Code viewer for World: Stay in the box! (clone by...

// Cloned by James Humphrys on 8 Jan 2020 from World "Stay in the box!" by Liam Nunez 
// Please leave this clone trail here.
 
//Stay in the Box! - By Liam Nunez 
//This is the world and mind I'm submitting for grading

//Uses the complex world template


// =============================================================================================
// Scoring:
// Steps - the amount of steps survived until the box is inevitably touched by the agent.
// The box will move faster after 500 steps and 5000 steps.
// Each step is 10ms.
// 1 million steps maximum.
// =============================================================================================






// World must define these:
 
const	 	CLOCKTICK 	= 1;					// speed of run - move things every n milliseconds
const		MAXSTEPS 	= 1000000;				// length of a run before final score
 

const  SCREENSHOT_STEP = 1;



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

const gridsize = 40;						// 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 	= 0xddffdd;				// a number, not a string 
const BLUECOLOR = 0x3498db;             //extra colors
const BLACKCOLOR = 0x000000;
const GREENCOLOR = 0x27ae60;
const REDCOLOR = 0xff0000;

const BLANKCOLOR 	= SKYCOLOR ;			// make objects this color until texture arrives (from asynchronous file read)




const show3d = false;						// 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;
const GRID_ENEMY 	= 3; //Enemy = the moving box in this game
 




 
// --- 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 ( NOBOXES );
var theagent, theenemy;
  

// 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  

 

// 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 ;
  }
 }
}

// 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 ) );
}


// --- add fixed objects ---------------------------------------- 
   
var enemyPosX = 10;
var enemyPosY = 7;
//enemyPos is the inital starting point for the centre of the box

var enemyCubes = 20;
var containerSide = 6;
//container side is how many squares the box will have on each side

var containers = new Array(containerSide*4);
//containers is the array which holds every border square in the box

var directionX = 1, directionY = 1;
//this is the direction the box is travelling in for x and y positions. can only be 1 or -1.

//Randomizes the starting points and direction for each game to make it more interesting
function randomizeStartingValues(){
    enemyPosX = randomintAtoB(containerSide + 1, gridsize - containerSide - 1);
    enemyPosY = randomintAtoB(containerSide + 1, gridsize - containerSide - 1);
    if (randomBoolean())
        directionX = 1;
    else directionX = - 1;
    if (randomBoolean())
        directionY = 1;
    else directionY = - 1;
}

function initLogicalContainer(){
 for (var i = 0; i < gridsize ; i++) 
    for (var j = 0; j < gridsize ; j++) 
        if (GRID[i][j] == GRID_ENEMY)
            GRID[i][j] = GRID_BLANK;
    
 for ( i = 0; i < containerSide + 1; i++) {
     GRID[enemyPosX - 3 + i][enemyPosY + 3] = GRID_ENEMY;
 }  
 for ( i = 0; i < containerSide; i++) {
     GRID[enemyPosX + 3][enemyPosY - 3 + i] = GRID_ENEMY;
 } 
 for ( i = 0; i < containerSide; i++) {
     GRID[enemyPosX - 3 + i][enemyPosY - 3] = GRID_ENEMY;
 } 
 for ( i = 0; i < containerSide; i++) {
     GRID[enemyPosX - 3][enemyPosY - 3 + i] = GRID_ENEMY;
 }
}
 
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( GREENCOLOR  );	  
 
    	 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 initThreeContainer()		  	
{
 var t = 0;
 for (var i = 0; i < gridsize ; i++) 
  for (var j = 0; j < gridsize ; j++) 
   if ( GRID[i][j] == GRID_ENEMY )
   {
   	var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );			 
  	containers[t] = new THREE.Mesh( shape );
	containers[t].material.color.setHex( BLUECOLOR  );			  
    
  	containers[t].position.x = translate ( i * squaresize );   	
  	containers[t].position.z = translate ( j * squaresize );   	
  	containers[t].position.y =  0;	
 
 	threeworld.scene.add(containers[t]);
 	
	t++; 
   }
}

function drawContainer(){
var t = 0;
 for (var i = 0; i < gridsize ; i++) 
  for (var j = 0; j < gridsize ; j++) 
   if ( GRID[i][j] == GRID_ENEMY )
   {
  	containers[t].position.x = translate ( i * squaresize );   	
  	containers[t].position.z = translate ( j * squaresize );   	
  	containers[t].position.y =  0;	
 	threeworld.scene.add(containers[t]);
	t++; 
   }
}

