// Cloned by Gelmis Bartulis on 5 Jul 2021 from World "Complex World" by Starter user
// Please leave this clone trail here.
// Name: Gelmis Bartulis
// Student no.: 20213041
// ==== 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 = 5;
// Speed of run: Step every n milliseconds. Default 100.
AB.maxSteps = 500;
// 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 = true; // Switch between 3d and 2d view (both using Three.js)
const TEXTURE_WALL = '/uploads/deadlock/closed.png' ;
const TEXTURE_MAZE = '/uploads/deadlock/bkg1_left.png' ;
const TEXTURE_AGENT = '/uploads/deadlock/maze_wall.png' ;
const TEXTURE_ENEMY = '/uploads/deadlock/sunt.png' ;
// credits:
// http://commons.wikimedia.org/wiki/File:Old_door_handles.jpg
// 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
const MUSIC_BACK = '/uploads/starter/Defense.Line.mp3' ;
const SOUND_ALARM = '/uploads/starter/air.horn.mp3' ;
// credits:
// http://www.dl-sounds.com/royalty-free/defense-line/
// http://soundbible.com/1542-Air-Horn.html
// Number of squares along side of world
const gridsize = 50;
// density of maze - number of internal boxes
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 3 );// (bug) use trunc or can get a non-integer
// size of square in pixels
const squaresize = 100;
// length of one side in pixels
const MAXPOS = gridsize * squaresize;
// a number, not a string
const SKYCOLOR = 0xddffdd;
// distance from centre to start the camera at
const startRadiusConst = MAXPOS * 0.8 ;
// maximum distance from camera we will render things
const maxRadiusConst = MAXPOS * 10 ;
//--- change ABWorld defaults: -------------------------------
ABHandler.MAXCAMERAPOS = maxRadiusConst ;
ABHandler.GROUNDZERO = true; // "ground" exists at altitude zero
//--- skybox: -------------------------------
// skybox is a collection of 6 files
// x,y,z positive and negative faces have to be in certain order in the array
// https://threejs.org/docs/#api/en/loaders/CubeTextureLoader
// mountain skybox, credit:
// http://stemkoski.github.io/Three.js/Skybox.html
// const SKYBOX_ARRAY = [
// "/uploads/starter/dawnmountain-xpos.png",
// "/uploads/starter/dawnmountain-xneg.png",
// "/uploads/starter/dawnmountain-ypos.png",
// "/uploads/starter/dawnmountain-yneg.png",
// "/uploads/starter/dawnmountain-zpos.png",
// "/uploads/starter/dawnmountain-zneg.png"
// ];
// space skybox, credit:
// http://en.spaceengine.org/forum/21-514-1
// x,y,z labelled differently
const SKYBOX_ARRAY = [
"/uploads/starter/sky_pos_z.jpg",
"/uploads/starter/sky_neg_z.jpg",
"/uploads/starter/sky_pos_y.jpg",
"/uploads/starter/sky_neg_y.jpg",
"/uploads/starter/sky_pos_x.jpg",
"/uploads/starter/sky_neg_x.jpg"
];
// urban photographic skyboxes, credit:
// http://opengameart.org/content/urban-skyboxes
// Custom Skybox, but too much red and too much detail in the background
// const SKYBOX_ARRAY = [
// "/uploads/deadlock/bkg1_right1.png",
// "/uploads/deadlock/bkg1_left2.png",
// "/uploads/deadlock/bkg1_top3.png",
// "/uploads/deadlock/bkg1_bottom4.png",
// "/uploads/deadlock/bkg1_front5.png",
// "/uploads/deadlock/bkg1_back6.png"
// ];
// ===================================================================================================================
// === 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;
// 3d or 2d box height
var BOXHEIGHT;
// can query GRID about whether squares are occupied, will in fact be initialised as a 2D array
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;
// Steps to calculate the score
