Code viewer for World: Complex World 1 by Nuno Co...
//Assignment 1 - World 1 - Nuno Correia
//Pratical 1 - World 1 changes are identified by "////"

//World 1 link - https://ancientbrain.com/world.php?world=4183445779

// World 2 link - https://ancientbrain.com/world.php?world=1579483516

// ==== Starter World =================================================================================================
// This code is designed for use on the Ancient Brain site.
// This code may be freely copied and edited by anyone on the Ancient Brain site.
// To include a working run of this program on another site, see the "Embed code" links provided on Ancient Brain.
// ====================================================================================================================



// =============================================================================================
// More complex starter World 
// 3d-effect Maze World (really a 2-D problem)
// Movement is on a semi-visible grid of squares 
//
// This more complex World shows:
// - Skybox
// - Internal maze (randomly drawn each time)
// - Enemy actively chases agent
// - Music/audio
// - 2D world (clone this and set show3d = false)
// - User keyboard control (clone this and comment out Mind actions to see)
// =============================================================================================


// =============================================================================================
// Scoring:
// Bad steps = steps where enemy is within one step of agent.
// Good steps = steps where enemy is further away. 
// Score = good steps as percentage of all steps.
//
// There are situations where agent is trapped and cannot move.
// If this happens, you score zero.
// =============================================================================================


 


// ===================================================================================================================
// === Start of tweaker's box ======================================================================================== 
// ===================================================================================================================

// The easiest things to modify are in this box.
// You should be able to change things in this box without being a JavaScript programmer.
// Go ahead and change some of these. What's the worst that could happen?


AB.clockTick       = 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 = false;						// Switch between 3d and 2d view (both using Three.js) 


 const TEXTURE_WALL 	= '/uploads/nuno55/dd5eb9367bb0c67a4acfbbf8cdde6e03--hand-painted-textures-deserts.jpg' ;
 const TEXTURE_MAZE 	= '/uploads/nuno55/f9581b41075c4e0259656a89cedbff5c.png' ;
 const TEXTURE_AGENT 	= '/uploads/nuno55/Roadrunner3.jpg' ;
 const TEXTURE_ENEMY 	= '/uploads/nuno55/Picture-Of-Wile-E.-Coyote.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/nuno55/blondie-one-way-or-another-audio_qSXCIcqx.mp3' ;
	const SOUND_ALARM = '/uploads/nuno55/Meepmeep.mp3' ;

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

	
	
const gridsize = 50;////*50 2500						// number of squares along side of world	   

const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 3 ); //// /3  
		// density of maze - number of internal boxes
		// (bug) use trunc or can get a non-integer 

const squaresize = 100;					// size of square in pixels

const MAXPOS = gridsize * squaresize;		// length of one side in pixels 
	
const SKYCOLOR 	= 0xddffdd;				// a number, not a string 

 
const startRadiusConst	 	= MAXPOS * 0.8 ;		// distance from centre to start the camera at
const maxRadiusConst 		= MAXPOS * 10  ;		// maximum distance from camera we will render things  



//--- change ABWorld defaults: -------------------------------

ABHandler.MAXCAMERAPOS 	= maxRadiusConst ;

ABHandler.GROUNDZERO		= true;						// "ground" exists at altitude zero



//--- skybox: -------------------------------
// skybox is a collection of 6 files 
// x,y,z positive and negative faces have to be in certain order in the array 
// https://threejs.org/docs/#api/en/loaders/CubeTextureLoader 

// mountain skybox, credit:
// http://stemkoski.github.io/Three.js/Skybox.html

 const SKYBOX_ARRAY = [										 
                 "/uploads/nuno55/eq1lhgkv-900.jpg",
                 "/uploads/nuno55/eq1lhgkv-900.jpg",
                 "/uploads/nuno55/eq1lhgkv-900.jpg",
                 "/uploads/nuno55/eq1lhgkv-900.jpg",
                 "/uploads/nuno55/eq1lhgkv-900.jpg",
                 "/uploads/nuno55/eq1lhgkv-900.jpg",
                ];


