// Cloned by Daugirdas Stirbys on 30 Oct 2023 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?
AB.clockTick = 200; // 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 = false; // Switch between 3d and 2d view (both using Three.js)
const TEXTURE_WALL = '/uploads/dastis/Wall.jpg' ;
const TEXTURE_MAZE = '/uploads/dastis/Crate.png' ;
const TEXTURE_AGENT = '/uploads/dastis/Brain.jpg' ;
const TEXTURE_ENEMY = '/uploads/dastis/JS.png' ;
// credits:
// https://vectorportal.com/vector/wall-stone-vector-clip-art/27203
// https://opengameart.org/content/2d-wooden-box
// https://www.freepik.com/free-vector/brain-human-anatomy-biology-organ-body-system-health-care-medical-hand-drawn-cartoon-art-illustration_19613551.htm#query=brain&position=0&from_view=keyword&track=sph
// https://upload.wikimedia.org/wikipedia/commons/thumb/9/99/Unofficial_JavaScript_logo_2.svg/800px-Unofficial_JavaScript_logo_2.svg.png
const MUSIC_BACK = '/uploads/dastis/Right_Behind_You.mp3' ;
const SOUND_ALARM = '/uploads/starter/air.horn.mp3' ;
// credits:
// https://www.fesliyanstudios.com/download-link.php?src=i&id=2864
// http://soundbible.com/1542-Air-Horn.html
const gridsize = 40; // 25; // number of squares along side of world
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 3 );
// const NOBOXES = Math.trunc ( (gridsize * gridsize) / 5 );
//const NOBOXES = Math.trunc ( (gridsize * gridsize) / 10 );
//const NOBOXES = Math.trunc ( (gridsize * gridsize) / 500 );
// 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 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
// skybox, credit:
// https://opengameart.org/content/night-sky-stars-and-galaxies
const SKYBOX_ARRAY = [
"/uploads/dastis/Sky.png",
"/uploads/dastis/Sky.png",
"/uploads/dastis/Sky.png",
"/uploads/dastis/Sky.png",
"/uploads/dastis/Sky.png",
"/uploads/dastis/Sky.png"
];
// ===================================================================================================================
// === End of tweaker's box ==========================================================================================
// ===================================================================================================================
// You will need to be some sort of JavaScript programmer to change things below the tweaker's box.
// DAUG edit - types of heuristics
const ZERO_H = 0;
const EUCLID_DISTANCE = 1;
const BAD_HEURISTIC = 2;
// DAUG edit - node class for storage of node information and some associated methods
class Node
{
// Every node on creation must have coordinate assigned,
// and other values initialised
constructor(column, row)
{
this.parent_node = null; // will store parent node
// only start node should have null value
this.column = column; // (column, row) coordinate of the node on the grid
this.row = row;
this.f = 0; // total cost to end node (f = g + h)
this.g = 0; // distance between start node and this node
// this assumes distance between adjecent nodes = 1,
// that is one step value is equal 1
// we know what this value is for nodes that were searched
this.h = 0; // estimated distance between this node end end node
// as we dont know exact value this is where we will use heuristic
// to estimate
}
// Some getter methods to get node data
get_row() { return this.row; }
get_column() {return this.column; }
get_f() { return this.f; }
get_g() { return this.g; }
get_parent_node() { return this.parent_node; }
// Setter of the patent node (only start node won't have parent)
set_parent_node(parent_node) { this.parent_node = parent_node; }
// Calculates the f = g + h value
calculate_f(target_node, h_n_func)
{
// Calculate cost so far (from start node to this node)
// we track cost for each previous node, so we dont need to calculate
// from scratch, just add to parrent node
this.g = this.parent_node.get_g() + 1;
if (h_n_func == EUCLID_DISTANCE)
{
// Calculate heuristic (distance between 2 points: this node and end node)
var delta_r = this.row - target_node.get_row();
var delta_c = this.column - target_node.get_column();
this.h = Math.sqrt(delta_r*delta_r + delta_c*delta_c);
}
