// ==== 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.
// ====================================================================================================================
// Demo of moving 3d models
// Movement is on a semi-visible grid of squares
// Cannot go through cubes. Have to go around them.
// See "Move With" camera
// ===================================================================================================================
// === 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 = 150;
// 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 OBJ_SKELETON = '/uploads/starter/skelet.obj' ;
// skeleton credit
// formerly here:
// http://tf3dm.com/3d-model/skeleton-with-organs-91102.html
const OBJPATH = "/uploads/starter/"; // path of OBJ and MTL (Peter Parker model)
const OBJNAME = "Peter_Parker.obj";
const MTLNAME = "Peter_Parker.mtl";
// Peter Parker credit
// formerly here:
// https://free3d.com/3d-model/spider-man-4998.html
// multiply model sizes by some amount:
const SCALE_HERO = 70;
// random size skeleton with each run:
const SCALE_SKELETON = AB.randomFloatAtoB ( 1, 6 );
// const SCALE_SKELETON = 4;
const TEXTURE_MAZE = '/uploads/starter/latin.jpg' ;
const TEXTURE_SKELETON = '/uploads/starter/ghost.3.png' ;
// credits:
// https://commons.wikimedia.org/wiki/Category:Skull_and_crossbone_icons
const MUSIC_BACK = '/uploads/starter/SuspenseStrings.mp3' ;
// music credit
// http://www.dl-sounds.com/royalty-free/suspense-strings/
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 SKYCOLOR = 0xffffcc; // a number, not a string
const LIGHTCOLOR = 0xffffff ;
const startRadiusConst = MAXPOS * 0.8 ; // distance from centre to start the camera at
const maxRadiusConst = MAXPOS * 5 ; // maximum distance from camera we will render things
// camera on "Move With" should move up/down in y axis as we re-scale objects
// to place the follow camera just above the agent, something like:
const FOLLOW_Y = SCALE_HERO * 4 ;
// to point the camera at skeleton's face, something like:
const LOOKAT_Y = SCALE_SKELETON * 40;
//--- change ABWorld defaults: -------------------------------
ABHandler.MAXCAMERAPOS = maxRadiusConst ;
ABHandler.GROUNDZERO = true; // "ground" exists at altitude zero
//--- skybox: -------------------------------
// urban photographic skyboxes, credit:
// http://opengameart.org/content/urban-skyboxes
const SKYBOX_ARRAY = [
"/uploads/starter/posx.jpg",
"/uploads/starter/negx.jpg",
"/uploads/starter/posy.jpg",
"/uploads/starter/negy.jpg",
"/uploads/starter/posz.jpg",
"/uploads/starter/negz.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;
// contents of a grid square
const GRID_BLANK = 0;
const GRID_WALL = 1;
const GRID_MAZE = 2;
var GRID = new Array(gridsize); // can query GRID about whether squares are occupied, will in fact be initialised as a 2D array
var theagent, theenemy;
var agentRotation = 0;
var enemyRotation = 0; // with 3D models, current rotation away from default orientation
var maze_texture, skeleton_texture;
// enemy and agent position on squares
var ei, ej, ai, aj;
var badsteps;
var goodsteps;
function loadResources() // asynchronous file loads - call initScene() when all finished
{
// load skeleton - OBJ that we will paint with a texture
var loader = new THREE.OBJLoader ( new THREE.LoadingManager() );
loader.load ( OBJ_SKELETON, function ( object )
{
theenemy = object;
if ( asynchFinished() ) initScene();
});
// load Peter Parker model - OBJ plus MTL (plus TGA files)
// old code:
// THREE.Loader.Handlers.add ( /.tga$/i, new THREE.TGALoader() );
// now gives warning:
// Handlers.add() has been removed. Use LoadingManager.addHandler() instead.
