// Cloned by anish kumar on 29 Nov 2020 from World "Run Donald Run" by anish kumar // 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/anish85/door.png';const TEXTURE_MAZE ='/uploads/anish85/box.png';const TEXTURE_AGENT ='/uploads/anish85/agent.png';const TEXTURE_ENEMY ='/uploads/anish85/enemy.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).jpgconst MUSIC_BACK ='/uploads/anish85/PremJoshuaremixedbyManeeshdeMoor-DarbariNYCDiamondTurbanremix.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 =30;// number of squares along side of world const NOBOXES =Math.trunc ((gridsize * gridsize)/3);// density of maze - number of internal boxes// (bug) use trunc or can get a non-integer const squaresize =100;// size of square in pixelsconst MAXPOS = gridsize * squaresize;// length of one side in pixels const SKYCOLOR =0xddffdd;// a number, not a string const startRadiusConst = MAXPOS *1.2;// distance from centre to start the camera atconst maxRadiusConst = MAXPOS *15;// 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.htmlconst SKYBOX_ARRAY =["/uploads/anish85/posx.jpg","/uploads/anish85/negx.jpg","/uploads/anish85/posy.jpg","/uploads/anish85/negy.jpg","/uploads/anish85/posz.jpg","/uploads/anish85/negz.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 squareconst GRID_BLANK =0;const GRID_WALL =1;const GRID_MAZE =2;var BOXHEIGHT;// 3d or 2d box height var GRID =newArray(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 squaresvar ei, ej, ai, aj;var badsteps;var goodsteps;var heuristic_counter=0;var cols = gridsize;var rows = gridsize;// 2D arrayvar grid =newArray(cols);// Open and closed setvar openSet =[];var closedSet =[];// Start and endvar start;var end;// Width and height of each cell of gridvar w=100, h=100;// The road takenvar path =[];var time1 =Date.now();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 )returntrue;elsereturnfalse;}//--- grid system -------------------------------------------------------------------------------// my numbering is 0 to gridsize-1function occupied ( i, j )// is this square occupied{if(( ei == i )&&( ej == j ))returntrue;// variable objects if(( ai == i )&&( aj == j ))returntrue;if( GRID[i][j]== GRID_WALL )returntrue;// fixed objects if( GRID[i][j]== GRID_MAZE )returntrue;returnfalse;}// 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 arrayfor( i =0; i < gridsize ; i++)
GRID[i]=newArray(gridsize);// set up wallsfor( 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 locationdo{
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 locationdo{
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)}function moveLogicalAgent( a )// this is called by the infrastructure that gets action a from the Mind {// Anish Kumar. Some changes here in this method after changing the Mind logic./*
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--;
*/
i = a[0];
j = a[1];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 )returntrue;// not ready yet // if not one of our special keys, send it to default key handling:if(! ourKeys ( event ))returntrue;// 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();returnfalse;}// --- score: -----------------------------------function badstep()// is the enemy within one square of the agent{if((Math.abs(ei - ai)<2)&&(Math.abs(ej - aj)<2))returntrue;elsereturnfalse;}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 movedvar y = AB.world.getState();var score =( goodsteps / AB.step )*100;//AB.msg ( " y = (" + y.toString() + ") <br>" +
AB.msg (" <br> Bad steps: "+ badsteps +" <br> Good steps: "+ goodsteps +" <br> 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){// Anish Kumar. Calling this method to move enemy using A* algorithm
heuristicEnemy();}if( badstep()) badsteps++;else goodsteps++;
drawAgent();
drawEnemy();// Anish Kumar. Print current coordinates of agent and enemy
agent_coordinates ="Agent coordinates are: "+ ai +","+ aj;
enemy_coordinates ="Enemy coordinates are: "+ ei +","+ ej;
AB.msg("<br>"+enemy_coordinates,4);
AB.msg("<br>"+agent_coordinates,5);
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();var time2 =Date.now();
time_diff =(time2-time1)/1000
AB.msg("<p style=\"background-color:Yellow;\"> Time taken to search: "+ time_diff +" seconds",7);}};
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.maxStepsvar s =( goodsteps / AB.maxSteps )*100;// float like 93.4372778 var x =Math.round (s *100);// 9344return( 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 =newAudio( SOUND_ALARM );
