// Cloned by Paul Jones on 12 Nov 2022 from World "Complex World" by Starter user // Please leave this clone trail here.// ==== Starter World =================================================================================================// This code is designed for use on the Ancient Brain site.// This code may be freely copied and edited by anyone on the Ancient Brain site.// To include a working run of this program on another site, see the "Embed code" links provided on Ancient Brain.// ====================================================================================================================// =============================================================================================// More complex starter World // 3d-effect Maze World (really a 2-D problem)// Movement is on a semi-visible grid of squares //// This more complex World shows:// - Skybox// - Internal maze (randomly drawn each time)// - Enemy actively chases agent// - Music/audio// - 2D world (clone this and set show3d = false)// - User keyboard control (clone this and comment out Mind actions to see)// =============================================================================================// =============================================================================================// Scoring:// Bad steps = steps where enemy is within one step of agent.// Good steps = steps where enemy is further away. // Score = good steps as percentage of all steps.//// There are situations where agent is trapped and cannot move.// If this happens, you score zero.// =============================================================================================// ===================================================================================================================// === Start of tweaker's box ======================================================================================== // ===================================================================================================================// The easiest things to modify are in this box.// You should be able to change things in this box without being a JavaScript programmer.// Go ahead and change some of these. What's the worst that could happen?
AB.clockTick =100;100;// Speed of run: Step every n milliseconds. Default 100.
AB.maxSteps =1000;// 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.// ==========================================================================================// !!!Value of WALLMOVENO should not be more than NOBOXES!!!const WALLMOVENO=20;//select no of walls to move// ==========================================================================================const WALLMOVETICK=2//---- global constants: -------------------------------------------------------const show3d =true;// Switch between 3d and 2d view (both using Three.js) const TEXTURE_WALL ='/uploads/bhanurawat51/wall.jpg';const TEXTURE_MAZE ='/uploads/starter/latin.jpg';const TEXTURE_AGENT ='/uploads/bhanurawat51/joker.jpg';const TEXTURE_ENEMY ='/uploads/bhanurawat51/batman.jpg';// credits:// http://commons.wikimedia.org/wiki/File:Old_door_handles.jpg// 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).jpgconst MUSIC_BACK ='/uploads/bhanurawat51/The-Pink-Panther-Theme-Song.mp3';const SOUND_ALARM ='/uploads/bhanurawat51/avengers_theme.mp3';// credits:// http://www.dl-sounds.com/royalty-free/defense-line/// http://soundbible.com/1542-Air-Horn.html const gridsize =30;// 30; // number of squares along side of world const NOBOXES =Math.trunc ((gridsize * gridsize)/5);// density of maze - number of internal boxes// (bug) use trunc or can get a non-integer const squaresize =100;// size of square in pixelsconst MAXPOS = gridsize * squaresize;// length of one side in pixels const SKYCOLOR =0xddffdd;// a number, not a string const startRadiusConst = MAXPOS *0.8;// distance from centre to start the camera atconst maxRadiusConst = MAXPOS *10;// maximum distance from camera we will render things //--- change ABWorld defaults: -------------------------------ABHandler.MAXCAMERAPOS = maxRadiusConst ;ABHandler.GROUNDZERO =true;// "ground" exists at altitude zero//--- skybox: -------------------------------// skybox is a collection of 6 files // x,y,z positive and negative faces have to be in certain order in the array // https://threejs.org/docs/#api/en/loaders/CubeTextureLoader // mountain skybox, credit:// http://stemkoski.github.io/Three.js/Skybox.htmlconst SKYBOX_ARRAY =["/uploads/bhanurawat51/gotham_px.png","/uploads/bhanurawat51/gotham_nx.png","/uploads/bhanurawat51/gotham_py.png","/uploads/bhanurawat51/gotham_ny.png","/uploads/bhanurawat51/gotham_pz.png","/uploads/bhanurawat51/gotham_nz.png"];// space skybox, credit:// http://en.spaceengine.org/forum/21-514-1// x,y,z labelled differently/*
