Code viewer for World: Game of Crowns season 2 (c...

// Cloned by Martin Derwin on 25 Nov 2022 from World "Game of Crowns season 2 (clone by Patricija Shalkauskaite)" by Patricija Shalkauskaite 
// Please leave this clone trail here.
 


// Cloned by Patricija Shalkauskaite on 25 Nov 2022 from World "Game of Crowns season 2" by Enhanced 
// Please leave this clone trail here.
 


// Cloned by Enhanced on 21 Jun 2018 from World "No Grid Enhanced Game of Crowns  Chase View" by Mathias Bazin 
// Please leave this clone trail here.
 


// Cloned by Mathias Bazin on 15 Jun 2018 from World "Enhanced Game of Crowns  Chase View" by Mathias Bazin 
// Please leave this clone trail here.
 


// Cloned by Mathias Bazin on 13 Jun 2018 from World "Game of Crowns season 2 Third Person View" by Mathias Bazin 
// Please leave this clone trail here.
 


// Cloned by Mathias Bazin on 31 May 2018 from World "Game of Crowns" by Niamh Byrne 
// Please leave this clone trail here.
 

// =============================================================================================
//the idea:
//this game is based on the game of thrones world Winterfall-. snow,castle,queen,fireball
//The queen needs to collect all her crowns
//the queen needs to avoid being trapped by the fireball
//When the queen steps into the crown the crown disappears 
//there are 8 crowns to collect
//The user acts as the mind as they control the queen
// =============================================================================================


// =============================================================================================
//Aim:
//Collect all the crowns
//Dont get trapped into a corner by the fireball
//Collect crowns within 200 seconds
//
// =============================================================================================

//===================================================================
//Season 2 changes :
//Queen and crowns are bigger
//Queen turns to face the direction she is heading
//Changed some raw values into constants
//added some time to collect the crowns (it was too hard !)
//Two types of cameras with associated controls : a third person view
//and a straff around the fireball
//===================================================================

// World must define these:
 
 
AB.clockTick       = 4;    

        // 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  = 50;   
  
        // Take screenshot on this step. (All resources should have finished loading.) Default 50.

AB.drawRunControls = false;

threeworld.drawCameraControls = false;

  
const		MAXSTEPS 	= 500000;					// length of a run before final score
 
const  SCREENSHOT_STEP = 50;   
 
var camera   = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 100);



//---- global constants: -------------------------------------------------------

const gridsize = 20;						// number of squares along side of world	   

const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 40 );
		// density of maze - number of internal boxes
		// (bug) use trunc or can get a non-integer 

const squaresize = 225;					// size of square in pixels
const MAXPOS = gridsize * squaresize;		// length of one side in pixels 
	
const SKYCOLOR 	=  0xd13636;
				// a number, not a string 
const BLANKCOLOR 	= SKYCOLOR ;			// make objects this color until texture arrives (from asynchronous file read)

const  LIGHTCOLOR 	= 0xffffff ;


const MODELLENGTH 		= 6200;	

const SCALEIT			= 2.5;				// scale it by this		 
const SCALEDMODELLENGTH 	= MODELLENGTH * SCALEIT;	 			 



const show3d = true;						// Switch between 3d and 2d view (both using Three.js) 
const startRadiusConst 	= SCALEDMODELLENGTH * 0.3;
const maxRadiusConst 		= SCALEDMODELLENGTH * 2; 
//const startRadiusConst	 	= MAXPOS * 0.8 ;		// distance from centre to start the camera at
const skyboxConst			= MAXPOS * 5 ;		// 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;
const GRID_CROWN    = 3;

//types of camera view

const TPS = 0;
const CHASE = 1;

//constant vectors to help with angles
const NORTH = new THREE.Vector3(0,0,1);
const EAST = new THREE.Vector3(-1,0,0);
const UP = new THREE.Vector3(0,1,0);

const TURNAMOUNT = Math.PI/300;
const MOVEDISTANCE = 5;

//sound when picking up a crown
const CROWNPICKUPFILE = "/uploads/rossfraney3/elevatording.mp3";


 
// --- 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; }
}

function randomPick ( a, b )
{
 if ( randomBoolean() ) 
  return a;
 else
  return b;
}