alarm.play();// play once, no loop }// Anish Kumar. Heuristic manhattan distance function to get an educated guess of how far it is between two pointsfunction heuristic(a, b){return(Math.abs(a.i - b.i)+Math.abs(a.j - b.j));}// Anish Kumar. An object to describe a spot in the gridfunctionSpot(i, j){// Locationthis.i = i;this.j = j;// f, g, and h values for A*this.f =0;this.g =0;this.h =0;// Neighborsthis.neighbors =[];// Where did I come from?this.previous =undefined;// Am I an obstacle?if(occupied(i,j))this.obstacle =true;elsethis.obstacle =false;// Figure out who my neighbors arethis.addNeighbors =function(grid){var i =this.i;var j =this.j;if(i < cols -1)this.neighbors.push(grid[i +1][j]);if(i >0)this.neighbors.push(grid[i -1][j]);if(j < rows -1)this.neighbors.push(grid[i][j +1]);if(j >0)this.neighbors.push(grid[i][j -1]);}}// Anish Kumar. Function to delete element from the arrayfunction removeFromArray(arr, elt){// Could use indexOf here instead to be more efficientfor(var i = arr.length -1; i >=0; i--)if(arr[i]== elt)
arr.splice(i,1);}// Anish Kumar. This method figures out the best path to take using heuristic A* algorithm.function heuristicEnemy(){// Making a 2D arrayfor(var i =0; i < cols; i++)
grid[i]=newArray(rows);for(var i =0; i < cols; i++)for(var j =0; j < rows; j++)
grid[i][j]=newSpot(i, j);// All the neighborsfor(var i =0; i < cols; i++)for(var j =0; j < rows; j++)
grid[i][j].addNeighbors(grid);// Start and end
start = grid[ei][ej];
end = grid[ai][aj];
start.obstacle =false;
end.obstacle =false;// openSet starts with beginning only
openSet.push(start);// Anish Kumar. Run loop until finds success pathvar endflag=0;while(endflag==0){// --- begin still searching -----------------------------if(openSet.length >0){// Best next optionvar winner =0;for(var i =0; i < openSet.length; i++)if(openSet[i].f < openSet[winner].f){
winner = i;}var current = openSet[winner];// Did I finish?if(current === end){//noLoop();
console.log("success - found path");
endflag=1;break;}// Best option moves from openSet to closedSet
removeFromArray(openSet, current);
closedSet.push(current);// Check all the neighborsvar neighbors = current.neighbors;//--- start of for loop -----------for(var i =0; i < neighbors.length; i++){var neighbor = neighbors[i];// Valid next spot?if(!closedSet.includes(neighbor)&&!neighbor.obstacle){var tempG = current.g + heuristic(neighbor, current);// Is this a better path than before?var newPath =false;if(openSet.includes(neighbor)){if(tempG < neighbor.g){
neighbor.g = tempG;
newPath =true;}}else{
neighbor.g = tempG;
newPath =true;
openSet.push(neighbor);}// Yes, it's a better pathif(newPath){
neighbor.h = heuristic(neighbor, end);
neighbor.f = neighbor.g + neighbor.h;
neighbor.previous = current;}}}//--- end of for loop -----------}// --- end still searching -----------------------------else{
console.log('fail - no path exists');
noLoop();return;}}// Find the path by working backwards
path =[];var temp = current;
path.push(temp);while(temp.previous){
path.push(temp.previous);
temp = temp.previous;}// Anish Kumar. draw path between enemy and agent
vertices = path;
console.log("path");
console.log(path);
drawLine(vertices);// Anish Kumar. Move enemy to next location using A* best heuristic path
nextmovei = path[(path.length)-2].i
nextmovej = path[(path.length)-2].j
console.log("nextmovei");
console.log(nextmovei);
console.log("nextmovej");
console.log(nextmovej);
moveLogicalEnemy(nextmovei, nextmovej);}// Anish Kumar. function to move enemy if valid location ahead.function moveLogicalEnemy(nextmovei, nextmovej){if(! occupied(nextmovei, nextmovej))// if no obstacle then move, else try a random step{
ei = nextmovei;
ej = nextmovej;
heuristic_counter++;
AB.msg("<br>Steps taken by enemy: "+ heuristic_counter,6);}}// Anish Kumar. Draw a dynamic tracer line between agent and enemyfunction drawLine(ver){var material =new THREE.LineBasicMaterial({
color:"yellow"});var geometry =new THREE.Geometry();for(var v=0; v < ver.length; v++){
veri = ver[v].i;
verj = ver[v].j;
trace = translate(veri, verj);//console.log("drawing");//console.log(trace);
geometry.vertices.push(trace);}
console.log("geometry");
console.log(geometry);var line =new THREE.Line( geometry, material );ABWorld.scene.add( line );//remove the line after drawing
setTimeout(()=>{
geometry.dispose();
material.dispose();ABWorld.scene.remove( line );},100);}