// Cloned by Dheera on 14 Nov 2021 from World "ROADRUNNER World 1" by Dheera
// Please leave this clone trail here.
// Cloned by Dheera on 5 Nov 2021 from World "Complex World" by Starter user
// Please leave this clone trail here.
//Name: Dheera
//StudentID: 21261395
//Email: dheera2@mail.dcu.ie
// ==== 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;
// 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 = false; // Switch between 3d and 2d view (both using Three.js)
//Dheera says: changed the images of the wall, maze, agent, enemy and path highlighted as below.
const TEXTURE_WALL = '/uploads/dheera0704/Walloffire.jpg' ;
const TEXTURE_MAZE = '/uploads/dheera0704/hedge.jpg' ;
const TEXTURE_AGENT = '/uploads/dheera0704/roadrunner2.jpg' ;
const TEXTURE_ENEMY = '/uploads/dheera0704/wilecoyote1.jpeg' ;
const TEXTURE_PATH = '/uploads/dheera0704/circle.png' ;
//Dheera says: Background music for the game when the Roadrunner(Agent) is running away from WileyCayote(Enemy).
const MUSIC_BACK = '/uploads/dheera0704/RoadRunnerTheme.mp3' ;
//Dheera says: Music played when the Agent is caught!
const SOUND_ALARM = '/uploads/dheera0704/laugh.mp3' ;
//Dheera says: Gridsize changed to 50 as required in the practical 1 guidelines.
const gridsize = 50; // number of squares along side of world
// Dheera says: Number of maze boxed to be created has also been changed according to Practical 1 guidelines.
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 3);
// 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 = 0xffdddd; // Dheera says: changed the skycolor.
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
//Dheera says: Added new images for the skybox below.
//Credits: https://opengameart.org/content/skiingpenguins-skybox-pack?page=1
const SKYBOX_ARRAY = [
"/uploads/dheera0704/divine_ft3.jpg",
"/uploads/dheera0704/divine_bk1.jpg",
"/uploads/dheera0704/divine_up6.jpg",
"/uploads/dheera0704/divine_dn2.jpg",
"/uploads/dheera0704/divine_rt5.jpg",
"/uploads/dheera0704/divine_lf4.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 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 badsteps;
var goodsteps;
//////////////Dheera's Code starts\\\\\\\\\\\\\\\\\\\\\\\
// Dheera says: Declaring some extra Global Variables.
var openSet = [];
var closedSet = [];
var start;
var end;
var isblocked;
var shape, thecube;
var thepath;
var pathArray = [];
var children = [];
var path_texture;
// Dheera says: My heuristic function for A star algorithm (using Manhattan distance) :
function myheuristic(e, a)
{
return ( Math.abs(e.i - a.i) + Math.abs(e.j - a.j) );
}
//Dheera says: Function to remove the path being drawn on screen.
function removePath(){
console.log("Finding new path at every move");
for(var e=0; e<pathArray.length;e++){
var t=pathArray[e];
const a=ABWorld.scene.getObjectByProperty("id",t);
ABWorld.scene.remove(a)}
}
//Dheera says: Spot function defined to get the characteristics of each Spot object in the GRID:
function Spot(i, j,isblocked)
{
this.i = i;
this.j = j;
if (isblocked === true)
/*Dheera says: Since wall or maze both are blockers, defining iswallormaze property of a spot.
It is True if the spot is a wall or a grid. Otherwise it is false.
It helps while adding neighbors of a spot.*/
this.iswallormaze=true;
else
this.iswallormaze = false;
/*Dheera says: f, g, and h values for A Star algo is calculated using the function f(n) = g(n) + h(n).
