// Cloned by Michael O'Hara on 5 Nov 2018 from World "Zombie Death Baby" by Starter user
// Please leave this clone trail here.
// ==== Starter World ===============================================================================================
// (c) Ancient Brain Ltd. All rights reserved.
// This code is only for use on the Ancient Brain site.
// This code may be freely copied and edited by anyone on the Ancient Brain site.
// This code may not be copied, re-published or used on any other website.
// To include a run of this code on another website, see the "Embed code" links provided on the Ancient Brain site.
// ==================================================================================================================
// Putting it all together - How to make a touch game for mobile
// Based on Complex World and Touch World
// touch drag of objects, touch hit of objects
// mouse drag of objects, mouse click on objects
// Splash screen (so click can auto-start audio)
// Behind the splash screen, it is loading resources while waiting for you to click
// Mobile:
// Touch drag to move agent
// Touch tap to "zap" baby
// Touch pinch camera (built in)
// Desktop:
// Mouse drag to move agent
// Mouse click to "zap" baby
// Mouse scroll camera (built in)
// =============================================================================================
// To do my own mouse/touch:
// Over-ride certain "ABHandler" functions.
// =============================================================================================
// Name inspired by "Sonic Death Monkey" in "High Fidelity"
// user_span1 - Status line
// user_span2 - End message
// ===================================================================================================================
// === 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 = 100;
// Speed of run: Step every n milliseconds. Default 100.
AB.maxSteps = 1000000; // make it so run in practice never ends until user wants
// if do put in a maximum run, 1000 is a pretty long run
// Length of run: Maximum length of run in steps. Default 1000.
AB.screenshotStep = 200;
// Take screenshot on this step. (All resources should have finished loading.) Default 50.
AB.drawRunControls = false;
// Scrap the Run/Step/Pause controls
//---- global constants: -------------------------------------------------------
// Switch between 3d and 2d view
const show3d = false;
const TEXTURE_WALL = '/uploads/starter/door.jpg' ;
const TEXTURE_MAZE = '/uploads/starter/latin.jpg' ;
const TEXTURE_AGENT = '/uploads/starter/pacman.jpg' ;
// credits:
// http://commons.wikimedia.org/wiki/File:Old_door_handles.jpg
// https://commons.wikimedia.org/wiki/Category:Pac-Man_icons
// http://en.wikipedia.org/wiki/File:Inscription_displaying_apices_(from_the_shrine_of_the_Augustales_at_Herculaneum).jpg
const TEXTURE_BABY = '/uploads/starter/baby.1.png' ;
const TEXTURE_DEAD = '/uploads/starter/ghost.3.png' ;
// https://commons.wikimedia.org/wiki/Category:Baby_icons
// https://commons.wikimedia.org/wiki/File:Emojione_1F476.svg
// https://commons.wikimedia.org/wiki/Category:Skull_and_crossbone_icons
const SOUND_MAMA = '/uploads/starter/mama.mp3';
const SOUND_SCREAM = '/uploads/starter/scream.2.mp3';
// http://soundbible.com/544-Girl-Saying-Mommy.html
// http://soundbible.com/tags-scream.html
// http://soundbible.com/700-Screaming.html
// http://soundbible.com/1102-Child-Scream.html
const MUSIC_BACK = '/uploads/starter/nursery.2.mp3' ;
// https://www.dl-sounds.com/royalty-free/category/children/
// https://www.dl-sounds.com/royalty-free/abc-song/
// https://www.dl-sounds.com/royalty-free/carolans-dream/
const SOUND_ALARM = '/uploads/starter/air.horn.mp3' ;
const gridsize = 20; // number of squares along side of world
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 10 );
// density of maze - number of internal boxes
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 * 1 ; // distance from centre to start the camera at
const skyboxConst = MAXPOS * 4 ; // where to put skybox
const maxRadiusConst = MAXPOS * 10 ; // maximum distance from camera we will render things
// CSS style used for score output:
const scoreStyle = "font-weight: bold; font-family: Segoe Print, Comic Sans, Impact, Bolton;";
const NONEWBABIES = 2; // how many babies to make when I kill one
const SCORE_KILL = 500; // add this to score for every kill of a baby
const SCORE_CLOSE = -10; // add this to score for every step close to a baby
//--- change ABWorld defaults: -------------------------------
ABHandler.MAXCAMERAPOS = skyboxConst * 0.7 ; // keep camera inside skybox