var badsteps;
var goodsteps;
// Location of the enemy square
var enemySpot;
// Location of the agent square
var agentSpot;
// Array for neighbors of the squares for A*
var neighbors = [];
// Keeping record of what neighbor shave been added to the set
var openSet = [];
// And which neighbors and squares we have visited
var closedSet = [];
// Variables (agent & enemy overlapping grid - need new one)
var newGRID = new Array(gridsize);
// The path that is the best option based on the f(n) score
var openPath = [];
// The start of thee A* algorithm
var start;
// The end of the algorithm
var end;
// Whether the char can travel diagonally or not
const diagonal = true ;
// size of object
const objectsize = 50;
// Overall shape to be used
var shape = new THREE.SphereGeometry( objectsize, objectsize, objectsize );
// The material used
var material = new THREE.MeshBasicMaterial ();
// To which object that would be assigned to
var theobject = new THREE.Mesh ( shape, material );
var pathFailed = false;
/*********************** Resources *************************/
// asynchronous file loads - call initScene() when all finished
function loadResources() {
// Loading all used textures within the project
var loader1 = new THREE.TextureLoader();
var loader2 = new THREE.TextureLoader();
var loader3 = new THREE.TextureLoader();
var loader4 = new THREE.TextureLoader();
loader1.load ( TEXTURE_WALL, function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
wall_texture = thetexture;
if ( asynchFinished() ) initScene();
});
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();
});
}
// File loading has finished
function asynchFinished() {
if ( wall_texture && agent_texture && enemy_texture && maze_texture ) return true;
else return false;
}
// Initialise scene and make sure all variables have been loaded
// This code or section has been modified by Gelmis S. Bartulis
function initScene() {
var i, j, shape, thecube;
// Set up 2 GRIDs
for ( i = 0; i < gridsize ; i++ ){
GRID[i] = new Array(gridsize); // Used for defining walls and maze
newGRID[i] = new Array(gridsize); // Used for A* and dynamic variables
}
// Construct a small grid as floor imitation
var gridHelper = new THREE.GridHelper( MAXPOS - squaresize - 2, squaresize, 0x800000, 0x800000 );
// Position the grid directly to the center of the the GRID
gridHelper.position.copy ( translateBox((gridsize / 2) , (gridsize / 2) ));
// Adding "floor" to the scene
ABWorld.scene.add(gridHelper);
// Populating the new grid with Spots
for ( i = 0; i < gridsize ; i++ ) {
for ( j = 0; j < gridsize ; j++ ) {
// Adding values for A* f(n)
newGRID[i][j] = new Spot(i, j);
// Noting down the walls
newGRID[i][j].wall = true;
}
}
/*
Note:
Wanted to use IcosahedronGeometry - need more time to go through PolyhedronGeometry
*/
/*_________________________________________________*/
// Set up walls within the other GRID
for ( i = 0; i < gridsize ; i++ )
for ( j = 0; j < gridsize ; j++ )
if ( ( i===0 ) || ( i==gridsize-1 ) || ( j===0 ) || ( j==gridsize-1 ) ) {
// Setting up the grid walls
GRID[i][j] = GRID_WALL;
// The walls will look like cones
shape = new THREE.ConeGeometry( 50, BOXHEIGHT, 100 );
// Generic variable being overpopulated
thecube = new THREE.Mesh( shape );
// Setting the material
thecube.material = new THREE.MeshBasicMaterial( { map: wall_texture } );
// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
thecube.position.copy ( translate(i,j) );
ABWorld.scene.add(thecube);
}
else { GRID[i][j] = GRID_BLANK;}
