// Cloned by J Faj on 27 Oct 2019 from World "Complex World" by Starter user
// Please leave this clone trail here.
//******************************************************************************
//Name : Justin Fajou
//Student Number : 19214107
//
// I implemented the A* algorithm and I also tried 3 additonal things:
// 1. I check for all the possible locations that a good agent can
// be trapped and if there are none, then I stop the game immediately, as there will be no solution
// 2. As the goal is the good agent (the end node), when the enemy gets close
// it doesn't allow it to move very much. So when this state occurred
// I selected a random neighbour of the start node to allow the enemy agent
// to move on and potentially hit a node where it can be trapped
// 3. I also save all the potential nodes for an agent to be trapped and
// the corresponding node the enemy agent need to be in to trap the good agent.
// If the good agent is in one of the "trapped" nodes, and the enemy agent
// has a neighbour of one of the "winner" nodes, I move the enemy agent to
// this node to finish the game quicker
//
// Most of the work is done in the "moveLogicalEnemy" function, but I also created
// a Node object for each square in the grid. I also declare some global variables
// and do some initialisation in the "initScene" function. Finally, I have two smaller
// functions of getDist (the hueristic) and "moveToRandomNeighbour", which covers point 2 above
//
//
// Some STATS
// I ran both algorithms 20 times (original vs. new A*). For those searches that didn't find the good agent, I've used 1000 steps as
// the result:
// Average steps for Original : 716
// Average steps for new A* : 477
//
// In addition, the Original search found the good agent 50% of the time versus the A* which found the agent 65% of the time
//
// Certainly a decrease in the number of steps to find the good agent, but not quite as dramatic as I'd hoped.
// In retrosepct, there were two types of targets. The good agent, and the squares where the good agent could be trapped.
// An algorithm that could "lure" the good agent into one of those squares is something I would have looked at, which
// could have dramatically increased the success rate of trapping the good agent. It would have also increased the complexity
// and coding it in such a way that it was fast enough may have been a challenge.
//
//
//Finally, one of the final things you mentioned in your email was some analysis on what they agent could do to counter.
//I think the biggest think it could do would be to become aware of the locations on the grid where it can be trapped and
//design its moves to avoid those locations. Would become close to impossible for the enemy agent to trap it then
//******************************************************************************
// ==== 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_WALL = '/uploads/jfajou/TronCircuitry.jpg' ;
const TEXTURE_MAZE = '/uploads/jfajou/TronVector.jpg' ;
//const TEXTURE_MAZE = '/uploads/starter/latin.jpg' ;
const TEXTURE_AGENT = '/uploads/starter/pacman.jpg' ;
//const TEXTURE_ENEMY = '/uploads/starter/ghost.3.png' ;
const TEXTURE_ENEMY = '/uploads/jfajou/Ghost.jpg' ;
// 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
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;
//**************************************************************
//New Variables for A* Search
// Start and End Nodes
var startNode;
var endNode;
//This is all the places on the grid where the good agent can be trapped
var trappedSet = [];
//This is all the places on the grid where the enemy agent needs to be
//to trap the good agent, but only if it's in the corresponding trappedSet
var winnerSet = [];
//If there is no square for the agent to be trapped, then stop
//the game immediately
var isASolution = false;
//Could have used the GRID array, but decided to keep it separate from the
//existing code
var grid = new Array(gridsize);
//**************************************************************
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
});
//****************************************************
//Initialise the grid array for the A* search
// Making a 2D array
for (var i = 0; i < gridsize; i++)
grid[i] = new Array(gridsize);
for (var i = 0; i < gridsize; i++)
for (var j = 0; j < gridsize; j++)
grid[i][j] = new Node(i, j);
// All the neighbors
for (var i = 0; i < gridsize; i++)
for (var j = 0; j < gridsize; j++)
{
grid[i][j].addNeighbors(grid);
if (grid[i][j].canBeStoppedHere == true) isASolution = true;
}
if (isASolution == false)
{
AB.abortRun = true;
console.log("There is no square available for the agent to be trapped, so we can finish here!");
}
//***************************************************
}
// --- 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 -----------------------------------
//Implementation of A* search ------------------
//*************************************************************************
function Node(i, j)
{
// Location
this.i = i;
this.j = j;
// f, g, and h values for A*
//this.f = 0;
this.g = 0;
this.h = 0;
this.f = this.g + this.h;
// Neighbors
this.neighbors = [];
// Where did I come from?
this.previous = undefined;
//Check for Wall
if ( GRID[i][j] == GRID_BLANK )
this.wall = false; // fixed objects
else
this.wall = true;
//Can be caught
this.canBeStoppedHere = false;
// Figure out who my neighbors are
this.addNeighbors = function(grid)
{
var i = this.i;
var j = this.j;
var k = 0;
var temp;
if (i < gridsize - 1)
{
this.neighbors.push(grid[i + 1][j]);
if (grid[i + 1][j].wall == true) k++;
else temp = grid[i + 1][j];
}
if (i > 0)
{
this.neighbors.push(grid[i - 1][j]);
if (grid[i - 1][j].wall == true) k++;
else temp = grid[i - 1][j];
}
if (j < gridsize - 1)
{
this.neighbors.push(grid[i][j + 1]);
if (grid[i][j + 1].wall == true) k++;
else temp = grid[i][j + 1];
}
if (j > 0)
{
this.neighbors.push(grid[i][j - 1]);
if (grid[i][j - 1].wall == true) k++;
else temp = grid[i][j - 1];
}
//The logic here is to determine whether there are any nodes where the good agent can be stopped
//If there are 3 (and only 3) neighbours that are walls that are not diagonal, then this node
//will allow the good agent to be trapped.
