Code viewer for World: A* Complex World_sa

// Cloned by Md Shamsul Abedin Malik on 14 Aug 2020 from World "A* Complex World-1" by Md Shamsul Abedin Malik 
// Please leave this clone trail here.
 


// Cloned by Md Shamsul Abedin Malik on 14 Aug 2020 from World "Complex World (clone by Md Shamsul Abedin Malik) (clone by Md Shamsul Abedin Malik)" by Md Shamsul Abedin Malik 
// 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.
// ==================================================================================================================



// =============================================================================================
// 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 = 100;

// Speed of run: Step every n milliseconds. Default 100.

AB.maxSteps = 1000;

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

AB.screenshotStep = 50;

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



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


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


const TEXTURE_WALL 	= '/uploads/starter/door.jpg' ;
const TEXTURE_MAZE 	= '/uploads/starter/latin.jpg' ;
const TEXTURE_AGENT 	= '/uploads/starter/pacman.jpg' ;
const TEXTURE_ENEMY 	= '/uploads/starter/ghost.3.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 = 20;                                            // number of squares along side of world           

const NOBOXES = Math.trunc((gridsize * gridsize) / 10);
// 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/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"
                ];


// 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   

//A* Stuff
var SpotGrid = new Array(gridsize);
var openSet = [];
var closedSet = [];
var enemy;
var agent;
var path = [];
				
					
																									
																												 

						 
																				   
																	 

function dist(x1,y1,x2,y2){
													
var distX = Math.abs(x1 - x2);
var distY = Math.abs(y1 - y2);

return Math.sqrt( distX*distX + distY*distY );
}

function heuristic(a, b) {
//if (diagonal) // 2D distance - dist is a P5 function 
return (dist(a.i, a.j, b.i, b.j));
//else
//return (Math.abs(a.i - b.i) + Math.abs(a.j - b.j));
// else not diagonal, can only go across and down - so this is optimistic
// not this is not optimistic if we can do diagonal move 
}

function removeFromArray(arr, elt) {
// Could use indexOf here instead to be more efficient
for (var i = arr.length - 1; i >= 0; i--)
	if (arr[i] == elt)
		arr.splice(i, 1);
}

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;
}


// An object to describe a spot in the grid
function Spot(i, j) {
// Location
			
			 
													

this.i = i;
this.j = j;

this.wall = false;
this.neighbors = [];

// f, g, and h values for A*
this.f = 0;
this.g = 0;
this.h = 0;
// Where did I come from?
this.previous = undefined;

// Figure out who my neighbors are
this.addNeighbors = function () {
																		
	var i = this.i;
	var j = this.j;

	if (i < gridsize - 1)
		this.neighbors.push(SpotGrid[i + 1][j]);
	if (i > 0)
		this.neighbors.push(SpotGrid[i - 1][j]);
	if (j < gridsize - 1)
		this.neighbors.push(SpotGrid[i][j + 1]);
	if (j > 0)
		this.neighbors.push(SpotGrid[i][j - 1]);

	if (true)	//diagonal are also neighbours:
	{
		if (i > 0 && j > 0)
			this.neighbors.push(SpotGrid[i - 1][j - 1]);
		if (i < gridsize - 1 && j > 0)
			this.neighbors.push(SpotGrid[i + 1][j - 1]);
		if (i > 0 && j < gridsize - 1)
			this.neighbors.push(SpotGrid[i - 1][j + 1]);
		if (i < gridsize - 1 && j < gridsize - 1)
			this.neighbors.push(SpotGrid[i + 1][j + 1]);
	}
}
}

function initScene()            // all file loads have returned 
{
var i, j, shape, thecube;

// set up GRID as 2D array

SpotGrid = new Array(gridsize);
for (i = 0; i < gridsize; i++) {
	GRID[i] = new Array(gridsize);
	SpotGrid[i] = new Array(gridsize);
}

// set up walls

for (i = 0; i < gridsize; i++)
	for (j = 0; j < gridsize; j++) {

		SpotGrid[i][j] = new Spot(i, j);

		if ((i == 0) || (i == gridsize - 1) || (j == 0) || (j == gridsize - 1)) {

			GRID[i][j] = GRID_WALL;
			SpotGrid[i][j].wall = true;

			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;
			SpotGrid[i][j].wall = false;
		}
	}
// 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;
	SpotGrid[i][j].wall = true;

	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);
}


// All the neighbors
for (var i = 0; i < gridsize; i++)
	for (var j = 0; j < gridsize; j++)
		SpotGrid[i][j].addNeighbors();

console.log('start app');
console.log(SpotGrid);

// 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;
ei = 1;
ej = 1;

shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
theenemy = new THREE.Mesh(shape);
theenemy.material = new THREE.MeshBasicMaterial({ map: enemy_texture });
ABWorld.scene.add(theenemy);
drawEnemy();