//---- start of World class -------------------------------------------------------
 
function World() { 



// most of World can be private 
// regular "var" syntax means private variables:

this.endCondition = false;


var clock = new THREE.Clock(true);
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 ( 5 * gridsize );		// need to keep handles to wall and maze objects so can find them later to paint them 
var MAZE 	= new Array ( NOBOXES );

//to hold the crowns
var CROWNS = new Array(8);
var theagent, theenemy, thecrown;
var queenDirection = UP;
var crownMaterial = new THREE.MeshStandardMaterial({color:0xffff00});
// enemy and agent position on squares
var ei, ej, ai, aj, ci,cj;

//Velocity of the player
var playerVelocity = new THREE.Vector3(0,0,0);

var badsteps;
var goodsteps;
//variable to stre the crowns
var  step;
var crowns;
var crown;
var self = this;						// needed for private fn to call public fn - see below  

var camPos = new THREE.Vector3();
var enemyToAgent = new THREE.Vector3();
var agentToEnemy = new THREE.Vector3();
 
var leftInput       =   false;
var rightInput      =   false;
var forwardInput    =   false;
var backwardInput   =   false;

var previousx, previousz;

var camAngle;
var camDirection = new THREE.Vector3(); // create once and reuse it!


var view = TPS;


// const NORTH = THREE.Vector3(0,0,1);



// 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 ;
  }
 }
}

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;
}

//to check if the queen is in a crown square
function nearCrown(i,j)
{
    if ( GRID[i][j] == GRID_CROWN ) 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 ) );
}


function translateInv ( x ) 
{
 return ( x + (squaresize/2) + ( MAXPOS/2 ) ) / squaresize;
}



//--- 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/niamhbyrne/lf.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/niamhbyrne/rt.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/niamhbyrne/up.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/niamhbyrne/dn.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/niamhbyrne/ft.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/niamhbyrne/bk.png" ), side: THREE.BackSide } ) )
 	];

 var particleSystem = createParticleSystem();
  threeworld.scene.add(particleSystem);
  var skyGeometry = new THREE.CubeGeometry ( skyboxConst, skyboxConst, skyboxConst );	
  var skyMaterial = new THREE.MeshFaceMaterial ( materialArray );
  var theskybox = new THREE.Mesh ( skyGeometry, skyMaterial );
  theskybox.position.set(0,skyboxConst/4,0);
  threeworld.scene.add( theskybox );
  // We are inside a giant cube
  
  
}


// This does the file read the old way using loadTexture.
// (todo) Change to asynchronous TextureLoader. A bit complex:
// Make blank skybox. Start 6 asynch file loads to call 6 return functions.
// Each return function checks if all 6 loaded yet. Once all 6 loaded, paint the skybox.		 
function createParticleSystem() {
     
    // The number of particles in a particle system is not easily changed.
    var particleCount = 20000;
     
    // Particles are just individual vertices in a geometry
    // Create the geometry that will hold all of the vertices
    var particles = new THREE.Geometry();
 
    // Create the vertices and add them to the particles geometry
    for (var p = 0; p < particleCount; p++) {
     
        // This will create all the vertices in a range of -200 to 200 in all directions
        var x = Math.random() * 6000 - 3000;
        var y = Math.random() * 6000 - 3000 ;
        var z = Math.random() * 6000 - 3000;
               
        // Create the vertex
        var particle = new THREE.Vector3(x, y, z);
         
        // Add the vertex to the geometry
        particles.vertices.push(particle);
    }
 
    // Create the material that will be used to render each vertex of the geometry
    var particleMaterial = new THREE.PointsMaterial(
            {//color: BLANKCOLOR , 
             size: 20,
             map: THREE.ImageUtils.loadTexture("/uploads/niamhbyrne/snowflake.png"),
             blending: THREE.AdditiveBlending,
             transparent: true,
            });
      
    // Create the particle system
    particleSystem = new THREE.Points(particles, particleMaterial);
 
    return particleSystem;  
}


function animateParticles() {
    var deltaTime = clock.getDelta();
    var verts = particleSystem.geometry.vertices;
    for(var i = 0; i < verts.length; i++) {
        var vert = verts[i];
        if (vert.y < -3000) {
            vert.y = Math.random() * 6000 - 3000;
        }
        vert.y = vert.y - (80 * deltaTime);
    }
    particleSystem.geometry.verticesNeedUpdate = true;
     
