Code viewer for World: Pink Castle World



// Demo of 3D model
// OBJ plus MTL

// castle credit
// https://www.script-tutorials.com/webgl-with-three-js-lesson-6/
// http://www.script-tutorials.com/demos/409/index2.html

  




// 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
 





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


const gridsize = 15;					// number of squares along side of world	   
const squaresize = 50;					// size of square in pixels
const MAXPOS = gridsize * squaresize;		// length of one side in pixels 
	
const SKYCOLOR 	= 0xffffcc;				// 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			= 0.5;				// scale it by this		 
const SCALEDMODELLENGTH 	= MODELLENGTH * SCALEIT;	 			 

const startRadiusConst 	= SCALEDMODELLENGTH * 0.5 ;
const maxRadiusConst 		= SCALEDMODELLENGTH * 2; 





//--- 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)




 


 
// --- 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 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 handle to each wall block object so can find it later to paint it 
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] = false;
  }
 }
}

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] == true ) return true;			// fixed object
 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 ) );
}





// --- asynch 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
  
// loader return can call private function


function loadTextures()
{
    
    // load castle model OBJ and materials MTL (which reference JPEGs): 
	var m = new THREE.MTLLoader();
	m.setTexturePath ( "/uploads/tus/" );
	m.setPath        ( "/uploads/tus/" );
	m.load( "castle.mtl", function( materials ) {
 
		materials.preload();
		var o = new THREE.OBJLoader();
		o.setMaterials ( materials );
		o.setPath ( "/uploads/tus/" );
		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 * 0.5);
 
   	        threeworld.scene.add ( object );

		} );
	} );


 var loader1 = new THREE.TextureLoader();
 loader1.load ( '/uploads/starter/door.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
	} ); 

 var loader2 = new THREE.TextureLoader();
 loader2.load ( '/uploads/starter/pacman.jpg',	function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		theagent.material =  new THREE.MeshBasicMaterial( { map: thetexture } );
	} ); 

 var loader3 = new THREE.TextureLoader();
 loader3.load ( '/uploads/starter/ghost.3.png',	function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		theenemy.material =  new THREE.MeshBasicMaterial( { map: thetexture } );
	} ); 

}

 


// --- add fixed objects ---------------------------------------- 
// my numbering is 0 to gridsize-1
   
 
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] = true;		// set up data structure, whether using Three.js or not
   }
}


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] == true )
   {
 	 var shape    = new THREE.BoxGeometry( squaresize, squaresize, 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 )		// paint blank boxes  
{
 for ( var i = 0; i < WALLS.length; i++ )
 { 
   if ( WALLS[i] )  WALLS[i].material = material;
 }
}






// --- 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);

 threeworld.lookat.copy ( theenemy.position );		// if camera moving, look back at where the enemy is  
}



function initLogicalEnemy()
{
// start at same place every time:
 ei = Math.trunc ( gridsize / 2 );		// this square will be free 
 ej = Math.trunc ( gridsize / 2 );		// (bug) use Math.trunc or else you get a bad square number if gridsize is odd
}


function initThreeEnemy()
{
 var shape    = new THREE.BoxGeometry( squaresize, squaresize, squaresize );			 
 theenemy = new THREE.Mesh( shape );
 theenemy.material.color.setHex( BLANKCOLOR  );	
 drawEnemy();		  
}


function moveLogicalEnemy()
{ 
// 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 ( ! occupied(i,j) )  	// if no obstacle then move, else just miss a turn
 {
  ei = i;
  ej = j;
 }
}







// --- 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 at same place every time:
 ai = Math.trunc ( gridsize / 2 ) + 1;		// this square will be free 
 aj = Math.trunc ( gridsize / 2 ) + 1;
}

function initThreeAgent()
{
 var shape    = new THREE.BoxGeometry( squaresize, squaresize, 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;
 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--;

 if ( ! occupied(i,j) ) 
 {
  ai = i;
  aj = j;
 }
}


 


// --- 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   updateStatus()		 
{
 var score = self.getScore();
 var status =  "   Step: " + step + " out of " + MAXSTEPS + ". Score: " + score; 

 $("#user_span1").html( status );
}






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


// must have this public variable:

	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;


  // define logical data structure for the World, even if no graphical representation:

 	initGrid();
	initLogicalWalls(); 
	initLogicalAgent();
	initLogicalEnemy();


  // if Three.js graphical representation:

  if ( true  )
  {
	  threeworld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR  ); 


    var thelight = new THREE.DirectionalLight ( LIGHTCOLOR, 3 );
    thelight.position.set ( startRadiusConst, startRadiusConst, startRadiusConst );
    threeworld.scene.add(thelight);


  // make sure arena fits inside castle
  // then can get rid of walls
    //	    initThreeWalls();
	  
	  
	  initThreeAgent();
	  initThreeEnemy();

	  loadTextures();			// will return sometime later, but can go ahead and render now	
  }		
};



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


this.takeAction = function ( a )
{
  step++;

  moveLogicalAgent(a);

  if ( ( step % 3 ) == 0 )		// slow the enemy down to every nth step
    moveLogicalEnemy();

  if ( badstep() )
   badsteps++;
  else
   goodsteps++;

  if ( true  )
  {
   drawAgent();
   drawEnemy();
   updateStatus();
  }

};



this.endRun = function()
{
};


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


}

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