// =============================================================================================
// More complex starter World for WWM
// 3d-effect Maze World (really a 2-D problem)
// Mark Humphrys, 2016.
//
// 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)
// =============================================================================================
/*
* Based on tigers lights out handheld game. Objective is turn all lights out in shortest amount of moves.
* Flicking a light affects neighbouring ones ie : flick [i,j] will xor [i+1,j], [i-1,j], [i,j+1], [i,j-1].
* Based on 5x5 board, search space is 2^25 or roughly 32 million.
*/
/*
Pseudo
problem = GIVEN
solutions = [[0],[1]] // array of binary matrix answers (two entries, a zero and a one)
for (problemSize = 1; problemSize <= 5; problemSize++) {
newSolutions = [];
foreach (solutions as oldSolution) {
candidateSolutions = arrayOfNByNMatriciesWithMatrixAtTopLeft(min(5,problemSize+1), oldSolution);
// size of candidateSolutions is 2^((problemSize+1)^2 - problemSize^2)
// except last round candidateSolutions == solutions
foreach (candidateSolutions as candidateSolution) {
candidateProblem = boardFromPressingButtonsInSolution(candidateSolution);
if (compareMatrix(problem, candidateProblem, 0, 0, problemSize, problemSize)==0)
newSolutions[] = candidateSolution;
}
}
solutions = newSolutions;
}
return solutions;
*/
// World must define these:
const CLOCKTICK = 100; // speed of run - move things every n milliseconds
const MAXSTEPS = 1000; // length of a run before final score
const SCREENSHOT_STEP = 50;
//---- global constants: -------------------------------------------------------
const gridsize = 7; // number of squares along side of world
const NOBOXES = 5;
// 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 BLANKCOLOR = SKYCOLOR ; // make objects this color until texture arrives (from asynchronous file read)
const show3d = true; // Switch between 3d and 2d view (both using Three.js)
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
//--- 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;
// --- 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() {
// most of World can be private
// regular "var" syntax means private variables:
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 ( 25 );
var BINARY = new Array(25);
var theagent, theenemy;
// enemy and agent position on squares
var ei, ej, ai, aj;
var min = 25;
var badsteps;
var goodsteps;
var step;
var self = this; // needed for private fn to call public fn - see below
// regular "function" syntax means private functions:
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 ;
}
}
}
//game logic array, if 1 lit, if 0 unlit. Start off with fully lit board
function initBinary()
{
for (var i = 0; i < 25 ; i++)
{
BINARY[i] = 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;
}
// 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()
{
// x,y,z positive and negative faces have to be in certain order in the array
// mountain skybox, credit:
// http://stemkoski.github.io/Three.js/Skybox.html
var materialArray = [
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/kinses38/moon4.jpg" ), side: THREE.BackSide } ) ), //moon
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/kinses38/moon5.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/kinses38/moon6.jpg" ), side: THREE.BackSide } ) ), //ceiling
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/kinses38/moon2.jpg" ), side: THREE.BackSide } ) ),//floor
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/kinses38/moon3.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/kinses38/moon1.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
var spotLight = new THREE.SpotLight( 0xffffff,1 );
spotLight.position.set( 100, 100, 100 );
threeworld.scene.add( spotLight );
}
function loadTextures()
{
var loader1 = new THREE.TextureLoader();
var loader2 = new THREE.TextureLoader();
var loader3 = new THREE.TextureLoader();
var loader4 = new THREE.TextureLoader();
loader1.load ( '/uploads/kinses38/metaltexture.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
} );
loader2.load ( '/uploads/kinses38/lit.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintMazeRed ( new THREE.MeshBasicMaterial( { map: thetexture } ));
} );
loader3.load ( '/uploads/kinses38/unlit.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintMazeBlue ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
} );
loader4.load ( '/uploads/starter/pacman.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
theagent.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
}
// --- add fixed objects ----------------------------------------
function initLogicalWalls() // set up logical walls in data structure, whether doing graphical run or not
{
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() // graphical run only, 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++ )
{
for (var i = 1; i <= c; i++)
{
for (var j = 1; j <= c; j++)
{
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 paintMazeRed ( material )
{
for(var i = 0; i < MAZE.length; i++)
if ( MAZE[i] && BINARY[i] == 1 ) MAZE[i].material = material;
}
function paintMazeBlue(material)
{
for(var i = 0; i < MAZE.length; i++)
if ( MAZE[i] && BINARY[i] == 0 ) MAZE[i].material = material;
}
// --- 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:
BINARY[0];
}
function initThreeAgent()
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
theagent = new THREE.Mesh( shape );
theagent.material.color.setHex( BLANKCOLOR );
drawAgent();
}
function moveLogicalAgent( a ) // this is called by the infrastructure that gets action a from the Mind
{
var i = ai;
if(BINARY[i] == 0 || i < 4)
{
i++;
}
else
i;
}
function keyHandler(e)
// user control
// Note that this.takeAction(a) is constantly running at same time, redrawing the screen.