ABHandler.GROUNDZERO = true; // "ground" exists at altitude zero
ABWorld.drawCameraControls = false;
//--- skybox: -------------------------------
// 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"
];
*/
const SKYBOX_ARRAY = [
"/uploads/starter/nursery.1.jpg",
"/uploads/starter/nursery.1.jpg",
"/uploads/starter/nursery.1.jpg",
"/uploads/starter/nursery.1.jpg",
"/uploads/starter/nursery.1.jpg",
"/uploads/starter/nursery.1.jpg"
];
// nursery wallpaper credit:
// https://www.arthouse.com/shop/wallpaper/colour/neutral/bear-hugs-mint/
// https://commons.wikimedia.org/wiki/Category:Children%27s_book_illustrations
// ===================================================================================================================
// === End of tweaker's box ==========================================================================================
// ===================================================================================================================
// You will need to be some sort of JavaScript programmer to change things below the tweaker's box.
// we have a splash screen
// behind the splash screen, newRun is running, loading resources
// do not start the run loop until resources ready AND splash screen is dismissed
var resourcesLoaded = false;
var splashClicked = false;
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;
const GRID_AGENT = 3;
const GRID_BABY = 4;
const GRID_DEAD = 5;
//---- start of World class -------------------------------------------------------
function World()
{
var BOXHEIGHT; // 3d or 2d box height
var GRID = new Array ( gridsize ); // will in fact be a 2D array, see later
var theagent;
var BABIES = new Array ( 1 ); // start at 1 and increase using array.push()
var wall_texture, agent_texture, baby_texture, dead_texture, maze_texture;
var skybox_texture_array = new Array ( 6 ); // a cube
// agent position
var ai, aj;
var score;
var self = this; // needed for private fn to call public fn
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();
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_BABY, function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
baby_texture = thetexture;
if ( asynchFinished() ) initScene();
});
loader4.load ( TEXTURE_MAZE, function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
maze_texture = thetexture;
if ( asynchFinished() ) initScene();
});
loader5.load ( TEXTURE_DEAD, function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
dead_texture = thetexture;
if ( asynchFinished() ) initScene();
});
for ( var i = 0; i < 6; i++ )
skyboxFileLoad ( i ); // launch 6 more asynchronous file loads for skybox
}
function skyboxFileLoad ( n ) // asynchronous file load of skybox texture n
{
var loader = new THREE.TextureLoader();
loader.load ( SKYBOX_ARRAY[n], function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
skybox_texture_array[n] = thetexture;
if ( asynchFinished() ) initScene();
});
}
function asynchFinished() // all file loads returned
{
for ( var i = 0; i < 6; i++ )
if ( ! skybox_texture_array[i] )
return false;
// else
if ( wall_texture && agent_texture && baby_texture && dead_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
{
return ( GRID[i][j] != GRID_BLANK );
}
// 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) ); // 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 first baby
BABIES[0] = newBaby();
// 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;
GRID[i][j] = GRID_AGENT;
shape = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );
theagent = new THREE.Mesh( shape );
theagent.material = new THREE.MeshBasicMaterial( { map: agent_texture } );
theagent.position.copy ( translate(ai,aj) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.scene.add(theagent);
// set up skybox
var skybox_material_array = [
( new THREE.MeshBasicMaterial ( { map: skybox_texture_array[0], side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: skybox_texture_array[1], side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: skybox_texture_array[2], side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: skybox_texture_array[3], side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: skybox_texture_array[4], side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: skybox_texture_array[5], side: THREE.BackSide } ) )
];
var skyGeometry = new THREE.CubeGeometry ( skyboxConst, skyboxConst, skyboxConst );
var skyMaterial = new THREE.MeshFaceMaterial ( skybox_material_array );
var theskybox = new THREE.Mesh ( skyGeometry, skyMaterial );
ABWorld.scene.add( theskybox ); // We are inside a giant cube
// ready to start run loop?