const SKYBOX_ARRAY = [
"/uploads/starter/sky_pos_z.jpg",
"/uploads/starter/sky_neg_z.jpg",
"/uploads/starter/sky_pos_y.jpg",
"/uploads/starter/sky_neg_y.jpg",
"/uploads/starter/sky_pos_x.jpg",
"/uploads/starter/sky_neg_x.jpg"
];
*/// urban photographic skyboxes, credit:// http://opengameart.org/content/urban-skyboxes/*
const SKYBOX_ARRAY = [
"/uploads/starter/posx.jpg",
"/uploads/starter/negx.jpg",
"/uploads/starter/posy.jpg",
"/uploads/starter/negy.jpg",
"/uploads/starter/posz.jpg",
"/uploads/starter/negz.jpg"
];
*/// ===================================================================================================================// === End of tweaker's box ==========================================================================================// ===================================================================================================================// You will need to be some sort of JavaScript programmer to change things below the tweaker's box.//--- 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 squareconst GRID_BLANK =0;const GRID_WALL =1;const GRID_MAZE =2;var BOXHEIGHT;// 3d or 2d box height var GRID =newArray(gridsize);// can query GRID about whether squares are occupied, will in fact be initialised as a 2D array var theagent, theenemy;var wall_texture, agent_texture, enemy_texture, maze_texture;// enemy and agent position on squaresvar ei, ej, ai, aj;var badsteps;var goodsteps;//----------new variables------------------var openSet=[];var mazeBoxes=[];function loadResources()// asynchronous file loads - call initScene() when all finished {var loader1 =new THREE.TextureLoader();var loader2 =new THREE.TextureLoader();var loader3 =new THREE.TextureLoader();var loader4 =new THREE.TextureLoader();
loader1.load ( TEXTURE_WALL,function( thetexture ){
thetexture.minFilter = THREE.LinearFilter;
wall_texture = thetexture;if( asynchFinished()) initScene();// if all file loads have returned });
loader2.load ( TEXTURE_AGENT,function( thetexture ){
thetexture.minFilter = THREE.LinearFilter;
agent_texture = thetexture;if( asynchFinished()) initScene();});
loader3.load ( TEXTURE_ENEMY,function( thetexture ){
thetexture.minFilter = THREE.LinearFilter;
enemy_texture = thetexture;if( asynchFinished()) initScene();});
loader4.load ( TEXTURE_MAZE,function( thetexture ){
thetexture.minFilter = THREE.LinearFilter;
maze_texture = thetexture;if( asynchFinished()) initScene();});}function asynchFinished()// all file loads returned {if( wall_texture && agent_texture && enemy_texture && maze_texture )returntrue;elsereturnfalse;}//--- grid system -------------------------------------------------------------------------------// my numbering is 0 to gridsize-1function occupied ( i, j )// is this square occupied{if(( ei == i )&&( ej == j ))returntrue;// variable objects if(( ai == i )&&( aj == j ))returntrue;if( GRID[i][j]== GRID_WALL )returntrue;// fixed objects if( GRID[i][j]== GRID_MAZE )returntrue;returnfalse;}// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates// 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 ( i, j ){var v =new THREE.Vector3();
v.y =0;
v.x =( i * squaresize )-( MAXPOS/2);
v.z =( j * squaresize )-( MAXPOS/2);return v;}function initScene()// all file loads have returned {var i,j, shape, thecube, thebox;// set up GRID as 2D arrayfor( i =0; i < gridsize ; i++)
GRID[i]=newArray(gridsize);// set up wallsfor( i =0; i < gridsize ; i++)for( j =0; j < gridsize ; j++)if(( i==0)||( i==gridsize-1)||( j==0)||( j==gridsize-1)){
GRID[i][j]= GRID_WALL;
shape =new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
thecube =new THREE.Mesh( shape );
thecube.material =new THREE.MeshBasicMaterial({ map: wall_texture });
thecube.position.copy ( translate(i,j));// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates ABWorld.scene.add(thecube);}else
GRID[i][j]= GRID_BLANK;// set up maze for(var c=1; c <= NOBOXES ; c++){
i = AB.randomIntAtoB(1,gridsize-2);// inner squares are 1 to gridsize-2
j = AB.randomIntAtoB(1,gridsize-2);
GRID[i][j]= GRID_MAZE ;
shape =new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
thebox =new THREE.Mesh( shape );
thebox.material =new THREE.MeshBasicMaterial({ map: maze_texture });
mazeBoxes.push(thebox);
thebox.position.copy ( translate(i,j));// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates ABWorld.scene.add(thebox);}// set up enemy // start in random locationdo{
i = AB.randomIntAtoB(1,gridsize-2);
