AB.clockTick = 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.
//---- global constants: -------------------------------------------------------
const show3d = true; // Switch between 3d and 2d view (both using Three.js)
const TEXTURE_WALL = '/uploads/makarand/1699104996.png' ;
const TEXTURE_MAZE = 'uploads/makarand/1699105406.png' ;
const TEXTURE_AGENT = 'uploads/makarand/1699105680.png' ;
const TEXTURE_ENEMY = 'uploads/makarand/1699105523.png' ;
// credits:
// https://en.wikipedia.org/wiki/Mortal_Kombat
// https://stock.adobe.com/ie/images/wall-of-blue-ice-bricks-and-blocks-background-texture/292183611
// https://www.pinterest.ie/pin/pinterest--110338259615615349/
// https://mortalkombatxinfo.weebly.com/scorpion.html
const MUSIC_BACK = 'uploads/makarand/01MortalKombat1ThemeArcadeKollectionMix.mp3' ;
const SOUND_ALARM = 'uploads/makarand/FinishHimMortalKombat-QuickSounds.com.mp3' ;
// credits:
// https://downloads.khinsider.com/game-soundtracks/album/mortal-kombat-arcade-kollection-original-game-soundtrack
// https://quicksounds.com/sound/77/finish-him-mortal-kombat
//Makarand : Increasing the size to 50
const gridsize = 50; // number of squares along side of world
//Makarand : Increasing the number of boxes
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 pixels
const 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 at
const 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
// 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"
];
//--- 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;
var BOXHEIGHT; // 3d or 2d box height
var GRID = new Array(gridsize);
var theagent, theenemy;
var wall_texture, agent_texture, enemy_texture, maze_texture;
// enemy and agent position on squares
var ei, ej, ai, aj;
var openSet=[];
var closeSet=[];
var start, end;
var path = [];
var draw_path = [];
var badsteps;
var goodsteps;
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 drawEnemy()
{
theenemy.position.copy ( translate(ei,ej) );
ABWorld.lookat.copy ( theenemy.position );
}
function drawAgent()
{
theagent.position.copy ( translate(ai,aj) );
ABWorld.follow.copy ( theagent.position );
}
function asynchFinished() // all file loads returned
{
if ( wall_texture && agent_texture && enemy_texture && maze_texture)
return true;
else
return 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].value == GRID_WALL ) return true; // fixed objects
if ( GRID[i][j].value == GRID_MAZE ) return true;
return false;
}
// 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;
}
// Makarand : Function to pop element from array
function removeFromArray(arr, elt)
{
for (var i = arr.length - 1; i >= 0; i--)
{
if (arr[i] == elt)
{
arr.splice(i, 1);
}
}
}
// Makarand : Heuristic function
function heuristic(a, b)
{
return ( Math.abs(a.i - b.i) + Math.abs(a.j - b.j) );
}
//Makarand : Creating spot function which is a constructor
function Spot(i, j)
{
this.value=0;
this.i = i;
this.j = j;
this.f = 0;
this.g = 0;
this.h = 0;
this.neighbors = [];
this.previous = undefined;
this.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]);
}
}
function initScene()
{
var i,j, shape, thecube;
// Makarand : Creating Array for the GRID and adding neighbors
for ( i = 0; i < gridsize ; i++ )
GRID[i] = new Array(gridsize);
for (i = 0; i < gridsize; i++)
for (j = 0; j < gridsize; j++)
GRID[i][j] = new Spot(i, j);
for (i = 0; i < gridsize; i++)
for (j = 0; j < gridsize; j++)
GRID[i][j].addNeighbors(GRID);
for ( 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;
for ( var c=1 ; c <= NOBOXES/2 ; 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 } );
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 location
do
{
i = AB.randomIntAtoB(1,gridsize-2);
j = AB.randomIntAtoB(1,gridsize-2);
}while ( occupied(i,j) ); // search for empty square
ei = i;
ej = j;
openSet.push(GRID[ei][ej]); //Makarand : Updating open set with enemy initial location
