//MY WORLD IS AN ATTEMPT AT PACMAN. I STRUGGLED TO GET THIS WORKING COMPLETLY ALTHOUGH IT DOES HAVE SOME FUNCTIONS.
//THE PACMAN IS SELF MOVED USING THE ARROW KEYS.
//IT REMOVES THE FIRST DOT BUT AFTER THAT I CAN NOT GET IT TO EAT THE REST.
//IF A GHOST TOUCHES THE PACMAN HE WILL DIE AND THE GAME WILL END.
// World must define these:
const CLOCKTICK = 250; // speed of run - move things every n milliseconds
const MAXSTEPS = 200; // length of a run before final score
const SCREENSHOT_STEP = 50;
//---- global constants: -------------------------------------------------------
const gridsize =20; // number of squares along side of world
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 25);
// density of maze - number of internal boxes
// (bug) use trunc or can get a non-integer
const squaresize = 10; // size of square in pixels
const MAXPOS = gridsize * squaresize; // length of one side in pixels
const SKYCOLOR = 0x000000; // a number, not a string
const BLANKCOLOR = 0x0000FF ; // make objects this color until texture arrives (from asynchronous file read)
const show3d = false; // 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 * 10; // 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;
// 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;
const GRID_CIRCLE = 3;
// --- 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; }
}z
//---- start of World class -------------------------------------------------------
function World() {
// most of World can be private
// regular "var" syntax means private variables:
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 CIRCLE = new Array (gridsize );
var theagent, theenemy, theenemyT, theenemyP, theenemyO ;
// enemy and agent position on squares
var ei, ej, ai, aj, eTi, eTj, ePi, ePj, eOi, eOj ;
var badsteps;
var goodsteps;
var step;
var self = this; // needed for private fn to call public fn - see below
// regular "function" syntax means private functions:
function initGrid()
{
for (var i = 0; i < gridsize ; i++)
{
//CANT RUN WITHOUT
//CREATING GRID
GRID[i] = new Array(gridsize); // each element is an array
for (var j = 0; j < gridsize ; j++)
{
GRID[i][j] = GRID_BLANK; // each element is an array
}
}
}
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 ( ( eTi == i ) && ( eTj == j ) ) return true;
if ( ( eOi == i ) && ( eOj == j ) ) return true;
if ( ( ePi == i ) && ( ePj == j ) ) return true;
//WALL
if ( GRID[i][j] == GRID_WALL ) return true; // fixed objects
if ( GRID[i][j] == GRID_MAZE ) return true;
//if ( GRID[i][j] == GRID_CIRCLE ) 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 ) );
}
//--- skybox --------------------------------------------------------------------------------------------
function initSkybox()
{
var materialArray = [
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/suzannecampbell/black.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/suzannecampbell/black.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/suzannecampbell/black.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/suzannecampbell/black.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/suzannecampbell/black.jpg" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/suzannecampbell/black.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
}
// --- asynchronous load textures from file ----------------------------------------
// credits:
// http://commons.wikimedia.org/wiki/File:Old_door_handles.jpg?uselang=en-gb
// https://commons.wikimedia.org/wiki/Category:Pac-Man_icons
// https://commons.wikimedia.org/wiki/Category:Skull_and_crossbone_icons
// http://en.wikipedia.org/wiki/File:Inscription_displaying_apices_(from_the_shrine_of_the_Augustales_at_Herculaneum).jpg
// loader return can call private function
function loadTextures()
{
//PACMAN
var loader3 = new THREE.TextureLoader();
loader3.load ( '/uploads/suzannecampbell/pacmanguy.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
theagent.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
//GHOST
var loader4 = new THREE.TextureLoader();
loader4.load ('/uploads/suzannecampbell/pacmanghostred.jpeg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
theenemy.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader2 = new THREE.TextureLoader();
loader2.load ('/uploads/suzannecampbell/panmanghostblue.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
theenemyT.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader1 = new THREE.TextureLoader();
loader1.load ('/uploads/suzannecampbell/pacmanghostpink.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
theenemyP.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader5 = new THREE.TextureLoader();
loader5.load ('/uploads/suzannecampbell/pacmanghostorange.jpeg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
theenemyO.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
}
// --- add fixed objects ----------------------------------------
//OUTER WALL..