if (h_n_func == ZERO_H)
{
this.h = 0;
}
if (h_n_func == BAD_HEURISTIC)
{
var delta_r = this.row - target_node.get_row();
var delta_c = this.column - target_node.get_column();
this.h = delta_r*delta_c;
}
// Calculate total cost
this.f = this.g + this.h;
// To allow to confirm that method works as expected
// console.log("This node: " + this.toString())
// console.log("Target node: " + target_node.toString())
// console.log(`delta_r: ${delta_r}, delta_c: ${delta_c}), Cost: ${this.f}`);
}
// Checks if this node coordinate is the same as the node that was passed in
is_equal(node)
{
return (this.column == node.get_column() && this.row == node.get_row())
}
// Simplified node representation as a string for debugging purposes
toString()
{
return `Coordinate: (${this.column}, ${this.row}), Cost: ${this.f}`;
}
}
//--- 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
// DAUG edit - colour definitions for the marker boxes
var RED_COLOUR = 0xff0000;
var GREEN_COLOUR = 0x00ff00;
var ORANGE_COLOUR = 0xffa500
var theagent, theenemy;
var wall_texture, agent_texture, enemy_texture, maze_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
{
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] == GRID_WALL ) return true; // fixed objects
if ( GRID[i][j] == GRID_MAZE ) return true;
return false;
}
// DAUG edit - removed agent from check
function occupied_by_objects_or_enemy ( i, j ) // is this square occupied
{
if ( ( ei == i ) && ( ej == j ) ) return true; // variable objects
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;
}
// DAUG edit
function get_node_index_with_lowest_f(node_list)
{
// lowest f node index
var best_f_index = 0;
// loop node index
var current_index = 0;
for (const node of node_list)
{
// check if new node f smaller than previous best
if (node_list[best_f_index].get_f() > node.get_f())
{
// if so then this is our new best
best_f_index = current_index;
}
current_index += 1;
}
return best_f_index;
}
// Checks if node is in the array
function is_in_array(test_node, node_list)
{
for (const node of node_list)
{
if (test_node.is_equal(node))
{
return true;
}
}
return false;
}
// DAUG edit - marker dot functionality
// DAUG edit - Initialises storage array
dot_markers = []; // storage array
// DAUG edit - Creates and puts the dot marker on this coordinate
// (Indexing starts at top-left corner)
// i - integer column number
// j - integer row number
// colour - rgb colour in hex
function create_dot ( i, j , colour)
{
shape = new THREE.BoxGeometry ( squaresize/3, BOXHEIGHT/10, squaresize/3);
material = new THREE.MeshBasicMaterial({ color: colour, wireframe: false });
thedot = new THREE.Mesh(shape, material);
thedot.position.copy ( translate(i,j) );
dot_markers.push(thedot);
ABWorld.scene.add(thedot);
}
// DAUG edit - Deletes all marker dots from storage array and world
function delete_dots ()
{
for (const dot of dot_markers) // for each loop
{
ABWorld.scene.remove(dot);
}
dot_markers = [];
}
// DAUG edit - Add new paths markers (red)
function add_path_dots(nodes_list)
{
for (const node of nodes_list)
{
create_dot(node.get_column(), node.get_row(), RED_COLOUR);
}
}
// DAUG edit - Add closed nodes markers (green)
function add_closed_dots(nodes_list, excluded_nodes)
{
for (const node of nodes_list)
{
// We dont want to paint the actual path nodes
if (! is_in_array(node, excluded_nodes))
{
// only do this if node is not in excluded list
create_dot(node.get_column(), node.get_row(), GREEN_COLOUR);
}
}
}
function add_open_dots(nodes_list, excluded_nodes)
{
for (const node of nodes_list)
{
// We dont want to paint the actual path nodes
if (! is_in_array(node, excluded_nodes))
{
// only do this if node is not in excluded list
create_dot(node.get_column(), node.get_row(), ORANGE_COLOUR);
}
}
}
// DAUG edit - Prints nodes in the list
function print_list(node_list)
{
for (const node of node_list)
{
console.log("---" + node.toString());
}
}
//DAUG edit - This function backtraces the path from provided node to the start node
function get_path_from_start_node(end_node)
{
var path = [];
var node = end_node; // we start from end node and backtrace...