//It currently won't cater for when this Node is inaccessible by the good agent, but if none exist,
//then there is definitely no solution and the game can be stopped.
if (k == 3 && grid[i][j].wall == false)
{
console.log("***Can be stopped at " + i + ", " + j);
this.canBeStoppedHere = true;
trappedSet.push(grid[i][j]);
winnerSet.push(temp);
}
if (i > 0 && j > 0) this.neighbors.push(grid[i - 1][j - 1]);
if (i < gridsize - 1 && j > 0) this.neighbors.push(grid[i + 1][j - 1]);
if (i > 0 && j < gridsize - 1) this.neighbors.push(grid[i - 1][j + 1]);
if (i < gridsize - 1 && j < gridsize - 1) this.neighbors.push(grid[i + 1][j + 1]);
}
}
function getDist (a,b)
{
//I eventually worked out that there is a Distance function in three.js, but I left this
//as it should be doing the same job
var dist = Math.pow((a.i - b.i),2) + Math.pow((a.j - b.j),2);
//console.log("Dist is " + dist);
return Math.sqrt(dist);
}
function moveLogicalEnemy()
{
//All the logic for the A* search is in this function
// Open and closed set
var openSet = [];
var closedSet = [];
var current;
startNode = grid[ei][ej];
endNode = grid[ai][aj];
//console.log("Trapped Set is " + trappedSet.length);
//console.log("Winner Set is " + winnerSet.length);
openSet.push(startNode);
//Continue searching while there is anything left in the openSet
while (openSet.length > 0)
{
// Best next option
var winner = 0;
for (var i = 0; i < openSet.length; i++)
if (openSet[i].f < openSet[winner].f)
winner = i;
current = openSet[winner];
if (current == endNode)
{
//console.log("About to break at " + endNode.i + "," + endNode.j);
break;
}
//Remove the Node from openSet, as it's about to be searched
for (var i = openSet.length - 1; i >= 0; i--)
if (openSet[i] == current)
openSet.splice(i, 1);
//Add to closedSet
closedSet.push(current);
// Check all the neighbors
var neighbors = current.neighbors;
//console.log("Number of neighbours is " + neighbors.length);
for (var i = 0; i < neighbors.length; i++)
{
var neighbor = neighbors[i];
// If the neighbour has not been searched and isn't part of the maze, then check it
if (!closedSet.includes(neighbor) && !neighbor.wall)
{
var tempG = current.g + getDist(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)
{
//No need to set f here, as it's set as part of the Node object
neighbor.h = getDist(neighbor, endNode);
neighbor.previous = current;
}
}
}
}
var temp = current;
var z = 0;
while (temp.previous)
{
z++;
if (temp.previous == startNode)
break;
temp = temp.previous;
}
// console.log("Count through while is " + z);
//If the node isn't equal to the endNode, then assign the co-ordinates,
//otherwise there two further options if the new search is the endNode.
//There is a more detailed explanation at the top of the program which details
//what I'm doing here.
if (temp !== endNode)
{
ei = temp.i;
ej = temp.j;
}
else
{
if (trappedSet.includes(endNode))
{
var newNode = winnerSet[trappedSet.indexOf(endNode)];
if (startNode.neighbors.includes(newNode))
{
console.log("*****In the TRAP!!!!");
console.log("Winner location " + trappedSet.indexOf(endNode));
ei = newNode.i;
ej = newNode.j;
}
else
moveToRandomNeighbour();
}
else
moveToRandomNeighbour();
}
}
function moveToRandomNeighbour()
{
//Randomly select a Node from the neighbours array
//as long as it's not a wall, maze, or the good agent
//As we know that the next node is the endNode, we can use the
//a neighbour of the startNode to encourage the agent
//to move to another node
//The reason I had to do this is because I originally just had the
//if statement above, and when the enemy agent was close to the good agent
//the next move was mostly the endNode, and started the A* again
//By selecting a random neighbour of startNode, this allowed the good agent to
//move more freely and made it more likely to trap the good agent
var i;
var newNode = startNode.neighbors;
do
{
i = AB.randomIntAtoB(0,newNode.length-1);
}
while ( occupied(newNode[i].i, newNode[i].j) );
ei = newNode[i].i;
ej = newNode[i].j;
console.log("New end Node is " + ei + "," + ej);
}
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 + " 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 );
};
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();
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 (isASolution == false)
{
AB.msg ( " <br> <font color=red> <B> The Agent cannot be trapped. The game has ended. </B> </font> ", 3 );
}
else
{
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
}