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 );
//SETS UP OUTER..
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;
}
}
//-----------------------------------------------------------------
function initLogicalCircle() // 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( !occupied(i,j))
{
GRID[i][j] = GRID_CIRCLE;
}
}
}
}
function initThreeCircle() // 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_CIRCLE )
{
if((i == ai)&&(j==aj))
{
GRID[ai][aj] = GRID_BLANK;
}
var shape = new THREE.SphereGeometry(2,2,2 );
var thecircle = new THREE.Mesh( shape );
thecircle.material.color.setHex( 0xFFFFFF );
//SETS UP OUTER..
thecircle.position.x = translate ( i * squaresize ); // translate my simple (i,j) block-numbering coordinates to three.js (x,y,z) coordinates
thecircle.position.z = translate ( j * squaresize );
thecircle.position.y = 0;
threeworld.scene.add(thecircle);
CIRCLE[t] = thecircle; // save it for later
t++;
}
}
}
}
function paintCircles ( material )
{
for ( var i = 0; i < CIRCLE.length; i++ )
{
if ( CIRCLE[i] ) CIRCLE[i].material = material;
}
}
//---------------------------------------------------------
//one square
function initLogicalMaze()
{
for ( var c=1 ; c <= NOBOXES ; c++ )
{
var row = randomintAtoB(1,gridsize-2); // inner squares are 1 to gridsize-2
var col = randomintAtoB(1,gridsize-2);
//GRID[row][col] = GRID_MAZE ;
for(var i = 1; i<3; i++){
GRID[i][2] = GRID_MAZE ;
GRID[i][16] = GRID_MAZE ;
}
for(var a=1; a<4; a++){
GRID[a][8] = GRID_MAZE ;
GRID[a][10] = GRID_MAZE ;
}
GRID[8][8] = GRID_MAZE ;
GRID[9][8] = GRID_MAZE ;
GRID[11][8] = GRID_MAZE ;
GRID[12][8] = GRID_MAZE ;
GRID[8][9] = GRID_MAZE ;
GRID[12][9] = GRID_MAZE ;
GRID[8][10] = GRID_MAZE ;
GRID[12][10] = GRID_MAZE ;
for(var i = 8; i<13; i++){
GRID[i][11] = GRID_MAZE;
}
GRID[5][2] = GRID_MAZE ;
GRID[6][2] = GRID_MAZE ;
GRID[7][2] = GRID_MAZE ;
GRID[10][1] = GRID_MAZE ;
GRID[10][2] = GRID_MAZE ;
GRID[10][3] = GRID_MAZE ;
GRID[13][2] = GRID_MAZE ;
GRID[14][2] = GRID_MAZE ;
GRID[15][2] = GRID_MAZE ;
GRID[17][2] = GRID_MAZE ;
GRID[18][2] = GRID_MAZE ;
GRID[5][5] = GRID_MAZE ;
GRID[5][6] = GRID_MAZE ;
GRID[5][7] = GRID_MAZE ;
GRID[5][8] = GRID_MAZE ;
GRID[6][6] = GRID_MAZE ;
GRID[3][14] = GRID_MAZE ;
GRID[4][14] = GRID_MAZE ;
GRID[5][14] = GRID_MAZE ;
GRID[5][15] = GRID_MAZE ;
GRID[5][16] = GRID_MAZE ;
/* for(var i =3;i<8; i++)
{
GRID[i][1] = GRID_MAZE ;
}
GRID[6][17] = GRID_MAZE ;
*/
for(var i =8;i<13; i++)
{
GRID[i][16] = GRID_MAZE ;
}
GRID[10][17] = GRID_MAZE ;
//for(var i =3;i<6; i++)
//{
// GRID[i][18] = GRID_MAZE ;
//}
GRID[3][18] = GRID_MAZE ;
GRID[15][14] = GRID_MAZE ;
GRID[16][14] = GRID_MAZE ;
GRID[15][15] = GRID_MAZE ;
GRID[15][16] = GRID_MAZE ;
GRID[17][14] = GRID_MAZE ;
GRID[18][10] = GRID_MAZE ;
GRID[17][10] = GRID_MAZE ;
GRID[16][10] = GRID_MAZE ;
GRID[18][8] = GRID_MAZE ;
GRID[17][8] = GRID_MAZE ;
GRID[16][8] = GRID_MAZE ;
GRID[17][17] = GRID_MAZE ;
GRID[18][17] = GRID_MAZE ;
//GRID[17][14] = GRID_MAZE ;
// GRID[4][14] = GRID_MAZE ;
//GRID[3][18] = GRID_BLANK;
}
}
function initThreeMaze()
{
var t = 0;
for (var row = 0; row < gridsize ; row++)
for (var col = 0; col < gridsize ; col++)
if ( GRID[row][col] == GRID_MAZE )
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
var thecube = new THREE.Mesh( shape );