while (node.get_parent_node() !== null) // only start node has a parent == null
{
path.push(node);
node = node.get_parent_node();
}
// path here will be end node to start node
// We need to reverse it to get start node to end node
return path.reverse();
}
// DAUG edit - A* function
function a_star(h_n_func)
{
//Create empty list to store the path (that we will hopefully find)
var path = [];
// Create two empty arrays that will store our nodes
var open_list = []; // nodes that we are still considering
var closed_list = []; // nodes that are already searched
// Initialise start and end nodes
var start_node = new Node(ei, ej); // current location of enemy
var end_node = new Node(ai, aj); // current location of agent
console.log("start_node: " + start_node.toString());
console.log("end_node: " + end_node.toString());
// Add start node to the open list - that is where we start our search!
open_list.push(start_node);
// Now start searching...
while (Array.isArray(open_list) && open_list.length)
{
// Find the node with lowest f in the open_list,
// that node will be our next step
var current_node_index = get_node_index_with_lowest_f(open_list);
var current_node = open_list[current_node_index];
// move the node we found from open_list to closed_list
open_list.splice(current_node_index, 1);
closed_list.push(current_node);
// Check if we have reached the end node and if we did - get the path
if (current_node.is_equal(end_node))
{
console.log("Reached the end node!!!");
path = get_path_from_start_node(current_node);
// as we already reached the end node we can terminate loop...
break;
}
// Otherwise, we need to check if any new nodes are available for search.
// New nodes will be children of the current node and if there are any,
// we will add them to the open list. Note: we ignore diagonals, so only
// UP, DOWN, LEFT, RIGHT are considered as potential children
for(const dir of [[0, -1], [0, 1], [-1, 0], [1, 0]])
{
//console.log("Generating children...");
var i = current_node.get_column() + dir[0];
var j = current_node.get_row() + dir[1];
// Create child node...
var child_node = new Node(i, j);
// ... but need to check if thats not a wall or edge
if (occupied_by_objects_or_enemy(child_node.get_column(), child_node.get_row()))
{
//console.log("Actually can't use this as the node is occupied");
continue;
}
// ... also check if it is not already in open list...
if (is_in_array(child_node, open_list))
{
//console.log("Actually can't use this as the node is already in open_list.");
continue;
}
// ... or closed list
if (is_in_array(child_node, closed_list))
{
//console.log("Actually can't use this as the node is already in closed_list.");
continue;
}
// All good, we can populate child node values
child_node.set_parent_node(current_node);
child_node.calculate_f(end_node, h_n_func);
// and add to open list
open_list.push(child_node);
}
}
return [path, open_list, closed_list];
}
// DAUG edit - prints number of items in each list
function calculate_stats(start_node, end_node, open_list, closed_list)
{
var delta_r = start_node.get_row() - end_node.get_row();
var delta_c = start_node.get_column() - end_node.get_column();
var distance = Math.sqrt(delta_r*delta_r + delta_c*delta_c);
var total = open_list.length + closed_list.length;
console.log(`Distance between nodes: ${distance}, Open nodes: ${open_list.length}, closed nodes: ${closed_list.length}, total: ${total}`);
}
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 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] = 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] = 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] = 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;
// Daug edit - fixed position of the enemy
// ei = 1;
// ej = 1;
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();
// 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;
// Daug edit - fixed position of the agent
// ai = 20;
// aj = 20;
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();
// 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 -----------------------------------
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()
{
var start_node = new Node(ei, ej); // current location of enemy
var end_node = new Node(ai, aj); // current location of agent
// var [path, open_list, closed_list] = a_star(ZERO_H);
// calculate_stats(start_node, end_node, open_list, closed_list);
var [path, open_list, closed_list] = a_star(EUCLID_DISTANCE);
calculate_stats(start_node, end_node, open_list, closed_list);
// var [path, open_list, closed_list] = a_star(BAD_HEURISTIC);
// calculate_stats(start_node, end_node, open_list, closed_list);
console.log("Path:");
print_list(path);
// Clean previous path markers and add fresh red and green ones
delete_dots ();
add_path_dots(path);
add_closed_dots(closed_list, path);
add_open_dots(open_list, path);
//There might not be a solution, check if path is empty
if (Array.isArray(path) && path.length)
{
// If no obstacle then move, else just miss a turn
if ( ! occupied(path[0].get_column(), path[0].get_row()) )
{
ei = path[0].get_column();
ej = path[0].get_row();
console.log("Step to: " + path[0].toString());
}
}
}
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;
}
}
// --- 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 + " x = (" + x.toString() + ") 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 ( " y = (" + y.toString() + ") <br>" +
" 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 );
}
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> Agent trapped. 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
}