// 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;
const GRID_ENEMY = 10;
const GRID_AGENT = 20; 
 
 

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;
var diagonal = true;////enable diagonal



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 (i <= gridsize && j <= gridsize &&
        i >= 0 && j >= 0) {
        switch (GRID[i][j]) {
            case GRID_WALL:
            case GRID_MAZE:
            case GRID_ENEMY:
            case GRID_AGENT:
                return true;
        default:return false;
        }
    }
    return true;
}
function iswall(i, j) 
{
    switch (GRID[i][j]) {
        case GRID_WALL:
        case GRID_MAZE:
            return true;
    default:return false;
    }
}

// translate my (i,j) grid newLocation to three.js (x,y,z) newLocation
// logically, newLocation 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;
	 ////var aGrid = []; 
	// set up GRID as 2D array
	 
	 for ( i = 0; i < gridsize ; i++ ) 
		GRID[i] = new Array(gridsize);	
	/*	
	 for (i = 0; i < gridsize; i++) {
        aGrid[i] = [];
        for (j = 0; j < gridsize; j++) 
        {
            aGrid[i][j] = new spot(i, j);
        }
    // Neighbors
    }
    for (i = 0; i < gridsize; i++) {
        for (j = 0; j < gridsize; j++) {
            aGrid[i][j].addNeighbors();
        }
    }	
    */

	// 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 newLocation to three.js (x,y,z) newLocation 
			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 newLocation to three.js (x,y,z) newLocation 
		ABWorld.scene.add(thecube);		
	}
	 	 
   
	// set up enemy 
	// start in random location
	
	 do
	 {
	  i = AB.randomIntAtoB(1,gridsize-2);
	  j = AB.randomIntAtoB(1,gridsize-2);
	 }
	 while ( occupied(i,j) );  	  // search for empty square 

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

	 
	
	// set up agent 
	// start in random location
	
	 do
	 {
	  i = AB.randomIntAtoB(1,gridsize-2);
	  j = AB.randomIntAtoB(1,gridsize-2);
	 }
	 while ( occupied(i,j) );  	  // search for empty square 

	 ai = i;
	 aj = j;
 
	 shape    = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );			 
	 theagent = new THREE.Mesh( shape );
	 theagent.material =  new THREE.MeshBasicMaterial( { map: agent_texture } );
	 ABWorld.scene.add(theagent);
	 drawAgent(); 


  // finally skybox 
  // setting up skybox is simple 
  // just pass it array of 6 URLs and it does the asych load 
  
  	 ABWorld.scene.background = new THREE.CubeTextureLoader().load ( SKYBOX_ARRAY, 	function() 
	 { 
		ABWorld.render(); 
	 
		AB.removeLoading();
	
		AB.runReady = true; 		// start the run loop
	 });
 		
}
 
 
// --- draw moving objects -----------------------------------


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

	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 newLocation to three.js (x,y,z) newLocation 

	ABWorld.follow.copy ( theagent.position );			// follow vector = agent position (for camera following agent)
}
//// A* grid spot function: Location, A* calculations and array to the neighbours (including diagonal) - adapted from previous exercise 
function spot(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;
    
    // Walls 
    this.obstacle = 0;

    // Neighbors
    this.neighbors = [];

    // Where did I come from?
    this.parent = undefined;
    this.closed = false; // are we in closed set

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

    if (i < gridsize - 1) this.neighbors.push(aGrid[i + 1][j]);
    if (i > 0) this.neighbors.push(aGrid[i - 1][j]);
    if (j < gridsize - 1) this.neighbors.push(aGrid[i][j + 1]);
    if (j > 0) this.neighbors.push(aGrid[i][j - 1]);
    if (diagonal){
    if (i > 0 && j > 0)      this.neighbors.push(aGrid[i - 1][j - 1]);
    if (i < gridsize - 1 && j > 0)  this.neighbors.push(aGrid[i + 1][j - 1]);
    if (i > 0 && j < gridsize - 1)  this.neighbors.push(aGrid[i - 1][j + 1]);
    if (i < gridsize - 1 && j < gridsize - 1)  this.neighbors.push(aGrid[i + 1][j + 1]);
        }
    };
}

