AB.clockTick = 80; // I Changed from 100 to 80
// Speed of run: Step every n milliseconds. Default 100.
AB.maxSteps = 950; // I Changed from 1000 to 950
// Length of run: Maximum length of run in steps. Default 1000.
AB.screenshotStep = 55; // I Changed to 55
// Take screenshot on this step. (All resources should have finished loading.) Default 50.
//---- global constants: -------------------------------------------------------
const show3d = false; // Switch between 3d and 2d view (both using Three.js)
const TEXTURE_WALL = '/uploads/rohanb456/WeltraumR.png'
const TEXTURE_MAZE = '/uploads/rohanb456/depositphotos_3625609-stock-photo-white-brick-wall.jpg' ;
const TEXTURE_AGENT = '/uploads/rohanb456/oggycat.jpg' ;
const TEXTURE_ENEMY = '/uploads/rohanb456/roaches.png' ;
const TEXTURE_PATH = '/uploads/rohanb456/Pngtreecolormixedlighteffectfloral_6228443.png'; // mixed light effect colour for heuritic path
const MUSIC_BACK = '/uploads/rohanb456/Hislerim_320PaglaSongs.mp3' // I changed Background Music change
const SOUND_ALARM = '/uploads/starter/air.horn.mp3' ;
// credits:
// https://paglasongs.com/hislerim-mp3-songs.html
// http://soundbible.com/1542-Air-Horn.html
const gridsize = 20; // 50* 50 number of squares
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 3); // box density to no. of squares divided by 3.
// density of maze - number of internal boxes
// (bug) use trunc or can get a non-integer
const squaresize = 100; // size of square in pixels
const pathsize = 40; // size of path square in pixels
const MAXPOS = gridsize * squaresize; // length of one side in pixels
const SKYCOLOR = 0xddffdd; // a number, not a string
const startRadiusConst = MAXPOS * 0.8 ; // distance from centre to start the camera at
const maxRadiusConst = MAXPOS * 10 ; // maximum distance from camera we will render things
//--- change ABWorld defaults: -------------------------------
ABHandler.MAXCAMERAPOS = maxRadiusConst ;
ABHandler.GROUNDZERO = true; // "ground" exists at altitude zero
//--- skybox: -------------------------------
// skybox is a collection of 6 files
// x,y,z positive and negative faces have to be in certain order in the array
// https://threejs.org/docs/#api/en/loaders/CubeTextureLoader
// mountain skybox, credit:
// http://stemkoski.github.io/Three.js/Skybox.html
/* const SKYBOX_ARRAY = [
"/uploads/starter/dawnmountain-xpos.png",
"/uploads/starter/dawnmountain-xneg.png",
"/uploads/starter/dawnmountain-ypos.png",
"/uploads/starter/dawnmountain-yneg.png",
"/uploads/starter/dawnmountain-zpos.png",
"/uploads/starter/dawnmountain-zneg.png"
];
*/
// spacemoon skybox, credit:
// https://opengameart.org/content/spacemoon-skybox
// x,y,z labelled differently
const SKYBOX_ARRAY = [ // I changed to this back ground
"/uploads/rohanb456/indigo_rt.jpg",
"/uploads/rohanb456/indigo_lf.jpg",
"/uploads/rohanb456/indigo_up.jpg",
"/uploads/rohanb456/indigo_dn.jpg",
"/uploads/rohanb456/indigo_bk.jpg",
"/uploads/rohanb456/indigo_ft.jpg"
];
// ===================================================================================================================
// === End of tweaker's box ==========================================================================================
// ===================================================================================================================
// You will need to be some sort of JavaScript programmer to change things below the tweaker's box.
