Code viewer for World: Blank Three.js World (clon...

// Cloned by Sharmistha on 7 Oct 2021 from World "Blank Three.js World" by Starter user 
// Please leave this clone trail here.
 



// ==== 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.
// ====================================================================================================================




// Starter World for Three.js experiments 

// No Mind
// Just World 







// ===================================================================================================================
// === 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.



 const FILE_ARRAY = [
		"/uploads/starter/earth.1.jpg",
		"/uploads/starter/earth.2.jpg",
		"/uploads/starter/earth.3.jpg",
		"/uploads/starter/earth.4.jpg",
		"/uploads/starter/earth.5.jpg"
		];
	
	
const SKYCOLOR 	= 0xffffff;				// a number, not a string 

const ARMYSIZE = 200;       // an "army" of objects 

const objectsize = 300 ;

const WALKSTEP = 500;       // bounds of the random move per timestep 
                            // try 50 (vibrating sheet) versus 1000 (cloud)
         
const MAXPOS                = 4000 ;            // start things within these bounds                    
const startRadiusConst	 	= MAXPOS * 2 ;		// distance from centre to start the camera at
const maxRadiusConst 		= MAXPOS * 5 ;		// maximum distance from camera we will render things  



//--- change ABWorld defaults: -------------------------------

ABHandler.MAXCAMERAPOS = MAXPOS * 10 ;			// allow camera go far away 

ABWorld.drawCameraControls = false; 


// ===================================================================================================================
// === End of tweaker's box ==========================================================================================
// ===================================================================================================================


// You will need to be some sort of JavaScript programmer to change things below the tweaker's box.








 

    var THEARMY 	= new Array( ARMYSIZE );	

	var textureArray = new Array ( FILE_ARRAY.length );

	


function loadResources()		// asynchronous file loads - call initScene() when all finished 
{
	for ( var i = 0; i < FILE_ARRAY.length; i++ ) 
	  startFileLoad ( i );						// launch n asynchronous file loads
}

	
function startFileLoad ( n )				// asynchronous file load of texture n 
{
	var loader = new THREE.TextureLoader();

	loader.load ( FILE_ARRAY[n], function ( thetexture )  	 
	{
		thetexture.minFilter  = THREE.LinearFilter;
		textureArray[n] = thetexture;
		if ( asynchFinished() ) initArmy();
	});	
}
 
 
function asynchFinished()		// all file loads returned 
{
	for ( var i = 0; i < FILE_ARRAY.length; i++ ) 
		if ( ! textureArray[i] ) 
			return false;
		
	  return true;
}



function initArmy()		 // called when all textures ready 
{
 var t = 0;
 
 for ( var c=1 ; c <= ARMYSIZE ; c++ )
 {
   //     var shape = new THREE.SphereGeometry ( objectsize, 10, 10 ); 
  	var shape = new THREE.BoxGeometry( objectsize, objectsize, objectsize );
  
  	var theobject  = new THREE.Mesh( shape );
    
  	theobject.position.x = AB.randomIntAtoB ( -MAXPOS, MAXPOS );   	
  	theobject.position.z = AB.randomIntAtoB ( -MAXPOS, MAXPOS );   	
  	theobject.position.y =  0;	
	
 	var r = AB.randomIntAtoB ( 0, textureArray.length - 1 );    			 // random texture 
    theobject.material =  new THREE.MeshBasicMaterial ( { map: textureArray[r] } );   

 	ABWorld.scene.add(theobject);
	THEARMY[t] = theobject;	            	// save it for later
	t++; 
	
	
 }
 
  // can start the run loop
  
	ABWorld.render();		
  
	AB.removeLoading();
	
  	AB.runReady = true; 		
}


function moveArmy()		    // move all the objects 
{
 for ( var i = 0; i < THEARMY.length; i++ )
 { 
   if ( THEARMY[i] )		// in case initArmy() not called yet 
   { 
        THEARMY[i].position.x =  THEARMY[i].position.x + AB.randomIntAtoB(-WALKSTEP,WALKSTEP) ;        
        THEARMY[i].position.z =  THEARMY[i].position.z + AB.randomIntAtoB(-WALKSTEP,WALKSTEP) ;
        THEARMY[i].position.y =  THEARMY[i].position.y + AB.randomIntAtoB(-WALKSTEP,WALKSTEP) ;
        ABWorld.scene.add( THEARMY[i] );
        
        
    //Create a matrix
    var matrix = new THREE.Matrix4();
    //Rotate the matrix
    matrix.makeRotationY(Math.PI / 2);

    //rotate the object using the matrix
    THEARMY.position.applyMatrix4(matrix);

   }
 }
}



AB.world.newRun = function() 
{
	AB.loadingScreen();

	AB.runReady = false;  

	ABWorld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR  ); 

	loadResources();		// aynch file loads		
							// calls initArmy() when it returns 
};



AB.world.nextStep = function()
{
 	moveArmy();
};