MAXSTEPS) // 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_span4").html( " <font color=red size=5 face=verdana> <B> Hard Luck,The Queen is burning in the fireball. </B> </font> " );
if ( this.endC )
$("#user_span6").html( " <font color=red> <B> </B> </font> " );
if(step == MAXSTEPS)
{
$("#user_span4").html( " <font color=red size=5 face=verdana> <B> Game over, You ran out time! </B> </font> " );
}
else if(crowns == 8)
$("#user_span4").html( " <font color=green size=5 face=verdana> <B> Congratulations! You collected all 8 crowns! </B> </font> " );
}
};
this.getScore = function()
{
return ( ( goodsteps / step ) * 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/niamhbyrne/gameofthronestitlethemesonghddirectripdllink.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/niamhbyrne/explosionsoundeffectpowerpuffgirlsversion.mp3 autoplay > </audio>";
$("#user_span2").html( x );
}
function soundClap()
{
var x = "<audio src=/uploads/niamhbyrne/winner.mp3 autoplay > </audio>";
$("#user_span2").html( x );
}