thecube.material.color.setHex( BLANKCOLOR );
thecube.position.x = translate ( row * squaresize );
thecube.position.z = translate ( col * squaresize );
thecube.position.y = 0;
threeworld.scene.add(thecube);
MAZE[1] = 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
{
var x = translate ( ei * squaresize );
var z = translate ( ej * squaresize );
var y = 0;
theenemy.position.x = x;
theenemy.position.y = y;
theenemy.position.z = z;
threeworld.scene.add(theenemy);
threeworld.follow.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
}
function initLogicalEnemy()
{
//ENEMY START LOCAtion:
var i, j;
do
{
i = 9;//randomintAtoB(1,gridsize-2);
j = 9;//randomintAtoB(1,gridsize-2);
}
while ( occupied(i,j) ); // search for empty square
ei = i;
ej = j;
}
function initThreeEnemy()
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
theenemy = new THREE.Mesh( shape );
theenemy.material.color.setHex( BLANKCOLOR );
drawEnemy();
}
function moveLogicalEnemy(a)
{
// move towards agent
// put some randomness in so it won't get stuck with barriers
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) )
{
ei = i;
ej = j;
}
}
// --- enemy TWO functions -----------------------------------
//BLUE
function drawEnemyT() // given ei, ej, draw it
{
var x = translate ( eTi * squaresize );
var z = translate ( eTj * squaresize );
var y = 0;
theenemyT.position.x = x;
theenemyT.position.y = y;
theenemyT.position.z = z;
threeworld.scene.add(theenemyT);
threeworld.follow.copy ( theenemyT.position ); // if camera moving, look back at where the enemy is
}
function initLogicalEnemyT()
{
//ENEMY START LOCAtion:
var i, j;
do
{
i = 9;//randomintAtoB(1,gridsize-2);
j = 10;//randomintAtoB(1,gridsize-2);
}
while ( occupied(i,j) ); // search for empty square
eTi = i;
eTj = j;
}
function initThreeEnemyT()
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
theenemyT = new THREE.Mesh( shape );
theenemyT.material.color.setHex( BLANKCOLOR );
drawEnemyT();
}
function moveLogicalEnemyT(a)
{
// move towards agent
// put some randomness in so it won't get stuck with barriers
var i = eTi;
var j = eTj;
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) )
{
eTi = i;
eTj = j;
}
}
// --- enemy THREE functions -----------------------------------
//PINK
function drawEnemyP() // given ei, ej, draw it
{
var x = translate ( ePi * squaresize );
var z = translate ( ePj * squaresize );
var y = 0;
theenemyP.position.x = x;
theenemyP.position.y = y;
theenemyP.position.z = z;
threeworld.scene.add(theenemyP);
threeworld.follow.copy ( theenemyP.position ); // if camera moving, look back at where the enemy is
}
function initLogicalEnemyP()
{
//ENEMY START LOCAtion:
var i, j;
do
{
i = 10;//randomintAtoB(1,gridsize-2);
j = 10;//randomintAtoB(1,gridsize-2);
}
while ( occupied(i,j) ); // search for empty square
ePi = i;
ePj = j;
}
function initThreeEnemyP()
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
theenemyP = new THREE.Mesh( shape );
theenemyP.material.color.setHex( BLANKCOLOR );
drawEnemyP();
}
function moveLogicalEnemyP(a)
{
// move towards agent
// put some randomness in so it won't get stuck with barriers
var i = ePi;
var j = ePj;
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) )
{
ePi = i;
ePj = j;
}
}
