Code viewer for World: Alien Maze
// Please grade this one! 

// The aim of the game is to guide the alien through the maze to get the coin! 
// You can only do this in 250 steps.
// Swapped the blocks with blank space in order to facilitate a pathway through the maze for the alien.



// models from https://www.models-resource.com/.
 
const	 	CLOCKTICK 	= 150;				// speed of run - move things every n milliseconds
const		MAXSTEPS 	= 250;	// length of a run before final score




//---- global constants: -------------------------------------------------------


const gridsize = 30;					// number of squares along side of world	   
const squaresize = 100;					// size of square in pixels
const MAXPOS = gridsize * squaresize;		// length of one side in pixels 
	
const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 15 );
//const       TIME        = 100;


const SKYCOLOR 	= 0xffffcc;				// a number, not a string 
const BLANKCOLOR 	= SKYCOLOR ;			// make objects this color until texture arrives (from asynchronous file read)

const  LIGHTCOLOR 	= 0xffffff ;



const startRadiusConst	 	= MAXPOS * 0.8 ;		// distance from centre to start the camera at
const skyboxConst			= MAXPOS * 3 ;		// where to put skybox 
const maxRadiusConst 		= MAXPOS * 5 ;		// 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;

 


// 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; }
}


function randomPick ( a, b )
{
 if ( randomBoolean() ) 
  return a;
 else
  return b;
}






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



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 handle to each wall block object so can find it later to paint it 
var MAZE 	= new Array ( NOBOXES );
var SPACE 	= new Array ( NOBOXES );
var theagent, theenemy;		  

var agentRotation = 0;
var enemyRotation = 0;		  // with 3D models, current rotation away from default orientation


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

var badsteps;

var  step;

  	var self = this;						// needed for private fn to call public fn - see below  





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_MAZE;

        }
    }
    GRID[1][5] = GRID_BLANK ;
    // swap blank spaces & blocks in order to create path
    for ( var c=1 ; c <= 25000 ; c++ )
    {
  	    i = randomintAtoB(2,gridsize-2);	
  	    j = randomintAtoB(2,gridsize-2);
        if( GRID[i-1][j] == GRID_BLANK || GRID[i+1][j] == GRID_BLANK || GRID[i][j-1] == GRID_BLANK || GRID[i][j+1] == GRID_BLANK)  
            if( GRID[i-1][j] +  GRID[i+1][j] + GRID[i][j-1] + GRID[i][j+1] >=6)
                if( GRID[i-1][j-1] +  GRID[i+1][j+1] + GRID[i+1][j-1] + GRID[i-1][j+1] >=4)  
                    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 ( GRID[i][j] == GRID_WALL ) return true;		// fixed objects	 
 if ( GRID[i][j] == GRID_MAZE ) return true;		 
	 
 return false;
}


 
function translate ( x ) 
{
 return ( x - ( MAXPOS/2 ) );
}





// --- asynch load textures from file ----------------------------------------

  

function loadTextures()
{
	var manager = new THREE.LoadingManager();		
	var loader = new THREE.OBJLoader( manager );
			
   

// load OBJ plus MTL (plus TGA files) 
	THREE.Loader.Handlers.add( /.tga$/i, new THREE.TGALoader() );
	var m = new THREE.MTLLoader();
	m.setTexturePath ( "/uploads/solomor2/" );
    m.setPath        ( "/uploads/solomor2/" );
	m.load( "alphablogg.mtl", function( materials ) {
 
		materials.preload();
		
		var o = new THREE.OBJLoader();
		o.setMaterials ( materials );
		o.setPath ( "/uploads/solomor2/" );
		o.load( "alphablogg.obj", function ( object ) {
			addparker ( object );
		} );
	} );

  //#1
  	THREE.Loader.Handlers.add( /.tga$/i, new THREE.TGALoader() );
	var m1 = new THREE.MTLLoader();
	m1.setTexturePath ( "/uploads/solomor2/" );
    m1.setPath        ( "/uploads/solomor2/" );
	m1.load( "coin.mtl", function( materials ) {
 
		materials.preload();
		
		var o = new THREE.OBJLoader();
		o.setMaterials ( materials );
		o.setPath ( "/uploads/solomor2/" );
		o.load( "coin.obj", function ( object ) {
			addmonster ( object );
		} );
	} );

   
  
 var loader1 = new THREE.TextureLoader();
 loader1.load ( '/uploads/solomor2/fur.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
	} ); 

 var loader2 = new THREE.TextureLoader();
 loader2.load ( '/uploads/solomor2/woodcrate.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintMaze ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
 	} ); 
 	
 	var loader3 = new THREE.TextureLoader();
 loader1.load ( '/uploads/solomor2/gold-marble.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
	} ); 

