Code viewer for World: Takeshi-ish
//


// Get the character to the exit point of the Takeshi's Castle inspired Maze.
//Avoid being caught by the Guards if the Maze. The guards can move through the walls so be careful
//Some doors are fake and your character will not be able to go through them
 
const	 	CLOCKTICK 	= 300;					// speed of run - move things every n milliseconds
const		MAXSTEPS 	= 1000;					// length of a run before final score
 





//---- global constants: -------------------------------------------------------

const gridsize = 71;						// number of squares along side of world	   

const NOBOXES =  0;
		// density of maze - number of internal boxes
		// (bug) use trunc or can get a non-integer 

const squaresize = 100;					// size of square in pixels
const MAXPOS = gridsize * squaresize;		// length of one side in pixels 
	
const SKYCOLOR 	= 0xddffdd;				// a number, not a string 
const BLANKCOLOR 	= 0xddffcc ;			// make objects this color until texture arrives (from asynchronous file read)




const show3d = true;						// 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 * 3 ;		// where to put skybox 
const maxRadiusConst 		= MAXPOS * 20  ;		// 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_FLOOR 	= 0;
const GRID_WALL 	= 1;
const GRID_DOOR	= 2;
const GRID_FALSE_DOOR	= 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; }
}







//---- 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 =	[];		// need to keep handles to wall and maze objects so can find them later to paint them 
var DOOR 	= [];
var FALSE_DOOR = [];
var FLOOR 	= [];
var theagent, theenemy;
  

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

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++) 
 {
  GRID[i] = new Array(gridsize);		// each element is an array 

  for (var j = 0; j < gridsize ; j++) 
  {
   GRID[i][j] = GRID_FLOOR ;
  }
 }
}

function occupied ( i, j )		// is this square occupied
{
 if ( ( ei == i ) && ( ej == j ) ) return true;	
 if ( ( eiTwo == i ) && ( ejTwo == j ) ) return true;
 if ( ( ai == i ) && ( aj == j ) ) return true;

 if ( GRID[i][j] == GRID_WALL ) return true;		// fixed objects	 
 if ( GRID[i][j] == GRID_DOOR) return false;
 if ( GRID[i][j] == GRID_FALSE_DOOR) 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() 
{

// x,y,z positive and negative faces have to be in certain order in the array 
 
// mountain skybox, credit:
// http://stemkoski.github.io/Three.js/Skybox.html

  var materialArray = [
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-xpos.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-xneg.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-ypos.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-yneg.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-zpos.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-zneg.png" ), 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
}


// This does the file read the old way using loadTexture.
// (todo) Change to asynchronous TextureLoader. A bit complex:
// Make blank skybox. Start 6 asynch file loads to call 6 return functions.
// Each return function checks if all 6 loaded yet. Once all 6 loaded, paint the skybox.		 


  






// --- 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()
{

 var loader1 = new THREE.TextureLoader();
 loader1.load ( '/uploads/shuntaminaguchi/wall2.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
	} ); 

 var loader2 = new THREE.TextureLoader();
 loader2.load ( '/uploads/shuntaminaguchi/reddoor.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintDoor( new THREE.MeshBasicMaterial( { map: thetexture } ) );
 	} ); 

 var loader3 = new THREE.TextureLoader();
 loader3.load ( '/uploads/shuntaminaguchi/j.jpg',	function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		theagent.material =  new THREE.MeshBasicMaterial( { map: thetexture } );
	} ); 

 var loader4 = new THREE.TextureLoader();
 loader4.load ( '/uploads/shuntaminaguchi/tumblr_m9j2jnglpu1qe2g1xo1_250.jpg',	function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		theenemy.material =  new THREE.MeshBasicMaterial( { map: thetexture } );
	} ); 
	
  var loader5 = new THREE.TextureLoader();
 loader5.load ( '/uploads/shuntaminaguchi/demon1_zpsfiv1ggxf.jpg',	function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		secondEnemy.material =  new THREE.MeshBasicMaterial( { map: thetexture } );
	} );
	
	 var loader6 = new THREE.TextureLoader();
 loader6.load ( '/uploads/shuntaminaguchi/reddoor.jpg',	function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintFalseDoor.material =  new THREE.MeshBasicMaterial( { map: thetexture } );
	} );
}




