Code viewer for World: Bot_business1

// Cloned by AMARA on 27 Nov 2020 from World "Bot_bussiness3" by AMARA 
// Please leave this clone trail here.
 


// Cloned by AMARA on 27 Nov 2020 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       = 10;    

	// Speed of run: Step every n milliseconds. Default 100.
	
AB.maxSteps        = 1000;    

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

AB.screenshotStep  = 50;   
  
	// Take screenshot on this step. (All resources should have finished loading.) Default 50.



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

	const show3d = true;						// Switch between 3d and 2d view (both using Three.js) 


 const TEXTURE_WALL 	= '/uploads/akshara/wall_p.png' ;
 const TEXTURE_MAZE 	= '/uploads/akshara/wall_p.png' ;
 const TEXTURE_AGENT 	= '/uploads/akshara/12.png' ;
 const TEXTURE_ENEMY 	= '/uploads/akshara/13.png' ;
 const TEXTURE_PATH 	= '/uploads/akshara/orange.png' ;

// credits:
// http://commons.wikimedia.org/wiki/File:Old_door_handles.jpg
// 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

 
	const MUSIC_BACK  = '/uploads/starter/Defense.Line.mp3' ;
	const SOUND_ALARM = '/uploads/starter/air.horn.mp3' ;

// credits:
// http://www.dl-sounds.com/royalty-free/defense-line/
// http://soundbible.com/1542-Air-Horn.html 

	
	
const gridsize = 50;						// number of squares along side of world	   

const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 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 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/akshara/sky-hd-pics2.png",
                "/uploads/akshara/sky-hd-pics2.png",
                "/uploads/akshara/sky-hd-pics2.png",
                "/uploads/akshara/sky-hd-pics2.png",
                "/uploads/akshara/sky-hd-pics2.png",
                "/uploads/akshara/sky-hd-pics2.png"
                ];


// space skybox, credit:
// http://en.spaceengine.org/forum/21-514-1
// x,y,z labelled differently

/*
 const SKYBOX_ARRAY = [										 
                "/uploads/starter/sky_pos_z.jpg",
                "/uploads/starter/sky_neg_z.jpg",
                "/uploads/starter/sky_pos_y.jpg",
                "/uploads/starter/sky_neg_y.jpg",
                "/uploads/starter/sky_pos_x.jpg",
                "/uploads/starter/sky_neg_x.jpg"
                ];
*/				


// urban photographic skyboxes, credit:
// http://opengameart.org/content/urban-skyboxes

/*
 const SKYBOX_ARRAY = [										 
                "/uploads/starter/posx.jpg",
                "/uploads/starter/negx.jpg",
                "/uploads/starter/posy.jpg",
                "/uploads/starter/negy.jpg",
                "/uploads/starter/posz.jpg",
                "/uploads/starter/negz.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;
  
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;
}

 
// 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 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();		  

	 
	
	// 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(); 


  // 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)
}


//............................................................Akshara................................................................
//...................................................................................................................................

// --- take actions -----------------------------------

function moveLogicalEnemy()
{ 
// The function checks if a path was found unsing A*.
// If a path is found, it takes the  second last step in the path to move one step closer to the agent.

 if(pathFound) 
 {
     var i = path[path.length-2].i  
     var j = path[path.length-2].j
 }
 
 if ( ! occupied(i,j) )  	
 {
  ei = i;
  ej = j;
 }
}

//...........................................................Akshara...................................................................
//.....................................................................................................................................


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 + " &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 ); 
}

//********************************************************************************************************************
//**************************************----------NEW VARIABLES----------*********************************************
//********************************************************************************************************************

var rows = gridsize;                   
var cols = gridsize;
var canvasW = MAXPOS;
var canvasH = MAXPOS;
var grid = new Array(cols); 
var openSet = []; //......This Array is used to store all the nodes that need to be expanded to look for possible paths
var closedSet = [];//.....This Array stores all the paths that have already been expanded and had no path to the agent.
var start;
var end;
var w;
var h;
var path = [];// this is an array that will store all the nodes that lead to the Agent, within a run, before the agent changes its position.
var pathFound = false;
var Shape,theSphere;
//********************************************************************************************************************
//***************************************----------NEW VARIABLES----------********************************************
//***************************************---------------end----------------*******************************************


