// Cloned by barry on 3 Nov 2019 from World "Complex World" by Starter user
// Please leave this clone trail here.
// ==== Starter World ===============================================================================================
// (c) Ancient Brain Ltd. All rights reserved.
// This code is only for use on the Ancient Brain site.
// This code may be freely copied and edited by anyone on the Ancient Brain site.
// This code may not be copied, re-published or used on any other website.
// To include a run of this code on another website, see the "Embed code" links provided on the Ancient Brain site.
// ==================================================================================================================
// =============================================================================================
// 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?
AB.clockTick = 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)
const TEXTURE_WALL = '/uploads/starter/door.jpg' ;
const TEXTURE_MAZE = '/uploads/starter/latin.jpg' ;
const TEXTURE_AGENT = '/uploads/starter/pacman.jpg' ;
const TEXTURE_ENEMY = '/uploads/starter/ghost.3.png' ;
// 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
const MUSIC_BACK = '/uploads/starter/Defense.Line.mp3' ;
const SOUND_ALARM = '/uploads/starter/air.horn.mp3' ;
// credits:
// http://www.dl-sounds.com/royalty-free/defense-line/
// http://soundbible.com/1542-Air-Horn.html
const gridSize = 20; // number of squares along side of world
const numBoxes = 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 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
const SKYBOX_ARRAY = [
"/uploads/starter/dawnmountain-xpos.png",
"/uploads/starter/dawnmountain-xneg.png",
"/uploads/starter/dawnmountain-ypos.png",
"/uploads/starter/dawnmountain-yneg.png",
"/uploads/starter/dawnmountain-zpos.png",
"/uploads/starter/dawnmountain-zneg.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 agent, enemy;
var wallTexture, agentTexture, enemyTexture, mazeTexture;
// enemy and agent position on squares
var ei, ej, ai, aj;
var badSteps;
var goodSteps;
// asynchronous file loads - call initScene() when all finished
function loadResources() {
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 (texture) {
texture.minFilter = THREE.LinearFilter;
wallTexture = texture;
if (asynchFinished()) {
initScene();
} // if all file loads have returned
});
loader2.load (TEXTURE_AGENT, function (texture) {
texture.minFilter = THREE.LinearFilter;
agentTexture = texture;
if (asynchFinished()) {
initScene();
}
});
loader3.load (TEXTURE_ENEMY, function (texture) {
texture.minFilter = THREE.LinearFilter;
wallTexture = texture;
if (asynchFinished()) {
initScene();
} // if all file loads have returned
});
loader4.load (TEXTURE_MAZE, function (texture) {
texture.minFilter = THREE.LinearFilter;
wallTexture = texture;
if (asynchFinished()) {
initScene();
} // if all file loads have returned
});
}
// all file loads returned
function asynchFinished() {
if (wallTexture && agentTexture && enemyTexture && mazeTexture) {
return true;
} else {
return false;
}
}
//--- grid system -------------------------------------------------------------------------------
// my numbering is 0 to gridSize-1
// is this square occupied
function occupied (i, j) {
if ((ei == i) && (ej == j)) {
return true;
}
if ((ai == i) && (aj == j)) {
return true;
}
// fixed objects
if (GRID[i][j] == GRID_WALL) {
return true;
}
if (GRID[i][j] == GRID_MAZE) {
return true;
}
return false;
}
// 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;
}
// all file loads have returned {
function initScene() {
var i, j, shape, cube;
// set up GRID as 2D array
for (i = 0; i < gridSize ; i++) {
GRID[i] = new Array(gridSize);
}
// 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] = GRID_WALL;
shape = new THREE.BoxGeometry (squareSize, boxHeight, squareSize);
cube = new THREE.Mesh( shape );
cube.material = new THREE.MeshBasicMaterial( { map: wallTexture } );
cube.position.copy ( translate(i,j) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.scene.add(cube);
}
}
}
// set up maze
for (var c = 1; c <= numBoxes; c++) {
i = AB.randomIntAtoB(1, gridSize - 2); // inner squares are 1 to gridSize-2
j = AB.randomIntAtoB(1, gridSize - 2);
GRID[i][j] = GRID_MAZE ;
shape = new THREE.BoxGeometry (squareSize, boxHeight, squareSize);
cube = new THREE.Mesh( shape );
cube.material = new THREE.MeshBasicMaterial( { map: mazeTexture } );
cube.position.copy (translate(i, j)); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.scene.add(cube);
}
// 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);
enemy = new THREE.Mesh(shape);
enemy.material = new THREE.MeshBasicMaterial( { map: enemyTexture } );
ABWorld.scene.add(enemy);
drawEnemy();
// 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);
agent = new THREE.Mesh(shape);
agent.material = new THREE.MeshBasicMaterial( { map: agentTexture } );
ABWorld.scene.add(agent);
drawAgent();
// 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 -----------------------------------
// given ei, ej, draw it
function drawEnemy() {
enemy.position.copy(translate(ei, ej)); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.lookat.copy(enemy.position); // if camera moving, look back at where the enemy is
}
// given ai, aj, draw it
function drawEnemy() {
agent.position.copy(translate(ei, ej)); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.lookat.copy(agent.position); // if camera moving, look back at where the enemy is
}
// --- take actions -----------------------------------
function moveLogicalEnemy() {
// move towards agent
// put some randomness in so it won't get stuck with barriers
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 no obstacle then move, else just miss a turn
if (!occupied(i, j)) {
ei = i;
ej = j;
}
}
// this is called by the infrastructure that gets action a from the Mind
function moveLogicalAgent(a) {
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;
}
}
// --- 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 keys = [37, 38, 39, 40];
function hasKeys(event) {
return (keys.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 (!hasKeys(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: -----------------------------------
// is the enemy within one square of the agent
function badStep() {
return ((Math.abs(ei - ai) < 2) && (Math.abs(ej - aj) < 2));
}
// agent is blocked on all sides, run over
function agentBlocked() {
return (occupied (ai - 1, aj) && occupied(ai + 1, aj) && occupied(ai, aj + 1) && occupied(ai, aj - 1));
}
// 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
function updateStatusBefore(a) {
var x = AB.world.getState();
AB.msg( "Step: " + AB.step + " x = (" + x.toString() + ") a = (" + a + ")");
}
// agent and enemy have moved, can calculate score
function updateStatusAfter() {
// 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 % 2) == 0) { // slow the enemy down to every nth step
moveLogicalEnemy();
}
if (badStep()) {
badSteps++;
} else {
goodSteps++;
}
drawAgent();
drawEnemy();
updateStatusAfter(); // show status line after moves
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> Agent trapped. 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
}