//--- Mind can pick one of these actions -----------------
const ACTION_LEFT = 0;
const ACTION_RIGHT = 1;
const ACTION_UP = 2;
const ACTION_DOWN = 3;
const ACTION_STAYSTILL = 4;
// in initial view, (smaller-larger) on i axis is aligned with (left-right)
// in initial view, (smaller-larger) on j axis is aligned with (away from you - towards you)
// contents of a grid square
const GRID_BLANK = 0;
const GRID_WALL = 1;
const GRID_MAZE = 2;
var BOXHEIGHT; // 3d or 2d box height
var GRID = new Array(gridsize); // can query GRID about whether squares are occupied, will in fact be initialised as a 2D array
var theagent, theenemy, thetrap; //trap declared
var wall_texture, agent_texture, enemy_texture, maze_texture, path_texture; // I added path texture var
// enemy and agent position on squares
var ei, ej, ai, aj, ti, tj;
var badsteps;
var goodsteps;
// declarations of arrays and variables
var myGrid = new Array(gridsize); // spot grid array for search path
var openSet = [];
var closedSet = [];
var pathOne = [];
var starArray = [];
var clearArray1;
var countgridReset =0;
var path= [];
var temp;
var tempG;
var initialSearch = false;
var nextEnemyStep;
function loadResources() // asynchronous file loads - call initScene() when all finished
{
var loader1 = new THREE.TextureLoader();
var loader2 = new THREE.TextureLoader();
var loader3 = new THREE.TextureLoader();
var loader4 = new THREE.TextureLoader();
var loader5 = new THREE.TextureLoader(); // code for heuritic way
loader1.load ( TEXTURE_WALL, function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
wall_texture = thetexture;
if ( asynchFinished() ) initScene(); // if all file loads have returned
});
loader2.load ( TEXTURE_AGENT, function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
agent_texture = thetexture;
if ( asynchFinished() ) initScene();
});
loader3.load ( TEXTURE_ENEMY, function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
enemy_texture = thetexture;
if ( asynchFinished() ) initScene();
});
loader4.load ( TEXTURE_MAZE, function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
maze_texture = thetexture;
if ( asynchFinished() ) initScene();
});
loader5.load ( TEXTURE_PATH, function ( thetexture ) // to draw path using mixlight cubes.-This is static-so a problem)
{
thetexture.minFilter = THREE.LinearFilter;
path_texture = thetexture;
if ( asynchFinished() ) initScene();
});
}
function asynchFinished() // all file loads returned
{
if ( wall_texture && agent_texture && enemy_texture && maze_texture && path_texture) return true;
else return false;
}
//var test1 = gridSpotArray();
//console.log( 'test1 '+ test1 );
// My Code: Build Grid Array for path search
function gridSpotArray()
{
for (var i = 0; i < gridsize; i++) // gridesize is 50
{
myGrid[i] = new Array(gridsize);
}
for ( i = 0; i < gridsize; i++)
{
for (var j = 0; j < gridsize; j++)
{
myGrid[i][j] = new Spot(i, j);
console.log(myGrid[i][j]);
}
}
// All the neighbors
for (i = 0; i < gridsize; i++)
{
for (var j = 0; j < gridsize; j++)
{
myGrid[i][j].addNeighbors(myGrid);
}
}
} // end of build Grid Array for path search Function
function Spot(i, j) //spot function
{
// Location
this.i = i;
this.j = j;
// f, g, and h values for A*
this.f = 0;
this.g = 0;
this.h = 0;
this.inclosedSet =false;
// Neighbors
this.neighbors = [];
// Where did I come from?
this.previous = undefined;
// Am I a WALL or MAZE ?
if ((GRID[i][j] == GRID_MAZE) ||(GRID[i][j]== GRID_WALL))
{ this.wall = true;
console.log(GRID[i][j]);
}
else this.wall = false;
// Figure out who my neighbors are
this.addNeighbors = function(myGrid)
{
var i = this.i;
var j = this.j;
if (i < gridsize - 1) this.neighbors.push(myGrid[i + 1][j]);
if (i > 0) this.neighbors.push(myGrid[i - 1][j]);
if (j < gridsize - 1) this.neighbors.push(myGrid[i][j + 1]);
if (j > 0) this.neighbors.push(myGrid[i][j - 1]);
}
}
// A* Heauristic Approach
function cloesdSetReset()
{
for (i = 0; i < gridsize; i++)
{
for (var j = 0; j < gridsize; j++)
{
myGrid[i][j].inclosedSet = false; // reseting all the spots of grid to not in closed set
}
}
}
function aStarApproach()
{
var start;
var end;
start = myGrid[ei][ej];
end = myGrid[ai][aj];
//while (openSet.length > 1) // My Code: Intial clear of openSet Arrays
//{
//openSet.pop();
//}
// while (closedSet.length > 1) // My Code: Intial clear of closetSet Array
//{
// closedSet.shift();
//}
// for (i=0; i < closedSet.length; i++)
// {
// closedSet[i] = 0;
//}
// var closedSetLength = closedSet.length;
// closedSet.splice(0,closedSetLength);
//
console.log ('openSet initial length ' + openSet.length)
console.log ('closedSet initial length ' + closedSet.length)
openSet.push(start);
console.log('start search');
var pathfound= false;
// -------Still Searching -----------------------------
var searchCount =0;
while ((searchCount < 100) && (openSet.length >0) && (!pathfound))
{ //while loop begins
searchCount ++;
console.log ('Searchcount ' + searchCount);
console.log ('openset length is '+ openSet.length);
console.log ('closedSet length is '+ closedSet.length);
console.log('start ei and ej '+ ei + ej);
console.log('start ai and aj '+ ai + aj);
if (openSet.length > 0) // if Openset length > 0 then start
{
// Best next option
var winner = 0;
for (var i = 0; i < openSet.length; i++)
{
if (openSet[i].f < openSet[winner].f) winner = i;
var current = openSet[winner];
}
// Did I finish?