j = AB.randomIntAtoB(1,gridsize-2);}while( occupied(i,j));// search for empty square
ei = i;
ej = j;
shape =new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
theenemy =new THREE.Mesh( shape );
theenemy.material =new THREE.MeshBasicMaterial({ map: enemy_texture });ABWorld.scene.add(theenemy);
drawEnemy();// set up agent // start in random locationdo{
i = AB.randomIntAtoB(1,gridsize-2);
j = AB.randomIntAtoB(1,gridsize-2);}while( occupied(i,j));// search for empty square
ai = i;
aj = j;
shape =new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
theagent =new THREE.Mesh( shape );
theagent.material =new THREE.MeshBasicMaterial({ map: agent_texture });ABWorld.scene.add(theagent);
drawAgent();// finally skybox // setting up skybox is simple // just pass it array of 6 URLs and it does the asych load ABWorld.scene.background =new THREE.CubeTextureLoader().load ( SKYBOX_ARRAY,function(){ABWorld.render();
AB.removeLoading();
AB.runReady =true;// start the run loop});}// --- draw moving objects -----------------------------------function drawEnemy()// given ei, ej, draw it {
theenemy.position.copy ( translate(ei,ej));// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates ABWorld.lookat.copy ( theenemy.position );// if camera moving, look back at where the enemy is }function drawAgent()// given ai, aj, draw it {
theagent.position.copy ( translate(ai,aj));// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates ABWorld.follow.copy ( theagent.position );// follow vector = agent position (for camera following agent)}// --- take actions -----------------------------------//*******************functions used for A* by Chandrabhanu Singh Rawat*******************function popfromArray(arr,elt)//function to remove an element from array{for(var i =arr.length-1; i >=0; i--)//iteration goes from end of array in order to reach the element fasterif( arr[i]== elt )
arr.splice( i ,1);}function heuristicDistance( a,b )//function to calculate distance between 2 spots{returnMath.abs(a.i-b.i)+Math.abs(a.j-b.j)}functionSpot(m,n){//location of every spot this.i=i
this.j=j
//f, g & h values for A*this.f=0this.g=0this.h=0//for storing neighbors of each spotthis.neighbors=[];this.previous=undefined;//to identify the blank spaces in gridif(GRID[m][n]!==GRID_BLANK)this.wall=GRID[m][n];this.addneighbors=function(g)//to calculate the neighbors of given spot{var i =this.i;var j =this.j;if(i < gridsize -1)this.neighbors.push(g[i +1][j]);if(i >0)this.neighbors.push(g[i -1][j]);if(j < gridsize -1)this.neighbors.push(g[i][j +1]);if(j >0)this.neighbors.push(g[i][j -1]);}}function displayPath(s)//function to display Path taken{for(var t=0;t<s.length-1;t++){
shape=new THREE.BoxGeometry(squaresize,.1,squaresize);ShownPath=new THREE.Mesh(shape);ShownPath.material=new THREE.MeshBasicMaterial({color:'yellow'});ShownPath.position.copy(translate(s[t].i,s[t].j));ABWorld.scene.add(ShownPath);
openSet.push(ShownPath);}}//================moving wall logic==========================//================credits to Deborah D John for loigic ===============function moveMaze(){varWallsmoved=[];while(Wallsmoved.length < WALLMOVENO){var wallToMove = mazeBoxes.sample();var position = convert(wallToMove.position);var x =[position.x -1, position.x, position.x +1].sample();var y =[position.y -1, position.y, position.y +1].sample();var newPosition = translate(x, y);if(!(occupied(x, y)||Wallsmoved.includes([newPosition.x, newPosition.y].toString()))){
wallToMove.position.copy(newPosition);Wallsmoved.push([newPosition.x, newPosition.y].toString());
GRID[position.x][position.y]= GRID_BLANK;
GRID[x][y]= GRID_MAZE;}}}function convert(val){var xhair =new THREE.Vector2;return xhair.x =(val.x + MAXPOS /2)/ squaresize, xhair.y =(val.z + MAXPOS /2)/ squaresize, xhair;}Array.prototype.sample =function(){returnthis[Math.floor(Math.random()*this.length)];};//*************************************************function moveLogicalEnemy(){// move towards agent //-------------changes made by Chandrabhanu Singh Rawat-------------var g =newArray(gridsize)var arr=[]var temp=[]for(i=0;i<openSet.length;i++)ABWorld.scene.remove(openSet[i]);for(i=0;i<gridsize;i++)
g[i]=newArray(gridsize)for(i=0;i<gridsize;i++)for(j=0;j<gridsize;j++)
g[i][j]=newSpot(i,j)for(i=0;i<gridsize;i++)for(j=0;j<gridsize;j++)
g[i][j].addneighbors(g)for(arr.push(g[ei][ej]);arr.length>0;){var k=0;for(i=0;i<arr.length;i++)if(arr[i].f<arr[k].f)
k=i;var y=arr[k];if(y===g[ai][aj]){var c=[],d=y;for(c.push(d);d.previous;)
c.push(d.previous),d=d.previous;
displayPath(c);var u=c.length-2;
occupied(c[u].i,c[u].j)||(ei=c[u].i,ej=c[u].j);break;}
popfromArray(arr,y);
