// Cloned by Nathan Bonnard on 14 Jun 2018 from World "Touch complex" 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.
// ==================================================================================================================
// Demo of Mouse and Touch control of objects (rather than the default, control of camera)
// No Mind. User controls agent.
// Various features cloned from "Complex World"
// Desktop:
// Mouse scroll camera
// Mouse drag to move agent
// Mouse click to "zap" enemy
// Mobile:
// Touch pinch camera
// Touch drag to move agent
// Touch tap to "zap" enemy
// =============================================================================================
// To do my own mouse/touch:
// Over-ride certain "threehandler" functions. See below.
// =============================================================================================
// ===================================================================================================================
// === 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?
// Switch between 3d and 2d view:
const show3d = true;
AB.clockTick = 100;
// Speed of run: Step every n milliseconds. Default 100.
AB.maxSteps = 2000;
// 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 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' ;
const TEXTURE_FRIEND = '/uploads/starter/green.alien.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
// https://commons.wikimedia.org/wiki/File:Smiley_green_alien_huf.svg
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 NOBOXES = Math.trunc ( (gridsize * gridsize) / 10 );
// density of maze - number of internal boxes
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 BLANKCOLOR = SKYCOLOR ; // make objects this color until texture arrives (from asynchronous file read)
const startRadiusConst = MAXPOS * 0.8 ; // distance from centre to start the camera at
const skyboxConst = MAXPOS * 3 ; // where to put skybox
const maxRadiusConst = MAXPOS * 10 ; // maximum distance from camera we will render things
//--- change threeworld defaults: -------------------------------
threehandler.MAXCAMERAPOS = skyboxConst / 2 ; // keep camera inside skybox
threehandler.GROUNDZERO = true; // "ground" exists at altitude zero
//--- skybox: -------------------------------
// 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"
];
// ===================================================================================================================
// === End of tweaker's box ==========================================================================================
// ===================================================================================================================
// You will need to be some sort of JavaScript programmer to change things below the tweaker's box.
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;
// --- some useful random functions -------------------------------------------
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; }
}
//---- start of World class -------------------------------------------------------
function World() {
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 WALLS = new Array ( 4 * gridsize ); // need to keep handles to wall and maze objects so can find them later to paint them
var MAZE = new Array ( NOBOXES );
var theagent, theenemy;
var agentmaterial, enemymaterial, friendmaterial;
// enemy and agent position on squares
var ei, ej, ai, aj;
var badsteps;
var goodsteps;
var step;
var self = this; // needed for private fn to call public fn - see below
function initGrid()
{
for (var i = 0; i < gridsize ; i++)
{
GRID[i] = new Array(gridsize); // each element is an array
for (var j = 0; j < gridsize ; j++)
{
GRID[i][j] = GRID_BLANK ;
}
}
}
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;
}
// 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 ( x )
{
return ( x - ( MAXPOS/2 ) );
}
//--- skybox ----------------------------------------------------------------------------------------------
function initSkybox()
{
var materialArray = [
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( SKYBOX_ARRAY[0] ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( SKYBOX_ARRAY[1] ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( SKYBOX_ARRAY[2] ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( SKYBOX_ARRAY[3] ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( SKYBOX_ARRAY[4] ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( SKYBOX_ARRAY[5] ), 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
}
// --- asynchronous load textures from file ----------------------------------------
function loadTextures()
{
var loader1 = new THREE.TextureLoader();
loader1.load ( TEXTURE_WALL, function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
} );
var loader2 = new THREE.TextureLoader();
loader2.load ( TEXTURE_MAZE, function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintMaze ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
} );
var loader3 = new THREE.TextureLoader();
loader3.load ( TEXTURE_AGENT, function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
agentmaterial = new THREE.MeshBasicMaterial( { map: thetexture } );
theagent.material = agentmaterial;