if (current === end)
{
console.log("success - found path");
pathfound=true;
temp = current;
path.push(temp);
while (temp.previous)
{
path.push(temp.previous);
temp = temp.previous;
}
console.log ('the path '+path.length)
}
// Best option moves from openSet to closedSet
removeFromArray(openSet, current);
closedSet.push(current);
// Check all the neighbors
var neighbors = current.neighbors;
console.log ('neighbors '+neighbors);
//--- start of for loop -----------
for (var i = 0; i < neighbors.length; i++)
{
var neighbor = neighbors[i];
// Valid next spot?
if ((!closedSet.includes(neighbor)) && (!neighbor.wall))
{
var tempG = current.g + heuristic(neighbor, current);
// Is this a better path than before?
var newPath = false;
if (openSet.includes(neighbor))
{
if (tempG < neighbor.g)
{
neighbor.g = tempG;
newPath = true;
}
}
else
{
neighbor.g = tempG;
newPath = true;
openSet.push(neighbor);
}
// Yes, it's a better path
if (newPath)
{
neighbor.h = heuristic(neighbor, end);
neighbor.f = neighbor.g + neighbor.h;
neighbor.previous = current;
} //if new path
} // if not in closed set and not a wall
} // end search neighbors for loop
} // End of if Openset length > 0 code
} // end while loop
console.log('returning path from end of while loop');
console.log('pathfound true or false '+ pathfound);
return path;
} // end of aStarApproach()
function occupied ( i, j ) //to check if square is occupied
{
if ( ( ei == i ) && ( ej == j ) ) return true; // variable objects
if ( ( ai == i ) && ( aj == j ) ) return true;
if ( GRID[i][j] == GRID_WALL ) return true; // fixed objects
if ( GRID[i][j] == GRID_MAZE ) return true;
return false;
}
// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
// logically, coordinates are: y=0, x and z all positive (no negative)
// logically my dimensions are all positive 0 to MAXPOS
// to centre everything on origin, subtract (MAXPOS/2) from all dimensions
function translate ( i, j )
{
var v = new THREE.Vector3();
v.y = 0;
v.x = ( i * squaresize ) - ( MAXPOS/2 );
v.z = ( j * squaresize ) - ( MAXPOS/2 );
return v;
}
function initScene() // all file loads have returned
{
var i,j, shape, thecube;
// set up GRID as 2D array
for ( i = 0; i < gridsize ; i++ )
GRID[i] = new Array(gridsize);
// set up walls
for ( i = 0; i < gridsize ; i++ )
for ( j = 0; j < gridsize ; j++ )
if ( ( i==0 ) || ( i==gridsize-1 ) || ( j==0 ) || ( j==gridsize-1 ) )
{
GRID[i][j] = GRID_WALL;
shape = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );
thecube = new THREE.Mesh( shape );
thecube.material = new THREE.MeshBasicMaterial( { map: wall_texture } );
thecube.position.copy ( translate(i,j) );
ABWorld.scene.add(thecube);
}
else
GRID[i][j] = GRID_BLANK;
// set up maze
for ( var c=1 ; c <= NOBOXES ; c++ )
{
i = AB.randomIntAtoB(1,gridsize-2);
j = AB.randomIntAtoB(1,gridsize-2);
GRID[i][j] = GRID_MAZE ;
shape = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );
thecube = new THREE.Mesh( shape );
thecube.material = new THREE.MeshBasicMaterial( { map: maze_texture } );
thecube.position.copy ( translate(i,j) );
ABWorld.scene.add(thecube);
}
// building grid with neighbours
gridSpotArray();
// set up enemy
// start in random location
do
{
i = AB.randomIntAtoB(1,gridsize-2);
j = AB.randomIntAtoB(1,gridsize-2);
}
while ( occupied(i,j) ); // search for empty square
ei = i;
ej = j;
shape = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );
theenemy = new THREE.Mesh( shape );
theenemy.material = new THREE.MeshBasicMaterial( { map: enemy_texture } );
