Code viewer for World: Gollum The Victorious

// Cloned by Rahul K Johny on 7 Nov 2022 from World "Complex 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.
// ====================================================================================================================



// =============================================================================================
// 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?

//~
//Gandalf(couldn't find royalty free image of frodo :( )
//has finally reached mordor and has to take the ring to mount doom to destroy it!
//But gollum is trying to catch him to secure the ring for himself and with the power of A*, he might just succeed!
//~
//Of course, all credits to the characters go to  J. R. R. Tolkien~~~~~~~~~~~~~~~~~~~ 


AB.clockTick       = 100; // 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 = true;						// Switch between 3d and 2d view (both using Three.js) 


 const TEXTURE_WALL 	= '/uploads/rkj43/lava-g6d44b1eb3_1920.jpg' ;
 const TEXTURE_MAZE 	= '/uploads/rkj43/sauron_eye_minecraft.jpg' ;
 const TEXTURE_AGENT 	= '/uploads/rkj43/gandalf-g33a954d15_1920.jpg' ;
 const TEXTURE_ENEMY 	= '/uploads/rkj43/gollum-gc1384b5f2_1920.jpg' ;

// RKJ
//credits:
//Pixabay Free License
//https://pixabay.com/photos/gollum-sculpture-figure-my-precious-6602389/
//https://pixabay.com/illustrations/gandalf-lord-of-rings-sorcerer-5193728/
//https://pixabay.com/illustrations/lava-cracked-background-fire-656827/
//Sauron minecraft eye By AlyxVixen, https://www.furaffinity.net/view/36866979/


	const MUSIC_BACK  = '/uploads/rkj43/epic-cinematic-trailer-113981.mp3' ;
	const SOUND_ALARM = '/uploads/rkj43/tadaa-47995.mp3' ;

// credits:
//  Music by PavelYudin from Pixabay https://pixabay.com/music/build-up-scenes-epic-cinematic-trailer-113981/
//Sound Effect from Pixabay https://pixabay.com/sound-effects/tadaa-47995/
	
	
const gridsize = 25; // 25;						// number of squares along side of world	   

const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 10   ); // 10 
		// density of maze - number of internal boxes
		// (bug) use trunc or can get a non-integer 

const squaresize = 200;					// size of square in pixels

const MAXPOS = gridsize * squaresize;		// length of one side in pixels 
	
const SKYCOLOR 	= 0xddffdd;				// a number, not a string 

 
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



//--- 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 

// Sky/Cloud boxes created by Zachery "skiingpenguins" Slocum
//(freezurbern@gmail.com)
//http://www.freezurbern.com

 const SKYBOX_ARRAY = [										 
                "/uploads/rkj43/vulcan_ft.jpg",
                "/uploads/rkj43/vulcan_bk.jpg",
                "/uploads/rkj43/vulcan_up.jpg",
                "/uploads/rkj43/vulcan_dn.jpg",
                "/uploads/rkj43/vulcan_rt.jpg",
                "/uploads/rkj43/vulcan_lf.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);			// can query GRID about whether squares are occupied, will in fact be initialised as a 2D array   

var theagent, theenemy, astarpath;
  
var wall_texture, agent_texture, enemy_texture, maze_texture; 


// enemy and agent position on squares
var ei, ej, ai, aj;

var badsteps;
var goodsteps;


//https://stackoverflow.com/questions/13578287/a-a-star-algorithm-clarification
//The "Open set" is the set of nodes we choose current from - 
//that is, it contains all the nodes we might be interested in looking at next.
//The "Closed set" is the set of nodes we've already considered.  
//// Daniel Shiffman
// Nature of Code: Intelligence and Learning
// https://github.com/shiffman/NOC-S17-2-Intelligence-Learning
//~RKJ~
var openset  = [];
var closedset = [];
var path=[];
var newpath2=[];
var start;
var end;
var previousei=0;
var previousej=0;
var previousai=0;
var previousaj=0;
var placeholder=[];  //~RKJ~ Array to hold three.js objects, probably should call it objectholder