Hence initializing these properties of a Spot*/
this.f = 0;
this.g = 0;
this.h = 0;
//Dheera says: Neighbors array to store the neighbouring Spots from the current spot.
this.neighbors = [];
//Dheera says: To identify the parent node of a Spot.
this.parent = undefined;
//Dheera says: function to find the neighbors of a Spot that are not walls or mazes
this.addNeighbors = function(grid)
{
var i = this.i;
var j = this.j;
if (i < gridsize - 1 && (grid[i + 1][j].iswallormaze === false))
this.neighbors.push(grid[i + 1][j]);
if (i > 0 && (grid[i - 1][j].iswallormaze === false))
this.neighbors.push(grid[i - 1][j]);
if (j < gridsize - 1 && (grid[i][j+1].iswallormaze === false))
this.neighbors.push(grid[i][j + 1]);
if (j > 0 && (grid[i][j-1].iswallormaze === false))
this.neighbors.push(grid[i][j - 1]);
}
}
function AStarAlgo(start, end) //Dheera says: AStar Algo implemented in this function.
{
resetGrid(); //Dheera says: resetGrid function called at the beginning of each run of the algo to reset the grid parameters.
removePath(); //Dheera says: removePath function called at the beginning of each tun of the algo to remove the obsolete path and show the new path at each run.
let openSet=[start];
let current;
let closedSet=[];
while (openSet.length !== 0) {
/////////////////AStar search begins for a given frame\\\\\\\\\\\\\\\\\\\\\\\
//Dheera says: Searching the openSet to find the Spot with least f cost.
var winner = 0;
for (var i = 0; i < openSet.length; i++)
if (openSet[i].f < openSet[winner].f)
winner = i;
current = openSet[winner]; //Dheera says: curret holds the Spot with the least f cost.
//Dheera says: To check if the Agent has been reached:
if (current === end)
{
console.log("Wiley has found the Roadrunner!");
break;
}
//Dheera says: calling the removeFromArray function to remove the current node from the OpenSet.
removeFromArray(openSet, current);
// Dheera says: Best neighbour is moved from openSet to closedSet.
closedSet.push(current);
// Dheera says: Checking all the children/neighbours of current spot:
var children = current.neighbors;
for (let i = 0; i < children.length; i++)
{
var neighbor = children[i];
//Dheera says: Checking if the next Spot selected is in the closed list and is not a wall or maze.
if (!closedSet.includes(neighbor) && !neighbor.iswallormaze)
{
var tempG = current.g + myheuristic(neighbor, current);
//Dheera says: Checking if this path is better or not:
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);
}
//Dheera says: If newPath is the better path:
if (newPath)
{
neighbor.h = myheuristic(neighbor, end);
neighbor.f = neighbor.g + neighbor.h;
neighbor.parent = current;
}
}
}
}//Dheera says: While loop ends here.
/////////A star searching ends here\\\\\\\\\\\\\
//Dheera says: For tracing the path:
path = [];
var tracepath = current;
path.push(tracepath);
while (tracepath.parent)
{
path.push(tracepath.parent);
tracepath = tracepath.parent;
}
//Dheera says: AStarAlgo functions returns this path to the moveLogicalEnemy function so that the Enemy can move.
return path;
}
//Dheera says: Function to remove the current element from the openSet:
function removeFromArray(arr, elt)
{
for (var i = arr.length - 1; i >= 0; i--)
if (arr[i] == elt)
arr.splice(i, 1);
}
////////////////////////////End of new functions added by Dheera\\\\\\\\\\\\\\\\\\\\\\\\
//Dheera says: NOTE: One more function called resetGrid has been added at the end of the code.
//------------------------------------------------------------------------------------------
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();
var loader5 = new THREE.TextureLoader(); //Dheera says: Added for the path that Enemy takes
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();
});
//Dheera says: Added new loader5 for the path that Enemy takes:
loader5.load( TEXTURE_PATH, function( thetexture )
{thetexture.minFilter = THREE.LinearFilter;
path_texture = thetexture;
if( asynchFinished() ) initScene();
});
}
function asynchFinished() // all file loads returned
{
//Dheera says: addded path_texture here as well to check if it is loaded correctly
if ( wall_texture && agent_texture && enemy_texture && maze_texture && path_texture) return true;
else return false;
}
//--- grid system -------------------------------------------------------------------------------
// my numbering is 0 to gridsize-1
function occupied ( i, j ) // is this square occupied
{
if ( ( ei == i ) && ( ej == j ) ) return true; // variable objects
if ( ( ai == i ) && ( aj == j ) ) return true;
//Dheera says: changed the below code to support a Spot's iswallormaze property.
if ( GRID[i][j].iswallormaze === true ) return true; // fixed objects
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;
}
function initScene() // all file loads have returned
{
var i,j; // removing shape, thecube from here and declaring it globally.