 


// --- add fixed objects ---------------------------------------- 
   
 
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(j === 0 && (i > 10 && i < 20)){}
    else if ( ( i=== 20 ) || ( i==gridsize-1 ) || ( j===0 ) || ( j==gridsize-1 ) || (j % 10 === 0) || (i % 10 ===0) )
       {
        	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  );			  
 
    	 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 =  squaresize *2;	
 
 	 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 initLogicalDoor()		 
{
  var j;
    for (var i = 10; i < gridsize -10; i = i +10){
      j = 14;
        while( j < gridsize -10){
        	GRID[i][j] = GRID_DOOR ;
        	GRID[j][i] = GRID_DOOR ;
        	j++;
        	GRID[i][j] = GRID_DOOR ;
        	GRID[j][i] = GRID_DOOR ;
        	j++;
        	GRID[i][j] = GRID_DOOR ;
        	GRID[j][i] = GRID_DOOR ;
         	j = j + 8;
        	
        }
    }
    
}





function initThreeDoor()		  	
{
 var t = 0;
 for (var i = 0; i < gridsize ; i++) 
  for (var j = 0; j < gridsize ; j++) 
   if ( GRID[i][j] == GRID_DOOR )
   {
   	var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );			 
  	var thecube  = new THREE.Mesh( shape );
	thecube.material.color.setHex( BLANKCOLOR  );			  

  	thecube.position.x = translate ( i * squaresize );   	
  	thecube.position.z = translate ( j * squaresize );   	
  	thecube.position.y = squaresize *2 ;	
 
 	threeworld.scene.add(thecube);
	DOOR[t] = thecube;		// save it for later
	t++; 
   }
}


function paintDoor ( material )		 
{
 for ( var i = 0; i < DOOR.length; i++ )
 { 
   if ( DOOR[i] )  DOOR[i].material = material;
   if ( FALSE_DOOR[i] )  FALSE_DOOR[i].material = material;
 }
 
}

function initLogicalFalseDoor()		 
{
 	GRID[54][40] = GRID_FALSE_DOOR;
	GRID[55][40] = GRID_FALSE_DOOR;
	GRID[56][40] = GRID_FALSE_DOOR;
	
	GRID[34][40] = GRID_FALSE_DOOR;
	GRID[35][40] = GRID_FALSE_DOOR;
	GRID[36][40] = GRID_FALSE_DOOR;
	
	GRID[30][24] = GRID_FALSE_DOOR;
	GRID[30][25] = GRID_FALSE_DOOR;
	GRID[30][26] = GRID_FALSE_DOOR;
	
	GRID[30][44] = GRID_FALSE_DOOR;
	GRID[30][45] = GRID_FALSE_DOOR;
	GRID[30][46] = GRID_FALSE_DOOR;
	
	GRID[14][50] = GRID_FALSE_DOOR;
	GRID[15][50] = GRID_FALSE_DOOR;
	GRID[16][50] = GRID_FALSE_DOOR;
	
	GRID[34][20] = GRID_FALSE_DOOR;
	GRID[35][20] = GRID_FALSE_DOOR;
	GRID[36][20] = GRID_FALSE_DOOR;
	
	GRID[40][14] = GRID_FALSE_DOOR;
	GRID[40][15] = GRID_FALSE_DOOR;
	GRID[40][16] = GRID_FALSE_DOOR;
	
	GRID[10][14] = GRID_FALSE_DOOR;
	GRID[10][15] = GRID_FALSE_DOOR;
	GRID[10][16] = GRID_FALSE_DOOR;
	
	GRID[10][34] = GRID_FALSE_DOOR;
	GRID[10][35] = GRID_FALSE_DOOR;
	GRID[10][36] = GRID_FALSE_DOOR;
	
	GRID[30][54] = GRID_FALSE_DOOR;
	GRID[30][55] = GRID_FALSE_DOOR;
	GRID[30][56] = GRID_FALSE_DOOR;
	
	GRID[20][34] = GRID_FALSE_DOOR;
	GRID[20][35] = GRID_FALSE_DOOR;
	GRID[20][36] = GRID_FALSE_DOOR;
	
	
	

