// ==== 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.const WALLMOVENO =5;// 5;//The number of wall to move in the mazeconst WALLMOVETICK =3;//The frequency at which walls move//---- global constants: -------------------------------------------------------const show3d =false;// Switch between 3d and 2d view (both using Three.js) const TEXTURE_WALL ='/uploads/harshita1995/1667947472.png';const TEXTURE_MAZE ='/uploads/harshita1995/1667947472.png';const TEXTURE_AGENT ='/uploads/starter/pacman.jpg';const TEXTURE_ENEMY ='/uploads/harshita1995/1667947378.png';const TEXTURE_PATH ='/uploads/harshita1995/1668208074.png';// 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/harshita1995/pacman_eatghost.wav';const SOUND_ALARM ='/uploads/harshita1995/pacman_death.wav';// credits:// http://www.dl-sounds.com/royalty-free/defense-line/// http://soundbible.com/1542-Air-Horn.html const gridsize =20;// 20; // number of squares along side of world const NOBOXES =Math.trunc ((gridsize * gridsize)/10);// 10 // 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.html/* const SKYBOX_ARRAY = [
"/uploads/starter/dawnmountain-xpos.png",
"/uploads/starter/dawnmountain-xneg.png",
"/uploads/starter/dawnmountain-ypos.png",
"/uploads/starter/dawnmountain-yneg.png",
"/uploads/starter/dawnmountain-zpos.png",
"/uploads/starter/dawnmountain-zneg.png"
];
*/// space skybox, credit:// http://en.spaceengine.org/forum/21-514-1// x,y,z labelled differentlyconst 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, path_texture;// enemy and agent position on squaresvar ei, ej, ai, aj;//open and closed listvar openList=[];var closedList=[];var enemy, agent;var badsteps;var goodsteps;//the maze wallsvar wall=[];var directions=[ACTION_LEFT,ACTION_RIGHT,ACTION_UP,ACTION_DOWN];// The road takenvar path =[];var pathOld =[];//the previous path that will be deletedfunction 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();var loader5 =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();});//Added by Harshita Tyagi
loader5.load ( TEXTURE_PATH,function( thetexture ){
thetexture.minFilter = THREE.LinearFilter;
path_texture = thetexture;if( asynchFinished()) initScene();});}function asynchFinished()// all file loads returned {if( wall_texture && agent_texture && enemy_texture && maze_texture && path_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].value == GRID_WALL )returntrue;// fixed objects if( GRID[i][j].value == 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;}//Added by Harshita Tyagi//The heuristic using Manhattan Distancefunction heuristic(a, b){return(Math.abs(a.i - b.i)+Math.abs(a.j - b.j));}//Added by Harshita Tyagi// Function to delete element from the arrayfunction removeFromArray(arr, elt){for(var i = arr.length -1; i >=0; i--){if(arr[i]== elt){
arr.splice(i,1);}}}//Added by Harshita Tyagi// An object to describe a spot in the gridfunctionSpot(i, j){//Value of spot (either Wall, maze or blank)this.value=0;// Locationthis.i = i;this.j = j;// f, g, and h values for A*this.f =0;this.g =0;this.h =0;// Neighborsthis.neighbors =[];// Where did I come from?this.previous =undefined;// Figure out who my neighbors arethis.addNeighbors =function(grid){var i =this.i;var j =this.j;if(i < gridsize -1)this.neighbors.push(grid[i +1][j]);if(i >0)this.neighbors.push(grid[i -1][j]);if(j < gridsize -1)this.neighbors.push(grid[i][j +1]);if(j >0)this.neighbors.push(grid[i][j -1]);}this.changeValue =function(v){this.value=v;}}//Added by Harshita Tyagi//Change the maze setupfunction makeMovable(){var walli,wallj,direction,randomItem;for(var m=0;m<WALLMOVENO;m++){
randomItem = wall[Math.floor(Math.random()*wall.length)];var i=randomItem[0].i;var j=randomItem[0].j;
walli=randomItem[0].i;
wallj=randomItem[0].j;
wall.splice(wall.indexOf(randomItem),1);
direction=directions[Math.floor(Math.random()*directions.length)];if( direction == ACTION_LEFT ) walli--;elseif( direction == ACTION_RIGHT ) walli++;elseif( direction == ACTION_UP ) wallj++;elseif( direction == ACTION_DOWN ) wallj--;if(! occupied(walli,wallj)){
GRID[i][j].changeValue(GRID_BLANK);
randomItem[0].value=GRID_BLANK;