//// Adapted GRID from previous exercise 
function aInitScen() {
    var i, j;
    //var aGrid = [];// aGrid 
    for (i = 0; i < gridsize; i++) {
        aGrid[i] = [];
        for (j = 0; j < gridsize; j++) 
        {
            aGrid[i][j] = new spot(i, j);
        }
    // Neighbors
    }
    for (i = 0; i < gridsize; i++) {
        for (j = 0; j < gridsize; j++) {
            aGrid[i][j].addNeighbors();
        }
    }
}
    var aGrid = []; 
    
//failed experiment
/*
function aStar (spots,start,end){
    const open_set = new PriorityQueue();
    open_set.push[0,start]);
    came_from = [];
    for(var i =0; i < spots.length; i++) {
        for(var j =0; j< spots[i].length;j++)
        spots[i][j][4]
        spots[i][j][5] = Infinity;
    }
}
start[4] = 0;
start[5] = (Math.abs(start[0]-end[0])+ Math.abs(start[1]-end[1]));
open_set_hash = [start];
var current;
while (!(open_set.isEmpty())) {
    current = open_set.pop()[1];
    const index = Get_Index(open_set_hash,current);
    if (index > -1) {
        open_set_hash.splice(index,1);
    }
    if(current[0] == end[0] && current [1] ==end[1]) 
}
*/
//// A* function that returns the next location
function aStar(grid, start, end) {
    var openSet = [];
    var parent;
    var completed = false;
    
    var startNode = aGrid[start.i][start.j];
    var endNode = aGrid[end.i][end.j]; 
    var currentNode;
    
    var approach = new newLocation(start.i, start.j);
    
    openSet.push(startNode); 
    for (i = 0; i < gridsize; i++) {
        for (j = 0; j < gridsize; j++) {
        currentNode = aGrid[i][j];
        currentNode.f = currentNode.h = currentNode.g = 0;
        currentNode.closed = false;
        currentNode.parent = null;
        }
    }
  // --- begin search -----------------------------
    while ((openSet.length > 0) && !completed) {
        if (openSet.length > limit) {
        completed = true;
        return approach;
        }
        openSet.sort((a, b) => (a.f > b.f) ? 1 : -1);
        currentNode = openSet.shift(); 
        currentNode.closed = true;
        if (currentNode == endNode) {
        if (PATH){
                pathArray.push(endNode);
            }
            // Best next option
        while (currentNode.parent != startNode) {
        if (PATH){
                pathArray.push(currentNode);
                }
                currentNode = currentNode.parent;
            }
            completed = true;

            if (PATH){
                pathArray.push(startNode);
            }
        } else {
            // Did I finish?
        for (n = 0; n < currentNode.neighbors.length; n++) {
            parent = currentNode.neighbors[n];
            if (parent.closed) {
            } else if (iswall(parent.i, parent.j)) {
                parent.closed = true;
                } else {
                if ((parent.i == currentNode.i) || (parent.j == currentNode.j))
                parent.g = currentNode.g;
                else
                parent.g = currentNode.g;

                parent.h = aStarHeuristics(parent, endNode);
                parent.f = parent.g + parent.h;
                parent.parent = currentNode;
                if (openSet.indexOf(parent) < 0) {
                        
                openSet.push(parent);}
                } 
            } 
        } 
    }
    approach.i = currentNode.i;
    approach.j = currentNode.j;
    return approach;
}
// --- end search -----------------------------
///(i,j) newLocation 
class newLocation {
      constructor(i, j) {
            this.i = i;
            this.j = j;}
}
var start = new newLocation();
var end = new newLocation();
const limit = gridsize * gridsize;