}


// --- asynchronous load textures from file ----------------------------------------
// credits:
// http://commons.wikimedia.org/wiki/File:Old_door_handles.jpg?uselang=en-gb
// 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
  
// loader return can call private function


function loadTextures()
{   //load the agent
    THREE.Loader.Handlers.add( /.tga$/i, new THREE.TGALoader() );
	var mm = new THREE.MTLLoader();
	mm.setTexturePath ( "/uploads/niamhbyrne/" );
	mm.setPath        ( "/uploads/niamhbyrne/" );
	mm.load( "queenfay.mtl", function( materials ) {
 
		materials.preload();
		var oo = new THREE.OBJLoader();
		oo.setMaterials ( materials );
		oo.setPath ( "/uploads/niamhbyrne/" );
		oo.load( "queenfay.obj", function ( object ) {
		    object.scale.multiplyScalar ( 1.3 );    	  
			addparker ( object );
			
		} );
		
	} );
	
	
	
    
  
    // load castle model OBJ and materials MTL (which reference JPEGs): 
	var m = new THREE.MTLLoader();
	m.setTexturePath ( "/uploads/niamhbyrne/" );
	m.setPath        ( "/uploads/niamhbyrne/" );
	m.load( "castle.mtl", function( materials ) {
 
		materials.preload();
		var o = new THREE.OBJLoader();
		o.setMaterials ( materials );
		o.setPath ( "/uploads/starter/" );
		o.load( "castle.obj", function ( object ) {

	        object.scale.multiplyScalar ( SCALEIT );    	  

        	object.position.x = - ( SCALEDMODELLENGTH * 0.3 );
        	object.position.z = ( SCALEDMODELLENGTH * 0.15 );  
        	object.position.y = - (squaresize * 0.7);
 
   	        threeworld.scene.add ( object );

		} );
	} );

//load in the textures
 var loader1 = new THREE.TextureLoader();
 loader1.load ( '/uploads/niamhbyrne/castle.wall.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
	} ); 

//  var loader2 = new THREE.TextureLoader();
//  loader2.load ( '/uploads/niamhbyrne/crown.png',	function ( thetexture ) {			 
// 		thetexture.minFilter = THREE.LinearFilter;
// 		paintCrown( new THREE.MeshBasicMaterial( { map: thetexture } ));
// 	} ); 

 var loader3 = new THREE.TextureLoader();
 loader3.load ( '/uploads/martind/cattest.png',	function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		theenemy.material =  new THREE.MeshBasicMaterial( { map: thetexture } );
	} ); 
	
	 var loader4 = new THREE.TextureLoader();
 loader4.load ( '/uploads/niamhbyrne/castle.wall.jpg',	function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintMaze( new THREE.MeshBasicMaterial( { map: thetexture } ));
	} ); 

}
//adds the queen parker
function addparker ( object )
{
	object.scale.multiplyScalar (1.5);    	   
	theagent = object;
	theagent.position.y = -150;
//	var tpsCam = new THREE.Mesh(new THREE.BoxGeometry(10,10,10), new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true } ));
    var tpsCam = new THREE.Object3D();
	tpsCam.name = "tps";
//	var chaseCam = new THREE.Mesh(new THREE.BoxGeometry(10,10,10), new THREE.MeshBasicMaterial( { color: 0x1caca1, wireframe: true } ));
    var chaseCam = new THREE.Object3D();
	chaseCam.name = "chase";
	tpsCam.position.set(0,350,-500);
	chaseCam.position.set(0,280,400);
	theagent.add( tpsCam );
	theagent.add( chaseCam );
	threeworld.scene.add( theagent ); 
}


 


// --- 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.CylinderGeometry( 30, 30, 80, 6, 4 );			 
 	 var thecube  = new THREE.Mesh( shape );
	 thecube.material.color.setHex( 0x51565e  );			  
 
    	 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 = 10;	
 