randomItem[0].i = walli;
randomItem[0].j = wallj;
randomItem[0].value=GRID_MAZE;
GRID[walli][wallj].value=GRID_MAZE;
randomItem[1].position.copy ( translate(walli,wallj));}
wall.push(randomItem);}}function removeObject(uuid){ABWorld.scene.remove(ABWorld.scene.getObjectByProperty('uuid',uuid));}function draw(path,pathOld){var shape, thepath;if(pathOld.length>0){for(const pathOldId of pathOld){
removeObject(pathOldId);}
pathOld.splice(0,pathOld.length);}for(var i =0; i < path.length; i++){
shape =new THREE.SphereGeometry(20,5,5);
thepath =new THREE.Mesh( shape );
thepath.material =new THREE.MeshBasicMaterial({map : path_texture});
thepath.position.copy ( translate(path[i].i,path[i].j));// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
pathOld.push(thepath.uuid);ABWorld.scene.add(thepath);}}//--- Initialisation -------------------------------------------------------------------------------function initScene()// all file loads have returned {var i,j, shape, thecube;// set up GRID as 2D arrayfor( i =0; i < gridsize ; i++)
GRID[i]=newArray(gridsize);for(var i =0; i < gridsize; i++)for(var j =0; j < gridsize; j++)
GRID[i][j]=newSpot(i, j);// All the neighborsfor(var i =0; i < gridsize; i++)for(var j =0; j < gridsize; j++)
GRID[i][j].addNeighbors(GRID);// 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].value = 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].value = GRID_BLANK;// set up maze for(var c=1; c <= NOBOXES ; c++){
i = AB.randomIntAtoB(1,gridsize-2);// inner squares are 1 to gridsize-1
j = AB.randomIntAtoB(1,gridsize-2);
GRID[i][j].value = GRID_MAZE ;
shape =new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
thecube =new THREE.Mesh( shape );
thecube.material =new THREE.MeshBasicMaterial({ map: maze_texture });
wall.push([GRID[i][j],thecube]);
thecube.position.copy ( translate(i,j));// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates ABWorld.scene.add(thecube);}// 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;
openList.push(GRID[ei][ej]);
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;
closedList =[];
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 -----------------------------------//Added by Harshita Tyagi// reset valuesfunction resetValues(){if(closedList.length>0){
closedList.splice(0,closedList.length);}if(openList.length>1){
openList.splice(0,openList.length);
openList.push(enemy);}if(path.length>0){
path.splice(0,path.length);}}//Updated by Harshita Tyagifunction moveLogicalEnemy(){
agent=GRID[ai][aj];
enemy=GRID[ei][ej];
resetValues();var nextStep = aStar();//Update the enemy to the best next movevar i=nextStep.i;var j=nextStep.j;if(! occupied(i,j))// if no obstacle then move, else just miss a turn{
ei = i;
ej = j;}}//Move the Agentfunction 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;}}//Added by Harshita Tyagifunction aStar(){var finished=false;//Loop to get the best path to the targetwhile(openList.length >0){var result =0;for(var i =0; i < openList.length; i++)if(openList[i].f < openList[result].f)
result = i;var current = openList[result];if(current === agent){var nextStep=current;
finished=true;while(nextStep.previous!=enemy){
nextStep=nextStep.previous;
path.push(nextStep)}break;}//openList to closedList
removeFromArray(openList, current);
closedList.push(current);// Check all the neighborsvar neighbors = current.neighbors;for(var i =0; i < neighbors.length; i++){var neighbor = neighbors[i];if(!closedList.includes(neighbor)&& neighbor.value===0){var tempG = current.g + heuristic(neighbor, current);var newPath =false;if(openList.includes(neighbor)){if(tempG < neighbor.g){
neighbor.g = tempG;
newPath =true;}}else{
neighbor.g = tempG;
newPath =true;
openList.push(neighbor);}if(newPath){
neighbor.h = heuristic(neighbor, agent);
neighbor.f = neighbor.g + neighbor.h;
neighbor.previous = current;}}}}return nextStep;}// --- 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();if(path.length>0){
draw(path,pathOld);}
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%WALLMOVETICK)===0)
makeMovable();};
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 }