Code viewer for World: Zombie Death Baby (clone b...

// Cloned by Dylan Bagnall on 5 Dec 2022 from World "Zombie Death Baby (clone by Dylan Bagnall)" by Dylan Bagnall 
// Please leave this clone trail here.
 


// Cloned by Dylan Bagnall on 5 Dec 2022 from World "Zombie Death Baby" 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.
// ====================================================================================================================




// 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"

 
 
 
 
 

// ===================================================================================================================
// === 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 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 	= maxRadiusConst ;

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.





// can write CSS to page 
// document.write (of CSS at least) is good at the moment we include the JS, not later
 
 document.write ( ` <style>

    .mybutton 
    {
        border-radius: 0px;
        background-color: darkslategrey;	 
    }
        
    .mybutton:hover { background-color: darkcyan; }

    </style> ` );
 

	

	
 // 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;
 
 

 

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; 

// agent position  
var ai, aj;

var score;

 
 
	
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();		 
	});
	
}


function asynchFinished()		 // all file loads returned 
{
	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);


 // finally skybox 
 
  	 ABWorld.scene.background = new THREE.CubeTextureLoader().load ( SKYBOX_ARRAY,	function() 
	 { 
		ABWorld.render(); 
		
		console.log ( "Resources loaded." );
		resourcesLoaded = true;
	
		if ( resourcesLoaded && splashClicked ) 
			AB.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 ( ! AB.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 ( ! AB.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 ( ! AB.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) 			);		
} 


    


AB.world.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 
	
	AB.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:

		myControls();
			
	// Toggle between my mouse/touch controls and default mouse/touch controls 
	var buttons = 	" <p> <button onclick='myControls();' 											class='ab-normbutton mybutton' >My controls		</button> " +
					"     <button onclick='ABHandler.defaultTouch(); ABHandler.defaultMouse();' 	class='ab-normbutton mybutton' >Default controls	</button> </p> ";
	AB.msg ( buttons, 3 );
};



function myControls()
{
		ABHandler.initTouchDrag 	= initDrag;
		ABHandler.touchDrag			= drag
		
		ABHandler.initMouseDrag 	= initDrag;
		ABHandler.mouseDrag			= drag
}



AB.world.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 ( ( AB.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 

	AB.msg ( " Step: " + AB.step + " Score: <span style='" + scoreStyle + "'>" + score + "</span>" );		 

	
	  if ( agentBlocked() )			// if agent blocked in, run over 
	  {
		AB.abortRun = true;
		musicPause();
		soundAlarm();
	  }
};

 

AB.world.endRun = function()
{
  musicPause(); 
  
  if ( AB.abortRun )		AB.msg ( " <br> <font color=red> <B> You are trapped. You lose!   </B> </font>    ", 2  );
  else    					AB.msg ( " <br> <font color=green> <B> Run over. You survived! </B> </font>    ", 2  );
};




 





// --- background music, play once ----------------------------------------

// note mute button only mutes the background music 
// would need to design my own mute button to mute the sound effects 	


var backmusic;
 	
function initMusic()		// called by user interaction 
{
	backmusic = AB.backgroundMusic ( MUSIC_BACK );
}
	
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  

	AB.splashClick ( 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 ) 
			AB.runReady = true;  		// start run loop 
	
	});