 	 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 ;		 
 }
}
//randomly places crowns
function initLogicalCrown()		 
{
 for ( var c=1 ; c <= 8 ; c++ )
 {
  	var i = randomintAtoB(1,gridsize-2);	// inner squares are 1 to gridsize-2
  	var j = randomintAtoB(1,gridsize-2);
    	GRID[i][j] = GRID_CROWN ;		 
 }
}
//places crowns
function initThreeCrown()		  	
{
 var t = 0;
 for (var i = 0; i < gridsize ; i++) 
  for (var j = 0; j < gridsize ; j++) 
   if ( GRID[i][j] == GRID_CROWN )
   {
   	// var shape    = new THREE.BoxGeometry( 200,200, 200);			 
    // thecrown = new THREE.Mesh( shape );
    // thecrown.material.color.setHex( BLANKCOLOR );
    
    thecrown = createCrown();
    
    thecrown.position.x = translate ( i * squaresize );   	
  	thecrown.position.z = translate ( j * squaresize );   	
  	thecrown.position.y =   0;	
 
 	threeworld.scene.add(thecrown);
	CROWNS[t] = thecrown;		// save it for later
	t++; 
   }
}

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.CylinderGeometry( 0, 60, 250, 4, 4 );
  	var thecube  = new THREE.Mesh( shape );
	thecube.material.color.setHex( BLANKCOLOR  );	
	thecube.scale.multiplyScalar(2);

  	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 paintCrown ( material )		 
{
 for ( var i = 0; i < CROWNS.length; i++ )
 { 
   if ( CROWNS[i] )  CROWNS[i].material = material;
 }
}

function paintMaze ( material )		 
{
 for ( var i = 0; i < MAZE.length; i++ )
 { 
   if ( MAZE[i] )  MAZE[i].material = material;
 }
}

//deletes crown when queen picks it up
function replaceShape(f,j)
{
    
	  for ( var i = 0; i < CROWNS.length; i++ )
    { 
        if ( CROWNS[i].position.x == translate ( f * squaresize ) && CROWNS[i].position.z == translate ( j * squaresize )) 
                threeworld.scene.remove(CROWNS[i]);
    }
    
}




// --- 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);
}


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 = 8;
 ej = 8;
}

function igetAction()
{
	 if ( ei < ai || ci<ei) 	return (   ACTION_RIGHT 	); 
	 if ( ei > ai || ci>ei) 	return (   ACTION_LEFT 		); 
 	 return ( ACTION_STAYSTILL );
}

function jgetAction()
{
    if ( ej < aj || cj<ej) 	return (   ACTION_UP  	); 
	if ( ej > aj || cj>ej) 	return (   ACTION_DOWN  ); 
  	return ( ACTION_STAYSTILL );
}

function enemyGetAction()
{
    return randomPick ( igetAction(), jgetAction() );
}
function crownGetAction()
{
    return randomPick ( igetAction(), jgetAction() );
}
function initThreeEnemy()
{
 var shape    = new THREE.SphereGeometry( squaresize,  squaresize, squaresize );			 
 theenemy = new THREE.Mesh( shape );
 theenemy.material.color.setHex( BLANKCOLOR  );	
 drawEnemy();		  
}


function moveLogicalEnemy(self)
{ 
// 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 (ai == i && aj == j)
 {
    self.endCondition = true;
	goodsteps = 0;			// you score zero as far as database is concerned 			 
  	if ( true  )
  	{
	 musicPause();
	 soundAlarm();
	}
	self.endRun();
 }
 
 if ( ! occupied(i,j) )  	// if no obstacle then move, else just miss a turn
 {
  ei = i;
  ej = j;
 }
}


const INTERIMROT = 10;


// --- agent functions -----------------------------------


function drawAgent()	// given ai, aj, draw it 
{
  var x = translate ( ai * squaresize );   	
  var z = translate ( aj * squaresize );   	
  var y =  -100;	

 theagent.position.x = x;
 theagent.position.y = y;
 theagent.position.z = z;
 threeworld.scene.add(theagent);

}

function drawCrown()	// given ai, aj, draw it 
{
  var x = translate ( ci * squaresize );   	
  var z = translate ( cj * squaresize );   	
  var y =  0;	

 thecrown.position.x = x;
 thecrown.position.y = y;
 thecrown.position.z = z;
 threeworld.scene.add(thecrown);