//~RKJ~ heuristic function to implement A*
//Initially I had used the same heuristic function that Daniel Shiffman had used and I found it to be a bit...slower?
//probably cause I made a mistake somewhere else
//https://isaaccomputerscience.org/concepts/dsa_search_a_star?examBoard=all&stage=all
//The above website helped me understand that Daniel Shiffman was using Manhattan distance heuristic 
//and that there are two more distance heuristics I can try
//Euclidian distance and Great circle distance
//Great circle distance looked  too complex and It is the shortest distance between two points on the surface of a sphere, thus I'm ignoring that.
function heuristic(a, b) 
{
    //return ( Math.abs(a.i - b.i) + Math.abs(a.j - b.j) ); //Manhattan distance
    return ( Math.sqrt(Math.pow((a.i - b.i),2) + Math.pow((a.j - b.j),2)) ); //Euclidean distance 
    //  no diagonal moves 
    // so this is optimistic
}

//FROM
// Daniel Shiffman
// Nature of Code: Intelligence and Learning
// https://github.com/shiffman/NOC-S17-2-Intelligence-Learning
//~RKJ~ Function to delete from 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);
}

//~RKJ~ // An object to describe a spot in the grid

function Locate(i, j) 
{

  // Location
  this.i = i;
  this.j = j;
  this.value=0;

  // f, g, and h values for A star algorithm
  this.f = 0;
  this.g = 0;
  this.h = 0;
  

  // Neighbors
  this.neighbors = [];
  this.previous = undefined;
  
  // Determine the neighbours
  this.addNeighbors = function(GRID) 
  {
    var i = this.i;
    var j = this.j;
    
    if (i < gridsize - 1)   this.neighbors.push(GRID[i + 1][j]);
    if (i > 0)          this.neighbors.push(GRID[i - 1][j]);
    if (j < gridsize - 1)   this.neighbors.push(GRID[i][j + 1]);
    if (j > 0)          this.neighbors.push(GRID[i][j - 1]);
    
  }
 
}
	
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();
	
	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();		 
	});
	
}


function asynchFinished()		 // all file loads returned 
{
	if ( wall_texture && agent_texture && enemy_texture && maze_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;

 if ( GRID[i][j].value == GRID_WALL ) return true;		// fixed objects	 
 if ( GRID[i][j].value == 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,text;
	 
	// set up GRID as 2D array
	 
	 for ( i = 0; i < gridsize ; i++ ) 
	{
		GRID[i] = new Array(gridsize);
    }

    for ( i = 0; i < gridsize ; i++ ) 
	  for ( j = 0; j < gridsize ; j++ )
	    {
	    GRID[i][j] = new Locate(i, j); //~RKJ~ Define grid position as an object
	    }
	
	    // All the neighbors
    for (var i = 0; i < gridsize; i++)
      for (var j = 0; j < gridsize; j++) 
        {
        GRID[i][j].addNeighbors(GRID); //~RKJ~  Adding neigbours for each point in Grid
        
        }		 


	// 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 ) )
		{
			GRID[i][j].value = GRID_WALL;
			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].value = GRID_BLANK;
   			

	  }
	 }
   // set up maze 
   
    for ( var c=1 ; c <= NOBOXES ; c++ )
	{
		i = AB.randomIntAtoB(1,gridsize-2);		// inner squares are 1 to gridsize-2
		j = AB.randomIntAtoB(1,gridsize-2);
			
		GRID[i][j].value = GRID_MAZE ;
		
		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);		
	}
	 	 
   
	// 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();		  
     start = GRID[ei][ej]; //~RKJ~ start point of A* Alogrithm is enemy position
	 
	
	// 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(); 
     end= GRID[ai][aj]; //~RKJ~ End point of A* Path is Agent position
     
     // ~RKJ~ A* begins here
     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() 
	 { 
		ABWorld.render(); 
	 
		AB.removeLoading();
	
		AB.runReady = true; 		// start the run loop
	 });
 		
}
 
 
 