// example:
// manager.addHandler( /\.tga$/i, new TGALoader() );
THREE.DefaultLoadingManager.addHandler ( /\.tga$/i, new THREE.TGALoader() );
var m = new THREE.MTLLoader();
m.setResourcePath ( OBJPATH );
m.setPath ( OBJPATH );
m.load ( MTLNAME, function ( materials )
{
materials.preload();
var o = new THREE.OBJLoader();
o.setMaterials ( materials );
o.setPath ( OBJPATH );
o.load ( OBJNAME, function ( object )
{
theagent = object;
if ( asynchFinished() ) initScene();
});
});
// load textures
var loader2 = new THREE.TextureLoader();
var loader3 = new THREE.TextureLoader();
loader2.load ( TEXTURE_MAZE, function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
maze_texture = thetexture;
if ( asynchFinished() ) initScene();
});
loader3.load ( TEXTURE_SKELETON, function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
skeleton_texture = thetexture;
if ( asynchFinished() ) initScene();
});
}
function asynchFinished() // all file loads returned
{
if ( maze_texture && skeleton_texture && theenemy && theagent ) 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;
if ( GRID[i][j] == GRID_WALL ) return true; // fixed objects
if ( GRID[i][j] == GRID_MAZE ) return true;
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, shape, thecube;
// set up GRID as 2D array
for ( i = 0; i < gridsize ; i++ )
GRID[i] = new Array(gridsize);
// set up invisible walls so cannot move into them (occupied)
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] = GRID_WALL;
else
GRID[i][j] = GRID_BLANK;
// set up maze
for ( var c=1 ; c <= NOBOXES ; c++ )
{
i = AB.randomIntAtoB(2,gridsize-3); // inner squares are 1 to gridsize-2
j = AB.randomIntAtoB(2,gridsize-3);
GRID[i][j] = GRID_MAZE ;
shape = new THREE.BoxGeometry ( squaresize, squaresize, 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);
}
// add enemy model
// 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;
// paint the enemy:
theenemy.traverse ( function ( child )
{
if ( child instanceof THREE.Mesh )
child.material.map = skeleton_texture ;
});
theenemy.scale.multiplyScalar ( SCALE_SKELETON ); // scale it
ABWorld.scene.add( theenemy );
drawEnemy();
// add agent model
// 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;
theagent.scale.multiplyScalar ( SCALE_HERO ); // scale it
ABWorld.scene.add( theagent );
drawAgent();
// finally skybox
ABWorld.scene.background = new THREE.CubeTextureLoader().load ( SKYBOX_ARRAY, function()
{
ABWorld.render();
AB.removeLoading();
AB.runReady = true;
});
}
// --- 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
theenemy.position.y = ( - squaresize / 2 ); // adjusted so model feet line up with bottom of cubes - cubes centre on y=0
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.y = LOOKAT_Y ; // adjusted
}
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
theagent.position.y = ( - squaresize / 2 ); // adjusted
ABWorld.follow.copy ( theagent.position ); // follow vector = agent position (for camera following agent)
ABWorld.follow.y = FOLLOW_Y ; // adjusted
}
// --- take actions -----------------------------------
function enemyGetAction() // do it like a Mind
{
if ( AB.randomBoolean() ) // look at i
{
if ( ei < ai ) return ( ACTION_RIGHT );
if ( ei > ai ) return ( ACTION_LEFT );
return ( ACTION_STAYSTILL );
}
else // look at j
{
if ( ej < aj ) return ( ACTION_UP );
if ( ej > aj ) return ( ACTION_DOWN );
return ( ACTION_STAYSTILL );
}
}
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 ( 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;
}
}
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) )
{
// 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;
}
}
// --- rotate functions -----------------------------------
// Rotate enemy towards agent
// This rotates half-way per step:
function rotateEnemyTowards ( newRotation )
{
if ( enemyRotation == newRotation ) return;
// else
var x = ( enemyRotation + newRotation ) / 2;
theenemy.rotation.set ( 0, x, 0 );
enemyRotation = x;
}
/*
// Alternative experiments - multiple interim rotations
const INTERIMROT = 10; // number of interim rotations drawn when model turns round
// all rotations positive 0 to 2 PI
function rotateEnemyTowards ( newRotation )
// rotate enemy from current value of "enemyRotation" towards "newRotation" - with interim renders
{
if ( enemyRotation == newRotation ) return;
// else
var delta = ( Math.abs ( enemyRotation - newRotation ) ) / INTERIMROT;
// console.log ( "rotate from " + enemyRotation + " to " + newRotation + " in steps " + delta );
var x;
for ( var i = 1; i <= INTERIMROT; i++ )
{
if ( enemyRotation < newRotation ) x = enemyRotation + (delta * i);
else x = enemyRotation - (delta * i);
theenemy.rotation.set ( 0, x, 0 );
// console.log ( "interim " + x );
ABWorld.render();
}
// console.log ( "end " );
theenemy.rotation.set ( 0, newRotation, 0 );
enemyRotation = newRotation; // new value
}
*/
function rotateAgentTowards ( newRotation )
{
if ( agentRotation == newRotation ) return;
// else
var x = ( agentRotation + newRotation ) / 2;
theagent.rotation.set ( 0, x, 0 );
agentRotation = x;
}
// --- 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 updateStatus()
{
var score = AB.world.getScore();
AB.msg ( " Step: " + AB.step + " out of " + AB.maxSteps + ". Score: " + score );
}
AB.world.newRun = function()
{
AB.loadingScreen();
AB.runReady = false;
badsteps = 0;
goodsteps = 0;
ABWorld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
loadResources(); // aynch file loads
// calls initScene() when it returns
// light
var ambient = new THREE.AmbientLight();
ABWorld.scene.add( ambient );
var thelight = new THREE.DirectionalLight ( LIGHTCOLOR, 3 );
thelight.position.set ( startRadiusConst, startRadiusConst, startRadiusConst );
ABWorld.scene.add(thelight);
};
AB.world.getState = function()
{
var x = [ ai, aj, ei, ej ];
return ( x );
};
AB.world.takeAction = function ( a )
{
moveLogicalAgent(a);
if ( ( AB.step % 2 ) == 0 ) // slow the enemy down to every nth step
moveLogicalEnemy();
if ( badstep() ) badsteps++;
else goodsteps++;
drawAgent();
drawEnemy();
updateStatus();
};
AB.world.getScore = function()
{
return goodsteps;
};
AB.backgroundMusic ( MUSIC_BACK );