// --- enemy FOUR functions -----------------------------------
//BLUE
function drawEnemyO() // given ei, ej, draw it
{
var x = translate ( eOi * squaresize );
var z = translate ( eOj * squaresize );
var y = 0;
theenemyO.position.x = x;
theenemyO.position.y = y;
theenemyO.position.z = z;
threeworld.scene.add(theenemyO);
threeworld.follow.copy ( theenemyO.position ); // if camera moving, look back at where the enemy is
}
function initLogicalEnemyO()
{
//ENEMY START LOCAtion:
var i, j;
do
{
i =7; //randomintAtoB(1,gridsize-2);
j =7;// randomintAtoB(1,gridsize-2);
}
while ( occupied(i,j) ); // search for empty square
eOi = i;
eOj = j;
}
function initThreeEnemyO()
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
theenemyO = new THREE.Mesh( shape );
theenemyO.material.color.setHex( BLANKCOLOR );
drawEnemyO();
}
function moveLogicalEnemyO(a)
{
// move towards agent
// put some randomness in so it won't get stuck with barriers
var i = eOi;
var j = eOj;
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) )
{
eOi = i;
eOj = j;
}
}
// --- agent functions -----------------------------------
function drawAgent() // given ai, aj, draw it
{
var x = translate ( ai * squaresize );
var z = translate ( aj * squaresize );
var y = 0;
theagent.position.x = x;
theagent.position.y = y;
theagent.position.z = z;
threeworld.scene.add(theagent);
threeworld.lookat.copy ( theagent.position );
// follow vector = agent position (for camera following agent)
}
function initLogicalAgent()
{
// start in random location:
var i, j;
do
{
i =1;// randomintAtoB(1,gridsize-2);
j = 1; // randomintAtoB(1,gridsize-2);
}
while ( occupied(i,j) ); // search for empty square
ai = i;
aj = j;
}
function initThreeAgent()
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
theagent = new THREE.Mesh( shape );
theagent.material.color.setHex( BLANKCOLOR );
drawAgent();
}
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;
}
}
function eatCircles()
{
if(GRID[ai][aj]==GRID_CIRCLE)
return (GRID[ai][aj] = GRID_BLANK);
}
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
//{
//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 = self.getState();
//var eat = eatCircles();
var status = " Step: <b> " + step ;
$("#user_span3").html( status );
}
///DYINGGGGGGG
function die()
{
if( (((ei == ai-1)&&(ej == aj)) ||
((ei== ai+1)&&(aj == ej)) ||
((ai == ei)&&(ej==aj+1)) ||
((ai == ei)&&(aj-1 == ej)))
||
(((ai-1 == eTi)&&(eTj == aj)) ||
((ai+1==eTi)&&(aj==eTj)) ||
((ai == eTi)&&(eTj==aj+1)) ||
((ai == eTi)&&(aj-1 == eTj)))
||
(((ai-1 == ePi)&&(ePj == aj)) ||
((ai+1==ePi)&&(aj==ePj)) ||
((ai == ePi)&&(ePj==aj+1)) ||
((ai == ePi)&&(aj-1 == ePj)))
||
(((ai-1 == eOi)&&(eOi == aj)) ||
((ai+1 == eOi)&&(aj==eOj)) ||
((ai == eOi)&&(eOi==aj+1)) ||
((ai == eOi)&&(aj-1 == eOj)))
)
{
return true;
}
}
function updateStatusAfter() // agent and enemy have moved, can calculate score
{
// new state after both have moved
var y = self.getState();
//var status = " y = (" + y.toString() + ") <BR> ";
//$("#user_span4").html( status );
var score = self.getScore();
var status = " USE ARROW KEYPAD TO MOVE THE PACMAN";
$("#user_span5").html( status );
}
//--- public functions / interface / API ----------------------------------------------------------
this.endCondition; // If set to true, run will end.