// --- draw moving objects -----------------------------------
//~RKJ~ Function to draw path from Enemy to Agent with random colors
//credits : 
//https://dev.to/toluagboola/build-a-random-hex-color-generator-with-vanilla-javascript-3382
 
 function drawpath(i,j)
  {
    const color1 = '#' + Math.floor(Math.random() * (0xffffff + 1)).toString(16).padStart(6, '0')
    geometry = new THREE.SphereGeometry( 30 );
    material = new THREE.MeshBasicMaterial( { color: color1} );
    astarpath = new THREE.Mesh( geometry, material );
    ABWorld.scene.add(astarpath);
    astarpath.position.copy ( translate(i,j) ); 		  	// translating (i,j) grid coordinates to three.js (x,y,z) coordinates 
    ABWorld.lookat.copy ( astarpath.position );// if camera moving, look back at where the enemy is
  }

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()
{ 
// move towards agent 
//~RKJ~ Delete old drawn Path
for (var i=0 ; i<placeholder.length;i++)
{
ABWorld.scene.remove(placeholder[i]);
}    

//~RKJ~ Empty arrays for next A* run
openset=[];
closedset=[];
start = GRID[ei][ej];
end= GRID[ai][aj];
openset.push(start);

for ( i = 0; i < gridsize ; i++ )
{
    for ( j = 0; j < gridsize ; j++ )
    {
      GRID[i][j].g=0;
	  GRID[i][j].f=0;
	  GRID[i][j].h=0;
	  GRID[i][j].previous=undefined;
    }
}	  

//~RKJ~ A* Algorithm start
// Daniel Shiffman
// Nature of Code: Intelligence and Learning
// https://github.com/shiffman/NOC-S17-2-Intelligence-Learning
while (openset.length > 0) 
  {

    // Best next option
    var best = 0;
    
   for (var i = 0; i < openset.length; i++) 
      if (openset[i].f < openset[best].f)  // ~RKJ~ least and optimal cost
        best = i;
        
    var current = openset[best];
    // Complete check
    if (current === end) 
     break;

    // Best option moves from openset to closedset
    removeFromArray(openset, current);
    closedset.push(current);
    // Check all the neighbors
    var neighbors = current.neighbors;

    //--- start of for loop -----------
    for (var i = 0; i < neighbors.length; i++) 
    {
      var neighbor = neighbors[i];
      // Valid next spot?
        if (!closedset.includes(neighbor) && (neighbor.value)!==2 && (neighbor.value)!==1)  // ~RKJ~ Discard walls and mazes from being neighbors
        {
        var tempG = current.g + heuristic(neighbor, current);
        // Is this a better path than before?
        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);
        }

        // Yes, it's a better path
        if (newPath) 
        {
          neighbor.h = heuristic(neighbor, end); //~RKJ~ Calculate heuristic to agent
          neighbor.f = neighbor.g + neighbor.h; //~RKJ~ Caclulate cost to agent
          neighbor.previous = current; //~RKJ~ Save previous node to be used for drawing the path
        }
        }
    }
  }
 
 //~RKJ~ Get shortest Path from Enemy to Agent
 
  path = [];
  var temp = current;
  path.push(temp);
  while (temp.previous) 
  {
    path.push(temp.previous);
    temp = temp.previous;
  }
  i=path[path.length-2].i;   //~RKJ~ First point is current location, length-2 to make sure Enemy moves from its current location
  j=path[path.length-2].j;   //~RKJ~ 
  previousei=ei;
  previousej=ej;
  
  if ( ! occupied(i,j) )  	// if no obstacle then move, else just miss a turn
    {
    ei = i;
    ej = j;
    }

   for (var f = 0; f < path.length-1; f++) 
    {
    drawpath(path[f].i,path[f].j);
    placeholder.push(astarpath);  //~RKJ~ Drawing the path each run
    }
    
}


function moveLogicalAgent( a )			// this is called by the infrastructure that gets action a from the Mind 
{ 
 var i = ai;
 var j = aj;		 
previousai=ai;
previousaj=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 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: -----------------------------------


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 + " &nbsp; x = (" + x.toString() + ") &nbsp; 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 ( " &nbsp; y = (" + y.toString() + ") <br>" +
		" Bad steps: " + badsteps + 
		" &nbsp; Good steps: " + goodsteps + 
		" &nbsp; 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++;
  else   			goodsteps++;

   drawAgent();
   drawEnemy();
   updateStatusAfter();			// show status line after moves  


  if ( agentBlocked() )			// if agent blocked in, run over 
  {
	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> Gandalf trapped. Gollum gets the RING!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 
}