Code viewer for World: Worlds Hardest Maze









// =============================================================================================
// 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)
// =============================================================================================


// =============================================================================================
// Help Dr. Mark Humphrys get out of the Worlds Hardest Maze
// You have 200 steps to help him escape or else he'll be stuck forever
//
// This is a complex hedge maze and is difficult to complete in one attempt 
// =============================================================================================

// =============================================================================================
// How to improve
// 1. It was quite difficult to find errors in my code or to figure out where I went wrong when the
// world wouldn't load






// 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 = 33;						// 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 = 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_BLOCK 	= 1; 
 
 




 
// --- 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 

//Creation of the Maze - 2d Array
var GRID = [
  [1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
  [1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,1],
  [1,1,1,1,1,0,1,1,1,1,1,1,1,0,1,0,1,0,1,0,1,1,1,1,1,1,1,0,1,0,1,0,1],
  [1,0,0,0,0,0,0,0,1,1,0,1,0,0,1,0,0,0,1,1,0,1,0,0,0,1,0,0,1,0,1,0,1],
  [1,0,1,0,1,0,1,0,1,0,0,1,0,1,1,1,1,1,1,1,0,1,0,1,0,1,1,0,1,0,1,0,1],
  [1,0,1,0,1,0,1,0,0,0,1,1,0,0,1,0,0,0,0,0,0,1,0,1,0,1,1,0,1,0,1,0,1],
  [1,0,1,1,1,1,1,1,1,0,0,1,0,0,0,0,1,0,1,1,0,1,0,1,0,1,0,0,1,0,1,0,1],
  [1,0,0,0,0,0,0,0,1,0,1,1,1,1,1,1,1,0,0,1,0,1,0,1,0,1,0,0,0,0,1,0,1],
  [1,1,1,1,1,1,1,0,1,0,0,1,0,0,0,0,1,0,1,1,0,0,0,1,0,1,0,1,1,0,1,0,1],
  [1,0,1,0,0,0,0,0,1,1,1,1,0,1,1,0,1,0,0,1,1,1,1,1,0,0,0,0,1,0,1,0,1],
  [1,0,1,1,1,0,1,1,1,0,0,0,0,0,1,0,1,1,1,1,0,0,0,0,0,1,1,0,1,0,1,0,1],
  [1,0,0,0,0,0,0,0,0,0,0,1,1,0,1,0,0,0,1,0,1,1,0,1,1,1,0,0,1,0,1,0,1],
  [1,0,1,1,1,1,1,0,1,1,1,1,1,0,1,1,1,0,1,0,0,1,0,1,0,1,0,1,1,1,1,0,1],
  [1,0,0,0,0,0,1,0,1,1,0,0,0,0,1,0,1,0,1,1,0,1,1,1,0,1,0,0,1,0,1,0,1],
  [1,1,1,1,1,0,1,0,0,1,0,1,1,0,1,0,0,0,0,0,0,0,0,1,0,1,1,1,1,0,1,0,1],
  [1,0,0,0,0,0,1,1,1,1,0,1,0,0,1,0,1,1,1,1,1,1,0,1,0,0,0,0,0,0,1,0,1],
  [1,0,1,1,1,1,1,0,0,0,0,1,0,1,1,0,0,0,0,0,0,1,0,1,0,1,1,1,1,0,1,0,1],
  [1,0,0,0,0,0,1,0,1,1,1,1,0,1,1,0,1,1,1,1,1,1,0,1,0,0,0,0,1,0,1,0,1],
  [1,1,1,0,1,1,1,0,0,0,0,0,1,0,0,0,1,0,0,1,0,1,0,1,1,1,1,0,1,0,1,0,1],
  [1,0,0,0,1,0,1,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,0,0,1,0,1,0,1,0,1],
  [1,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,1,1,0,1,1,1,1,0,1,0,1],
  [1,0,1,0,1,0,1,1,1,1,0,1,1,0,1,0,0,1,1,0,1,1,0,0,0,0,0,0,1,0,0,0,1],
  [1,0,1,1,1,1,1,0,1,0,0,1,0,1,1,1,0,1,0,0,0,1,0,1,1,0,1,0,1,0,1,1,1],
  [1,0,0,0,0,0,0,0,1,0,1,0,0,0,1,1,0,1,0,1,0,1,0,1,1,1,1,0,1,0,0,0,1],
  [1,0,1,1,1,1,1,1,1,0,1,0,1,0,0,1,0,1,0,1,0,1,0,1,0,0,0,0,1,1,1,0,1],
  [1,0,1,0,0,0,0,0,0,0,1,0,1,1,0,1,0,1,0,1,1,1,0,1,1,0,1,1,1,0,0,0,1],
  [1,0,1,1,1,0,1,1,1,1,1,0,1,0,0,1,1,0,0,0,0,0,0,1,1,0,1,1,1,0,1,1,1],
  [1,0,0,0,1,0,1,0,0,0,1,0,1,0,1,1,0,0,1,1,1,1,1,1,1,0,0,0,1,0,0,0,1],
  [1,0,1,0,1,0,0,0,1,0,0,0,1,0,1,0,0,1,0,0,0,0,0,0,0,1,1,0,1,1,1,1,1],
  [1,1,1,0,1,1,1,1,1,0,1,1,1,0,1,0,1,1,0,1,0,1,1,1,1,0,0,0,0,0,0,0,1],
  [1,0,0,0,0,1,0,0,0,1,1,1,0,0,1,1,1,1,0,1,0,1,1,0,1,1,1,1,1,0,1,1,1],
  [1,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,1],
  [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1],
  ];			// 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 ai, aj;
var  step = 0;

