Code viewer for World: AI Assignment- world2

AB.clockTick       = 90;    // I Changed from 100 to 90 

	// Speed of run: Step every n milliseconds. Default 100.
	
AB.maxSteps        = 950;   // I Changed from 1000 to 950  

	// Length of run: Maximum length of run in steps. Default 1000.

AB.screenshotStep  = 55;   // I Changed to 55  
  
	// 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/rohanb456/WeltraumR.png'
 const TEXTURE_MAZE 	= '/uploads/rohanb456/depositphotos_3625609-stock-photo-white-brick-wall.jpg' ;
 const TEXTURE_AGENT 	= '/uploads/rohanb456/oggycat.jpg' ;
 const TEXTURE_ENEMY 	= '/uploads/rohanb456/roaches.png' ;
 const TEXTURE_TRAP 	= '/uploads/rohanb456/dark-forest-spruce.jpg' ;
const TEXTURE_PATH 	= '/uploads/rohanb456/Pngtreecolormixedlighteffectfloral_6228443.png'; // mixed light effect colour for heuritic path  



	const MUSIC_BACK  = '/uploads/rohanb456/Hislerim_320PaglaSongs.mp3' // I changed Background Music change 
	const SOUND_ALARM = '/uploads/starter/air.horn.mp3' ;

// credits:
// https://paglasongs.com/hislerim-mp3-songs.html
// http://soundbible.com/1542-Air-Horn.html 

	
	
const gridsize =  50;						// 50* 50 number of squares   

const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 3); //  box density to no. of squares divided by 3. 
		// 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 pathsize = 40;		// size of path 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 

// 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"
                ];

*/
// spacemoon skybox, credit:
// https://opengameart.org/content/spacemoon-skybox
// x,y,z labelled differently


 const SKYBOX_ARRAY = [										 // I changed to  this back ground 
                "/uploads/rohanb456/indigo_rt.jpg",
                "/uploads/rohanb456/indigo_lf.jpg",
                "/uploads/rohanb456/indigo_up.jpg",
                "/uploads/rohanb456/indigo_dn.jpg",
                "/uploads/rohanb456/indigo_bk.jpg",
                "/uploads/rohanb456/indigo_ft.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, thetrack, thetrap; //agent,enemy,track and trap
  
var wall_texture, agent_texture, enemy_texture, maze_texture, path_texture, trap_texture; // I added path texture and trap texture var


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

var badsteps;
var goodsteps;

// declarations of arrays and variables

var myGrid = new Array(gridsize); // spot grid array for search path

var openSet = [];

var closedSet = [];

var pathOne = [];

var clearArray1;

var trackArray = [];  //To track path

var countgridReset =0;

var path= [];
var temp; 

var tempG;

var initialSearch = false;

var nextEnemyStep;

	
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();
	var loader5 = new THREE.TextureLoader();  // code for heuritic way
	var loader6 = new THREE.TextureLoader();  // create trap
	
	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();	
	});
	
	loader5.load ( TEXTURE_PATH, function ( thetexture )  // to draw path using mixlight cubes.-This is static-so a problem)
	{
		thetexture.minFilter  = THREE.LinearFilter;
		path_texture = thetexture;
		if ( asynchFinished() )	initScene();	
	});
	
		loader6.load ( TEXTURE_TRAP, function ( thetexture )  		
	{
		thetexture.minFilter  = THREE.LinearFilter;
		trap_texture = thetexture;
		if ( asynchFinished() )	initScene();		// if all file loads have returned 
	});
	
}


function asynchFinished()		 // all file loads returned 
{
	if ( wall_texture && agent_texture && enemy_texture && maze_texture && path_texture)  return true; 
	else return false;
}	
	

//var test1 =  gridSpotArray();
//console.log( 'test1 '+ test1 );

	
// Build Grid Array for path search
function gridSpotArray()
{
    for (var i = 0; i < gridsize; i++)     // gridesize is 50
    {
   
    myGrid[i] = new Array(gridsize);
    }
    
   for ( i = 0; i < gridsize; i++) 
   {
    for (var j = 0; j < gridsize; j++)
    {
    
    myGrid[i][j] =  new Spot(i, j);
   
    console.log(myGrid[i][j]);
   } 
   }
  // All the neighbors
  for (i = 0; i < gridsize; i++) 
  {
    for (var j = 0; j < gridsize; j++)
    {
      myGrid[i][j].addNeighbors(myGrid); 
    }
  }
  