ABWorld.scene.add(theenemy);
drawEnemy();
// building heuristic approach by mixlight
shape = new THREE.BoxGeometry ( pathsize, BOXHEIGHT*0.5, pathsize );
thepath = new THREE.Mesh( shape );
thepath.material = new THREE.MeshBasicMaterial( { map: path_texture } );
thepath.position.copy ( translate(ei+1,ej+1) );
ABWorld.scene.add(thepath);
// set up agent
// start in random location
do
{
i = AB.randomIntAtoB(1,gridsize-2);
j = AB.randomIntAtoB(1,gridsize-2);
}
while ( occupied(i,j) ); // search for empty square
ai = i;
aj = j;
shape = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );
theagent = new THREE.Mesh( shape );
theagent.material = new THREE.MeshBasicMaterial( { map: agent_texture } );
ABWorld.scene.add(theagent);
drawAgent();
// for trapp
//for ( i = 0; i < gridsize ; i++ )
// for ( j = 0; j < gridsize ; j++ )
//if( NOBOXES>3)
if (((GRID[i][j] == GRID_MAZE)) ||(GRID[i][j]== GRID_WALL))
{
i = AB.randomIntAtoB(1,gridsize-2);
j = AB.randomIntAtoB(1,gridsize-2);
}
ti = i;
tj = j;
shape = new THREE.BoxGeometry ( squaresize, 1, squaresize );
thetrap = new THREE.Mesh( shape );
thetrap.material = new THREE.MeshBasicMaterial( { map: wall_texture } );
thetrap.position.copy ( translate(i,j) );
ABWorld.scene.add(thetrap);
drawtrap()
// finally skybox
// setting up skybox is simple
// just pass it array of 6 URLs and it does the asych load
ABWorld.scene.background = new THREE.CubeTextureLoader().load ( SKYBOX_ARRAY, function()
{
ABWorld.render();
AB.removeLoading();
AB.runReady = true; // start the run loop
});
}
function heuristic(a, b)
{
return ( Math.abs(a.i - b.i) + Math.abs(a.j - b.j) );
}
// My Code : Function to delete element from the array
function removeFromArray(arr, elt)
{
for (var i = arr.length - 1; i >= 0; i--)
if (arr[i] == elt)
arr.splice(i, 1);
}
//draw path
function drawPath()
{
for(var e=0;e<path.length-2;e++)
if(path.length>2)
{var t=path[e];
shape=new THREE.BoxGeometry(squaresize,.1,squaresize);
thestar=new THREE.Mesh(shape);
thestar.material=new THREE.MeshBasicMaterial({map:wall_texture});
starArray[e]=thestar.uuid;
thestar.position.copy(translate(t.i,t.j));
ABWorld.scene.add(thestar);
}
}
// draw enemy and agent
function drawEnemy() // given ei, ej, draw it
{
//drawPath()
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)
}
function drawtrap() // given ei, ej, draw it
{
thetrap.position.copy ( translate(ti,tj) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.lookat.copy ( thetrap.position ); // if camera moving, look back at where the enemy is
}
// take actions
function moveLogicalEnemy()
{
if (!initialSearch)
{
pathOne =aStarApproach();
initialSearch = true;
pathOne.pop(); // Remove current Enemy grid spot position
console.log('initial path is ' +pathOne);
}
pathOne.unshift(myGrid[ai][aj]); //My Code : current Agent then add to path
var nextEnemyStep = pathOne.pop(); //My Code Next step for Enemy is popped from last position of path Array
console.log('Previous location was : ' + pathOne ); //temp changes
console.log('nextEnemyStep is ' + 'i is ' +nextEnemyStep.i + 'j is ' +nextEnemyStep.j);
var i, j;
/*
if ((ei== ai) && (ej==aj))
{
ei =ai;
ej =aj;
}
else
{
*/
i = nextEnemyStep.i;
j = nextEnemyStep.j;
ei = i;
ej = j;
//}
//var AgentStep = pathOne.shift();
//if ((myGrid[ai][aj]) !== (AgentStep)) //My code : If last Agent step in path is different from current Agent then add to path
//{
//}
/*
console.log ('ei '+ ei);
console.log ('ej '+ ej);
movedone = false;