 
}

function createCrown()
{
    var shape             = new THREE.CylinderGeometry ( 100, 100, 100, 32, 1, true );
    var material = new THREE.MeshStandardMaterial({color:0xffff00});
    material.side = THREE.DoubleSide

    var ball = new THREE.SphereGeometry ( 10 )
    var ruby = new THREE.MeshStandardMaterial({color:0xff0000});

    var circleShape = new THREE.CylinderGeometry(101,101,10,1,true)
    var circleMaterial = new THREE.MeshStandardMaterial({color: 0xcccc00});
    
    var crown = new THREE.Mesh(shape, material);
    crown.material.side = THREE.DoubleSide;
    
    var ball1 = new THREE.Mesh(ball, ruby);
    ball1.position.set(0,-10,100);
    var ball2 = new THREE.Mesh(ball, ruby);
    ball2.position.set(0,-10,-100);
    var ball3 = new THREE.Mesh(ball, ruby);
    ball3.position.set(100,-10,0);
    var ball4 = new THREE.Mesh(ball, ruby);
    ball4.position.set(-100,-10,0);
    
    var circle = new THREE.Mesh(circleShape, circleMaterial);
    circle.material.side = THREE.DoubleSide;
    circle.position.set(0,0,0);
    
    crown.add(ball1);
    crown.add(ball2);
    crown.add(ball3);
    crown.add(ball4);
    crown.add(circle);
    
    return crown;
}


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;
}

//can contol queen using arrow keys

function moveLogicalAgent( a )			// this is called by the infrastructure that gets action a from the Mind 
{ 
    var code = a.keyCode;

    if (code == 37)         { 
        
        leftInput = true;

        a.preventDefault();
    }   // left
    
    if (code == 39)    { 
        
        rightInput = true;

        a.preventDefault(); 
        
    }   // right
    
    if (code == 38)    { 
        
        forwardInput = true;

        a.preventDefault();
    }   // forward
    
    if (code == 40)    { 
      
        backwardInput = true;
        a.preventDefault(); 
    }   // back 
    
}




function keyUp(e)
{
    rightInput = false;
    leftInput = false;
    forwardInput = false;
    backwardInput = false;
}


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 	    ); e.preventDefault(); }
    if (e.keyCode == 40)  { moveLogicalAgent ( ACTION_DOWN  	); e.preventDefault(); }
    if (e.keyCode == 39)  { moveLogicalAgent ( ACTION_RIGHT 	); e.preventDefault(); }
    if (e.keyCode == 38)  { moveLogicalAgent ( ACTION_UP	    ); e.preventDefault(); }
}





// --- 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;
}
//checks if crown is picked up
function crownBlocked()
{
    return ( 	nearCrown (ai,aj));
} 


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(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 status = "<b>Time : </b>" + step + "   " ; 

 $("#user_span3").html( status );
 
 var status = "    <b>Crowns collected: </b>" + crowns+" / 8 " ; 

 $("#user_span4").html( status );
 
 
}


function   updateStatusAfter()		// agent and enemy have moved, can calculate score
{
 
}


function switchView()
{
    if (view == CHASE) view = TPS;
    else if (view == TPS) view = CHASE;
    else console.error("View is not defined ");
}






//--- public functions / interface / API ----------------------------------------------------------


	this.endCondition;
	this.endC;// 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;
  this.endC = false;
  badsteps = 0;	
  goodsteps = 0;
	step = 0;
	crowns=0;


 // for all runs:
   
 	initGrid();
	initLogicalWalls(); 
	initLogicalMaze();
	initLogicalCrown();
	initLogicalAgent();
	initLogicalEnemy();

 // for graphical runs only:

  if ( true  )
  {
	if ( show3d )
	{
	 BOXHEIGHT = squaresize;
	 threeworld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR  );
	 