ABWorld.render();
console.log ( "Resources loaded." );
resourcesLoaded = true;
if ( resourcesLoaded && splashClicked )
ABRun.runReady = true; // start run loop
}
// --- babies -----------------------------------
function newBaby()
{
var i, j;
do
{
i = AB.randomIntAtoB(1,gridsize-2);
j = AB.randomIntAtoB(1,gridsize-2);
}
while ( occupied(i,j) ); // search for empty square
GRID[i][j] = GRID_BABY;
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
var thecube = new THREE.Mesh( shape );
thecube.material = new THREE.MeshBasicMaterial( { map: baby_texture } );
thecube.position.copy ( translate(i,j) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.scene.add(thecube);
return ( new Array ( thecube, i, j ) ); // save it for later, array, object plus i,j position
}
function newBabies() // make NONEWBABIES new babies
{
for ( var c=1 ; c <= NONEWBABIES ; c++ )
{
var baby = newBaby();
BABIES.push ( baby ); // add to array
}
}
function moveBabies()
{
for ( var c = 0; c < BABIES.length; c++ )
{
var thebaby = BABIES[c][0];
var ei = BABIES[c][1];
var ej = BABIES[c][2];
var i, j;
// move towards agent
// put some randomness in so it won't get stuck with barriers
if ( ei < ai ) i = AB.randomIntAtoB(ei, ei+1);
if ( ei == ai ) i = ei;
if ( ei > ai ) i = AB.randomIntAtoB(ei-1, ei);
if ( ej < aj ) j = AB.randomIntAtoB(ej, ej+1);
if ( ej == aj ) j = ej;
if ( ej > aj ) j = AB.randomIntAtoB(ej-1, ej);
if ( ! occupied(i,j) ) // if no obstacle then move, else just miss a turn for this baby
{
GRID[ei][ej] = GRID_BLANK;
GRID[i][j] = GRID_BABY;
thebaby.position.copy ( translate(i,j) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
BABIES[c] = new Array ( thebaby, i, j ); // update list of positions
}
}
}
// --- agent -----------------------------------
// movement caused by user actions
function moveAgent( a )
{
var i = ai;
var j = aj;
if ( a == ACTION_LEFT ) i--;
else if ( a == ACTION_RIGHT ) i++;
else if ( a == ACTION_UP ) j++;
else if ( a == ACTION_DOWN ) j--;
if ( ! occupied(i,j) ) // else just miss a turn
{
GRID[ai][aj] = GRID_BLANK;
GRID[i][j] = GRID_AGENT;
ai = i;
aj = j;
theagent.position.copy ( translate(ai,aj) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
}
}
// --- user actions - keyboard and touch handling functions: ----------------------------------------
var OURKEYS = [ 37, 38, 39, 40 ];
function ourKeys ( event ) { return ( OURKEYS.includes ( event.keyCode ) ); }
function keyHandler ( event )
{
if ( ! ABRun.runReady ) return true; // not ready yet
// if not handling this key, send it to default:
if ( ! ourKeys ( event ) ) return true;
// else handle it and prevent default:
if ( event.keyCode == 37 ) moveAgent ( ACTION_LEFT );
if ( event.keyCode == 38 ) moveAgent ( ACTION_DOWN );
if ( event.keyCode == 39 ) moveAgent ( ACTION_RIGHT );
if ( event.keyCode == 40 ) moveAgent ( ACTION_UP );
event.stopPropagation(); event.preventDefault(); return false;
}
var startX, startY;
var dragevents; // number of events in the current drag
function initDrag ( x, y ) // x,y position on screen
{
if ( ! ABRun.runReady ) return true; // not ready yet
startX = x;
startY = y;
dragevents = 0;
tryHitBabies ( x, y ); // check if this is a tap not a drag - and if it hits a baby
};
function drag ( x, y ) // compare with previous x,y position on screen to get direction of drag
{
if ( ! ABRun.runReady ) return true; // not ready yet
if ( ( dragevents % 4 ) == 0 ) // slow it down to respond to every nth event - too many events