/*_________________________________________________*/
// Set up maze
for ( var c=1 ; c <= NOBOXES ; c++ ) {
// inner squares are 1 to gridsize-2
i = AB.randomIntAtoB(1, gridsize - 2);
j = AB.randomIntAtoB(1, gridsize - 2);
// Setting up the maze objects
GRID[i][j] = GRID_MAZE ;
// They will be small spheres
shape = new THREE.SphereGeometry ( 50, BOXHEIGHT, 50 );
thecube = new THREE.Mesh( shape );
thecube.material = new THREE.MeshBasicMaterial( { map: maze_texture } );
// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
thecube.position.copy ( translate(i,j) );
ABWorld.scene.add(thecube);
}
/*_________________________________________________*/
// Set up ENEMY - start in random location
do { // inner squares are 1 to gridsize-2
i = AB.randomIntAtoB(1, gridsize - 2);
j = AB.randomIntAtoB(1, gridsize - 2);
}
// While the square is not occupied
while ( occupied(i,j) );
// Set the un-occupied square as it's location
ei = i;
ej = j;
// Setup where the enemy is on as a Spot on the newGrid
enemySpot = new Spot(ei, ej);
// Add the neighbors that belong to the neighbor
enemySpot.addNeighbors(gridsize);
// The enemy will be a sphere - planet
shape = new THREE.SphereGeometry( 50, BOXHEIGHT, 50 );
theenemy = new THREE.Mesh( shape );
theenemy.material = new THREE.MeshBasicMaterial( { map: enemy_texture } );
ABWorld.scene.add(theenemy);
// Drawing the enemy in the scene
drawEnemy();
/*_________________________________________________*/
// Setting up AGENT - start in random location
do { // inner squares are 1 to gridsize-2
i = AB.randomIntAtoB(1, gridsize - 2);
j = AB.randomIntAtoB(1, gridsize - 2);
}
// While the square is not occupied
while ( occupied(i,j) );
// Set the un-occupied square as it's location
ai = i;
aj = j;
// Setup where the agent is based
agentSpot = new Spot(ei, ej);
// Add agents neighbors
agentSpot.addNeighbors(gridsize);
// The agent will be a sphere
shape = new THREE.SphereGeometry(50, BOXHEIGHT, 50);
theagent = new THREE.Mesh( shape );
theagent.material = new THREE.MeshBasicMaterial( { map: agent_texture } );
ABWorld.scene.add(theagent);
// Drawing the agent in the spot
drawAgent();
/*_________________________________________________*/
// After the enemy and agent have been added their location to the grid,
// The grid is filles with neighbor
for (var i = 0; i < gridsize - 2; i++)
for (var j = 0; j < gridsize - 2; j++)
newGRID[i][j].addNeighbors(gridsize);
// The start for A* within the grid
start = translate(newGRID[ei][ej]);
// The end of the grid as the end goal
end = translate(newGRID[ai][aj]);
// Initially openSet starts with the first grid square
openSet.push(start);
// 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() {
// Render AB world logic
ABWorld.render();
// Stop loading
AB.removeLoading();
// Start the run loop
AB.runReady = true;
});
}
// --- draw moving objects -----------------------------------
// given ei, ej, draw it
function drawEnemy() {
// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
theenemy.position.copy ( translate(ei,ej) );
// if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position );
}
// given ai, aj, draw it
function drawAgent() {
// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
theagent.position.copy ( translate(ai,aj) );
// follow vector = agent position (for camera following agent)
ABWorld.follow.copy ( theagent.position );
}
// Checking whether the square is occupied or not by the maze / wall / agent / enemy
function occupied ( i, j ) {
// Enemy - variable object