{
if (e.keyCode == 37) moveLogicalAgent ( ACTION_LEFT );
if (e.keyCode == 38) moveLogicalAgent ( ACTION_DOWN );
if (e.keyCode == 39) moveLogicalAgent ( ACTION_RIGHT );
if (e.keyCode == 40) moveLogicalAgent ( ACTION_UP );
}
// --- 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 lightsOff() // agent is blocked on all sides, run over
{
for(var i = 0; i < BINARY.length; i++)
{
if(BINARY[i] == 1)
{
return false;
}
}
return true;
}
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 = 0
x = BINARY.reduce(add, 0);
function add(a, b)
{
return a + b;
}
if(x < min)
{
min = x;
}
var status = " Step: <b> " + step + " </b> Lights lit = (" + x.toString() + "), Least amount of lights on = (" + min.toString() + ")";
$("#user_span3").html( status );
}
function updateStatusAfter() // agent and enemy have moved, can calculate score
{
// new state after both have moved
var y = self.getState();
var score = self.getScore();
}
//updateBoard after toggling a light according to game behaviour
function toggleLight(i)
{
//just xors a cross shape with binary[i] as the center, with 1
//tacky but works.
BINARY[i] = BINARY[i]^1;
BINARY[i-1] = BINARY[i-1]^1;
BINARY[i+1] = BINARY[i+1]^1;
if(i+5 > 24)
BINARY[(i+5)-25] = BINARY[(i+5)-25]^1;
else
BINARY[i+5] = BINARY[i+5]^1;
if(i-5 < 0)
BINARY[(i-5)+25] = BINARY[(i-5)+25]^1;
else
BINARY[i-5] = BINARY[i-5]^1;
}
//--- public functions / interface / API ----------------------------------------------------------
this.endCondition; // If set to true, run will end.
this.newRun = function()
{
// (subtle bug) must reset variables like these inside newRun (in case do multiple runs)
this.endCondition = false;
badsteps = 0;
goodsteps = 0;
step = 0;
// for all runs:
initGrid();
initLogicalWalls();
initLogicalMaze();
initBinary();
initLogicalAgent();
// for graphical runs only:
if ( true )
{
if ( show3d )
{
BOXHEIGHT = squaresize;
threeworld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
}
else
{
BOXHEIGHT = 1;
threeworld.init2d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
}
initSkybox();
initMusic();
// Set up objects first:
initThreeWalls();
initThreeMaze();
initThreeAgent();
loadTextures();
document.onkeydown = keyHandler;
}
};
this.getState = function()
{
/*
var lit = 0;
//read in board here, check current lit squares
for(var i = 0; i < BINARY.length; i++)
{
if(BINARY[i] == 1)
lit++;
}
return lit;
*/
var x = (BINARY);
return x;
};
this.takeAction = function ( a )
{
step++;
if ( true )
updateStatusBefore(a); // show status line before moves
toggleLight(a);
console.log(BINARY)
if ( badstep() )
badsteps++;
else
goodsteps++;
if ( true )
{
//reload the lights that have changed
loadTextures();
updateStatusAfter(); // show status line after moves
}
if(lightsOff())
{
this.endCondition = true;
if( true)
{
musicPause();
soundAlarm();
}
}
};
this.endRun = function()
{
if ( true )
{
musicPause();
if ( this.endCondition )
$("#user_span6").html( " <font color=green> <B> All Lights out. </B> </font> " );
else
$("#user_span6").html( " <font color=red> <B> Run over, took too long. </B> </font> " );
}
};
this.getScore = function()
{
return ( ( goodsteps / step ) * 100 );
};
}
//---- end of World class -------------------------------------------------------
// --- music and sound effects ----------------------------------------
// credits:
//https://www.youtube.com/watch?v=sZHqJILbF8A Pilotpriest | White Blazer
// https://www.youtube.com/watch?v=-YCN-a0NsNk Final Fantasy 7 fanfare
function initMusic()
{
// put music element in one of the spans
var x = "<audio id=theaudio src=http://www.student.computing.dcu.ie/~kinses38/PilotPriest_whiteblazer.mp3 autoplay loop> </audio>" ;
$("#user_span1").html( x );
}
function musicPlay()
{
// jQuery does not seem to parse pause() etc. so find the element the old way:
document.getElementById('theaudio').play();
}
function musicPause()
{
document.getElementById('theaudio').pause();
}
function soundAlarm()
{
var x = "<audio src=http://www.student.computing.dcu.ie/~kinses38/FFVII_fanfair.mp3 autoplay > </audio>";
$("#user_span2").html( x );
}