//********************************************************************************************************************
//***************************************************---NEW CODE---***************************************************
//********************************************************************************************************************


// This function is used to delete an element/node from the openSet once it has been moved to theclosedSet.
function removeFromArray(arr, elt){                           
    for(var i =arr.length-1 ; i>=0 ;i--){                   
        if(arr[i] == elt) {
            arr.splice(i,1);
        }
    }
}

function heuristic(a,b) {
    // A heuristic is an approximation of the distance between a node and the destination. 
    //It can be found using the Eucilidean distance which uses the pythagoras theorem.
    // An alternative is the Manhattan distance which adds the differences in the X and Y coordinates.
    
    //var d = Math.sqrt((Math.abs(a.i-b.i)**2)+(Math.abs(a.j-b.j)**2));//-------------Eucillidean Distance
    //var ed = d.toFixed(2);//--------------------------------------------------------
    
   
    var ed = Math.abs(a.i-b.i)+Math.abs(a.j-b.j);//-----------------------------------Manhattan Distance

   
    return ed;
}

//********************************************************************************************************************
//***************************************************---NEW CODE---***************************************************
//***************************************************-------end----***************************************************


//********************************************************************************************************************
//***************************************************---NEW CODE---***************************************************
//********************************************************************************************************************

//This is the constructor function that creates a node/spot.object. It contains all the information that the A* algorithm would need to work.
// The A* algorithm chooses a path that is made up of nodes with the least F(n).
// F(n) = G(n) + H(n)
// G(n), is The distance of a node from its starting point and
// H(n), is the approximate distance form the node to the destination. It os only an approximate because the path is not direct.

function Spot(i,j) {
    this.f = 0; //..............................................F(n)
    this.g = 0;//...............................................G(n)
    this.h = 0;//...............................................H(n)
    this.i = i;//...............................................position of node along the X axis
    this.j = j;//...............................................position of node along the Y axis
    //this.previous = undefined;
    this.wall = false; 
    if(GRID[i][j] == GRID_WALL || GRID[i][j] == GRID_MAZE )//...This is to know if each node is a part of a possible path
    {this.wall = true;}
    this.neighbors = [];//.....................................adds all neighbors of a node.
    this.addNeighbors = function(){
        var i = this.i;
        var j = this.j;
        if(i<cols-1){
          this.neighbors.push(grid[i+1][j]); 
        }
        if(i>0){
          this.neighbors.push(grid[i-1][j]);  
        } 
        if (j<rows-1){
           this.neighbors.push(grid[i][j+1]); 
        }
        if(j>0){
            this.neighbors.push(grid[i][j-1]);
        }
        
        //if(i>0 && j>0){
            //this.neighbors.push(grid[i-1][j-1]);//...................this allows the algorithm to find paths through diagonals.
        //}
        //if(i<cols-1 && j>0){
            //this.neighbors.push(grid[i+1][j-1]);
        //}
        //if(i>0 && j<rows-1){
            //this.neighbors.push(grid[i-1][j+1]);
        //}
        //if(i<cols-1 && j<rows-1){
            //this.neighbors.push(grid[i+1][j+1]);
        //}
    }
 
}

//********************************************************************************************************************
//***************************************************---NEW CODE---***************************************************
//********************************************************************************************************************
function setup() {
    console.log('A*');
    w = canvasW/cols;
    h = canvasH/rows;
     for(var i=0; i<cols;i++) //....................Creating an array of columns that can store rows 
       {
         grid[i]= new Array(rows);
     }
     
     for(var i=0; i<cols;i++)
     {
        for(var j=0;j<rows;j++){
            
            grid[i][j]= new Spot(i,j);//...........Creating spots along the grid
        }
     }
     for(var i=0; i<cols;i++)
     {
        for(var j=0;j<rows;j++){
            grid[i][j].addNeighbors(grid);//.......Adding neighbors to each spot
        }
     }
     start = grid[ei][ej];
     end = grid[ai][aj];
     openSet.push(start);//.......................Pushing the first element into the openset
}

//********************************************************************************************************************
//***************************************************---NEW CODE---***************************************************
//***************************************************-----end------***************************************************


