// ==== 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 = true; // Switch between 3d and 2d view (both using Three.js)
const TEXTURE_WALL = '/uploads/archyyu321/wall.jpeg' ;
const TEXTURE_MAZE = '/uploads/archyyu321/maze.jpeg' ;
const TEXTURE_AGENT = '/uploads/archyyu321/jerry.jpeg' ;
const TEXTURE_ENEMY = '/uploads/archyyu321/tom.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 = 50; // number of squares along side of world
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 4 );
// 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/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"
];
// 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;
var trapAlgo = null;
function Boxgrid(type,i,j){
this.type = type;
this.x = i;
this.y = j;
this.g = 0;
this.h = 0;
this.f = 0;
this.w = 0;
this.distance = 0;
this.previous = null;
}
function TrapAgentInHole(){
this.path = [];
this.holes = [];
this.findNearestHole = function(item){
var hole = null;
var distance = 100;
for(var i=0;i<this.holes.length;i++){
if(calculateDistance(item,this.holes[i]) < distance){
this.holes[i].distance = calculateDistance(item,this.holes[i]);
}
}
this.holes.sort(function(a, b){return a.distance-b.distance});
for(var i=0;i<this.holes.length;i++){
var astar = new aStarPath(item,this.holes[i]);
astar.findPathByAstar();
if(astar.path.length <= this.holes[i].distance + 4){
return this.holes[i];
}
}
return hole[0];
}
this.findEnemyPositionOppositeOfHole = function(agent,hole){
var xdis = 0;
var ydis = 0;
if(agent.x < hole.x){
xdis = -1;
}
if(agent.x > hole.x){
xdis = +1;
}
if(agent.y > hole.y){
ydis = +1;
}
if(agent.y < hole.y){
ydis = -1;
}
if(agent.x + xdis > 0 && agent.x + xdis < gridsize
&& agent.y + ydis > 0 && agent.y + ydis < gridsize){
if(GRID[agent.x + xdis][agent.y + ydis].type == GRID_BLANK){
return GRID[agent.x + xdis][agent.y + ydis];
}
}
if(agent.x> 0 && agent.x < gridsize
&& agent.y + ydis > 0 && agent.y + ydis < gridsize){
if(GRID[agent.x][agent.y + ydis].type == GRID_BLANK){
return GRID[agent.x][agent.y + ydis];
}
}
if(agent.x + xdis > 0 && agent.x + xdis < gridsize
&& agent.y > 0 && agent.y < gridsize){
if(GRID[agent.x + xdis][agent.y].type == GRID_BLANK) {
return GRID[agent.x + xdis][agent.y];
}
}
return null;
}
this.checkIfNeighbour = function(start,end){
if(Math.abs(start.x - end.x) <= 1 && Math.abs(start.y - end.y) <= 1){
return true;
}
return false;
}
this.findFittestHole = function(start,end){
for(var i=0;i<this.holes.length;i++){
this.holes[i].w = 0;
}
var hole = null;
var weight = 1000;
for(var i=0;i<this.holes.length;i++){
var Inarea = this.checkIfPointInArea(start,end,this.holes[i]);
var distance = calculateDistance(end,this.holes[i]);
if(Inarea) {
this.holes[i].w = -1000 + distance;
}
else{
this.holes[i].w = distance;
}
if(weight > this.holes[i].w){
hole = this.holes[i];
weight = this.holes[i].w;
}
}
return hole;
}
this.checkIfPointInArea = function(sourceItem,middleItem,endItem){
if((sourceItem.x - middleItem.x)*(middleItem.x - endItem.x) >= 0 &&
(sourceItem.y - middleItem.y)*(middleItem.y - endItem.y) >= 0){
return true;
}
return false;
}
this.findHoles = function(){
this.holes = [];
for(var i = 0;i<gridsize;i++){
for(var j=0;j<gridsize;j++){
if(GRID[i][j].type == GRID_BLANK && this.checkIsHole(GRID[i][j])){
this.holes.push(GRID[i][j]);
}
}
}
}
this.getNeighbors = function(i,j){
var neighbors = [];
if(i - 1 > 0 && i - 1 < gridsize){
neighbors.push(GRID[i-1][j]);
}
if(i + 1 > 0 && i + 1 < gridsize) {
neighbors.push(GRID[i+1][j]);
}
if(j - 1 > 0 && j < gridsize) {
neighbors.push(GRID[i][j-1]);
}
if(j + 1 > 0 && j + 1 < gridsize){
neighbors.push(GRID[i][j+1]);
}
return neighbors;
}
this.findTheEntryOfHole = function(item){
var neighbours = this.getNeighbors(item.x,item.y);
for(var i=0;i<neighbours.length;i++){
if(neighbours[i].type == GRID_BLANK){
return neighbours[i];
}
}
return null;
}
this.checkIsHole = function(item){
var neighbours = this.getNeighbors(item.x,item.y);
var numOfBlank = 0;
for(var i = 0;i<neighbours.length;i++){
if(neighbours[i].type === GRID_BLANK){
numOfBlank ++;
}
}
if(numOfBlank == 1){
return true;
}
return false;
}
}
function calculateDistance(source,destination){
return Math.abs(source.x - destination.x) + Math.abs(source.y - destination.y);
}
function aStarPath(sourceItem,endItem){
this.start = sourceItem;
this.end = endItem;
this.path = [];
this.openSet = [];
this.closeSet = [];
this.found = false;
this.line = null;
for(var i = 0;i< gridsize; i++){
for(var j = 0;j< gridsize;j++){
GRID[i][j].previous = null;
GRID[i][j].f = 0;
GRID[i][j].g = 0;
GRID[i][j].h = 0;
}
}