temp.push(y);var q=y.neighbors;for(i=0;i<q.length;i++){var l=q[i];if(l[i]===g[ai][aj]){
l.previous=y;break;}if(!temp.includes(l)&&!l.wall){var h = y.g + heuristicDistance(l, y);/** @type {boolean} */
p =false;if(arr.includes(l)){if(h < l.g){
l.g = h;/** @type {boolean} */
p =true;}}else{
l.g = h;/** @type {boolean} */
p =true;
arr.push(l);}if(p){
l.h = heuristicDistance(l, g[ai][aj]);
l.f = l.g + l.h;
l.previous = y;}}}}//-------------end of changes made by Chandrabhanu Singh Rawat-------------}// put some randomness in so it won't get stuck with barriers // var i, j;// if ( ei < ai ) i = AB.randomIntAtoB(ei, ei+1); // if ( ei == ai ) i = ei; // if ( ei > ai ) i = AB.randomIntAtoB(ei-1, ei); // if ( ej < aj ) j = AB.randomIntAtoB(ej, ej+1); // if ( ej == aj ) j = ej; // if ( ej > aj ) j = AB.randomIntAtoB(ej-1, ej); // if ( ! occupied(i,j) ) // if no obstacle then move, else just miss a turn// {// ei = i;// ej = j;// }}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--;elseif( a == ACTION_RIGHT ) i++;elseif( a == ACTION_UP ) j++;elseif( a == ACTION_DOWN ) j--;if(! occupied(i,j)){
ai = i;
aj = j;}}// --- key handling --------------------------------------------------------------------------------------// This is hard to see while the Mind is also moving the agent:// AB.mind.getAction() and AB.world.takeAction() are constantly running in a loop at the same time // have to turn off Mind actions to really see user key control // we will handle these keys: var OURKEYS =[37,38,39,40];function ourKeys ( event ){return( OURKEYS.includes ( event.keyCode ));}function keyHandler ( event ){if(! AB.runReady )returntrue;// not ready yet // if not one of our special keys, send it to default key handling:if(! ourKeys ( event ))returntrue;// else handle key and prevent default handling:if( event.keyCode ==37) moveLogicalAgent ( ACTION_LEFT );if( event.keyCode ==38) moveLogicalAgent ( ACTION_DOWN );if( event.keyCode ==39) moveLogicalAgent ( ACTION_RIGHT );if( event.keyCode ==40) moveLogicalAgent ( ACTION_UP );// when the World is embedded in an iframe in a page, we want arrow key events handled by World and not passed up to parent
event.stopPropagation(); event.preventDefault();returnfalse;}// --- score: -----------------------------------function badstep()// is the enemy within one square of the agent{if((Math.abs(ei - ai)<2)&&(Math.abs(ej - aj)<2))returntrue;elsereturnfalse;}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 x = AB.world.getState();
AB.msg (" Step: "+ AB.step +" x = ("+ x.toString()+") a = ("+ a +") ");}function updateStatusAfter()// agent and enemy have moved, can calculate score{// new state after both have movedvar y = AB.world.getState();var score =( goodsteps / AB.step )*100;
AB.msg (" y = ("+ y.toString()+") <br>"+" Bad steps: "+ badsteps +" Good steps: "+ goodsteps +" Score: "+ score.toFixed(2)+"% ",2);}
AB.world.newRun =function(){
AB.loadingScreen();
AB.runReady =false;
badsteps =0;
goodsteps =0;if( show3d ){
BOXHEIGHT = squaresize;ABWorld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );}else{
BOXHEIGHT =1;ABWorld.init2d ( startRadiusConst, maxRadiusConst, SKYCOLOR );}
loadResources();// aynch file loads // calls initScene() when it returns
document.onkeydown = keyHandler;};
AB.world.getState =function(){var x =[ ai, aj, ei, ej ];return( x );};
AB.world.takeAction =function( a ){
updateStatusBefore(a);// show status line before moves
moveLogicalAgent(a);if(( AB.step %2)==0)// slow the enemy down to every nth step
moveLogicalEnemy();if( badstep()) badsteps++;else goodsteps++;
drawAgent();
drawEnemy();
updateStatusAfter();// show status line after moves if( agentBlocked())// if agent blocked in, run over {
AB.abortRun =true;
goodsteps =0;// you score zero as far as database is concerned
musicPause();
soundAlarm();}if(AB.step %2==0){
moveMaze();}};
AB.world.endRun =function(){
musicPause();if( AB.abortRun ) AB.msg (" <br> <font color=red> <B> Agent trapped. Final score zero. </B> </font> ",3);else AB.msg (" <br> <font color=green> <B> Run over. </B> </font> ",3);};
AB.world.getScore =function(){// only called at end - do not use AB.step because it may have just incremented past AB.maxStepsvar s =( goodsteps / AB.maxSteps )*100;// float like 93.4372778 var x =Math.round (s *100);// 9344return( x /100);// 93.44};// --- music and sound effects ----------------------------------------var backmusic = AB.backgroundMusic ( MUSIC_BACK );function musicPlay(){ backmusic.play();}function musicPause(){ backmusic.pause();}function soundAlarm(){var alarm =newAudio( SOUND_ALARM );
alarm.play();// play once, no loop }