// Cloned by Tuomas Bazzan on 27 Nov 2022 from World "CTF (clone by Benjamin Olojo)" by Benjamin Olojo // Please leave this clone trail here.// Cloned by Benjamin Olojo on 23 Nov 2022 from World "Catch the flag" by Meabh Horan // Please leave this clone trail here.//Cloned Mark Humphrys Complex world.//Also took parts from Mark Humphrys Model world for my two characters./* AIM:
Try and find the most flags before the red enemy catches you.
It gets more difficult as you go on.
Use the arrow keys to move: Up, Down, Left, Right.
Also sneaky jump forward with space bar but this is meant to be like a cheat code.
Recommend user to adjust camera so they can view the grid depending on their preference.
*/// World must define these: const CLOCKTICK =100;// speed of run - move things every n millisecondsconst MAXSTEPS =1000;// length of a run before final scoreconst POS =0const SCREENSHOT_STEP =50;//---- global constants: -------------------------------------------------------const gridsize =30;// 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 pixelsconst MAXPOS = gridsize * squaresize;// length of one side in pixels const SKYCOLOR =0xF0B27A;// a number, not a string const BLANKCOLOR = SKYCOLOR ;// make objects this color until texture arrives (from asynchronous file read)const LIGHTCOLOR =0xffffff;const show3d =true;// Switch between 3d and 2d view (both using Three.js) const startRadiusConst = MAXPOS *0.8;// distance from centre to start the camera atconst 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;const ACTION_JUMPFORWARD =5;//"cheat code"// 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;// --- 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){returnfalse;}else{returntrue;}}//---- start of World class -------------------------------------------------------functionWorld(){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 WALLS =newArray(4* gridsize );// need to keep handles to wall and maze objects so can find them later to paint them var MAZE =newArray( NOBOXES );var theagent, theenemy;//People moving. User is the agentvar flag;//Aim of the game is to get as many flags as possible before being caught.var fan
//position on squaresvar ei, ej, ai, aj;//enemy and agentvar fi, fj;//flagvar badsteps;var goodsteps;var step;var flags;//keeps track of how many flags you find.var self =this;// needed for private fn to call public fn - see below //---------------------- Grid -------------------------------------------------------------function initGrid(){for(var i =0; i < gridsize ; i++){
GRID[i]=newArray(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 ))returntrue;// variable objects if(( ai == i )&&( aj == j ))returntrue;if(( fi == i )&&( fj == j ))returntrue;//make sure flag is not placed on piece of maze.if( GRID[i][j]== GRID_WALL )returntrue;// fixed objects if( GRID[i][j]== GRID_MAZE )returntrue;returnfalse;// otherwise the square is not occupied}// 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));}// --- asynchronous load textures from file ----------------------------------------/* credits:
Characters: Mark Humphrys male02.obj
flag: http://tf3dm.com/3d-model/usmc-flag-67417.html
ALl other images: Google images.
*/// First textures load when game starts up first. function loadTexturesFIRST(){var manager =new THREE.LoadingManager();var loader =new THREE.OBJLoader( manager );
loader.load("/uploads/indy/18825_Soldier_on_one_knee_firing_a_rifle_v1_NEW.obj", buildenemy );
loader.load("/uploads/indy/18825_Soldier_on_one_knee_firing_a_rifle_v1_NEW.obj", buildagent);
loader.load("/uploads/indy/18456_Cowboy_Hat_new.obj", buildflag);
loader.load("/uploads/indy/10273_Ceiling_Fan_v4_iterations-2.obj", buildFan);var loader1 =new THREE.TextureLoader();
loader1.load ('/uploads/indy/1669575548.png',function( thetexture ){
thetexture.minFilter = THREE.LinearFilter;
paintWalls (new THREE.MeshBasicMaterial({ map: thetexture }));});}//Second textures are for when the flag is found and reloads maze and new flag positionfunction loadTexturesSECOND(){var manager =new THREE.LoadingManager();var loader =new THREE.OBJLoader( manager );
loader.load("/uploads/indy/18456_Cowboy_Hat_new.obj", buildflag);var loader1 =new THREE.TextureLoader();
loader1.load ('/uploads/indy/1669575548.png',function( thetexture ){
thetexture.minFilter = THREE.LinearFilter;
paintWalls (new THREE.MeshBasicMaterial({ map: thetexture }));});var loader2 =new THREE.TextureLoader();
loader2.load ('/uploads/indy/1669575548.png',function( thetexture ){
thetexture.minFilter = THREE.LinearFilter;
paintMaze (new THREE.MeshBasicMaterial({ map: thetexture }));});}// --- build and paint ---------------------------------------- function buildenemy ( object ){
object.scale.multiplyScalar (30);// make 3d object n times bigger
object.traverse( paintEnemy );
theenemy = object;
threeworld.scene.add( theenemy );}function paintEnemy ( child ){if( child instanceof THREE.Mesh){
child.material.map = THREE.ImageUtils.loadTexture("/uploads/meabhhoran1/redcol.jpg");}}function buildagent ( object ){
object.scale.multiplyScalar (30);// make 3d object n times bigger
object.traverse( paintAgent );
theagent = object;
threeworld.scene.add( theagent );}function paintAgent ( child ){if( child instanceof THREE.Mesh){
child.material.map = THREE.ImageUtils.loadTexture("/uploads/meabhhoran1/armycol.jpg");}}function buildflag ( object ){
object.scale.multiplyScalar (5);// make 3d object n times bigger
object.traverse( paintFlag );
flag = object;
threeworld.scene.add( flag );}function paintFlag ( child ){if( child instanceof THREE.Mesh){
child.material.map = THREE.ImageUtils.loadTexture("/uploads/indy/1670174773.png");}}//--- skybox ----------------------------------------------------------------------------------------------/* Image taken from Google images.