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 location
do
{
i = AB.randomIntAtoB(1,gridsize-2);
j = AB.randomIntAtoB(1,gridsize-2);
}while ( occupied(i,j) ); // search for empty square
ai = i;
aj = j;
closeSet = []; // Makarand : Making close set empty
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
});
}
// Makarand : Function to create path
//credits : tried to repicate from above code
function drawPath(path,draw_path)
{
var shape, thepath;
for (var i = 0; i < path.length; i++)
{
shape = new THREE.BoxGeometry (squaresize,BOXHEIGHT/3,squaresize) // Makarand : BOXHEGHT/3 because the path was covering the enemy
thepath = new THREE.Mesh(shape);
thepath.material = new THREE.MeshBasicMaterial( {color: 200 + (i*10), opacity : 0.5 , transparent : true} ); // Makarand : color keeps getting darker if the agent runs longer
//Makarand : Credits https://stackoverflow.com/questions/11525513/creating-a-transparent-cylinder
thepath.position.copy ( translate(path[i].i,path[i].j) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
draw_path.push(thepath); //Makarand : to store 3d coordinates of path
ABWorld.scene.add(thepath);
}
};
//Makarand : Start of A * algorithm inside move logical enemy function
function moveLogicalEnemy()
{
start=GRID[ei][ej];
end=GRID[ai][aj];
// Makarand : Clearing the openset closedset and path for each time when the function gets called
if (closeSet.length>0)
{
closeSet.splice(0,closeSet.length);
}
if (openSet.length>1)
{
openSet.splice(0,openSet.length);
openSet.push(start);
}
if (path.length>0)
{
path.splice(0,path.length);
}
while (openSet.length > 0)
{
var winner = 0;
for (var i = 0; i < openSet.length; i++)
{
if (openSet[i].f < openSet[winner].f)
{
winner = i;
}
}
var current = openSet[winner];
if (current === end)
{
var temp=current;
while(temp.previous!=start)
{
temp=temp.previous;
path.push(temp)
}
break;
}
removeFromArray(openSet, current);
closeSet.push(current);
//Makarand : To check all the neighbors
var neighbors = current.neighbors;
for (var i = 0; i < neighbors.length; i++)
{
var neighbor = neighbors[i];
if (!closeSet.includes(neighbor) && neighbor.value===0)
{
var tempG = current.g + 1;
var newPath = false;
if (openSet.includes(neighbor))
{
if (tempG < neighbor.g)
{
neighbor.g = tempG;
newPath = true;
}
}
else
{
neighbor.g = tempG;
newPath = true;
openSet.push(neighbor);
}
if (newPath)
{
neighbor.h = heuristic(neighbor, end);
neighbor.f = neighbor.g + neighbor.h;
console.log(neighbor.f + "=" + neighbor.g + "+" +neighbor.h );
neighbor.previous = current;
}
}
}
}
var i=temp.i;
var j=temp.j;
if ( ! occupied(i,j) ) // if no obstacle then move, else just miss a turn
{
ei = i;
ej = j;
}
}
// Credits : https://thecodingtrain.com/challenges/51-a-pathfinding-algorithm
//Move the Agent
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;
}
}
// --- 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 )
return true; // not ready yet
// if not one of our special keys, send it to default key handling:
if ( ! ourKeys ( event ) )
return true;
// 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();
return false;
}
// --- 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 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 moved
var 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();
//Makarand : calling the drawPath function
if (path.length>0){
drawPath(path,draw_path);
}
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();
}
};
AB.world.endRun = function()
{
musicPause();
if ( AB.abortRun ) AB.msg ( " <br> <font color=red> <B>Scorpion Wins</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.maxSteps
var s = ( goodsteps / AB.maxSteps ) * 100; // float like 93.4372778
var x = Math.round (s * 100); // 9344
return ( 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 = new Audio ( SOUND_ALARM );
alarm.play(); // play once, no loop
}