}      	// end of build Grid Array for path search Function
	
	
function Spot(i, j) //spot function
 {

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

  // f, g, and h values for A*
  this.f = 0;
  this.g = 0;
  this.h = 0;
  
  this.inclosedSet =false;  
  // Neighbors
  this.neighbors = [];

  // Where did I come from?
  this.previous = undefined;

  // Am I a WALL or MAZE ?
  if ((GRID[i][j] == GRID_MAZE) ||(GRID[i][j]== GRID_WALL))
  { this.wall = true;
  console.log(GRID[i][j]);
  }
  else this.wall = false;


 // Figure out who my neighbors are
  this.addNeighbors = function(myGrid) 
  {
    var i = this.i;
    var j = this.j;
    
    if (i < gridsize - 1)   this.neighbors.push(myGrid[i + 1][j]);
    if (i > 0)          this.neighbors.push(myGrid[i - 1][j]);
    if (j < gridsize - 1)   this.neighbors.push(myGrid[i][j + 1]);
    if (j > 0)          this.neighbors.push(myGrid[i][j - 1]);
  }
 
 
}
 	
	
// A* Heauristic Approach


function cloesdSetReset()
{
  for (i = 0; i < gridsize; i++) 
  {
    for (var j = 0; j < gridsize; j++)
    {
      myGrid[i][j].inclosedSet = false; // reseting all the spots of grid to not in closed set  
    }
  }
}

function aStarApproach() 
{
  
  var start;
  var end;
  
 start     = myGrid[ei][ej];
 end       = myGrid[ai][aj];
  
  
  console.log ('openSet initial length ' + openSet.length)
  console.log ('closedSet initial length ' + closedSet.length)
  
 
  openSet.push(start);
  
    console.log('start search');
 var pathfound= false;
 
 // -------Still Searching -----------------------------

 var searchCount =0;
 

while ((searchCount < 100) && (openSet.length >0) && (!pathfound))
 {                              //while loop begins
    searchCount ++; 
    console.log ('Searchcount ' + searchCount);
    console.log ('openset length is '+ openSet.length);
    console.log ('closedSet length is '+ closedSet.length);
    
   console.log('start ei and ej '+ ei + ej);
   console.log('start ai and aj '+ ai + aj);
   
  if (openSet.length > 0)  // if Openset length > 0 then start
  {

    // Best next option
    var winner = 0;
    
    for (var i = 0; i < openSet.length; i++) 
     {
        if (openSet[i].f < openSet[winner].f)  winner = i;
     
     var current = openSet[winner];
     }
    // Did I finish?
    if (current === end) 
    {
     console.log("success - found path");
     pathfound=true;
     temp = current;
     path.push(temp);
     while (temp.previous) 
    {
    path.push(temp.previous);
    temp = temp.previous;
    }
    console.log ('the path '+path.length) 
    }
   
 // Best option moves from openSet to closedSet
    
    
    removeFromArray(openSet, current);
    closedSet.push(current);
 
 
 // Check all the neighbors
    var neighbors = current.neighbors;
    console.log ('neighbors '+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.wall)) 
      {
        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);
          neighbor.f = neighbor.g + neighbor.h;
          neighbor.previous = current;
        } //if new path 
        
      } // if not in closed set and not a wall
    }   // end search neighbors for loop 
    
  }  // End of if Openset length > 0 code 
  
  }  // end while loop 
 	 
 console.log('returning path from end of while loop'); 
 console.log('pathfound true or false '+ pathfound); 
 return path;
 
}  // end of aStarApproach() 


	
function occupied ( i, j )		//to check if  square is occupied
{
 if ( ( ei == i ) && ( ej == j ) ) return true;		// variable objects 
 if ( ( ai == i ) && ( aj == j ) ) return true;

 if ( GRID[i][j] == GRID_WALL ) return true;		// fixed objects	 
 if ( GRID[i][j] == GRID_MAZE ) return true;		 
	 
 return false;
}

 
// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
// logically, coordinates are: y=0, x and z all positive (no negative)    
// logically my dimensions are all positive 0 to MAXPOS
// to centre everything on origin, subtract (MAXPOS/2) from all dimensions 

function translate ( i, j )			
{
	var v = new THREE.Vector3();
	
	v.y = 0;	
	v.x = ( i * squaresize ) - ( MAXPOS/2 );   		 
	v.z = ( j * squaresize ) - ( MAXPOS/2 );   	
	
	return v;
}


function initScene()		// all file loads have returned 
{
	 var i,j, shape, thecube;
	 