// set up GRID as 2D array
for ( i = 0; i < gridsize ; i++ )
GRID[i] = new Array(gridsize);
// set up walls
for ( i = 0; i < gridsize ; i++ )
for ( j = 0; j < gridsize ; j++ )
if ( ( i===0 ) || ( i==gridsize-1 ) || ( j===0 ) || ( j==gridsize-1 ) )
{
isblocked= true; //Dheera says: to check if this is a wall. So this path will not be taken while exploring neighbours of a Spot.
GRID[i][j] = new Spot(i,j, isblocked); //Dheera says: Initialising the GRID of Spots for the boundary walls.
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] = new Spot(i,j);
// set up maze
for ( var c=1 ; c <= NOBOXES ; c++ )
{
isblocked = true; ////Dheera says: to check if this is a maze. So this path will not be taken while exploring neighbours of a Spot.
i = AB.randomIntAtoB(1,gridsize-2); // inner squares are 1 to gridsize-2
j = AB.randomIntAtoB(1,gridsize-2);
GRID[i][j] = new Spot(i, j, isblocked) ; //Dheera says: Initialising the GRID of Spots for the Maze Spots inside.
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);
}
//Dheera says: Finding and adding neighbours for each Spot in the 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].addNeighbors(GRID);
// 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;
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;
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 -----------------------------------
function moveLogicalEnemy()
{
//Dheera says: Added the following code to fetch the path using AStarAlgo.
//Dheera says: AStarAlgo returns the path after each run which is stored in the path variable defined below.
let path = AStarAlgo(GRID[ei][ej] , GRID[ai][aj] );
i = path[path.length-2].i;
j = path[path.length-2].j;
//Dheera says: The path is drawn here.
for (var p=0; p<path.length-2;p++){
var t = path[p];
shape = new THREE.SphereGeometry(30,30,30);
thepath = new THREE.Mesh(shape);
pathArray[p] = thepath.id;
thepath.material = new THREE.MeshBasicMaterial({map : path_texture});
thepath.position.copy(translate(path[p].i,path[p].j)); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.scene.add(thepath);
}
if ( ! occupied(i,j) ) // if no obstacle then move, else just miss a turn
{
ei = i;
ej = 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--;
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 COUNTER = [ 22, 23, 24, 25 ];
function counter ( event ) { return ( COUNTER.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 ( ! counter ( event ) ) return true;
// else handle key and prevent default handling:
if ( event.keyCode == 22 ) moveLogicalAgent ( ACTION_LEFT );
if ( event.keyCode == 23 ) moveLogicalAgent ( ACTION_DOWN );
if ( event.keyCode == 24 ) moveLogicalAgent ( ACTION_RIGHT );
if ( event.keyCode == 25 ) 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++;
console.log("No place for Agent to move! Please re-load the game.");
}
else goodsteps++;
drawAgent();
drawEnemy();
updateStatusAfter(); // show status line after moves
if ( agentBlocked() ) // if agent blocked in, run over
{
console.log("Agent is trapped on all sides.Please re-load the game.");
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> 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.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
}
//Dheera says: Function added to reset the the Whole GRID's properties after each run of the AStarAlgo.
function resetGrid()
{
//Dheera says: checking within the wall boundaries:
for ( i = 1; i < gridsize-1 ; i++ )
for ( j = 1; j < gridsize-1 ; j++ )
if (GRID[i][j].iswallormaze === false)
{
GRID[i][j].parent=null;
GRID[i][j].g=0;
GRID[i][j].h=0;
GRID[i][j].f=0;
}
}