Then I cropped it into 6 images.
*/function initSkybox(){var materialArray =[// from starting position(new THREE.MeshBasicMaterial({ map: THREE.ImageUtils.loadTexture("/uploads/indy/andys-wall.jpg"), side: THREE.BackSide})),// right(new THREE.MeshBasicMaterial({ map: THREE.ImageUtils.loadTexture("/uploads/indy/andys-window1.jpg"), side: THREE.BackSide})),// left face(new THREE.MeshBasicMaterial({ map: THREE.ImageUtils.loadTexture("/uploads/indy/andysroomceiling.jpg"), side: THREE.BackSide})),// ceiling(new THREE.MeshBasicMaterial({ map: THREE.ImageUtils.loadTexture("/uploads/indy/andys-floor.jpg"), side: THREE.BackSide})),// floor(new THREE.MeshBasicMaterial({ map: THREE.ImageUtils.loadTexture("/uploads/indy/andys-door.jpg"), side: THREE.BackSide})),// back(new THREE.MeshBasicMaterial({ map: THREE.ImageUtils.loadTexture("/uploads/indy/andys-bed.jpg"), side: THREE.BackSide}))// front];var skyGeometry =new THREE.CubeGeometry( skyboxConst, skyboxConst, skyboxConst );var skyMaterial =new THREE.MeshFaceMaterial( materialArray );var theskybox =new THREE.Mesh( skyGeometry, skyMaterial );
threeworld.scene.add( theskybox );// We are inside a giant cube}//------------------- Walls surrounding grid ---------------------------------------------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( 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 =-BOXHEIGHT - POS;
threeworld.scene.add(thecube);
WALLS[t]= thecube;// save it for later
t++;}else{var tile =new THREE.BoxGeometry( squaresize,0, squaresize );var theTile =new THREE.Mesh( tile );
theTile.material.color.setHex( BLANKCOLOR );
theTile.material.map = THREE.ImageUtils.loadTexture('/uploads/indy/1669575548.png');
theTile.position.x = translate ( i * squaresize );
theTile.position.z = translate ( j * squaresize );
theTile.position.y =-BOXHEIGHT/2- POS;
threeworld.scene.add(theTile);
GRID[i][j]= theTile
}}function paintWalls ( material ){for(var i =0; i < WALLS.length; i++){if( WALLS[i]) WALLS[i].material = material;}}//---------------Shapes Functions----------------------- -------------------------------------------------------------------------------------------function initThreeBox(zpos, xpos){var box =new THREE.BoxGeometry( squaresize *2,2000, squaresize *2);var theBox =new THREE.Mesh( box );
theBox.material.color.setHex( BLANKCOLOR );
theBox.material.map = THREE.ImageUtils.loadTexture('/uploads/indy/1669575548.png');
theBox.position.x = translate (squaresize * xpos);
theBox.position.z = translate (squaresize * zpos);
theBox.position.y =-1000- BOXHEIGHT - POS;
threeworld.scene.add(theBox);}function buildFan(object){
object.scale.multiplyScalar (30);// make 3d object n times bigger
object.traverse( paintFan );
fan = object;
fan.position.x =0;
fan.position.y =3000- POS;
fan.position.z =0;
fan.rotation.x =4.8
threeworld.scene.add( fan );}function drawFan(){
fan.rotation.z +=0.2%1}function paintFan ( child ){if( child instanceof THREE.Mesh){
child.material.map = THREE.ImageUtils.loadTexture("/uploads/indy/10273_Ceiling_Fan_v2_Diffuse.jpg");}}//----------------- Maze within the walls of the grid, only appears after catching first flag -----------function initLogicalMaze(){for(var c=1; c <=10; c++){var i = randomintAtoB(1,gridsize-3);// inner squares are 1 to gridsize-2 var j = randomintAtoB(1,gridsize-2);
GRID[i][j]= GRID_MAZE ;}}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.BoxGeometry( squaresize, BOXHEIGHT, squaresize );// create cone object var thecube =new THREE.Mesh( shape );
thecube.material.color.setHex(0x9f9292);
thecube.position.x = translate ( i * squaresize );
thecube.position.z = translate ( j * squaresize );
thecube.position.y =- POS;
