// Cloned by Dave on 17 Nov 2022 from World "Websockets boxes" 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.
// ====================================================================================================================
// Demo of Websockets functionality added to a 3D World
// Run with two or more users
// Click button to change a random box's texture on all clients running this World
// Pick a side and compete against an opponent!
// You can annoy the other player by reloading the page!
const CLOCKTICK = 100; // speed of run - move things every n milliseconds
const MAXSTEPS = 1500; // length of a run before final score
const FILE_ARRAY = [
"/uploads/dg/1663672411.png", // array 0 to 4 are the earths
"/uploads/starter/earth.3.jpg",
"/uploads/starter/earth.4.jpg",
"/uploads/starter/earth.5.jpg",
"/uploads/starter/baby.1.png", // array 5
"/uploads/starter/ghost.3.png" // array 6
];
const gridsize = 80;
const squaresize = 100;
const SKYCOLOR = 0xccffcc; // a number, not a string
const BLANKCOLOR = SKYCOLOR;
const LIGHTCOLOR = 0xffffff
const ARMYSIZE = 50; // an "army" of objects
const show3d = true;
const objectsize = 500 ;
const WALKSTEP = 200; // bounds of the random move per timestep
// try 50 (vibrating sheet) versus 1000 (cloud)
const MAXPOS = 4000 ; // start things within these bounds
const startRadiusConst = MAXPOS * 1.5 ; // distance from centre to start the camera at
const maxRadiusConst = MAXPOS * 5 ; // maximum distance from camera we will render things
ABHandler.MAXCAMERAPOS = MAXPOS * 10 ; // allow camera go far away
ABWorld.drawCameraControls = false;
AB.drawRunControls = false;
var THEARMY = new Array( ARMYSIZE );
var textureArray = new Array ( FILE_ARRAY.length );
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; }
}
function loadResources() // asynchronous file loads - call initScene() when all finished
{
for ( var i = 0; i < FILE_ARRAY.length; i++ )
startFileLoad ( i ); // launch n asynchronous file loads
}
function startFileLoad ( n ) // asynchronous file load of texture n
{
var loader = new THREE.TextureLoader();
loader.load ( FILE_ARRAY[n], function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
textureArray[n] = thetexture;
if ( asynchFinished() ) initArmy();
});
}
function asynchFinished() // all file loads returned
{
for ( var i = 0; i < FILE_ARRAY.length; i++ )
if ( ! textureArray[i] )
return false;
return true;
}
function initArmy() // called when all textures ready
{
var t = 0;
for ( var c=1 ; c <= ARMYSIZE ; c++ )
{
// var shape = new THREE.SphereGeometry ( objectsize, 30, 30 );
var shape = new THREE.BoxGeometry( objectsize, objectsize, objectsize );
var theobject = new THREE.Mesh( shape );
theobject.position.x = AB.randomIntAtoB ( -MAXPOS, MAXPOS );
theobject.position.z = AB.randomIntAtoB ( -MAXPOS, MAXPOS );
theobject.position.y = 0;
// var r = AB.randomIntAtoB ( 0, textureArray.length - 1 ); // random texture
var r = AB.randomIntAtoB ( 0, 4 ); // random one of the earths
theobject.material = new THREE.MeshBasicMaterial ( { map: textureArray[r] } );
ABWorld.scene.add(theobject);
THEARMY[t] = theobject; // save it for later
t++;
}
// can start the run loop
ABWorld.render();
AB.removeLoading();
AB.runReady = true;
AB.msg ( ` <hr> <p> Multi-user game. Pick a side. Click buttons to change boxes on all users' machines. Drag the camera. <p>
<button onclick='baby();' class=ab-largenormbutton > Baby </button>
<button onclick='skull();' class=ab-largenormbutton > Skull </button> <p> ` );
}
function moveArmy() // move all the objects
{
for ( var i = 0; i < THEARMY.length; i++ )
{
if ( THEARMY[i] ) // in case initArmy() not called yet
{
THEARMY[i].position.x = THEARMY[i].position.x + AB.randomIntAtoB(-WALKSTEP,WALKSTEP) ;
THEARMY[i].position.z = THEARMY[i].position.z + AB.randomIntAtoB(-WALKSTEP,WALKSTEP) ;
THEARMY[i].position.y = THEARMY[i].position.y + AB.randomIntAtoB(-WALKSTEP,WALKSTEP) ;
ABWorld.scene.add( THEARMY[i] );
}
}
}
AB.world.newRun = function()
{
AB.loadingScreen();
AB.runReady = false;
ABWorld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
loadResources(); // aynch file loads
// calls initArmy() when it returns
};
AB.world.nextStep = function()
{
moveArmy();
};
function initSkybox()
{
//Used the space skybox as I felt it fit well.
// --- alternative skyboxes: ------------------------------
// space skybox, credit:
// http://en.spaceengine.org/forum/21-514-1
// x,y,z labelled differently
var materialArray = [
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/dg/corona_bk.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/sky_neg_z.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/sky_pos_y.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/sky_neg_y.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/sky_pos_x.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/sky_neg_x.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
}
//--- Socket functionality -----------------------------------------------------
// start socket
AB.socketStart();
// functions called by buttons
// baby and skull are textures 5 and 6 in the array:
function baby() { changeBox(5); AB.socketOut (5); }
function skull() { changeBox(6); AB.socketOut (6); }
function changeBox(n) // change a random box to texture n (5 or 6)
{
var i = AB.randomIntAtoB ( 0, THEARMY.length - 1 ); // pick a random box to change
THEARMY[i].material = new THREE.MeshBasicMaterial ( { map: textureArray[n] } );
}
AB.socketIn = function(n) // incoming data on socket, i.e. clicks of other player
{
if ( ! AB.runReady ) return;
changeBox(n);
};