Code viewer for World: Catch the flag (clone by M...

// Cloned by Martin Derwin on 20 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 milliseconds
const		MAXSTEPS 	= 1000;					// length of a run before final score
 
 const  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 pixels
const 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 at
const 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 square
const 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 ) { return false; }
 else { return true; }
}

//---- start of World class -------------------------------------------------------
function World() { 

var BOXHEIGHT;		// 3d or 2d box height 
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 handles to wall and maze objects so can find them later to paint them 
var MAZE 	= new Array ( NOBOXES );
var theagent, theenemy;                //People moving. User is the agent
var flag;                             //Aim of the game is to get as many flags as possible before being caught.

//position on squares
var ei, ej, ai, aj;   //enemy and agent
var fi, fj;          //flag

var 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] = new Array(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 ) ) return true;		// variable objects 
 if ( ( ai == i ) && ( aj == j ) ) return true;
 if ( ( fi == i ) && ( fj == j ) ) return true;     //make sure flag is not placed on piece of maze.
 if ( GRID[i][j] == GRID_WALL ) return true;		// fixed objects	 
 if ( GRID[i][j] == GRID_MAZE ) return true;		 
	 
 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 ) );
}
	
// --- 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/starter/male02.obj", buildenemy );

  loader.load( "/uploads/starter/male02.obj", buildagent);
 
  loader.load( "/uploads/meabhhoran1/usmcflag.obj", buildflag); 
    
 var loader1 = new THREE.TextureLoader();
 loader1.load ( '/uploads/meabhhoran1/rust.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
	} ); 

 var loader2 = new THREE.TextureLoader();
 loader2.load ( '/uploads/meabhoran1/grey.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintMaze ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
 	} ); 

}

//Second textures are for when the flag is found and reloads maze and new flag position
function loadTexturesSECOND()
{
	var manager = new THREE.LoadingManager();
	var loader = new THREE.OBJLoader( manager );
	
	loader.load( "/uploads/meabhhoran1/usmcflag.obj", buildflag);
	
 var loader1 = new THREE.TextureLoader();
 loader1.load ( '/uploads/meabhhoran1/rust.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
	} ); 

 var loader2 = new THREE.TextureLoader();
 loader2.load ( '/uploads/meabhhoran1/grey.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintMaze ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
 	} ); 
}

// --- build and paint ---------------------------------------- 
   
 function buildenemy ( object ) { 
	object.scale.multiplyScalar ( 2.5 );    	  // 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 ( 2.5 );    	  // 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/meabhhoran1/flagirish.jpg" );
	}
}


//--- skybox ----------------------------------------------------------------------------------------------
/* Image taken from Google images.
   Then I cropped it into 6 images.
*/
function initSkybox() 
{
  var materialArray = [
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/meabhhoran1/2157a4.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/meabhhoran1/2157a1.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/meabhhoran1/2157a.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/meabhhoran1/2157a3.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/meabhhoran1/2157a2.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/meabhhoran1/2157a5.jpg" ), side: THREE.BackSide } ) )
 	];

  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 =  0;	
 
 	 threeworld.scene.add(thecube);
	 WALLS[t] = thecube;				// save it for later
	 t++; 
   }
}

function paintWalls ( material )		 
{
 for ( var i = 0; i < WALLS.length; i++ )
 { 
   if ( WALLS[i] )  WALLS[i].material = material;
 }
}

//----------------- 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.ConeGeometry( 50, 300, 10 );			 
  	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 =  0;	
 
 	threeworld.scene.add(thecube);
	MAZE[t] = thecube;		// save it for later
	t++; 
   }
}

function paintMaze ( material )		 
{
 for ( var i = 0; i < MAZE.length; i++ )
 { 
   if ( MAZE[i] )  MAZE[i].material = material;
 }
}

//------------------------- Flag functions ----------------

function drawFlag()	// given fi, fj, draw it 
{
if( flag ){
  var x = translate ( fi * squaresize );   	
  var z = translate ( fj * squaresize );   		
  var y = ( -1 * squaresize );

 flag.position.x = x;
 flag.position.y = y;
 flag.position.z = z;

 threeworld.lookat.copy ( flag.position );		// if camera moving, look back at where the enemy is  
 threeworld.lookat.y = (squaresize * 1.5 );
 }
}

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 

 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;
	 theenemy.position.z = z;


	 threeworld.lookat.copy ( theenemy.position );		// if camera moving, look back at where the enemy is  
	 threeworld.lookat.y = ( squaresize * 1.5 );
	}
}


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;
 theagent.position.z = z;

 threeworld.follow.copy ( theagent.position );		// follow vector = agent position (for camera following agent)
 threeworld.follow.y = ( squaresize * 1.5 );
 }
}


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--;
 else if ( a == ACTION_RIGHT ) 	i++;
 else if ( a == ACTION_UP ) 		j++;
 else if ( a == ACTION_DOWN ) 	j--;
 else if ( 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
}

// --- 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;
}

// agent is blocked on all sides, run over
function 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> &nbsp; x = (" + x.toString() + ") &nbsp; 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 moved
 var y = self.getState();
 var status = " &nbsp; y = (" + y.toString() + ") <BR> "; 
 $("#user_span4").html( status );

 var score = self.getScore();

 var status = "   Bad steps: " + badsteps + 
		" &nbsp; Good steps: " + goodsteps + 
		" &nbsp; 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();

	initThreeWalls(); 
	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();
   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( " &nbsp; <font color=red> <B> Agent trapped. Final score zero. </B> </font>   "  );
  else
    $("#user_span6").html( " &nbsp; <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 -------------------------------------------------------

// --- music and sound effects ----------------------------------------
// credits:
// http://www.dl-sounds.com/

//playing in background
function initMusic()
{
	// put music element in one of the spans
  	var x = "<audio  id=theaudio  src=/uploads/meabhhoran1/unknownplanet.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 over
function soundAlarm()
{
 	var x = "<audio    src=/uploads/meabhhoran1/siren_noise-kevangc-1337458893.mp3   autoplay  > </audio>";
  	$("#user_span2").html( x );
}