if ( ( ei == i ) && ( ej == j ) ) return true;
// Agent - variable object
if ( ( ai == i ) && ( aj == j ) ) return true;
// Wall - fixed object
if ( GRID[i][j] == GRID_WALL ) return true;
// Maze - fixed object
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 ) {
// Empty vector
var v = new THREE.Vector3();
// Nulifying the y position
v.y = 0;
// Setting the x as i postion
v.x = ( i * squaresize ) - ( MAXPOS / 2 );
// Setting the z as j postion
v.z = ( j * squaresize ) - ( MAXPOS / 2 );
// Returning filled vector
return v;
}
// This code or section has been modified by Gelmis S. Bartulis
// A copy of previous method
function translateBox ( i, j ) {
// Empty vector
var v = new THREE.Vector3();
// Nulifying the y position
v.y = -50;
// Setting the x as i postion
v.x = ( i * squaresize ) - ( MAXPOS / 2 );
// Setting the z as j postion
v.z = ( j * squaresize ) - ( MAXPOS / 2 );
// Returning filled vector
return v;
}
/*___________________ HEURISTICS _____________________*/
// This code or section has been modified by Gelmis S. Bartulis
// Basic heuristic - calculating the distances
// between two vectors using THREE.js library
function basicDistance(a, b) {
// Create a vector with given coordinates
const v1 = new THREE.Vector2( a.i, a.j );
// Create a vector with given coordinates
const v2 = new THREE.Vector2( b.i, b.j );
// Create a distance vector between the above coordinates
const d = v1.distanceTo( v2 );
// Return the distance
return ( d );
}
// This code or section has been modified by Gelmis S. Bartulis
// Chebyshev distance = MAXIMUM (|pi - qi|) where i is 1 to N
function chebyshevDistance(a, b) {
return ( Math.max(a, b) );
}
// This code or section has been modified by Gelmis S. Bartulis
// Manhattan distance - the distance between two points is the sum of the absolute differences of their Cartesian coordinates
// D * (dx + dy)
// 4 directions - diagonal = false ;
function manhattanDistance(a, b){
return ( Math.abs(a.i - a.j) + Math.abs(b.i - b.j) );
}
// This code or section has been modified by Gelmis S. Bartulis
// Diagonal heuristic using Chebyshev distance
// D * (dx + dy) + (D2 - 2 * D) * min(dx, dy)
// 8 directions - diagonal = true ;
function diagonalDistance(a, b) {
dx = Math.abs(b.i - a.i);
dy = Math.abs(b.j - a.j);
var d = 1 * (dx + dy) + (1 - 2 * 1) * Math.min(dx, dy)
return d;
}
// This code or section has been modified by Gelmis S. Bartulis
// Euclidean distance - distance between two points in Euclidean space is the length of a line segment between the two points.
// D * sqrt(dx * dx + dy * dy)
// Any direction - diagonal = true ;
function euclideanDistance(x, y){
return ( Math.sqrt( Math.pow((x.i - x.j), 2) + Math.pow((y.i - y.j), 2)) ) ;
}
// Function to delete element from the array
function removeFromArray(arr, elt) {
// Could use indexOf here instead to be more efficient
for (var i = arr.length - 1; i >= 0; i--)
if (arr[i] == elt)
arr.splice(i, 1);
}
// This code or section has been added or modified by Gelmis S. Bartulis
// An object to describe a square in the grid
function Spot(i, j) {
// Location of the object
this.i = i;
this.j = j;
// f, g, and h values for A*
this.f = 0; // f(n) is the total cost of the path for A*
this.g = 0; // g(n) is the cost of the path from the start node to n
this.h = 0; // h(n) is a heuristic function that estimates the cost of the cheapest path from n to the goal
// List of neighbors
this.neighbors = [];
// // List of walls
this.wall = false;
// Where did I come from?