}

 
function buildenemy ( object ) 
{ 
	object.scale.multiplyScalar ( 100 );    	  // make 3d object n times bigger 
	object.traverse( paintEnemy );
	theenemy = object;
	threeworld.scene.add( theenemy ); 
}






function addmonster ( object )
{
	object.scale.multiplyScalar ( 10 );    	   
	theenemy = object;
	threeworld.scene.add( theenemy ); 
}



function addparker ( object )
{
	object.scale.multiplyScalar ( 50 );    	   
	theagent = object;
	threeworld.scene.add( theagent ); 
}





function initSkybox() 
{


   var materialArray = [
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/solomor2/sunsetflat_rt.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/solomor2/sunsetflat_rt.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/solomor2/sunsetflat_ft.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/solomor2/sunsetflat_dn.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/solomor2/sunsetflat_bk.jpg" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/solomor2/sunsetflat_bk.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
}




   
 
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, squaresize, 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 )		// paint blank boxes  
{
 for ( var i = 0; i < WALLS.length; i++ )
 { 
   if ( WALLS[i] )  WALLS[i].material = material;
 }
}




// function initBlank()		 
// {
//   GRID[1][5] = GRID_BLANK ;
//  for ( var c=1 ; c <= 200000 ; c++ )
//  {
        
//   	var i = randomintAtoB(2,gridsize-2);	// inner squares are 1 to gridsize-2
//   	var j = randomintAtoB(2,gridsize-2);
//     if( GRID[i-1][j] == GRID_BLANK || GRID[i+1][j] == GRID_BLANK || GRID[i][j-1] == GRID_BLANK || GRID[i][j+1] == GRID_BLANK)  
//         if( GRID[i-1][j] +  GRID[i+1][j] + GRID[i][j-1] + GRID[i][j+1] == GRID_BLANK)
//             if( GRID[i-1][j-1] +  GRID[i+1][j+1] + GRID[i+1][j-1] + GRID[i-1][j+1] >= 6)  
//                 GRID[i][j] =GRID_BLANK ;		 
//  }
// }


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, squaresize, squaresize );			 
  	var thecube  = new THREE.Mesh( shape );
	thecube.material.color.setHex( BLANKCOLOR  );			  

  	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;
 }
}




// --- 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 );     // point camera higher up
}
}



function initLogicalEnemy()
{
// 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 

 ei = i;
 ej = j;
}


function igetAction()
{
	 if ( ei < ai ) 	return (   ACTION_RIGHT 	); 
	 if ( ei > ai ) 	return (   ACTION_LEFT 		); 
 	 return ( ACTION_STAYSTILL );
}

function jgetAction()
{
    if ( ej < aj ) 	return (   ACTION_UP  	); 
	if ( ej > aj ) 	return (   ACTION_DOWN  ); 
  	return ( ACTION_STAYSTILL );
}

function enemyGetAction()
{
    return randomPick ( igetAction(), jgetAction() );
}

// commented out so coin doesnt move - easier for agent to get to it

function moveLogicalEnemy()
{ 
 var a = enemyGetAction();
 var i = ei;
 var j = ej;		 

      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) ) 
 {
  if ( true  )
  {
	      if ( a == ACTION_LEFT ) 	{  rotateEnemyTowards ( 3 * (Math.PI / 2) ); }
	 else if ( a == ACTION_RIGHT ) 	{  rotateEnemyTowards ( 1 * (Math.PI / 2) ); }
	 else if ( a == ACTION_UP ) 		{  rotateEnemyTowards ( 0 * (Math.PI / 2) ); }
	 else if ( a == ACTION_DOWN ) 	{  rotateEnemyTowards ( 2 * (Math.PI / 2) ); }
  }
  ei = i;
  ej = j;
 }
}






const INTERIMROT = 10;		// number of interim rotations drawn when model turns round





function rotateEnemyTowards ( newRotation )		
{
 if ( enemyRotation == newRotation ) return;
 // else 
 var x = ( enemyRotation + newRotation ) / 2; 
 theenemy.rotation.set ( 0, x, 0 );
 enemyRotation = x;	
}