}

function initThreeFalseDoor()		  	
{
 var t = 0;
 for (var i = 0; i < gridsize ; i++) 
  for (var j = 0; j < gridsize ; j++) 
   if ( GRID[i][j] == GRID_FALSE_DOOR )
   {
   	var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );			 
  	var thecube  = new THREE.Mesh( shape );
	thecube.material.color.setHex( BLANKCOLOR  );			  

  	thecube.position.x = translate ( i * squaresize );   	
  	thecube.position.z = translate ( j * squaresize );   	
  	thecube.position.y = squaresize *2 ;	
 
 	threeworld.scene.add(thecube);
	FALSE_DOOR[t] = thecube;		// save it for later
	t++; 
   }
}


function initThreeFloor()		// graphical run only, set up blank boxes, painted later 	
{
 var f = 0;
 for (var i = 0; i < gridsize ; i++) 
  for (var j = 0; j < gridsize ; j++) 
   if ( GRID[i][j] == GRID_FLOOR )
   {
 	 var shape    = new THREE.BoxGeometry( squaresize, squaresize, squaresize);			 
 	 var thecube  = new THREE.Mesh( shape );
	 thecube.material.color.setHex( BLANKCOLOR  );			  
 
    	 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);
	 FLOOR[f]	= thecube;		// save it for later
	 f++;

   }
}

function paintFloor ( material )		 
{
 for ( var i = 0; i < FLOOR.length; i++ )
 { 
   if ( FLOOR[i]) 
    FLOOR[i].material = material;
 }
}







// --- enemy functions -----------------------------------
function initLogicalEnemy()
{
// start in random location:
 

 ei = 25;
 ej = 5;
}

function drawEnemy()	// given ei, ej, draw it 
{
  var x = translate ( ei * squaresize );   	
  var z = translate ( ej * squaresize );   	
  var y =  squaresize;	

 theenemy.position.x = x;
 theenemy.position.y = y;
 theenemy.position.z = z;
 threeworld.scene.add(theenemy);

 		// if camera moving, look back at where the enemy is  
}



function initThreeEnemy()
{
 var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT/3, squaresize );			 
 theenemy = new THREE.Mesh( shape );
 theenemy.material.color.setHex( BLANKCOLOR  );	
 drawEnemy();		  
}


function moveLogicalEnemy()
{ 
// move towards agent 
// put some randomness in so it won't get stuck with barriers 

 var i, j;
 if ( ei < ai ) i = randomintAtoB(ei, ei+1); 
 if ( ei == ai ) i = ei; 
 if ( ei > ai ) i = randomintAtoB(ei-1, ei); 

 if ( ej < aj ) j = randomintAtoB(ej, ej+1); 
 if ( ej == aj ) j = ej; 
 if ( ej > aj ) j = randomintAtoB(ej-1, ej); 
  ei = i;
  ej = j;
}

// --- Second enemy -------------
function initLogicalEnemy2()
{
 eiTwo = 16;
 ejTwo= 6;
}

function drawSecondEnemy()	// given ei, ej, draw it 
{
  var x = translate ( eiTwo * squaresize );   	
  var z = translate ( ejTwo * squaresize );   	
  var y =  squaresize;	

 secondEnemy.position.x = x;
 secondEnemy.position.y = y;
 secondEnemy.position.z = z;
 threeworld.scene.add(secondEnemy);

}

function initThreeEnemy2()
{
 var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT/3, squaresize );			 
 secondEnemy = new THREE.Mesh( shape );
 secondEnemy.material.color.setHex( BLANKCOLOR  );	
 drawSecondEnemy();		  
}

function moveLogicalEnemy2()
{ 
// move towards agent 
// put some randomness in so it won't get stuck with barriers 

 var i, j;
 if ( eiTwo < ai ) i = randomintAtoB(eiTwo, eiTwo+1); 
 if ( eiTwo == ai ) i = eiTwo; 
 if ( eiTwo > ai ) i = randomintAtoB(eiTwo-1, eiTwo); 

 if ( ejTwo < aj ) j = randomintAtoB(ejTwo, ejTwo+1); 
 if ( ejTwo == aj ) j = ejTwo; 
 if ( ejTwo > aj ) j = randomintAtoB(ejTwo-1, ejTwo); 
 
  eiTwo = i;
  ejTwo = j;
}

// --- agent functions -----------------------------------


function drawAgent()	// given ai, aj, draw it 
{
  var x = translate ( ai * squaresize );   	
  var z = translate ( aj * squaresize );   	
  var y =  squaresize;	

 theagent.position.x = x;
 theagent.position.y = y;
 theagent.position.z = z;
 threeworld.scene.add(theagent);

 threeworld.follow.copy ( theagent.position );		// follow vector = agent position (for camera following agent)
}


function initLogicalAgent()
{
// start in specified location:
 