var i, j;
// My code: when ei and/or ej less than ai and/or aj
if (( ei < ai ) && (! occupied(ei+1,ej)))
{
i = ei+1; // When ei < ai
j = ej
movedone = true;
}
if ((ej < aj ) && (!occupied(ej+1,ei)) && (!movedone))
{
j = ej+1; // When ei < ai
i= ei;
movedone = true;
}
// My code: when ei greater than ai
if (( ei > ai ) && (! occupied(ei-1,ej)))
{
i = ei-1; // When ei > ai
j = ej
movedone = true;
}
if ((ej > aj ) && (!occupied(ej-1,ei)) && (!movedone))
{
j = ej-1; // When ei < ai
i = ei;
movedone = true;
}
if ((( ei < ai ) || (ej < aj )) && ((occupied(ei+1,ej)) && (occupied(ej+1,ei))))
{
i = AB.randomIntAtoB(ei-1, ei);
if ((i= ei) && (!occupied(ei,ej-1))) j = ej-1; // did not move in -i dir, move in -j dir
if ((i= ei-1) && (!occupied(ei-1,ej)))j =ej; // did move in -i direction then don't move in - j dir
}
if ((( ei > ai ) || (ej > aj )) && ((occupied(ei-1,ej)) && (occupied(ej-1,ei))))
{
i = AB.randomIntAtoB(ei+1, ei);
if ((i= ei) && (!occupied(ei,ej+1))) j = ej+1; // did not move in -i direction then move in - j dir
if ((i= ei+1) && (!occupied(ei+1,ej))) j =ej; // did move in -i direction then don't move in - j dir
}
if ((( ei > ai ) || (ej < aj )) && ((occupied(ei-1,ej)) && (occupied(ej+1,ei))))
{
i = AB.randomIntAtoB(ei-1, ei);
if ((i= ei) && (!occupied(ei,ej+1))) j = ej+1; // did not move in -i dir, move in -j dir
if ((i= ei-1) && (!occupied(ei-1,ej)))j =ej; // did move in -i direction then don't move in - j dir
}
if ((( ei < ai ) || (ej > aj )) && ((occupied(ei+1,ej)) && (occupied(ej-1,ei))))
{
i = AB.randomIntAtoB(ei-1, ei);
if ((i= ei) && (!occupied(ei,ej+1))) j = ej+1; // did not move in -i dir, move in -j dir
if ((i= ei-1) && (!occupied(ei-1,ej)))j =ej; // did move in -i direction then don't move in - j dir
}
if ( ei == ai ) i = ei;
if ( ej == aj ) j = ej;
if ((i=== undefined) || (j=== undefined))
{
if ( ei < ai )
{
i = AB.randomIntAtoB(ei, ei+1);
}
else i = AB.randomIntAtoB(ei-1, ei);
if ( ej < aj )
{
j = AB.randomIntAtoB(ej, ej+1);
}
else j = AB.randomIntAtoB(ej-1, ej);
}
if ( ! occupied(i,j) ) // if no obstacle then move
{
console.log ('free spot' + ( ! occupied(i,j) ) );
ei = i;
ej = j;
}
else
{
console.log ('No free spot, try random movement again'); // My code: 'No free spot, try random movement again'
i = AB.randomIntAtoB(ei, ei+1);
j = AB.randomIntAtoB(ej, ej+1);
}
if (! occupied(i,j) ) // if no obstacle then move
{
console.log ('free spot' + ( ! occupied(i,j) ) );
ei = i;
ej = j;
}
else console.log ('No free spot, try random movement again');
/*
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);
*/
} // end of function moveLogicalEnemy()
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
{
if( thetrap.location == theagent.location )
{
return ( occupied (ai-1,aj) &&
occupied (ai+1,aj) &&
occupied ( ai,aj+1) &&
occupied ( ai,aj-1) && occupied(ai,aj) && occupied(ei,ej) );
}
}
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 + ") " );
console.log ('X AXIS :'+ x.toString()) //tempchanges : globVar ++
}
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 );
console.log ('Y AXIS :'+ y.toString()) //tempchanges
/* temp changes start
if ( globeVar == 1)
{ // mark the location with the color y[2],y[3]
// globVar = 0
}
temp changes 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 ) // slow the enemy down to every nth step
moveLogicalEnemy();
if ( badstep() ) badsteps++;
else goodsteps++;
drawAgent();
drawEnemy();
//drawtrap()
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
}