AB.clockTick = 100; // Speed of run: Step every n milliseconds. Default 100.
AB.maxSteps = 100000; // Length of run: Maximum length of run in steps. Default 1000.
AB.screenshotStep = 100; // Take screenshot on this step. (All resources should have finished loading.) Default 50.
const FILE_ARRAY = [
"/uploads/starter/earth.1.jpg", // array 0 to 4 are the earths
"/uploads/starter/earth.2.jpg",
"/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 SKYCOLOR = 0xFFE4E1; // very light pink
// a number, not a string
// 0xFFB6C1; // light pink
// 0xccffcc; // light green
const ARMYSIZE = 1; // how many boxes that generate
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 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.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.newSplash();
AB.splashHtml ( `
<h1> Password only Websocket boxes </h1>
A version of Websocket boxes that only certain users can join. <br>
You enter a password. You only join with users who enter the same password (not with all users of the World). <br>
The first user to run the World can enter any password! But other users must know what password they will use.
<p>
Enter password:
<input style='width:25vw;' maxlength='2000' NAME="p" id="p" VALUE='' >
<button onclick='start();' class=ab-normbutton >Start</button>
<p>
<div id=errordiv name=errordiv> </div> ` );
AB.runReady = false;
ABWorld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
loadResources(); // aynch file loads
// calls initArmy() when it returns
};
AB.world.nextStep = function()
{
moveArmy();
};
//--- start Socket -----------------------------------------------------
function start() // user has entered a password
{
var password = jQuery("input#p").val();
password = password.trim();
if ( ! alphanumeric ( password ) )
{
$("#errordiv").html( "<font color=red> <B> Error: Password must be alphanumeric. </b></font> " );
return;
}
// else we have a password, start the socket run with this password
AB.socketStart ( password );
AB.removeSplash();
}
function alphanumeric ( str ) // return if string is just alphanumeric
{
var rc = str.match(/^[0-9a-zA-Z]+$/); // start of line "[0-9a-zA-Z]+" end of line
if ( rc ) return true;
else return false;
}
//--- Socket functionality -----------------------------------------------------
// 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);
};
hit.addEventListener('click', hitPlayer)
pass.addEventListener('click', hitDealer)
nextHand.addEventListener('click', play)
shuffleDecks(3)
play()