// ai = 15;
//aj = 9;
 ai = 55;
 aj = 65;
}

function initThreeAgent()
{
 var shape    = new THREE.BoxGeometry( squaresize, squaresize, 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 ) 	{
          threeworld.lookat.copy ( theagent.position );
          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 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 	);
        threeworld.lookat.copy ( theagent.position );
    }
    if (e.keyCode == 38)
    {
        moveLogicalAgent ( ACTION_DOWN  	);
        threeworld.lookat.copy ( theagent.position );
    }
    if (e.keyCode == 39)
    {
    
        moveLogicalAgent ( ACTION_RIGHT 	);
        threeworld.lookat.copy ( theagent.position );
    }
    if (e.keyCode == 40) 
    {
        moveLogicalAgent ( ACTION_UP	);
        threeworld.lookat.copy ( theagent.position );
    }
}





// --- 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 if ( ( Math.abs(eiTwo - ai) < 2 ) && ( Math.abs(ejTwo - 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 status = " Step: <b> " + step + " </b> &nbsp; x = (" + x.toString() + ") &nbsp; a = (" + a + ") "; 

 $("#user_span3").html( status );
}


function   updateStatusAfter()		// agent and enemy have moved, can calculate score
{
 // new state after both have moved
 var y = self.getState();
 var status = " &nbsp; y = (" + y.toString() + ") <BR> "; 
 $("#user_span4").html( status );

 var score = self.getScore();

 var status = "   Bad steps: " + badsteps + 
		" &nbsp; Good steps: " + goodsteps + 
		" &nbsp; Score: " + score.toFixed(2) + "% "; 

 $("#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(); 
	initLogicalDoor();
	initLogicalFalseDoor();
	initLogicalAgent();
	initLogicalEnemy();
    initLogicalEnemy2();
    
 // for graphical runs only:

  if ( true  )
  {
	if ( show3d )
	{
	 BOXHEIGHT = 500;
	 threeworld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR  ); 	
	}	     
	else
	{
	 BOXHEIGHT = 1;
	 threeworld.init2d ( startRadiusConst, maxRadiusConst, SKYCOLOR  ); 		     
	}

	initSkybox();


	// Set up objects first:

	initThreeWalls(); 
	initThreeDoor();
	initThreeFloor();
	initThreeAgent();
	initThreeEnemy();
	initThreeEnemy2();
	initThreeFalseDoor();

	// 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, eiTwo, ejTwo ];
  return ( x );  
};



this.takeAction = function ( a )
{
  step++;

  if ( true  )
   updateStatusBefore(a);			// show status line before moves 

 // moveLogicalAgent(a);


    moveLogicalEnemy();
    moveLogicalEnemy2();


  if ( badstep() ){
      score = 0;
      badsteps++;
  this.endCondition = true;
  }

   
  else
   goodsteps++;

  if ( true  )
  {
   drawAgent();
   drawEnemy();
   drawSecondEnemy();
   updateStatusAfter();			// show status line after moves  
  }


if((aj<9) && (ai > 10 && ai < 20))
    this.endCondition = true;

};



this.endRun = function()
{
 if ( true  )
 {
  musicPause(); 
  if ( this.endCondition )
    $("#user_span6").html( " &nbsp; <font color=red> <B> Agent trapped. Final score zero. </B> </font>   "  );
  else
    $("#user_span6").html( " &nbsp; <font color=red> <B> Run over. </B> </font>   "  );
 }
};


this.getScore = function()
{
    if(goodsteps == step)
 return ( ( goodsteps / step ) * 100 );
 else return 0;
};


}

//---- end of World class -------------------------------------------------------