} );
var loader4 = new THREE.TextureLoader();
loader4.load ( TEXTURE_ENEMY, function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
enemymaterial = new THREE.MeshBasicMaterial( { map: thetexture } );
theenemy.material = enemymaterial;
} );
var loader5 = new THREE.TextureLoader();
loader5.load ( TEXTURE_FRIEND, function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
friendmaterial = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
}
// --- add fixed objects ----------------------------------------
function initLogicalWalls() // set up logical walls in data structure
{
for (var i = 0; i < gridsize ; i++)
for (var j = 0; j < gridsize ; j++)
if ( ( i==0 ) || ( i==gridsize-1 ) || ( j==0 ) || ( j==gridsize-1 ) )
{
GRID[i][j] = GRID_WALL ;
}
}
function initThreeWalls() // set up blank boxes, painted later
{
var t = 0;
for (var i = 0; i < gridsize ; i++)
for (var j = 0; j < gridsize ; j++)
if ( GRID[i][j] == GRID_WALL )
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
var thecube = new THREE.Mesh( shape );
thecube.material.color.setHex( BLANKCOLOR );
thecube.position.x = translate ( i * squaresize ); // translate my simple (i,j) block-numbering coordinates to three.js (x,y,z) coordinates
thecube.position.z = translate ( j * squaresize );
thecube.position.y = 0;
threeworld.scene.add(thecube);
WALLS[t] = thecube; // save it for later
t++;
}
}
function paintWalls ( material )
{
for ( var i = 0; i < WALLS.length; i++ )
{
if ( WALLS[i] ) WALLS[i].material = material;
}
}
function initLogicalMaze()
{
for ( var c=1 ; c <= NOBOXES ; c++ )
{
var i = randomintAtoB(1,gridsize-2); // inner squares are 1 to gridsize-2
var j = randomintAtoB(1,gridsize-2);
GRID[i][j] = GRID_MAZE ;
}
}
function initThreeMaze()
{
var t = 0;
for (var i = 0; i < gridsize ; i++)
for (var j = 0; j < gridsize ; j++)
if ( GRID[i][j] == GRID_MAZE )
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
var thecube = new THREE.Mesh( shape );
thecube.material.color.setHex( BLANKCOLOR );
thecube.position.x = translate ( i * squaresize );
thecube.position.z = translate ( j * squaresize );
thecube.position.y = 0;
threeworld.scene.add(thecube);
MAZE[t] = thecube; // save it for later
t++;
}
}
function paintMaze ( material )
{
for ( var i = 0; i < MAZE.length; i++ )
{
if ( MAZE[i] ) MAZE[i].material = material;
}
}
// --- enemy functions -----------------------------------
function drawEnemy() // given ei, ej, draw it
{
var x = translate ( ei * squaresize );
var z = translate ( ej * squaresize );
var y = 0;
theenemy.position.x = x;
theenemy.position.y = y;
theenemy.position.z = z;
threeworld.scene.add(theenemy);
threeworld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
}
function initLogicalEnemy()
{
// start in random location:
var i, j;
do
{
i = randomintAtoB(1,gridsize-2);
j = randomintAtoB(1,gridsize-2);
}
while ( occupied(i,j) ); // search for empty square
ei = i;
ej = j;
}
function initThreeEnemy()
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
theenemy = new THREE.Mesh( shape );
theenemy.material.color.setHex( BLANKCOLOR );
drawEnemy();
}
function moveLogicalEnemy()
{
// move towards agent
// put some randomness in so it won't get stuck with barriers
var i, j;
if ( ei < ai ) i = randomintAtoB(ei, ei+1);
if ( ei == ai ) i = ei;
if ( ei > ai ) i = randomintAtoB(ei-1, ei);
if ( ej < aj ) j = randomintAtoB(ej, ej+1);
if ( ej == aj ) j = ej;
if ( ej > aj ) j = randomintAtoB(ej-1, ej);
if ( ! occupied(i,j) ) // if no obstacle then move, else just miss a turn
{
ei = i;
ej = j;
}
}
// --- agent functions -----------------------------------
function drawAgent() // given ai, aj, draw it
{
var x = translate ( ai * squaresize );
var z = translate ( aj * squaresize );
var y = 0;
theagent.position.x = x;
theagent.position.y = y;
theagent.position.z = z;
threeworld.scene.add(theagent);
threeworld.follow.copy ( theagent.position ); // follow vector = agent position (for camera following agent)
}
function initLogicalAgent()
{
// start in random location:
var i, j;
do
{
i = randomintAtoB(1,gridsize-2);
j = randomintAtoB(1,gridsize-2);
}
while ( occupied(i,j) ); // search for empty square
ai = i;
aj = j;
}
function initThreeAgent()
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
theagent = new THREE.Mesh( shape );
theagent.material.color.setHex( BLANKCOLOR );
drawAgent();
}
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;
}
}
// --- score and status: -----------------------------------
// score uses user_span5 to user_span7
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()
{
var x = self.getState();
var status = " Step: <b> " + step + " </b> x = (" + x.toString() + ") ";
$("#user_span5").html( status );
}
function updateStatusAfter() // agent and enemy have moved, can calculate score
{
// new state after both have moved
var y = self.getState();
var status = " y = (" + y.toString() + ") <BR> ";
$("#user_span6").html( status );
var score = self.getScore();
var status = " Bad steps: " + badsteps +
" Good steps: " + goodsteps +
" Score: " + score.toFixed(2) + "% ";
$("#user_span7").html( status );
}
// --- keyboard and touch handling functions: ----------------------------------------
function keyHandler ( e )
{
if (e.keyCode == 37) { moveLogicalAgent ( ACTION_LEFT ); e.preventDefault(); }