{
if ( x > startX ) moveAgent ( ACTION_RIGHT );
else if ( x < startX ) moveAgent ( ACTION_LEFT );
if ( y > startY ) moveAgent ( ACTION_UP );
else if ( y < startY ) moveAgent ( ACTION_DOWN );
}
dragevents++;
startX = x;
startY = y;
};
// --- kill babies and make new ones -------------------------------------------------------------------
function tryHitBabies ( x, y ) // we did an x,y touch/click, did it hit a baby
{
for ( var c = 0; c < BABIES.length; c++ )
{
var thebaby = BABIES[c][0];
var ei = BABIES[c][1];
var ej = BABIES[c][2];
if ( ABWorld.hitsObject ( x, y, thebaby ) ) // detect hit object
{
soundScream(); // make a noise
score = score + SCORE_KILL ; // increase score
GRID[ei][ej] = GRID_DEAD ; // stationary obstacle - basically part of the maze now
thebaby.material = new THREE.MeshBasicMaterial( { map: dead_texture } );
// remove thebaby from array, so it will no longer move
BABIES.splice(c,1);
// make new baby/babies:
newBabies();
return; // assume only can hit one baby
}
}
}
// --- score and status: -----------------------------------
function babyClose()
// is a baby close to (within one square of) the agent
// note because of the wall, co-ordinates at +1 and -1 always exist
{
if ( GRID[ai-1][aj-1] == GRID_BABY ) return true;
if ( GRID[ai-1][aj] == GRID_BABY ) return true;
if ( GRID[ai-1][aj+1] == GRID_BABY ) return true;
if ( GRID[ai][aj-1] == GRID_BABY ) return true;
if ( GRID[ai][aj] == GRID_BABY ) return true;
if ( GRID[ai][aj+1] == GRID_BABY ) return true;
if ( GRID[ai+1][aj-1] == GRID_BABY ) return true;
if ( GRID[ai+1][aj] == GRID_BABY ) return true;
if ( GRID[ai+1][aj+1] == GRID_BABY ) return true;
return false;
}
function agentBlocked() // agent is blocked on the 4 compass sides (not diagonal)
{
return ( occupied (ai-1,aj) &&
occupied (ai+1,aj) &&
occupied ( ai,aj+1) &&
occupied ( ai,aj-1) );
}
//--- public functions / interface / API ----------------------------------------------------------
this.newRun = function()
{
score = 0;
if ( show3d )
{
BOXHEIGHT = squaresize;
ABWorld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
}
else
{
BOXHEIGHT = 1;
ABWorld.init2d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
}
// newRun can run behind splash screen
// do not start run loop until resources ready AND splash screen is dismissed
ABRun.runReady = false;
loadResources(); // aynch file loads
// calls initScene() when it returns
// redirect keyboard and touch event handling to my own functions:
document.onkeydown = keyHandler;
// override ABHandler default (which is camera control) to use my own functions:
ABHandler.initTouchDrag = initDrag;
ABHandler.touchDrag = drag
ABHandler.initMouseDrag = initDrag;
ABHandler.mouseDrag = drag
};
this.nextStep = function ()
{
for ( var c = 0; c < BABIES.length; c++ )
if ( Math.random() < 0.05 )
soundMama(); // baby noises now and then, increasing as no. of babies increases
if ( ( ABRun.step % 2 ) == 0 ) moveBabies(); // slow babies down to every nth step
if ( babyClose() ) score = score + SCORE_CLOSE; // lose points every step you are close to a baby
$("#user_span1").html( " Step: " + ABRun.step + " Score: <span style='" + scoreStyle + "'>" + score + "</span>" );
if ( agentBlocked() ) // if agent blocked in, run over
{
ABRun.abortRun = true;
musicPause();
soundAlarm();
}
};
this.endRun = function()
{
musicPause();
if ( ABRun.abortRun ) $("#user_span2").html( " <br> <font color=red> <B> You are trapped. You lose! </B> </font> " );