////Draw A*
const PATH = true;
var pathArray = [];
function drawPath(path, color)
{
    //const material = new THREE.LineBasicMaterial({
    //color:'#F10B0B', linewidth:1000 });
    
    //var a;
    //var b;
    //var line;
    //var points = [];
    //var lastPathLine = [];
    //var formerLine;
    var geometry = new THREE.Geometry();
    var material = new THREE.LineBasicMaterial( { 
    color:'#F10B0B', linewidth:1000 });
    
    if(pathArray!== null){
        if(pathArray.length >1){
        for(let i = 0; i < pathArray.length-1; i++){
            geometry.vertices.push(translate(pathArray[i].i,pathArray[i].j));
            geometry.vertices.push(translate(pathArray[i+1].i,pathArray[i+1].j));
        }
        var line = new THREE.LineSegments(geometry,material);
        ABWorld.scene.add(line);
        }
    }
}



////=== heuristic ===========================
// this must be always optimistic - real time will be this or longer 
function aStarHeuristics(start, end) 
{
    if (diagonal) return (Math.pow(start.i - end.i, 2) + Math.pow((start.j - end.j), 2));
    
        // 2D distance
        
    else return (Math.abs(start.i - start.i) + Math.abs(start.j - end.j));
        // else not diagonal, can only go across and down 
        // so this is optimistic
        // note this is not optimistic if we can do diagonal move 
}
//// --- take actions -----------------------------------

function moveLogicalEnemy() {
    var i, j;
    start.i = ei;
    start.j = ej;
    end.i = ai;
    end.j = aj;
    
    bestPath = aStar(GRID, start, end);//Call A*

    if (!occupied(bestPath.i, bestPath.j)) {
        GRID[ei][ej] = GRID_BLANK;
        ei = bestPath.i;
        ej = bestPath.j;
        GRID[ei][ej] = GRID_ENEMY;
    }
}


function moveLogicalAgent( a )			// this is called by the infrastructure that gets action a from the Mind 
{ 
 var i = ai;
 var j = aj;		 

      if ( a == ACTION_LEFT ) 	i--;
 else if ( a == ACTION_RIGHT ) 	i++;
 else if ( a == ACTION_UP ) 		j++;
 else if ( a == ACTION_DOWN ) 	j--;

 if ( ! occupied(i,j) ) 
 {
  ai = i;
  aj = j;
 }
}


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

// we will handle these keys:

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

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

function keyHandler ( event )		
{
	if ( ! AB.runReady ) return true; 		// not ready yet 

   // if not one of our special keys, send it to default key handling:
	
	if ( ! ourKeys ( event ) ) return true;
	
	// else handle key and prevent default handling:
	
	if ( event.keyCode == 37 )   moveLogicalAgent ( ACTION_LEFT 	);   
    if ( event.keyCode == 38 )   moveLogicalAgent ( ACTION_DOWN  	); 	 
    if ( event.keyCode == 39 )   moveLogicalAgent ( ACTION_RIGHT 	); 	 
    if ( event.keyCode == 40 )   moveLogicalAgent ( ACTION_UP		);   
	
	// when the World is embedded in an iframe in a page, we want arrow key events handled by World and not passed up to parent 

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





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


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


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


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


function   updateStatusAfter()		// agent and enemy have moved, can calculate score
{
 // new state after both have moved
 
 var y 		= AB.world.getState();
 var score = ( goodsteps / AB.step ) * 100; 

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




AB.world.newRun = function () 
{
    AB.loadingScreen();
    
    AB.runReady = false;

    badsteps = 0;
    goodsteps = 0;
    aInitScen();


    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();
  }

    if (PATH){
        drawPath();
    }

};

AB.world.endRun = function()
{
  musicPause(); 
  if ( AB.abortRun ) AB.msg ( " <br> <font color=red> <B> Roadrunner trapped. Final score zero. </B> </font>   ", 3  );
  else    				AB.msg ( " <br> <font color=#F10B0B> <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 
}