//This function does exactly what it says
function isAgentAndContainerColliding(){
   if (GRID[ai][aj] == GRID_ENEMY) {
       return true;
   }
   return false;
}

function moveContainer() //moves the container based on its centre square
{
    enemyPosX += directionX;
    enemyPosY += directionY;
    if (enemyPosX + 3 >= (gridsize - 1) || enemyPosX - 3 <= 0)
        directionX = -directionX;
    if (enemyPosY + 3 >= (gridsize - 1) || enemyPosY - 3 <= 0)
        directionY = -directionY;
}


// --- 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 initMyAgent()
{
    ai = enemyPosX;
    aj = enemyPosY;
}


function initThreeAgent()
{
 var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );			 
 theagent = new THREE.Mesh( shape );
 theagent.material.color.setHex( REDCOLOR );	
 drawAgent(); 		  
}


function moveLogicalAgent( a )			// this is called by the infrastructure that gets action a from the Mind 
{ 
 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--;

  ai = i;
  aj = j;

}


function updateStatus(){
    var status1 = " Step: <b> " + step + " </b>";
    var status2 = "<font color=green> Stay in the box as long as you can! (the box will move faster the longer you stay) </font> <BR>";
    $("#user_span3").html( status1 );
    $("#user_span5").html( status2 );
}


//--- 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(); 
	randomizeStartingValues();
	initLogicalContainer();
	initMyAgent();

 // for graphical runs only:

  if ( true  )
  {
	if ( show3d )
	{
	 BOXHEIGHT = squaresize;
	 threeworld.init3d ( startRadiusConst, maxRadiusConst, BLACKCOLOR  ); 	
	}	     
	else
	{
	 BOXHEIGHT = 1;
	 threeworld.init2d ( startRadiusConst, maxRadiusConst, BLACKCOLOR);		     
	}

 	initMusic();

	// Set up objects first:

	initThreeWalls(); 
    initThreeContainer();
	initThreeAgent();

  }

};




this.getState = function()
{
  var x = [ GRID, ai, aj,];
  return ( x );  
};


var containerFlag = 0; // the box only will move when this variable is equal to the one below. this variable will increase once per step and reset to 0 each time the box moves.
var moveContainerAction = 30;

this.takeAction = function ( a )
{
  step++;
    
  //move agent based on action from the mind:
  moveLogicalAgent(a);
   
   //speed up the moving box at these 2 steps:
  if (step == 5 || step == 50) 
     moveContainerAction -= 10;
   
  //after the needed amount of steps, the box can finally move
  if (containerFlag == moveContainerAction){ 
   initLogicalContainer(); 
   moveContainer();
  }

  if ( true  )
  {
   drawAgent();
   if (containerFlag == moveContainerAction)
     drawContainer();
   updateStatus();
  }

  
  if (isAgentAndContainerColliding()) {
    this.endCondition = true;
    goodsteps = step;
  }
 if (containerFlag < moveContainerAction)
    containerFlag++;
else
    containerFlag = 0;
};

this.endRun = function()
{
 if ( true  )
 {
  musicPause(); 
  if ( this.endCondition ) {
    var endmsg = " &nbsp; <font color=red> <B> You touched the box. Final score: " + step + ". </B> </font>   ";
    $("#user_span6").html( endmsg );
  }
  else {
      goodsteps = step;
    $("#user_span6").html( " &nbsp; <font color=red> <B> You've survived 1,000,000 steps somehow... I guess you win! </B> </font>   "  );
  }
 }
};


this.getScore = function()
{
 return step;
};


}
//---- 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/starter/Defense.Line.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/starter/air.horn.mp3   autoplay  > </audio>";
  	$("#user_span2").html( x );
}