if (e.keyCode == 38) { moveLogicalAgent ( ACTION_DOWN ); e.preventDefault(); }
if (e.keyCode == 39) { moveLogicalAgent ( ACTION_RIGHT ); e.preventDefault(); }
if (e.keyCode == 40) { moveLogicalAgent ( ACTION_UP ); e.preventDefault(); }
};
var startX, startY;
var dragevents; // number of events in the current drag
function initDrag ( x, y ) // x,y position on screen
{
startX = x;
startY = y;
dragevents = 0;
if ( threeworld.hitsObject ( x, y, theenemy ) ) // check if this is a tap not a drag - and if it hits the enemy
zapEnemy();
};
function drag ( x, y ) // compare with previous x,y position on screen to get direction of drag
{
if ( ( dragevents % 4 ) == 0 ) // slow it down to respond to every nth event - too many events
{
if ( x > startX ) moveLogicalAgent ( ACTION_RIGHT );
else if ( x < startX ) moveLogicalAgent ( ACTION_LEFT );
if ( y > startY ) moveLogicalAgent ( ACTION_UP );
else if ( y < startY ) moveLogicalAgent ( ACTION_DOWN );
}
dragevents++;
startX = x;
startY = y;
};
function zapEnemy()
// we hit the enemy with a touch or click
{
// this enemy converts to "dead enemy", stationary
// draw dead enemy block at current enemy position
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
var thecube = new THREE.Mesh( shape );
thecube.position.x = translate ( ei * squaresize );
thecube.position.z = translate ( ej * squaresize );
thecube.position.y = 0;
thecube.material = friendmaterial;
threeworld.scene.add(thecube);
GRID[ei][ej] = GRID_MAZE ; // obstacle - basically part of the maze now
// move the moving enemy to random new position
initLogicalEnemy();
}
//--- public functions / interface / API ----------------------------------------------------------
this.endCondition = false; // If set to true, run will end.
this.newRun = function()
{
badsteps = 0;
goodsteps = 0;
step = 0;
// for all runs:
initGrid();
initLogicalWalls();
initLogicalMaze();
initLogicalAgent();
initLogicalEnemy();
if ( show3d )
{
BOXHEIGHT = squaresize;
threeworld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
}
else
{
BOXHEIGHT = 1;
threeworld.init2d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
}
initSkybox();
initMusic();
// notice in user_span4
if ( AB.onDesktop() ) $("#user_span4").html( "<p> Drag to move agent. Scroll to zoom camera. Click on enemy to kill it. </p>" );
else $("#user_span4").html( "<p> Drag to move agent. Pinch to zoom camera. Tap on enemy to kill it. </p>" );
// Set up objects first:
initThreeWalls();
initThreeMaze();
initThreeAgent();
initThreeEnemy();
// Then paint them with textures - asynchronous load of textures from files.
// The texture file loads return at some unknown future time in some unknown order.
// Because of the unknown order, it is probably best to make objects first and later paint them, rather than have the objects made when the file reads return.
// It is safe to paint objects in random order, but might not be safe to create objects in random order.
loadTextures();
// ---------------------------------------------------------------------------------------------------------------------------
// --- redirect keyboard and touch event handling to my own functions: ----------------------------------------
document.onkeydown = keyHandler;
// override threehandler default (which is camera control) to use my own functions:
threehandler.initTouchDrag = initDrag;
threehandler.touchDrag = drag
threehandler.initMouseDrag = initDrag;
threehandler.mouseDrag = drag
// ---------------------------------------------------------------------------------------------------------------------------
};
this.getState = function()
{
var x = [ ai, aj, ei, ej ];
return ( x );
};
this.nextStep = function ()
{
step++;
updateStatusBefore(); // show status line before moves
if ( ( step % 2 ) == 0 ) // slow the enemy down to every nth step
moveLogicalEnemy();
// no agent move - moved by human
if ( badstep() )
badsteps++;
else
goodsteps++;
drawAgent();
drawEnemy();
updateStatusAfter(); // show status line after moves
if ( agentBlocked() ) // if agent blocked in, run over
{
this.endCondition = true;
goodsteps = 0; // you score zero as far as database is concerned
musicPause();
soundAlarm();
}
};
// end uses user_span8
this.endRun = function()
{
musicPause();
if ( this.endCondition )
$("#user_span8").html( " <font color=red> <B> Agent trapped. Final score zero. </B> </font> " );
else
$("#user_span8").html( " <font color=red> <B> Run over. </B> </font> " );
};
this.getScore = function()
{
return ( ( goodsteps / step ) * 100 );
};
}
//---- end of World class -------------------------------------------------------
// --- music and sound effects ----------------------------------------
var backmusic = new Audio ( MUSIC_BACK );
function initMusic()
{
backmusic.loop = true; // loop forever
backmusic.play();
$("#w2m_audio1").html( " <img class=audiobutton onclick='musicPlay();' width=25 src='images/audio.on.1.png' > " );
$("#w2m_audio2").html( " <img class=audiobutton onclick='musicPause();' width=25 src='images/audio.off.1.png' > " );
}
function musicPlay() { backmusic.play(); }
function musicPause() { backmusic.pause(); }
function soundAlarm()
{
var alarm = new Audio ( SOUND_ALARM );
alarm.play(); // play once, no loop
}