// Cloned by Oana Diaconescu on 6 Nov 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?
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/oanadiaconescu/metalbox.jpg' ;
const TEXTURE_MAZE = '/uploads/oanadiaconescu/metalbox5.jpg' ;
const TEXTURE_AGENT = '/uploads/oanadiaconescu/peterpan.jpg' ;
const TEXTURE_ENEMY = '/uploads/oanadiaconescu/c_hook.jpg' ;
const TEXTURE_PATH = '/uploads/oanadiaconescu/redsmoke.jpg';
// 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/oanadiaconescu/Lurking-Evil.mp3' ;
const SOUND_ALARM = '/uploads/oanadiaconescu/mixkit-horror-lose-2028.wav' ;
// credits:
// http://www.dl-sounds.com/royalty-free/defense-line/
// http://soundbible.com/1542-Air-Horn.html
const gridsize = 30; // number of squares along side of world
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 6 );
// 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
// bluecloud skybox, credit:
// https://opengameart.org/content/cloudy-skyboxes
const SKYBOX_ARRAY = [
"/uploads/oanadiaconescu/bluecloud_ft.jpg",
"/uploads/oanadiaconescu/bluecloud_bk.jpg",
"/uploads/oanadiaconescu/bluecloud_up.jpg",
"/uploads/oanadiaconescu/bluecloud_dn.jpg",
"/uploads/oanadiaconescu/bluecloud_rt.jpg",
"/uploads/oanadiaconescu/bluecloud_lf.jpg"
];
// 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;
// [OanaDiaconescu]
// Type of Heuristic to use for A*: "Manhattan" vs "Euclidean" distance
var HEURISTIC_TYPE = "Manhattan";
var pathToAgentGraphics = [];
// end [OanaDiaconescu]
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();
var loader5 = 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();
});
loader5.load ( TEXTURE_PATH, function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
path_texture = thetexture;
if ( asynchFinished() ) initScene();
});
}
function asynchFinished() // all file loads returned
{
if ( wall_texture && agent_texture && enemy_texture && maze_texture && path_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] == GRID_WALL ) return true; // fixed objects
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;
}
function initScene() // all file loads have returned
{
var i,j, shape, thecube;
// 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 );
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] = 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] = GRID_MAZE ;
shape = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );
thecube = new THREE.Mesh( shape );
thecube.material = new THREE.MeshBasicMaterial( { map: maze_texture } );
thecube.position.copy ( translate(i,j) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.scene.add(thecube);
}
// 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();
// 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();
// 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)
}
// [Oana Diaconescu]
// Creates a cube at position pos
function createCube(pos) {
var shape, thecube;
shape = new THREE.BoxGeometry (squaresize, BOXHEIGHT, squaresize);
thecube = new THREE.Mesh(shape);
thecube.material = new THREE.MeshBasicMaterial( { map: path_texture } );
thecube.material.transparent = true;
thecube.material.opacity = 0.6;
thecube.position.copy (translate(pos.xCoord, pos.yCoord));
return thecube;
}
// Draws the path from the enemy to the agent using cube shapes
function drawPathToAgent(pathToAgent) {
pathToAgentGraphics = [];
for (let i=0; i < pathToAgent.length; i++) {
let moveGraphic = createCube(pathToAgent[i].pos);
pathToAgentGraphics.push(moveGraphic);
ABWorld.scene.add(moveGraphic);
}
}
// Removes the path from the enemy to the agent
function removePathToAgent() {
for (let i=0; i < pathToAgentGraphics.length; i++) {
ABWorld.scene.remove(pathToAgentGraphics[i]);
}
}
//------ Priority Queue Implementation
class PriorityQueueItem {
constructor(elem, priority)
{
this.elem = elem;
this.priority = priority;
}
}
class MinPriorityQueue {
constructor()
{
this.items = [];
this.size = 0;
}
// Right child of node
rightSuccessor(itemIndex) {
return 2 * itemIndex + 2;
