Code viewer for World: Skybox

function initSkybox() 
{

// x,y,z positive and negative faces have to be in certain order in the array 

  var materialArray = [
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/dg/corona_ft.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/dg/corona_bk.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/dg/corona_up.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/dg/corona_dn.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/dg/corona_rt.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/dg/corona_lf.png" ), 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
}


// 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 = 30;						// number of squares along side of world	   
const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 10 );
		// 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 	= 0xF0B27A  ;				// a number, not a string 
const BLANKCOLOR 	= SKYCOLOR ;			// make objects this color until texture arrives (from asynchronous file read)
const LIGHTCOLOR 	= 0xffffff ;

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;
const ACTION_JUMPFORWARD = 5; //"cheat code"

// 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;                //People moving. User is the agent
var flag;                             //Aim of the game is to get as many flags as possible before being caught.

//position on squares
var ei, ej, ai, aj;   //enemy and agent
var fi, fj;          //flag

var badsteps;
var goodsteps;
var step;
var flags;  //keeps track of how many flags you find.
var self = this;						// needed for private fn to call public fn - see below  

//---------------------- Grid -------------------------------------------------------------
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 ( ( fi == i ) && ( fj == j ) ) return true;     //make sure flag is not placed on piece of maze.
 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 ) );
}
	
// --- asynchronous load textures from file ----------------------------------------
/* credits:
Characters: Mark Humphrys male02.obj
flag: http://tf3dm.com/3d-model/usmc-flag-67417.html
ALl other images: Google images.
 */ 
 
// First textures load when game starts up first.  
function loadTexturesFIRST()
{	
	var manager = new THREE.LoadingManager();
	var loader = new THREE.OBJLoader( manager );
	
  loader.load( "/uploads/starter/male02.obj", buildenemy );

  loader.load( "/uploads/starter/male02.obj", buildagent);
 
  loader.load( "/uploads/meabhhoran1/usmcflag.obj", buildflag); 
    
 var loader1 = new THREE.TextureLoader();
 loader1.load ( '/uploads/meabhhoran1/rust.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
	} ); 

 var loader2 = new THREE.TextureLoader();
 loader2.load ( '/uploads/meabhoran1/grey.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintMaze ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
 	} ); 

}

//Second textures are for when the flag is found and reloads maze and new flag position
function loadTexturesSECOND()
{
	var manager = new THREE.LoadingManager();
	var loader = new THREE.OBJLoader( manager );
	
	loader.load( "/uploads/meabhhoran1/usmcflag.obj", buildflag);
	
 var loader1 = new THREE.TextureLoader();
 loader1.load ( '/uploads/meabhhoran1/rust.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
	} ); 

 var loader2 = new THREE.TextureLoader();
 loader2.load ( '/uploads/meabhhoran1/grey.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintMaze ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
 	} ); 
}

// --- build and paint ---------------------------------------- 
   
 function buildenemy ( object ) { 
	object.scale.multiplyScalar ( 2.5 );    	  // make 3d object n times bigger 
	object.traverse( paintEnemy );
	theenemy = object;
	threeworld.scene.add( theenemy ); 
}

function paintEnemy ( child ) {
	if ( child instanceof THREE.Mesh ) {
      	child.material.map = THREE.ImageUtils.loadTexture( "/uploads/meabhhoran1/redcol.jpg" );
	}
}


 function buildagent ( object ) { 
	object.scale.multiplyScalar ( 2.5 );    	  // make 3d object n times bigger 
	object.traverse( paintAgent );
	theagent = object;
	threeworld.scene.add( theagent ); 
}

function paintAgent ( child ) {
	if ( child instanceof THREE.Mesh ) {
      	child.material.map = THREE.ImageUtils.loadTexture( "/uploads/meabhhoran1/armycol.jpg" );
	}
}


 function buildflag ( object ) { 
	object.scale.multiplyScalar ( 5 );    	  // make 3d object n times bigger 
	object.traverse( paintFlag );
	flag = object;
	threeworld.scene.add( flag ); 
}

function paintFlag ( child ) {
	if ( child instanceof THREE.Mesh ) {
      	child.material.map = THREE.ImageUtils.loadTexture( "/uploads/meabhhoran1/flagirish.jpg" );
	}
}