else $("#user_span2").html( " <br> <font color=green> <B> Run over. You survived! </B> </font> " );
};
}
//---- end of World class -------------------------------------------------------
// --- background music, play once ----------------------------------------
var backmusic = new Audio ( MUSIC_BACK );
function initMusic()
{
backmusic.loop = true; // loop forever
backmusic.play();
// a proper mute button will have to mute all the sound effects
AB.standardAudioButtons ( backmusic ); // insert standard play/pause buttons
}
function musicPlay() { backmusic.play(); }
function musicPause() { backmusic.pause(); }
// --- sound effects, called randomly by JS ----------------------------------------
var thealarm = new Audio ( SOUND_ALARM );
var mama1 = new Audio( SOUND_MAMA );
var mama2 = new Audio( SOUND_MAMA );
var mama3 = new Audio( SOUND_MAMA );
var mama4 = new Audio( SOUND_MAMA );
var mama5 = new Audio( SOUND_MAMA );
var scream1 = new Audio( SOUND_SCREAM );
var scream2 = new Audio( SOUND_SCREAM );
var scream3 = new Audio( SOUND_SCREAM );
var scream4 = new Audio( SOUND_SCREAM );
var scream5 = new Audio( SOUND_SCREAM );
function soundAlarm()
{
thealarm.play();
}
function soundMama() // allow multiple sounds at same time
{
if ( ! AB.audioIsPlaying ( mama1 ) ) { mama1.play(); return; }
if ( ! AB.audioIsPlaying ( mama2 ) ) { mama2.play(); return; }
if ( ! AB.audioIsPlaying ( mama3 ) ) { mama3.play(); return; }
if ( ! AB.audioIsPlaying ( mama4 ) ) { mama4.play(); return; }
if ( ! AB.audioIsPlaying ( mama5 ) ) { mama5.play(); return; }
// else
var a = new Audio( SOUND_MAMA );
a.play();
}
function soundScream() // allow multiple sounds at same time
{
if ( ! AB.audioIsPlaying ( scream1 ) ) { scream1.play(); return; }
if ( ! AB.audioIsPlaying ( scream2 ) ) { scream2.play(); return; }
if ( ! AB.audioIsPlaying ( scream3 ) ) { scream3.play(); return; }
if ( ! AB.audioIsPlaying ( scream4 ) ) { scream4.play(); return; }
if ( ! AB.audioIsPlaying ( scream5 ) ) { scream5.play(); return; }
// else
var a = new Audio( SOUND_SCREAM );
a.play();
}
// --- Splash screen --------------------------------------------------------------
function instructionsHtml() // HTML format string of instructions for splash screen
{
var s = "The babies look cute, but beware, they are <font color=red><b>zombies!</b></font> Stop the babies before they kill you! ";
if ( AB.onDesktop() ) s = s + " Desktop instructions: Arrow keys or mouse drag to move. Click baby to kill it. " ;
else s = s + " Mobile instructions: Touch drag to move. Touch baby to kill it. " ;
s = s + SCORE_KILL + " points for killing a baby. " + SCORE_CLOSE + " points for every step you are close to a baby.";
return ( s );
}
// display splash screen with instructions
AB.newSplash ( instructionsHtml() );
// touch on splash screen button will mark multiple audio objects as good for JS to call without further user interaction
$("#splashbutton").click ( function ()
{
thealarm.play(); thealarm.pause();
mama1.play(); mama1.pause();
mama2.play(); mama2.pause();
mama3.play(); mama3.pause();
mama4.play(); mama4.pause();
mama5.play(); mama5.pause();
scream1.play(); scream1.pause();
scream2.play(); scream2.pause();
scream3.play(); scream3.pause();
scream4.play(); scream4.pause();
scream5.play(); scream5.pause();
initMusic();
AB.removeSplash(); // remove splash screen
// ready to start run loop?
splashClicked = true;
if ( resourcesLoaded && splashClicked )
ABRun.runReady = true; // start run loop
});