}
// Left child of node
leftSuccessor(itemIndex) {
return 2 * itemIndex + 1;
}
// Parent of node
parent(itemIndex) {
return Math.trunc((itemIndex - 1) / 2);
}
// Moves item down the tree until parentItem < item
siftDown(itemIndex, item) {
this.items[itemIndex] = item;
let itemParentIndex = this.parent(itemIndex);
while(itemIndex > 0 && (this.items[itemParentIndex].priority >
this.items[itemIndex].priority))
{
let tmp = this.items[itemParentIndex];
this.items[itemParentIndex] = this.items[itemIndex];
this.items[itemIndex] = tmp;
itemIndex = itemParentIndex;
itemParentIndex = this.parent(itemIndex);
}
}
// Restores heap propriety after removing item
minHeapify(itemIndex) {
let minItem = itemIndex;
let left = this.leftSuccessor(itemIndex);
let right = this.rightSuccessor(itemIndex);
if((left < this.size) && (left > 0) &&
(this.items[left].priority < this.items[minItem].priority)) {
minItem = left;
}
if((right < this.size) && (right > 0) &&
(this.items[right].priority < this.items[minItem].priority)) {
minItem = right;
}
if (minItem != itemIndex) {
let tmp = this.items[minItem];
this.items[minItem] = this.items[itemIndex];
this.items[itemIndex] = tmp;
this.minHeapify(minItem);
}
}
// Adds item to priority queue
addItem(elem, priority){
let pqItem = new PriorityQueueItem(elem, priority);
if(this.size == 0)
{
this.items[0] = pqItem;
} else
{
this.siftDown(this.size, pqItem);
}
this.size++;
}
// Returns the minimum from the priority queue
getMin() {
return this.items[0];
}
// Extracts minimum from priority queue
extractMin() {
let min = this.items[0];
if(this.size == 1) {
this.items.pop();
this.size--;
return min;
}
this.items[0] = this.items[this.size - 1];
this.size--;
this.items.pop();
this.minHeapify(0);
return min;
}
// Checks if priority queue is empty
isEmpty() {
return (this.size == 0);
}
}
// A position on the grid
class Position {
constructor(xCoord, yCoord) {
this.xCoord = xCoord;
this.yCoord = yCoord;
}
toString() {
return `[${this.xCoord}, ${this.yCoord}]`;
}
}
// An enemy move on a position on the grid
class EnemyMove {
constructor(pos)
{
this.pos = pos; // enemy Position
this.gVal = 0; // distance from start position
this.expanded = false; // are all the paths from this move expanded?
this.parentMove = null; // previous move
}
}
// Calculates Manhattan distance between 2 points
function manhattanDist(x, y, xEnd, yEnd) {
return Math.abs(x - xEnd) + Math.abs(y - yEnd);
}
// Calculates Euclidean distance between 2 points
function euclideanDist(x, y, xEnd, yEnd) {
return Math.sqrt(Math.pow(x - xEnd, 2) + Math.pow(y - yEnd), 2);
}
// Calculates h function (heuristic that estimates the cost to the destination)
function h(x, y, xEnd, yEnd) {
switch(HEURISTIC_TYPE) {
case "Manhattan":
return manhattanDist(x, y, xEnd, yEnd);
case "Euclidean":
return euclideanDist(x, y, xEnd, yEnd);
default:
return manhattanDist(x, y, xEnd, yEnd);
}
}
// Checks if the given positions are the same
function isSamePosition(x1, y1, x2, y2) {
return ((x1 == x2) && (y1 == y2));
}
// Checks if the given position is valid (not outside the grid) and unoccupied
function isAvailablePosition(pos) {
if ((pos.xCoord == ai) && (pos.yCoord == aj)) {
return true;
}
return ((pos.xCoord >= 0) && (pos.yCoord >= 0) &&
(pos.xCoord < gridsize) && (pos.yCoord < gridsize) &&
(!occupied (pos.xCoord, pos.yCoord)));
}
// Generates a list of next possible positions starting from a given position
// Positions are generated in 4 directions: left, right, up, down
function generateNextPositions(pos) {
return [
new Position(pos.xCoord - 1, pos.yCoord),
new Position(pos.xCoord + 1, pos.yCoord),
new Position(pos.xCoord, pos.yCoord - 1),
new Position(pos.xCoord, pos.yCoord + 1)
].filter(isAvailablePosition);
}
// Returns first move on the path after start node
function getFirstMove(endMove, startNode) {
let currentMove = endMove;
while ((currentMove != null) && (currentMove.parentMove != startNode)) {
currentMove = currentMove.parentMove;
}
return currentMove;