// set up agent 
// start in random location

do {

	i = AB.randomIntAtoB(1, gridsize - 2);
	j = AB.randomIntAtoB(1, gridsize - 2);
}
while (occupied(i, j));         // search for empty square 

//ai = i;
//aj = j;
ai = gridsize - 2;
aj = gridsize - 2;

												
																			  
SetupAStar();

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
});

}

function SetupAStar(){
											
							   
						  

for (var i = 0; i < gridsize; i++)
	for (var j = 0; j < gridsize; j++){
		SpotGrid[i][j].f = 0;
		SpotGrid[i][j].g = 0;
		SpotGrid[i][j].h = 0;
		SpotGrid[i][j].previous = undefined;
	}

// closedSet starts empty
closedSet = [];
// openSet starts with beginning only
openSet = [];
}

// --- draw moving objects -----------------------------------


function drawEnemy()            // given ei, ej, draw it 
{
theenemy.position.copy(translate(ei, ej));                    // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 

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


function drawAgent()            // given ai, aj, draw it 
{
theagent.position.copy(translate(ai, aj));                    // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 

ABWorld.follow.copy(theagent.position);                      // follow vector = agent position (for camera following agent)
}




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

				  
														  
																										 
	  
											
					 
											
																			   
											
					 
											
				   
						 
			  

						 
			  

						 
			  

						 
			  

					
		  
 
		   


							 
																											  
																  

						  
						

						  
						

						  
						

						  
						



function moveLogicalEnemy() {
// // move towards agent 
// // put some randomness in so it won't get stuck with barriers 
					  

// var i, j;
// 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
// {
// 	ei = i;
// 	ej = j;
// }
													
																   
											
	 
																		 
									 
}

																			  
												  
						   
								
																				 
							   
						   
			   
			   

	 
														
						  
			  
			  


			  



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;
}

SpotGrid[ai][aj].wall = false;
}




// --- key handling --------------------------------------------------------------------------------------
// This is hard to see while the Mind is also moving the agent:
// AB.mind.getAction() and AB.world.takeAction() are constantly running in a loop at the same time 
// have to turn off Mind actions to really see user key control 

// we will handle these keys: 

var OURKEYS = [37, 38, 39, 40];

function ourKeys(event) { return (OURKEYS.includes(event.keyCode)); }


function keyHandler(event) {

if (!AB.runReady) return true;               // not ready yet 

// if not one of our special keys, send it to default key handling:

if (!ourKeys(event)) return true;

// else handle key and prevent default handling:

if (event.keyCode == 37) moveLogicalAgent(ACTION_LEFT);
if (event.keyCode == 38) moveLogicalAgent(ACTION_DOWN);
if (event.keyCode == 39) moveLogicalAgent(ACTION_RIGHT);
if (event.keyCode == 40) moveLogicalAgent(ACTION_UP);

// when the World is embedded in an iframe in a page, we want arrow key events handled by World and not passed up to parent 

event.stopPropagation(); event.preventDefault(); return false;
}





// --- score: -----------------------------------


function badstep()                      // is the enemy within one square of the agent
{
if ((Math.abs(ei - ai) < 2) && (Math.abs(ej - aj) < 2)) return true;
else return false;
}


function agentBlocked()                 // agent is blocked on all sides, run over
{
return (occupied(ai - 1, aj) &&
	occupied(ai + 1, aj) &&
	occupied(ai, aj + 1) &&
	occupied(ai, aj - 1));
}


function updateStatusBefore(a)
// this is called before anyone has moved on this step, agent has just proposed an action
// update status to show old state and proposed move 
{
var x = AB.world.getState();
AB.msg(" Step: " + AB.step + "   x = (" + x.toString() + ")   a = (" + a + ") ");
}


function updateStatusAfter()          // agent and enemy have moved, can calculate score
{
// new state after both have moved

var y = AB.world.getState();
var score = (goodsteps / AB.step) * 100;

AB.msg("   y = (" + y.toString() + ") <br>" +
	" Bad steps: " + badsteps +
	"   Good steps: " + goodsteps +
	"   Score: " + score.toFixed(2) + "% ", 2);
}





AB.world.newRun = function () {

AB.loadingScreen();

AB.runReady = false;

badsteps = 0;
goodsteps = 0;


if (show3d) {

	BOXHEIGHT = squaresize;
	ABWorld.init3d(startRadiusConst, maxRadiusConst, SKYCOLOR);
}
else {

	BOXHEIGHT = 1;
	ABWorld.init2d(startRadiusConst, maxRadiusConst, SKYCOLOR);
}


loadResources();                // aynch file loads             
// calls initScene() when it returns 

document.onkeydown = keyHandler;

};



AB.world.getState = function () {

var x = [ai, aj, ei, ej];
return (x);
};

function getAStarPath(begin, end) {
									  
															
																		

openSet.push(begin);

// each timestep, check one more square and draw current partial solution 
// while has nodes to investigate

while (openSet.length > 0) {

	var indexBetterF = 0;
	//neighbor with lowest f (previous one can not be in the openset)
	for (var i = 0; i < openSet.length; i++)
		if (openSet[i].f < openSet[indexBetterF].f)
			indexBetterF = i;