	 //     sky color ground color intensity 
    hemiLight = new THREE.HemisphereLight( 0xF08080, 0xfffafa, 0.4 ); 
    threeworld.scene.add(hemiLight);
	 var thelight = new THREE.DirectionalLight ( LIGHTCOLOR, 2.8 );
    thelight.position.set ( startRadiusConst, startRadiusConst, startRadiusConst );
    threeworld.scene.add(thelight);
	}	     
	else
	{
	 BOXHEIGHT = 1;
	 threeworld.init2d ( startRadiusConst, maxRadiusConst, SKYCOLOR  ); 		     
	}

	initSkybox();
	animateParticles()
 	initMusic();

	// Set up objects first:

	initThreeWalls(); 
    initThreeMaze();
    initThreeCrown();
	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();	
	
	let var7 = "<p>Camera : <button id='switch'>Switch View</p>"
	$("#user_span7").html( var7 );

	document.addEventListener( 'keydown',  moveLogicalAgent );	 
	document.addEventListener( 'keyup',  keyUp );	 
	document.getElementById("switch").addEventListener("click", switchView);

  threeworld.cameraMove();
    
    var light = new THREE.AmbientLight( 0x404040, 0.7 ); // soft white light
    threeworld.scene.add( light );

  }

};



function moveAgentTPS()
{
    if (forwardInput)
    {
        theagent.position.x += Math.sin(theagent.rotation.y)*MOVEDISTANCE;
        theagent.position.z += Math.cos(theagent.rotation.y)*MOVEDISTANCE;

         
    }
    if (rightInput)
    {
        theagent.rotation.y -= TURNAMOUNT;
    }
    if (leftInput)
    {
        theagent.rotation.y += TURNAMOUNT;
    }
    if (backwardInput)
    {
        theagent.position.x -= Math.sin(theagent.rotation.y)*MOVEDISTANCE;
        theagent.position.z -= Math.cos(theagent.rotation.y)*MOVEDISTANCE;
   
    }
}



function moveAgentChase()
{
    
    if (forwardInput)
    {
        theagent.position.x += Math.sin(camAngle)*MOVEDISTANCE;
        theagent.position.z += Math.cos(camAngle)*MOVEDISTANCE;
        theagent.rotation.y = camAngle;
         
    }
    if (rightInput)
    {
        theagent.position.x += Math.sin(camAngle-Math.PI/2)*MOVEDISTANCE;
        theagent.position.z += Math.cos(camAngle-Math.PI/2)*MOVEDISTANCE;
        theagent.rotation.y = camAngle-Math.PI/2 ;

    }
    if (leftInput)
    {
        theagent.position.x += Math.sin(camAngle+Math.PI/2)*MOVEDISTANCE;
        theagent.position.z += Math.cos(camAngle+Math.PI/2)*MOVEDISTANCE;
        theagent.rotation.y = camAngle+Math.PI/2 ;
    }
    if (backwardInput)
    {
        theagent.position.x += Math.sin(camAngle-Math.PI)*MOVEDISTANCE;
        theagent.position.z += Math.cos(camAngle-Math.PI)*MOVEDISTANCE;
        theagent.rotation.y = camAngle-Math.PI ;
   
    }

    // theagent.rotation.set(camAngle);
}


this.getState = function()
{
 var x = [ ai, aj, ei, ej,ci,cj ];
  return ( x );  
};



this.nextStep = function()	
{
    
     
    agentToEnemy = agentToEnemy.subVectors(theenemy.position, theagent.position); 
    agentToEnemy.y = 0;
    
    // console.log("????");
    // console.log("camAngle", camAngle);
    // console.log("agleto EAT ", EAST.angleTo(agentToEnemy));
    
    if(EAST.angleTo(agentToEnemy) < Math.PI/2)
    {
        camAngle = -NORTH.angleTo(agentToEnemy);
    }
    else
    {
        camAngle = +NORTH.angleTo(agentToEnemy);
    }
    
     
    // update agent position here
    
    previousx = theagent.position.x;
    previousz = theagent.position.z;
    
    if (view == CHASE) moveAgentChase();
    else if (view == TPS) moveAgentTPS();
    else console.error("View is not defined ");
    
    //updating the logical position of agent in the grid
    ai = Math.trunc(translateInv(theagent.position.x));
    aj = Math.trunc(translateInv(theagent.position.z));
    