// --- agent functions -----------------------------------


function drawAgent()	// given ai, aj, draw it 
{
if ( theagent )
{ 

  var x = translate ( ai * squaresize );   	
  var z = translate ( aj * squaresize );   	
  var y =  0; // ( -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 );     // put camera higher up
}
}


function initLogicalAgent()
{
// 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 

 ai = i;
 aj = j;
}



function moveLogicalAgent( a )			// this is called by the infrastructure that gets action a from the Mind 
{ 
    
    var s = "<center> <h2> Find the coin in the maze! Use arrow keys to navigate. </h2> </center>";
 	$("#user_span2").html( s );    
 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) ) 
 {
  if ( true  )
  {
	// if going to actually move, then turn body towards move
	// rotate by some amount of radians from the normal position 
	// in degrees: +0, +90, +180, +270
   


	      if ( a == ACTION_LEFT ) 	{  rotateAgentTowards ( 3 * (Math.PI / 2) ); }
	 else if ( a == ACTION_RIGHT ) 	{  rotateAgentTowards ( 1 * (Math.PI / 2) ); }
	 else if ( a == ACTION_UP ) 		{  rotateAgentTowards ( 0 * (Math.PI / 2) ); }
	 else if ( a == ACTION_DOWN ) 	{  rotateAgentTowards ( 2 * (Math.PI / 2) ); }
  }
  ai = i;
  aj = j;
 }
}



function rotateAgentTowards ( newRotation )		
{
 if ( agentRotation == newRotation ) return;
 // else 
 var x = ( agentRotation + newRotation ) / 2; 
 theagent.rotation.set ( 0, x, 0 );
 agentRotation = x;	
}

function keyHandler(e)		
// user control 
// Note that this.takeAction(a) is constantly running at same time, redrawing the screen.
{
    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	);
}



 


// --- score: -----------------------------------


function badstep()			// is the enemy within one square of the agent
{
    var hooray = "Nice! You got the gold!";
    if ( ( Math.abs(ei - ai) < 2 ) && ( Math.abs(ej - aj) < 2 ) ) return $("#user_span1").html( "<h2><center><font color= limegreen><B> Nice! You got the gold! </B></center></font></h2> " );
   // else return false;
    //audio.pause();
    //musicPause();
    //$("#user_span6").html( " &nbsp; <font color=red> <B> Agent trapped. Final score zero. </B> </font>   "  );
    
    //$("#user_span1").html( hooray );
    
}


 
function   updateStatus()		 
{
 var score = self.getScore();
 //var status =  "   Step: " + step + " out of " + MAXSTEPS + ". Score: " + score; 
  //var status = "Nice! You got the gold! " + score;
  
 //$("#user_span1").html( status );
}

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) 	);		
} 







//--- public functions / interface / API ----------------------------------------------------------


// must have this public variable:

	this.endCondition;			// If set to true, run will end. 




this.newRun = function() 
{
  this.endCondition = false;
  badsteps = 0;		
  //goodsteps = 0;
  step = 0;
  //$("#user_span1").html( TIME );


  // define logical data structure for the World, even if no graphical representation:

 	initGrid();
	initLogicalWalls(); 
	initLogicalAgent();
	initLogicalEnemy();
	


  if ( true  )
  {
	  threeworld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR  ); 


        // source: https://www.youtube.com/watch?v=FnZr0qMGxX8; (8BitZeppy)
        // music
  		var audio = new Audio('/uploads/solomor2/feelpls.mp3');
        audio.play();
        audio.loop = true;
		// light
    	
    		var ambient = new THREE.AmbientLight();
    		threeworld.scene.add( ambient );

		
	   	 var thelight = new THREE.DirectionalLight ( LIGHTCOLOR, 3 );
	  	 thelight.position.set ( startRadiusConst, startRadiusConst, startRadiusConst );
	   	 threeworld.scene.add(thelight);
	   	 
		 


	function musicPause() 
    {
 	    document.getElementById('audio').pause();
    }




        	initSkybox();
	    	initThreeWalls();
	    	initThreeMaze();

	  loadTextures();			// will return sometime later, but can go ahead and render now	
      document.onkeydown = keyHandler;
 
  }		
};



this.getState = function()
{
 var x = [ ai, aj, ei, ej ];
  return ( x );  
};


this.takeAction = function ( a )
{
  step++;

  moveLogicalAgent(a);
  
    if ( ( step % 2 ) == 0 )		// slow the enemy down to every nth step
    moveLogicalEnemy();
 
// bad steps in this case, is actually good bc it means you are 1 away from the golden coin
  if ( badstep() )
    badsteps++;
    ; 
  /*else
    goodsteps++;
   //updateMsg();*/

  if ( true  )
  {
   drawAgent();
   drawEnemy();
   
   //updateStatus();
  }

    if ( agentBlocked() )			// if agent blocked in, run over 
  {
	this.endCondition = true;
	badsteps = 0;			// you score zero as far as database is concerned 			 
  	if ( true  )
  	{
	 audio.Pause();
	 
	}
  }


};



this.endRun = function()
{
};


this.getScore = function()
{
 return "Congrats!";
};


}






//---- end of World class -------------------------------------------------------