this.previous = undefined;
// Figure out who my neighbors are
this.addNeighbors = function(gridsize) {
// Taking the global position of i and j
var i = this.i;
var j = this.j;
// Adding neighbors to the grid according to the location
if (i < gridsize - 1) this.neighbors.push(newGRID[i + 1][j]);
if (i > 0) this.neighbors.push(newGRID[i - 1][j]);
if (j < gridsize - 1) this.neighbors.push(newGRID[i][j + 1]);
if (j > 0) this.neighbors.push(newGRID[i][j - 1]);
if(diagonal){
// Diagonals are also neighbours:
if (i > 0 && j > 0) this.neighbors.push(newGRID[i - 1][j - 1]);
if (i < gridsize - 1 && j > 0) this.neighbors.push(newGRID[i + 1][j - 1]);
if (i > 0 && j < gridsize - 1) this.neighbors.push(newGRID[i - 1][j + 1]);
if (i < gridsize - 1 && j < gridsize - 1) this.neighbors.push(newGRID[i + 1][j + 1]);
}
};
}
/*
Note:
There are several different distance calculators defined:
- Manhattan distance;
- Euclidean distance;
- Basic distance calc;
- Diagonal distance
*/
// This code or section has been added or modified by Gelmis S. Bartulis
// findPath function allows for A* algorithm to search for a new path
// this function is called every time enemy makes a move
function findPath() {
// Defining what will go into the openSet
openSet = [];
// Defining what will go into the closedSet
closedSet = [];
// Setting the objects location within an object
enemySpot = new Spot(ei, ej);
// Adding enemy's neighbors
enemySpot.addNeighbors(gridsize);
// Pushing the enemy location as the next position in the queue
openSet.push(enemySpot);
// Beginning to search
while (openSet.length > 0) {
// Best next option
var winner = 0;
// Checking the cost of f(n) to see if the
// cost is better than the previous one
for (var i = 0; i < openSet.length; i++)
if (openSet[i].f < openSet[winner].f)
winner = i;
// Setting the current space
var current = openSet[winner];
// Checking the agent's neighbors (which will be the location to go to)
if (agentSpot.neighbors.includes(current)) {
// Where the path will be noted
openPath = [];
// Current variable is the current neighbor
var temp = current;
// Pushing the current neighbor to the path
openPath.push(temp);
// While that neighbor has previous
while (temp.previous) {
// Push it to the current path list
openPath.push(temp.previous);
// Make the current one previous
temp = temp.previous;
}
// Finally, return the full path with curent neighbors
return openPath;
}
// Best option moves from openSet to closedSet
removeFromArray(openSet, current);
// Removing that current position frm the list
closedSet.push(current);
// Check all the neighbors
var neighbors = current.neighbors;
// For the ammount of neighbors check the possible cost of the path
for (var i = 0; i < neighbors.length; i++) {
// Each iteration is a single neighbor
var neighbor = neighbors[i];
// Checking whether the next spot is valid
if (!occupied(neighbor.i, neighbor.j) && !closedSet.includes(neighbor)) {
// Getting a temporary G score for the current neighbor
var tempG = current.g + diagonalDistance(neighbor, current); // <------------------- change to either manhattanDistance | euclideanDistance | basicDistance | diagonalDistance
// Is this a better path than before?
var newPath = false;
// If that square has been visited, check the score of G
if (openSet.includes(neighbor)) {
// If previous G is worse than the current G score
if (tempG < neighbor.g) {
// Change to current
neighbor.g = tempG;
// Better new path has been found
newPath = true;
}
} else {
// Change to current G score
neighbor.g = tempG;
// New path found
newPath = true;
// Push the neighbor to the openSet to be visited
openSet.push(neighbor);
}
// Yes, it's a better path
if (newPath) {
// Heustiric is calculated between the vectors
neighbor.h = diagonalDistance(neighbor, agentSpot); // <------------------- change to either manhattanDistance | euclideanDistance | basicDistance | diagonalDistance
// Cost of that path is calculated
neighbor.f = neighbor.g + neighbor.h;
// Current neighbors becomes the previous
neighbor.previous = current;
}// End of if
}// End of if
}// End of for loop
}// End of while
// Removing everything from the path
openPath = [];
// Checking the current neighbor
var currentTemp = current;
// Adding the current to the path list
openPath.push(currentTemp);
// While previous neighbors exists
while (currentTemp.previous) {
// Add it to the new list
openPath.push(currentTemp.previous);
// And the previous becomes the current
currentTemp = currentTemp.previous;
}
}
// --- take actions -----------------------------------