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


function occupied ( i, j )		// is this square occupied
{	// variable objects 
 if ( ( ai == i ) && ( aj == j ) ) return true;

 if ( GRID[i][j] == GRID_BLOCK ) return true;		// fixed objects	 
 if ( GRID[i][j] == GRID_BLOCK ) 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() 
{

//Garden Skybox - 360 photo cut into 4

  var materialArray = [
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/jordanm/garden1.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/jordanm/garden3.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/jordanm/sky.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-yneg.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/jordanm/garden4.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/jordanm/garden2.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
}


function loadTextures()
{
 // The hedge/blocks texture
 var loader1 = new THREE.TextureLoader();
 loader1.load ( '/uploads/jordanm/hedge.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
	} ); 

 var loader2 = new THREE.TextureLoader();
 loader2.load ( '/uploads/jordanm/hedge.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintMaze ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
 	} ); 
 // The texture for our agent (Dr. Mark Humphrys) - Credit to http://computing.dcu.ie/~humphrys/
 var loader3 = new THREE.TextureLoader();
 loader3.load ( '/uploads/jordanm/mark.jpg',	function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		theagent.material =  new THREE.MeshBasicMaterial( { map: thetexture } );
	} ); 

}


 


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


function initThreeBlocks()		// 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_BLOCK )
   {
 	 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;
 }
}

// --- 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 at 0,1
 var i, j;
 do
 {
  i = 0;
  j = 1;
 }
 while ( occupied(i,j) );  	  // search for empty square 

 ai = i;
 aj = 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) ) 
 {
  ai = i;
  aj = j;
 }
}



function keyHandler(e)		
// user control 
// Note that this.takeAction(a) is constantly running at same time, redrawing the screen.
{
    //To count how many steps taken
    step++;
    if (e.keyCode == 37)
    { 
        moveLogicalAgent ( ACTION_LEFT 	);
        threeworld.lookat.copy ( theagent.position );
    }
    if (e.keyCode == 38)
    { 
        moveLogicalAgent ( ACTION_DOWN 	);
        threeworld.lookat.copy ( theagent.position );
    }
    if (e.keyCode == 39)
    { 
        moveLogicalAgent ( ACTION_RIGHT 	);
        threeworld.lookat.copy ( theagent.position );
    }
    if (e.keyCode == 40)
    { 
        moveLogicalAgent ( ACTION_UP 	);
        threeworld.lookat.copy ( theagent.position );
    }
}





// --- score: -----------------------------------
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 
{
 //Display number of steps
 var x = self.getState();
 var status = " Step: <b> " + step + " </b> &nbsp; x = (" + x.toString() + ") "; 

 $("#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 );
 
//Display number of steps left
 var stepsL = " &nbsp; Your have " + self.stepsLeft() + " steps left <BR> "; 
 $("#user_span5").html( stepsL );
}






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


	this.endCondition;			// If set to true, run will end. 
	this.completed;				// If set to true, will have completed the Maze
	this.fail;					// If set to true, will have failed to complete the Maze



this.newRun = function() 
{

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

  this.endCondition = false;
  this.completed = false;
  this.fail = false;
  step = 0;


 // for all runs:

	initLogicalBlocks(); 
	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:

	initThreeBlocks(); 
	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];
  return ( x );  
};




this.takeAction = function ( a )
{

  if ( true  )
   updateStatusBefore(a);			// show status line before moves 


  if ( true  )
  {
   drawAgent();
   
   updateStatusAfter();			// show status line after moves  
  }


  if(ai > 31 && aj > 30)			// if at end of Maze
  {
	this.endCondition = true;
	this.completed = true;
  	if ( true  )
  	{
	 musicPause();
	 soundAlarm();
	}
  }
  
  if(step > 199)			// Ran out of steps
  {
	this.endCondition = true;
	this.fail = true;
  	if ( true  )
  	{
	 musicPause();
	 soundAlarm2();
	}
  }

};



this.endRun = function()
{
 if ( true  )
 {
  musicPause(); 
  if ( this.endCondition )
  {
      //show3d = false;
      if(this.completed)
        $("#user_span6").html( " &nbsp; <font color=red> <B> You completed the Maze!! </B> </font>   "  );
      if(this.fail)
        $("#user_span6").html( " &nbsp; <font color=red> <B> Game over..loser :) </B> </font>   "  );
  }
 }
};

//To display steps left
this.stepsLeft = function()
{
 return ( 200 - step );
};


}

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

function initMusic()
{
	// Background music
  	var x = "<audio  id=theaudio  src=/uploads/jordanm/background2.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();
}

 // Winners music
function soundAlarm()
{
 	var x = "<audio    src=/uploads/jordanm/win.mp3   autoplay  > </audio>";
  	$("#user_span2").html( x );
}
 // Losers music
function soundAlarm2()
{
 	var x = "<audio    src=/uploads/jordanm/lose.mp3   autoplay  > </audio>";
  	$("#user_span2").html( x );
}