	// set up GRID as 2D array
	 
	 for ( i = 0; i < gridsize ; i++ ) 
		GRID[i] = new Array(gridsize);		 


	// set up 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) ); 
			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);	
		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) ); 		
		ABWorld.scene.add(thecube);		
	}
	 
	
// building grid with neighbours
	 gridSpotArray(); 

	 	 
	 	 
	// 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();	
	 
	 
	 // building heuristic approach by mixlight 
	 shape    = new THREE.BoxGeometry ( pathsize, BOXHEIGHT*0.5, pathsize );			 
	 thepath = new THREE.Mesh( shape );
 	 thepath.material =  new THREE.MeshBasicMaterial( { map: path_texture } );
	 thepath.position.copy ( translate(ei+1,ej+1) ); 	
	 ABWorld.scene.add(thepath);
	
	 
	
	// 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(); 
	 
	  // for trapp
    //for ( i = 0; i < gridsize ; i++ ) 
	 // for ( j = 0; j < gridsize ; j++ ) 
	if (((GRID[i][j] == this.wall)) && (GRID[i+1][j]== this.wall) && (GRID[i-1][j] == this.wall))
	{
		i = AB.randomIntAtoB(1,gridsize-2);	
		j = AB.randomIntAtoB(1,gridsize-2);
	}		
		ti = i;
		tj = j;
		
		
		shape    = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );			 
		thetrap  = new THREE.Mesh( shape );
		thetrap.material = new THREE.MeshBasicMaterial( { map: trap_texture } );		  

		thetrap.position.copy ( translate(i,j) ); 		
		ABWorld.scene.add(thetrap);	
		drawtrap()


  // 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
	 });
 		
}
 
 
 
 
function heuristic(a, b) 
{
   return ( Math.abs(a.i - b.i) + Math.abs(a.j - b.j) );
    
 }

// My Code : Function to delete element from the array
function removeFromArray(arr, elt) 
{
  
  for (var i = arr.length - 1; i >= 0; i--) 
    if (arr[i] == elt) 
      arr.splice(i, 1);
}


// to draw path 

 function drawPath()
{
    for(var e=0;e<path.length-2;e++)
    if(path.length>2)
    {var t=path[e];
    shape=new THREE.BoxGeometry(squaresize,.1,squaresize);
    thetrack=new THREE.Mesh(shape);
    thetrack.material=new THREE.MeshBasicMaterial({map:path_texture});
    trackArray[e]=thetrack.uuid;
    thetrack.position.copy(translate(t.i,t.j));
    ABWorld.scene.add(thetrack);
        }
    
} 
      
 
// draw enemy and agent


function drawEnemy()		// given ei, ej, draw it 
{
	
	drawPath()  //calling drawpath function
	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)
}

// draw trap

function drawtrap()		// given ei, ej, draw it 
{
	

	thetrap.position.copy ( translate(ti,tj) ); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 

	ABWorld.lookat.copy ( thetrap.position );	 	// if camera moving, look back at where the enemy is  
	

}

// take actions

function moveLogicalEnemy()
{ 
    
if (!initialSearch)    
{
 pathOne =aStarApproach();
 
 initialSearch = true;
 
 pathOne.pop(); // Remove current Enemy grid spot position 
 console.log('initial path is ' +pathOne);  

}

pathOne.unshift(myGrid[ai][aj]);  //My Code : current Agent then add to path

var nextEnemyStep = pathOne.pop();  //My Code Next step for Enemy is popped from last position of path Array   

console.log('nextEnemyStep is ' + 'i is ' +nextEnemyStep.i + 'j is ' +nextEnemyStep.j);

var i, j;


i = nextEnemyStep.i;
j = nextEnemyStep.j;

ei = i;
ej = j;

}

//movelogicalEnemy() end

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;
 }
}

//movelogicalagent() end


// --- 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(either by using the trap or the normal way)
{
    if( thetrap.location == theagent.location == theenemy.location)
        {
        return ( 	occupied (ai-1,aj) 		&& 
		occupied (ai+1,aj)		&&
		occupied (  ai,aj+1)		&&
		occupied (  ai,aj-1));
       }
       else
               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> 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()
{
    
    
    var s = ( goodsteps / AB.maxSteps ) * 100;     
    var x = Math.round (s * 100);                
    return ( x / 100 );                          
};


 




// --- 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 
}