// Moving the enemy
function moveLogicalEnemy() {
// Initiate the A* algorithm for the enemy
var aStar = findPath();
if(aStar){
// Showing the distance to be travelled
showDistance(aStar);
console.log(aStar);
// Setting the enemy position from A*
for(var i = 0; i < aStar.length - 1; i++){
ei = aStar[i].i;
ej = aStar[i].j;
}
} else { //path lost
console.log("__________________ Path has been lost ____________________");
}
}
// This is called by the infrastructure that gets action a from the Mind
function moveLogicalAgent( a )
{
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 no obstacle then move, else just miss a turn
if ( !occupied(i, j) ) {
ai = i;
aj = j;
// This code or section has been added or modified by Gelmis S. Bartulis
// Adding the object of agent location to the object
agentSpot = new Spot(ai, aj);
// Adding agent's neighbors
agentSpot.addNeighbors(gridsize);
}
}
/* Note:
Further improvement: use sphere objects to show the line between the two vectors
*/
// This code or section has been added or modified by Gelmis S. Bartulis
// Showing the distance using a basic line
function showDistance(distance){
// The points that are between the agent and enemy
var points = [];
// Global within within the function because are required at different parts
var geometry;
// The object that will be drawn
var line;
// The material used to draw the shape
var material;
// If the distance exists between the two points
if(distance){
// Put all the points that are given within the distance into a new array
for(let i = 0; i < distance.length-1; i++)
points.push(translateBox(distance[i].i, distance[i].j));
// Structure the geometry from the given points
geometry = new THREE.BufferGeometry().setFromPoints( points );
// Use the line material
material = new THREE.LineBasicMaterial( { color: 0xffffff });
// Create the final object to add to the scene
line = new THREE.Line( geometry, material );
// Add the object to the scene
ABWorld.scene.add(line);
// Set timeout so that the line would disappear afterwards
setTimeout( () => {
// Get rid of the previous vars to allow new ones
geometry.dispose();
material.dispose();
ABWorld.scene.remove( line );
}, AB.clockTick);
}
}
// --- 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 OURKEYS = [ 37, 38, 39, 40 ];
function ourKeys ( event ) { return ( OURKEYS.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 ( ! ourKeys ( event ) ) return true;
// else handle key and prevent default handling:
if ( event.keyCode == 37 ) moveLogicalAgent ( ACTION_LEFT );
if ( event.keyCode == 38 ) moveLogicalAgent ( ACTION_DOWN );
if ( event.keyCode == 39 ) moveLogicalAgent ( ACTION_RIGHT );
if ( event.keyCode == 40 ) 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: -----------------------------------
// is the enemy within one square of the agent
function badstep() {
if ( ( Math.abs(ei - ai) < 2 ) && ( Math.abs(ej - aj) < 2 ) ) return true;
else return false;
}
// agent is blocked on all sides, run over
function agentBlocked() {
return ( occupied (ai-1,aj) &&
occupied (ai+1,aj) &&
occupied ( ai,aj+1) &&
occupied ( ai,aj-1) );
}
// 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
function updateStatusBefore(a) {
var x = AB.world.getState();
AB.msg ( " Step: " + AB.step + " x = (" + x.toString() + ") a = (" + a + ") " );
}
// agent and enemy have moved, can calculate score
// new state after both have moved
function updateStatusAfter() {
var y = AB.world.getState();
var score = ( goodsteps / AB.step ) * 100;
AB.msg ( " y = (" + y.toString() + ")
" +
" 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 );
}
// aynch file loads
// calls initScene() when it returns
loadResources();
document.onkeydown = keyHandler;
};
AB.world.getState = function() {
var x = [ ai, aj, ei, ej ];
return ( x );
};
AB.world.takeAction = function ( a ) {
// show status line before moves
updateStatusBefore(a);
moveLogicalAgent(a);
// slow the enemy down to every nth step
if ( ( AB.step % 2 ) === 0 )
moveLogicalEnemy();
if ( badstep() ) badsteps++;
else goodsteps++;
drawAgent();
drawEnemy();
// show status line after moves
updateStatusAfter();
// if agent blocked in, run over
if ( agentBlocked() ) {
AB.abortRun = true;
// you score zero as far as database is concerned
goodsteps = 0;
musicPause();
soundAlarm();
}
};
AB.world.endRun = function() {
musicPause();
if ( AB.abortRun ) AB.msg ( "
Agent trapped. Final score zero. ", 3 );
else if ( pathFailed ) AB.msg ( "
Path lost - Game over ", 3 );
else AB.msg ( "
Run over. ", 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
}