    
    //this handles collisions
    if (occupied(ai,aj)) //if running into occupied square, set position back to last frame's
    {
       console.log("Collision!");
        
        //tried to s;ooth out when running into a wall
        let pi = Math.trunc(translateInv(previousx));
        let pj = Math.trunc(translateInv(previousz));
        
        console.log("pi :", pi, "      pj : ",pj);
        if(occupied(pi,aj)) theagent.position.z = previousz;
        if(occupied(ai,pj)) theagent.position.x = previousx;
        
        // theagent.position.x = previousx;
        // theagent.position.z = previousz;
        
        ai = Math.trunc(translateInv(theagent.position.x));
        aj = Math.trunc(translateInv(theagent.position.z));
    }

    
    console.log("ai :", ai,"//    aj :",aj);
     
     
     
    // drawAgent();
    drawEnemy();
    updateStatusAfter();			// show status line after moves  
    animateParticles();
  
    
    //update camera
    
    if(view == CHASE)
    {
        enemyToAgent.subVectors(theagent.position, theenemy.position); 
        enemyToAgent.normalize();     //this vector contains the direction from fireball to the queen
        enemyToAgent.multiplyScalar(1000);
        camPos.addVectors(theagent.position, enemyToAgent);
        camPos.add(new THREE.Vector3(0,600,0));
        threeworld.follow = camPos;
        threeworld.lookat = theenemy.position;
    }
    else if(view == TPS)
    {
        threeworld.follow = theagent.getObjectByName('tps').getWorldPosition();
        threeworld.lookat = theagent.position;
    }
    else console.error("View is not defined ");

    step++;
    var a = 0; 
    if ( true  )
    updateStatusBefore(a);			// show status line before moves 


    //uncomment to make the fireball aggressive
    // if ( ( step % 30 ) == 0 )		// slow the enemy down to every nth step
    //     moveLogicalEnemy(self);

  if(crownBlocked())
  {
      let pickUp = new Audio(CROWNPICKUPFILE);
      pickUp.volume = 0.5;
      pickUp.play();
      crowns++;
      GRID[ai][aj] = GRID_BLANK;
      replaceShape(ai,aj);
      if(crowns == 8)
     {
         this.endCondition = true;
         musicPause();
         soundClap();
     }
  }
  if ( agentBlocked()|| step == MAXSTEPS)			// if agent blocked in, run over 
  {
	this.endCondition = true;
	goodsteps = 0;			// you score zero as far as database is concerned 			 
  	if ( true  )
  	{
	 musicPause();
	 soundAlarm();
	}
  }
  
 

};



this.endRun = function()
{
 if ( true  )
 {
  musicPause(); 
  if ( this.endCondition )
    $("#user_span4").html( " &nbsp; <font color=red size=5 face=verdana> <B> Hard Luck,The Queen is burning in the fireball. </B> </font>   "  );
  if ( this.endC )
    $("#user_span6").html( " &nbsp; <font color=red> <B>  </B> </font>   "  );
  if(step == MAXSTEPS)
  {
     $("#user_span4").html( " &nbsp; <font color=red size=5 face=verdana> <B> Game over, You ran out time!  </B> </font>   "  );
  }
  else if(crowns == 8)
    $("#user_span4").html( " &nbsp; <font color=green size=5 face=verdana> <B> Congratulations! You collected all 8 crowns! </B> </font>   "  );
 }
};


this.getScore = function()
{
 return ( ( goodsteps / step ) * 100 );
};


}

//---- end of World class -------------------------------------------------------








// --- music and sound effects ----------------------------------------
// credits:
// http://www.dl-sounds.com/royalty-free/defense-line/
// http://soundbible.com/1542-Air-Horn.html 



function initMusic()
{
	// put music element in one of the spans
  	var x = "<audio  id=theaudio  src=/uploads/niamhbyrne/gameofthronestitlethemesonghddirectripdllink.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=/uploads/niamhbyrne/explosionsoundeffectpowerpuffgirlsversion.mp3   autoplay  > </audio>";
  	$("#user_span2").html( x );
}

function soundClap()
{
 	var x = "<audio    src=/uploads/niamhbyrne/winner.mp3   autoplay  > </audio>";
  	$("#user_span2").html( x );
}