}
// Returns the path (list of moves) from the enemy to the agent
function getPathToAgent(endMove, startNode) {
let currentMove = endMove;
let moves = [];
while ((currentMove != null) && (currentMove.parentMove != startNode)) {
currentMove = currentMove.parentMove;
if (currentMove.parentMove != startNode)
moves.unshift(currentMove);
}
return moves;
}
// --- take actions -----------------------------------
function moveLogicalEnemy()
{
let startNode = new EnemyMove(new Position(ei, ej));
let pq = new MinPriorityQueue();
let exploredMoves = new Map();
endMove = null;
// Add start node in the priority queue with priority = f(start_node) = h(start_node)
pq.addItem(startNode, h(ei, ej, ai, aj));
// Mark the start node as explored
exploredMoves.set(startNode.pos.toString(), startNode);
while (!pq.isEmpty()) {
// Get node with minimal priority (best f value)
let currentNode = pq.extractMin();
let currentNodePos = currentNode.elem.pos;
// Check if the current node's position is the goal (same as the angent)
if (isSamePosition(currentNodePos.xCoord, currentNodePos.yCoord, ai, aj)) {
console.log(currentNodePos);
console.log(ai, aj);
endMove = currentNode.elem;
break;
}
// Generate next available positions from the current position
let nextPositions = generateNextPositions(currentNodePos);
console.log(pq);
console.log(exploredMoves);
for (let i = 0; i < nextPositions.length; i++) {
// Update the cost of the next move as the cost to the current move + 1
let costNextMove = currentNode.elem.gVal + 1;
// Check if the next position has been previously explored
if (exploredMoves.has(nextPositions[i].toString())) {
let nextMove = exploredMoves.get(nextPositions[i].toString());
// Check if the next move has been closed (fully expanded) before
if(nextMove.expanded) {
// If the cost to the next move is smaller by passing through
// the current move, update g value of next move and mark it
// as unexpanded to revisit it
if(costNextMove < nextMove.gVal) {
nextMove.gVal = costNextMove;
nextMove.parentMove = currentNode.elem;
nextMove.expanded = false;
let fValnextMove = nextMove.gVal + h(nextMove.pos.xCoord,
nextMove.pos.yCoord, ai, aj);
pq.addItem(nextMove, fValnextMove);
}
}
else // Open move, already in the priority queue
{
// If the cost to the next move is smaller by passing through
// the current move, update g value of next move
if(costNextMove < nextMove.gVal) {
nextMove.gVal = costNextMove;
nextMove.parentMove = currentNode.elem;
let fValnextMove = nextMove.gVal + h(nextMove.pos.xCoord,
nextMove.pos.yCoord, ai, aj);
pq.addItem(nextMove, fValnextMove);
}
}
}
else // New move, never explored before
{
let nextMove = new EnemyMove(nextPositions[i]);
nextMove.parentMove = currentNode.elem;
nextMove.gVal = costNextMove;
// Calculate f value (priority) as f = g + h
let fValnextMove = nextMove.gVal + h(nextMove.pos.xCoord,
nextMove.pos.yCoord, ai, aj);
// Move next move to explored list and add it to the priority queue
exploredMoves.set(nextMove.pos.toString(), nextMove)
pq.addItem(nextMove, fValnextMove);
}
}
// All neighbours of current node have been explored, so mark it as expanded
currentNode.elem.expanded = true;
}
// If endMove is still null, no path was found to the agent so don't move
if(endMove === null) {
console.log("No path found");
return;
}
// Get the first move on the path which is the enemy's next move
let nextMove = getFirstMove(endMove, startNode);
// If next move is where the agent is, stay put
if((nextMove.pos.xCoord == ai) && (nextMove.pos.yCoord == aj)) {
return;
}
// Draw the resulting path from enemy to agent after removing old path
removePathToAgent();
let pathToAgent = getPathToAgent(endMove, startNode);
drawPathToAgent(pathToAgent);
// Update enemy coordinates
ei = nextMove.pos.xCoord;
ej = nextMove.pos.yCoord;
}
// [Oana Diaconescu] end
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;
}
}
// --- 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 % 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
}