	// Best option moves from openSet to closedSet
	var current = openSet[indexBetterF];

	removeFromArray(openSet, current);
	closedSet.push(current);

	// End?
	if (current === end) {
		console.log("success - found path");
		printPath(current);
		return getPath(current);
	}

	// Check all the neighbors
	var neighbors = current.neighbors;

	for (var i = 0; i < neighbors.length; i++) {
		var neighbor = neighbors[i];

		// Valid neighbor?
		if (!closedSet.includes(neighbor) && !neighbor.wall) {

			//tempG = current.G + distance to other node. Not heuristic! 
			//But our heuristic measure the distance so...UGLY STUFF!
			var tempG = current.g + heuristic(neighbor, current);

			//We could set G directly, but for the nodes in the openSet, they may have an better G than this one.
			//Maybe due a previous attempt that was better than that.

			// Is this a better path than before?
			var isBetterPath = false;

									 
			var isFirstVist = false;

			//It is not in the openSet, so the only option we have is tempG
			if (!openSet.includes(neighbor)) {
				neighbor.g = tempG;
				isFirstVist = true;
			} else {
				//It is in the open set. We just update neibhbor.g value with tempG if it is better. 
				//In other words, we want the min(neighbor.g, tempG)
				if (tempG < neighbor.g) {
					neighbor.g = tempG;
					isBetterPath = true;
				}
			}

			// Update values if it is a better path (or first visit)
			if (isBetterPath || isFirstVist) {
				neighbor.h = heuristic(neighbor, agent);
				neighbor.f = neighbor.g + neighbor.h;
				neighbor.previous = current;
			}

			//if is the first visit to this neighbor...
			if (!openSet.includes(neighbor))
				openSet.push(neighbor);
		}
	}
} //here I should move? next step is the current?

// else {
// 	//console.log('fail - no path exists');
// 	//noLoop();
// 	//return;
// }

//end searching

// if (path.length > 0) {
// 	findPath(current);

// }
}


function printPath(current) {
// Find the path by working backwards
path = [];
var temp = current;
path.push(temp);
while (temp.previous) {
	path.push(temp.previous);
	temp = temp.previous;
}

var pathStr = "";
for (i = path.length-1; i >= 0; i--) {
	pathStr = pathStr + "(" + path[i].i + "," + path[i].j + ")";
}

console.log(pathStr);
}

function getPath(current) {
// Find the path by working backwards
path = [];
var temp = current;
path.push(temp);
while (temp.previous) {
	path.push(temp.previous);
	temp = temp.previous;
}

var pathInOrder = [];
for (i = path.length-1; i >= 0; i--) {
	pathInOrder.push(path[i]);
}

return pathInOrder;
console.log(pathStr);
}


		 
AB.world.takeAction = function (a) {

enemy = SpotGrid[ei][ej];
agent =  SpotGrid[ai][aj];

SetupAStar();
var aStarPath = getAStarPath(enemy,agent);
if (aStarPath.length == 0){
	console.log("are they in same cell?");
}else if (aStarPath.length == 1){
	console.log("they are one cell away");
}else if (aStarPath.length == 2){
	//Put trapping movement here
	console.log("what happens here?");
}else {
	var nextStep = aStarPath[1];
	ei = nextStep.i;
	ej = nextStep.j;
}





updateStatusBefore(a);                        // show status line before moves 

moveLogicalAgent(a);

//if ((AB.step % 2) == 0)           // slow the enemy down to every nth step
moveLogicalEnemy();


									  
								 
									 
																

															 
										   

													
				   
							 

			 
					 

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

drawAgent();
drawEnemy();
updateStatusAfter();                 // show status line after moves  


if (agentBlocked())                 // if agent blocked in, run over 
{
	AB.abortRun = true;
	goodsteps = 0;                  // you score zero as far as database is concerned                        
	musicPause();
	//soundAlarm();
}

};



AB.world.endRun = function () {

musicPause();
if (AB.abortRun) AB.msg(" <br> <font color=red> <B> Agent trapped. Final score zero. </B> </font>   ", 3);
else AB.msg(" <br> <font color=green> <B> Run over. </B> </font>   ", 3);
};


AB.world.getScore = function () {

// only called at end - do not use AB.step because it may have just incremented past AB.maxSteps

var s = (goodsteps / AB.maxSteps) * 100;   // float like 93.4372778 
var x = Math.round(s * 100);                // 9344
return (x / 100);                          // 93.44
};







// --- music and sound effects ----------------------------------------

var backmusic = AB.backgroundMusic(MUSIC_BACK);

function musicPlay() { backmusic.play(); }
function musicPause() { backmusic.pause(); }


function soundAlarm() {

//var alarm = new Audio(SOUND_ALARM);
//alarm.play();                                                   // play once, no loop 
}