// Cloned by Sunil Jagtap on 10 Nov 2021 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/jagtaps2/wall2.jpg' ;
const TEXTURE_MAZE = '/uploads/jagtaps2/WallGrey.jpeg' ;
const TEXTURE_AGENT = '/uploads/jagtaps2/harry_potter.jpg' ;
const TEXTURE_ENEMY = '/uploads/jagtaps2/Villain.jpeg' ;
// 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 = 50; // number of squares along side of world
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 7 ); // 3
// 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 = 14548957; // 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
const ALLOW_DIAGONAL_MOVE=false;
const SHOW_PATH=true;
const WALLMOVENO = 2;
const WALLMOVETICK = 2;
//--- 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/jagtaps2/beach.jpg",
"/uploads/jagtaps2/beach.jpg",
"/uploads/jagtaps2/blue_sky.jpg",
"/uploads/jagtaps2/beachSand.jpg",
"/uploads/jagtaps2/beach.jpg",
"/uploads/jagtaps2/beach.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;
const GRID_ENEMY = 3;
const GRID_AGENT = 4;
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;
var aStarPath = [];
let wall_boxes = [];
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] == 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
wall_boxes.push(thecube);
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
// if(!agentBlocked()){
// moveWalls();
// }
ABWorld.scene.background = new THREE.CubeTextureLoader().load ( SKYBOX_ARRAY, function()
{
ABWorld.render();
AB.removeLoading();
AB.runReady = true; // start the run loop
});
}
var diagonal = ALLOW_DIAGONAL_MOVE,
showPath = SHOW_PATH,
showPathArray = [];
class coordinates {
constructor(e, t) {
this.i = e, this.j = t
}
}
var closedSet, openSet;
var start = new coordinates(), target = new coordinates(),
aStarGrid = [];
function aStarSpot(e, t) {
this.i = e, this.j = t, this.f = 0, this.g = 0, this.h = 0, this.neighbors = [], this.parent = void 0;
this.addNeighbors = function() {
var e = this.i;
var t = this.j;
if(e < gridsize - 1)
{
this.neighbors.push(aStarGrid[e + 1][t]);
}
if(e > 0)
{
this.neighbors.push(aStarGrid[e - 1][t]);
}
if(t < gridsize - 1)
{
this.neighbors.push(aStarGrid[e][t + 1]);
}
if(t > 0)
{
this.neighbors.push(aStarGrid[e][t - 1]);
}
if(diagonal)
{
if(e > 0 && t > 0)
{
this.neighbors.push(aStarGrid[e - 1][t - 1]);
}
if(e < gridsize - 1 && t > 0)
{
this.neighbors.push(aStarGrid[e + 1][t - 1]);
}
if(e > 0 && t < gridsize - 1)
{
this.neighbors.push(aStarGrid[e - 1][t + 1]);
}
if(e < gridsize - 1 && t < gridsize - 1)
{
this.neighbors.push(aStarGrid[e + 1][t + 1]);
}
}
}
}
function initialAStarGrid() {
var e, t;
for (console.log("initialGame"), e = 0; e < gridsize; e++)
for (aStarGrid[e] = [], t = 0; t < gridsize; t++)
{
aStarGrid[e][t] = new aStarSpot(e, t);
}
for (e = 0; e < gridsize; e++)
for (t = 0; t < gridsize; t++)
{
aStarGrid[e][t].addNeighbors();
}
}
function isOccupied(e, t) {
switch (GRID[e][t]) {
case GRID_WALL:
case GRID_MAZE:
return !0;
default:
return false
}
}
function sortFunction(e, t) {
return e.f === t.f ? 0 : e.f > t.f ? 1 : -1
}
function heuristic(e, t) {
return diagonal ? Math.pow(e.i - t.i, 2) + Math.pow(e.j - t.j, 2) : Math.abs(e.i - e.i) + Math.abs(e.j - t.j)
}
function nextMove(e, t) {
//console.log(t.i+" "+t.j);
var r, a, o = aStarGrid[t.i][t.j], s = aStarGrid[e.i][e.j];
openSet = [], closedSet = [];
var d = new coordinates(e.i, e.j);
// console.log(s);
for (i=0 ; i < aStarPath.length; i++) {
ABWorld.scene.remove(aStarPath[i]); // Clear path
}