//********************************************************************************************************************
//***************************************************---NEW CODE---***************************************************
//********************************************************************************************************************
function draw(){
    console.log('enetered')
    var keepDrawing = true;
    var pathe;
    while(keepDrawing) {//...........................the loop keeps running untill the openSet is empty.
    if(openSet.length > 0){
        var winner = 0;
        for(var i=0;i<openSet.length;i++){//...........Selects the spot with the least F(n) to expand. 
            if(openSet[i].f < openSet[winner].f){
                winner = i;
            }
        }
        var current = openSet[winner];//...............spot from open set set as the current node.
        if(current === end){//.........................if the current node is the last node, the shortest path has been found
            //noLoop();
            keepDrawing = false;
            pathFound = true;
            //drawThePath(grid[17][17]);
            var r =patH();//............................this function returns an array that contains all the spots of the path isn a sequence
            console.log(path);//........................logs all the spots making up the path
            console.log(path[(path.length) - 2]);//.....logs the spot that the enemy should occupy next
            console.log('DONE');
            break;
        }
        removeFromArray(openSet, current);//...........removes the current spot form the openset
        closedSet.push(current);//.....................current is pushed to the closedSet
        var neighbors = current.neighbors;
        for(var i=0;i<neighbors.length;i++) {
            var neighbor = neighbors[i];
            var ni = neighbor.i;
            var nj = neighbor.j;
            if(!closedSet.includes(neighbor) && !neighbor.wall) {//.......Neighbors that are not in the closed set or wall are evaluated
                var tempG = current.g + 1;//............tentative G(Current.neighbor) asingned
                var newPath = false;//.................. new path is set to false because we are not sure if the F(n) 
                if(openSet.includes(neighbor)) {
                    if (tempG<neighbor.g){
                        neighbor.g = tempG;//............updates the G value of all neighbors if the new path leading to neighbor is shorter that the olderone
                        newPath = true;
                    } 
                    } 
                    else 
                    {
                        neighbor.g = tempG;
                        newPath = true;
                        openSet.push(neighbor);//........we have new path possibilites because the F(needs ro be recalculated.)
                    }
                if(newPath)
                {     
                neighbor.h = heuristic(neighbor,end);//...returns with a heuristic of the distance between node and the agent
                neighbor.f = neighbor.g + neighbor.h;
                neighbor.previous = current;
                }
            }
        }
    }
    
    else{
        console.log('the Agent is Entirely Blocked. Hence no path exists. Agent wins.');//
        
        //noLoop();
        keepDrawing = false;
        AB.abortRun = true;
        //var path_blocked = true;
        AB.msg(" <br> <font color=red> <B> No path to Agent. </B> </font>   ", 3 )
        
        break;
    }
    
    }
}
function patH() {//.........................Function uses each spot's previous spot to trace the path back to the enemy.
    
    path = [];
    var temp = grid[ai][aj];
    path.push(temp);
    while(temp.previous) {
        path.push(temp.previous);
        temp = temp.previous;
    }
    var s = path.length;
    return path;
    
    
}

//********************************************************************************************************************
//***************************************************---NEW CODE---***************************************************
//***************************************************------end------***************************************************



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 ){
      
      setup();//.................................Function initialzes values to most attributes of spot
      draw();//..................................A* algorithm 
      moveLogicalEnemy();//......................function to move enemy based on A*
      
  }


  if ( badstep() )  badsteps++;
  else   			goodsteps++;
    

   drawAgent();
   drawEnemy();

   
   var pat = path;
   var Shape,theSphere;
    
    for(var w = 1; w < (pat.length)-1 ;w++ )
    {
        var u = pat[w].i;
        var v = pat[w].j;

    Shape    = new THREE.SphereGeometry (30,3,3 );//..........................traces the path generated from each iteration of the A*  algorithm.			 
	theSphere  = new THREE.Mesh( Shape );
	theSphere.material = new THREE.MeshBasicMaterial( {color: 0xFFA500} );
	theSphere.position.copy ( translate(u,v) ); 
	ABWorld.scene.add(theSphere);//...........................................Adds the path to the Scene
	//theSphere.visible = true;
    }
    var s = setTimeout(function(){//.........................................Attempts to delete the paths but is ineffective
		
			Shape.dispose();
			theSphere.dispose();
			ABWorld.scene.remove( Shape );
		
		}, AB.clockTick);
 
   
   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 
}