threeworld.scene.add(thecube);
MAZE[t]= thecube;// set maze postion to
t++;}}function paintMaze ( material ){for(var i =0; i < MAZE.length; i++){if( MAZE[i]) MAZE[i].material = material;}}function objectHover(i,j,image){var hover =new THREE.BoxGeometry( squaresize,0, squaresize );var theHover =new THREE.Mesh( hover );
theHover.material.color.setHex( BLANKCOLOR );
theHover.material.map = THREE.ImageUtils.loadTexture(image);
theHover.position.x = translate ( i * squaresize );
theHover.position.z = translate ( j * squaresize );
theHover.position.y =-BOXHEIGHT/2- POS;
threeworld.scene.add(theHover);}//------------------------- Flag functions ----------------function drawFlag()// given fi, fj, draw flag{if( flag ){var x = translate ( fi * squaresize );var z = translate ( fj * squaresize );var y =(-1* squaresize +60);
flag.position.x = x;
flag.position.y =10- POS;
flag.position.z = z;
flag.rotation.z +=0.2%1
flag.rotation.x =4.8
threeworld.lookat.copy ( flag.position );// if camera is moving, look back at where the enemy is
threeworld.lookat.y =(squaresize *1.5);//onjectHover(fi,fj,'/uploads/indy/flagHover.png')}}function initLogicalFlag(){// 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 for flag
fi = i;
fj = j;}// --- enemy functions -----------------------------------function drawEnemy()// given ei, ej, draw it {if( theenemy ){var x = translate ( ei * squaresize );var z = translate ( ej * squaresize );var y =(-1* squaresize );
theenemy.position.x = x;
theenemy.position.y = y +35- POS;
theenemy.position.z = z;
theenemy.rotation.x =4.5
threeworld.lookat.copy ( theenemy.position );// if camera moving, look back at where the enemy is
threeworld.lookat.y =( squaresize *1.5);// objectHover(ei,ej,'/uploads/indy/enemyHover.png')}}function initLogicalEnemy(){// start in corner of grid.var i, j;do{
i =1;
j =1;}while( occupied(i,j));// search for empty square
ei = i;
ej = j;}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(ei, ej+1);if( ej == aj ) j = ej;if( ej > aj ) j = randomintAtoB(ej-1, ei);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 {if( theagent ){var x = translate ( ai * squaresize );var z = translate ( aj * squaresize );var y =(-1* squaresize );
theagent.position.x = x;
theagent.position.y = y +35- POS;
theagent.position.z = z;
theagent.rotation.x =4.5
theagent.rotation.z =9
threeworld.follow.copy ( theagent.position );// follow vector = agent position (for camera following agent)
threeworld.follow.y =( squaresize *1.5);// objectHover(ai,aj,'/uploads/indy/agentHover.png')}}function initLogicalAgent(){// start at opposite side of grid than enemy var i, j;do{
i =28;
j =28;}while( occupied(i,j));// search for empty square
ai = i;
aj = 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--;elseif( a == ACTION_JUMPFORWARD) j = j-2;if(! occupied(i,j)){
ai = i;
aj = j;}}//---------------- User will control the agent -------------------function keyHandler(e)// user control {if(e.keyCode ==37) moveLogicalAgent ( ACTION_LEFT );if(e.keyCode ==38) moveLogicalAgent ( ACTION_DOWN );if(e.keyCode ==39) moveLogicalAgent ( ACTION_RIGHT );if(e.keyCode ==40) moveLogicalAgent ( ACTION_UP );if(e.keyCode ==32) moveLogicalAgent ( ACTION_JUMPFORWARD);//cheat code to jump
AB.socketOut(e);}// --- 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;}// agent is blocked on all sides, run overfunction agentBlocked(){return( occupied (ai-1,aj)&&
occupied (ai+1,aj)&&
occupied ( ai,aj+1)&&
occupied ( ai,aj-1));}// if agent is caught by enemy. Run over.function agentCaught(){return(ai == ei+1&& aj == ej
|| ai == ei && aj == ej+1|| ai == ei-1&& aj == ej
|| ai == ei && aj == ej-1);}/* When agent finds a flag.