//console.log("start:" + this.start.x + " " + this.start.y + ",end:" + this.end.x + " " + this.end.y);
this.draw = function(){
const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
const points = [];
for(var i = 0;i<this.path.length;i++){
points.push(translate(this.path[i].x,this.path[i].y))
}
const geometry = new THREE.BufferGeometry().setFromPoints( points );
this.line = new THREE.Line( geometry, material );
ABWorld.scene.add( this.line );
//var dotMaterial = new PointsMaterial( { size: 0.1 } )
//var pointList = new THREE.Points(geometry,dotMaterial);
//ABWorld.scene.add(pointList);
}
this.clean = function(){
if(this.line == null){
return ;
}
ABWorld.scene.remove(this.line);
}
this.logPath = function(){
for(var i=0;i<this.path.length;i++){
console.log("x:" + this.path[i].x + "y:" + this.path[i].y);
}
}
this.getNeighbors = function(i,j){
var neighbors = [];
if(i - 1 > 0 && i - 1 < gridsize){
neighbors.push(GRID[i-1][j]);
}
if(i + 1 > 0 && i + 1 < gridsize) {
neighbors.push(GRID[i+1][j]);
}
if(j - 1 > 0 && j < gridsize) {
neighbors.push(GRID[i][j-1]);
}
if(j + 1 > 0 && j + 1 < gridsize){
neighbors.push(GRID[i][j+1]);
}
return neighbors;
}
this.heuristic = function(source,destination){
return Math.abs(source.x - destination.x) + Math.abs(source.y - destination.y);
}
this.removeFromList = function(list,item){
var index = list.indexOf(item);
if(index != -1){
list.splice(index,1);
}
}
this.findPathByAstar = function(){
this.openSet.push(this.start);
var foundOrEnd = false;
var current = null;
while(foundOrEnd == false){
var winner = 0;
if(this.openSet.length == 0){
foundOrEnd = true;
continue;
}
for(var i=0;i<this.openSet.length;i++){
if(this.openSet[i].f < this.openSet[winner].f){
winner = i;
}
}
current = this.openSet[winner];
if(current.x == this.end.x && current.y == this.end.y){
foundOrEnd = true;
this.found = true;
continue;
}
var neighbours = this.getNeighbors(current.x,current.y);
this.removeFromList(this.openSet,current);
this.closeSet.push(current);
for(var i = 0 ; i < neighbours.length ; i++){
var neighbour = neighbours[i];
if(neighbour.type == GRID_WALL || neighbour.type == GRID_MAZE) {
continue;
}
// if(neighbour.x == ai && neighbour.y == aj){
// continue;
// }
var newPath = false;
if(this.closeSet.includes(neighbour)){
continue;
}
var tempg = current.g + this.heuristic(neighbour,current);
if(this.openSet.includes(neighbour)){
if(tempg < neighbour.g){
neighbour.g = tempg;
newPath = true;
}
}
else{
neighbour.g = tempg;
newPath = true;
this.openSet.push(neighbour);
}
if(newPath == true){
neighbour.h = this.heuristic(neighbour, this.end);
neighbour.f = neighbour.g + neighbour.h;
neighbour.previous = current;
}
}
}
this.path = [];
while(current){
this.path.push(current);
current = current.previous;
}
this.path = this.path.reverse();
}
}
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].type == GRID_WALL ) return true; // fixed objects
if ( GRID[i][j].type == 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] = new Boxgrid(GRID_WALL,i,j);
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] = new Boxgrid(GRID_BLANK,i,j);
// 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] = new Boxgrid(GRID_MAZE,i,j); //{type:GRID_MAZE,g:0,h:0,f:0} ;
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();
trapAlgo = new TrapAgentInHole();
trapAlgo.findHoles();
// 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 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;
}
}
// --- 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 + ") " );
AB.msg ( "<input type='button' onclick='soundAlarm()' value='Holes' />" );
}
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 );
};
var line = null;
AB.world.takeAction = function ( a )
{
//console.log(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();
if(line != null){
ABWorld.scene.remove(line);
}
var destination = null;
//var hole = trapAlgo.findFittestHole(GRID[ei][ej],GRID[ai][aj]);
//var entry = trapAlgo.findTheEntryOfHole(hole);
var hole = trapAlgo.findNearestHole(GRID[ai][aj]);
if(hole.x == ai && hole.y == aj){
destination = hole;
}
else{
var position = trapAlgo.findEnemyPositionOppositeOfHole(GRID[ai][aj],hole);
destination = position;
}
if(destination != null){
var astar = new aStarPath(GRID[ei][ej],destination);
astar.findPathByAstar();
if(astar.found){
astar.draw();
line = astar.line;
//move the enemy
if(astar.path.length >= 2 && ( AB.step % 3 ) != 0){
if(astar.path[1].x == ai && astar.path[1].y == aj){
}
else{
ei = astar.path[1].x;
ej = astar.path[1].y;
}
}
}
}
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();
}
//astar.clean();
};
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
}