for (openSet.push(s), i = 0; i < gridsize; i++)
for (j = 0; j < gridsize; j++)
{
(r = aStarGrid[i][j]).f = r.h = r.g = 0;
r.parent = null;
}
for (; openSet.length > 0 && r !== o;)
for (openSet.sort(sortFunction), r = openSet.shift(), closedSet.push(r), n = 0; n < r.neighbors.length; n++)
{
a = r.neighbors[n];
if(closedSet.includes(a) || isOccupied(a.i, a.j))
{
closedSet.push(a);
}
else{
if(a.i == r.i || a.j == r.j )
{ a.g = r.g + 10; }
else {
a.g = r.g + 14;
}
a.h = heuristic(a, o);
a.f = a.g + a.h;
a.parent = r;
if(!openSet.includes(a))
{
openSet.push(a);
}
}
}
if (r != o) return d;
for (; r.parent != s;) showPath && showPathArray.push(r), r = r.parent;
return showPath && showPathArray.push(s), d.i = r.i, d.j = r.j, d
}
function drawPath() {
var e, t, r = new THREE.LineBasicMaterial({
color: "blue",
linewidth: 100
}),
a = [];
for (i = showPathArray.length; i > 1; i--)
{
if((e = showPathArray.shift()).parent)
{
e = e.parent, a.push(translate(e.i, e.j));
}
else
{
a.push(translate(e.i, e.j));
}
}
b = new THREE.BufferGeometry().setFromPoints(a);
t = new THREE.Line(b, r);
ABWorld.scene.add(t);
aStarPath.push(t);
}
// --- 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)
}
// --- take actions -----------------------------------
function moveLogicalEnemy()
{
// move towards agent
// put some randomness in so it won't get stuck with barriers
start.i = ei, start.j = ej;
target.i = ai, target.j = aj;
nextMoveByAStar = nextMove(start, target);
if(!occupied(nextMoveByAStar.i, nextMoveByAStar.j))
{
GRID[ei][ej] = GRID_BLANK;
ei = nextMoveByAStar.i;
ej = nextMoveByAStar.j;
GRID[ei][ej] = GRID_ENEMY;
}
}
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;
initialAStarGrid(); // This will run initial path for A*
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();
}
if(AB.step % 2 === 0 && WALLMOVETICK){
moveWallsWithTick();
}
showPath;
drawPath();
};
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
}
function moveWalls() {
let moved_walls=[];
function nestedMoveWalls()
{
if (moved_walls.length<WALLMOVENO && !agentBlocked())
{
wall_To_Move = wall_boxes.sample();
position = revtranslate(wall_To_Move.position);
x = [position.x - 1, position.x, position.x + 1].sample();
y = [position.y - 1, position.y, position.y + 1].sample();
newPosition = translate(x, y)
if(!(occupied(x,y) || moved_walls.includes([newPosition.x, newPosition.y].toString()))) // Should not be occupied or already moved
{
//setTimeout(function(){
wall_To_Move.position.copy(newPosition);
moved_walls.push([newPosition.x, newPosition.y].toString());
GRID[position.x][position.y] = GRID_BLANK;
GRID[x][y] = GRID_MAZE;
console.log("wall is moved from: " + position.x + "," + position.y + "to: " + x + "," + y);
console.log("we have moved " + moved_walls.length + " number of walls.");
//}, WALLMOVETICK*1000);
}
nestedMoveWalls();
}
else{
const currentDate = new Date();
console.log("Time: "+currentDate.getMinutes()*60+currentDate.getSeconds());
}
}
nestedMoveWalls();
}
let counter=0;
function moveWallsWithTick(){
setTimeout(function(){
let ProgramConstant=(WALLMOVETICK*(WALLMOVETICK+1)/2)+11;
if(counter>=ProgramConstant || counter==1)
{
moveWalls();
}
counter++;
},counter*WALLMOVETICK*1000); //multiply by 1000 just to convert milli seconds to seconds
}
function revtranslate(e) {
var o = new THREE.Vector2();
o.x = (e.x + MAXPOS / 2) / squaresize;
o.y = (e.z + MAXPOS / 2) / squaresize;
return o;
}
Array.prototype.sample = function () {
return this[Math.floor(Math.random() * this.length)];
};