this.newRun = function()
{
// (subtle bug) must reset variables like these inside newRun (in case do multiple runs)
this.endCondition = false;
badsteps = 0;
goodsteps = 0;
step = 0;
// for all runs:
initGrid();
initLogicalWalls();
initLogicalCircle();
initLogicalMaze();
initLogicalAgent();
eatCircles();
initLogicalEnemy();
initLogicalEnemyT();
initLogicalEnemyP();
initLogicalEnemyO();
// for graphical runs only:
if ( true )
{
if ( show3d )
{
BOXHEIGHT = squaresize;
threeworld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
}
else
{
BOXHEIGHT = 1;
threeworld.init2d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
}
initSkybox();
initMusic();
// Set up objects first:
initThreeWalls();
initThreeCircle();
initThreeMaze();
initThreeAgent();
initThreeEnemy();
initThreeEnemyT();
initThreeEnemyP();
initThreeEnemyO();
// Then paint them with textures - asynchronous load of textures from files.
// The texture file loads return at some unknown future time in some unknown order.
// Because of the unknown order, it is probably best to make objects first and later paint them, rather than have the objects made when the file reads return.
// It is safe to paint objects in random order, but might not be safe to create objects in random order.
loadTextures();
document.onkeydown = keyHandler;
}
};
this.getState = function()
{
var x = [ ai, aj, ei, ej, eTi, eTj, eOi, eOj, ePi, ePj ];
return ( x );
};
this.nextStep = function()
{
var a = 4;
step++;
if ( true )
updateStatusBefore(a); // show status line before moves
//moveLogicalAgent(a);
if ( ( step % 7) == 0 ) // slow the enemy down to every nth step
moveLogicalEnemy(a);
moveLogicalEnemyT(a);
moveLogicalEnemyP(a);
moveLogicalEnemyO(a);
if ( true )
{
drawAgent();
drawEnemy();
drawEnemyT();
drawEnemyP();
drawEnemyO();
updateStatusAfter();
GRID[ai][aj]== GRID_BLANK;
// show status line after moves
}
if( die() )
{
this.endCondition = true;
}
if ( agentBlocked() ) // if agent blocked in, run over
{
this.endCondition = true; // you score zero as far as database is concerned
if ( true )
{
musicPause();
soundAlarm();
}
}
};
this.endRun = function()
{
if ( true )
{
musicPause();
if ( this.endCondition )
$("#user_span6").html( " <font color=red> <B> You died :(</B> </font> " );
else
$("#user_span6").html( " <font color=red> <B> Run over. </B> </font> " );
}
};
this.getScore = function()
{
return ( ( goodsteps / step ) * 100 );
};
}
//---- end of World class -------------------------------------------------------
// --- music and sound effects ----------------------------------------
// credits:
// http://www.dl-sounds.com/royalty-free/defense-line/
// http://soundbible.com/1542-Air-Horn.html
function initMusic()
{
// put music element in one of the spans
var x = "<audio id=theaudio src=/uploads/starter/Pacman.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();
}
function soundAlarm()
{
var x = "<audio src=/uploads/starter/air.horn.mp3 autoplay > </audio>";
$("#user_span2").html( x );
}