That flag is removed and created in a new random place.
More of the maze is added in to make it more difficult for the user.
*/function captureFlag(){if(ai == fi && aj == fj
|| ai == fi+1&& aj == fj
|| ai == fi && aj == fj+1|| ai == fi-1&& aj == fj
|| ai == fi && aj == fj-1){
threeworld.scene.remove(flag);
flags++;
updateStatusAfter();
initLogicalFlag();
initLogicalMaze();
initThreeMaze();
loadTexturesSECOND();}}//------------- Status ----------function updateStatusBefore(a)// update status to show old state and proposed move {var x = self.getState();var status =" Step: <b> "+ step +" </b> x = ("+ x.toString()+") a = ("+ a +") ";var statusFlag =" Flags: <b> "+ flags;
$("#user_span3").html( status );
$("#user_span3").html( statusFlag );}function updateStatusAfter()// agent and enemy have moved, can calculate score{// new state after both have movedvar y = self.getState();var status =" y = ("+ y.toString()+") <BR> ";
$("#user_span4").html( status );var score = self.getScore();var status =" Bad steps: "+ badsteps +" Good steps: "+ goodsteps +" Score: "+ score.toFixed(2)+"% ";
$("#user_span5").html( status );}//--- public functions / interface / API ----------------------------------------------------------this.endCondition;// If set to true, run will end. this.newRun =function(){this.endCondition =false;
badsteps =0;
goodsteps =0;
step =0;
flags =0;// for all runs:
initGrid();
initLogicalWalls();
initLogicalFlag();
initLogicalAgent();
initLogicalEnemy();// for graphical runs only:if(true){if( show3d ){
BOXHEIGHT = squaresize;
threeworld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );var ambient =new THREE.AmbientLight();
threeworld.scene.add( ambient );}else{
BOXHEIGHT =1;
threeworld.init2d ( startRadiusConst, maxRadiusConst, SKYCOLOR );}
initSkybox();
initMusic();// play music
initThreeWalls();// draw table legs
initThreeBox(1,1);
initThreeBox(1,gridsize -2)
initThreeBox(gridsize -2,1)
initThreeBox(gridsize -2,gridsize -2)
initThreeMaze();
loadTexturesFIRST();
document.onkeydown = keyHandler;}};this.getState =function(){var x =[ ai, aj, ei, ej ];return( x );};this.nextStep =function(){var a =4;
step++;if(true)
updateStatusBefore(a);// show status line before moves if(( step %3)===0)// slow the enemy down to every nth step
moveLogicalEnemy();if( badstep())
badsteps++;else
goodsteps++;if(true){
drawAgent();
drawEnemy();
drawFlag();
drawFan()
updateStatusAfter();// show status line after moves }if( captureFlag()){
updateStatusAfter();}if( agentBlocked())// if agent blocked in, run over {this.endCondition =true;
goodsteps =0;// you score zero as far as database is concerned if(true){
musicPause();
soundAlarm();}}if( agentCaught()){this.endCondition =true;if(true){
musicPause();
soundAlarm();}}};this.endRun =function(){if(true){
musicPause();if(this.endCondition )
$("#user_span6").html(" <font color=red> <B> Agent trapped. Final score zero. </B> </font> ");else
$("#user_span6").html(" <font color=green> <B> Run over. You captured this many flags: </B> </font> "+ flags );}};this.getScore =function(){return(( goodsteps / step )*100+ flags);};}//---- end of World class -------------------------------------------------------//---- Sockets Functionality -------------------------------------------------------
AB.socketStart();
AB.socketIn =function( data ){
console.log("Received the following data: ");
console.log(data);}// list all active users
AB.socketUserlist =function( array ){
console.log("Here is the list of all users within the CTF World: ");
console.log(array);}//-----------------------------------------------------------// --- music and sound effects ----------------------------------------// credits:// http://www.dl-sounds.com///playing in backgroundfunction initMusic(){// put music element in one of the spansvar x ="<audio id=theaudio src=/uploads/indy/RandyNewman-YouveGotaFriendinMeFromToyStory4_AudioOnly_Lyrics320kbps.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();}//When game overfunction soundAlarm(){var x ="<audio src=/uploads/indy/dank-meme-compilation-volume-17_cutted.mp3 autoplay > </audio>";
$("#user_span2").html( x );}