Code viewer for World: Enemy versus Agent Game Ba...
// Cloned by Aoife Doherty on 4 Nov 2020 from World "Complex World" by Starter user 
// Please leave this clone trail here.

//Test
var aoife = 0


// ==== 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.
// ====================================================================================================================


// =============================================================================================
// 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       = 0.0000001;    

	// Speed of run: Step every n milliseconds. Default 100.
	
AB.maxSteps        = 1000;    

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

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



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

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

const TEXTURE_WALL     = '/uploads/starter/door.jpg' ;
const TEXTURE_MAZE     = '/uploads/aoifemariedoherty/Cavewallblack.jpg' ;
const TEXTURE_AGENT    = '/uploads/aoifemariedoherty/indiana.jpg' ;
const TEXTURE_ENEMY    = '/uploads/aoifemariedoherty/stonegrey.jpg' ;

// credits:
//https://www.facebook.com/MattredBackground/download.jpg  
//https://colourlex.com/project/zinc-yellow/
// http://commons.wikimedia.org/wiki/File:Old_door_handles.jpg
// http://en.wikipedia.org/wiki/File:Inscription_displaying_apices_(from_the_shrine_of_the_Augustales_at_Herculaneum).jpg
//https://www.economist.com/babbage/2014/06/23/the-colour-purple.html
//add in mona lisa

 
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 **AOIFE CHANGED THIS TO 50**	   

const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 3 );  //**AOIFE CHANGED THIS TO GRID SIZE 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 spheresize = 55;

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:
// https://opengameart.org/content/cloudy-skyboxes //*AOIFE CHANGED THIS

 const SKYBOX_ARRAY = [										 
                "/uploads/aoifemariedoherty/bluecloud_rt.jpg",  //*AOIFE CHANGED ALL THESE; credit below
                "/uploads/aoifemariedoherty/bluecloud_lf.jpg",
                "/uploads/aoifemariedoherty/bluecloud_up.jpg",
                "/uploads/aoifemariedoherty/bluecloud_dn.jpg",
                "/uploads/aoifemariedoherty/bluecloud_bk.jpg",
                "/uploads/aoifemariedoherty/bluecloud_ft.jpg"
                ];


// space skybox, credit:
// https://opengameart.org/content/cloudy-skyboxes //*AOIFE CHANGED THIS



// ===================================================================================================================
// === End of 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 shownPath = [];
var path = [];


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
         });
                
}
 
 
 


// --- 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)
}


//--------------------------------------------MAIN PART OF CODE ADDED BY AOIFE----------------------------------------

//-----Step 1: Function to remove from list by index
//-----Reason: Removes from OpenSet
function removeFromArray (array_name,element) {
    for (var i = array_name.length - 1; i >=0; i--) //loop through array backwards
        if (array_name[i] == element) //if array index == element (to be deleted)
        array_name.splice(i,1); //then splice the index (i.e. so idea is to splice from end so don't change indexes when delete)
}


//--------Step 2: Function to generate info for each spot on grid.
//--------Reason: Keeps the data for each spot on grid (i.e. variables below, neighbours, x, y) for A*
function MakeSpot(i,j) {
    this.i = i; //this is x point, so can draw
    this.j = j; //this is y point, so can draw
    this.f = 0; //the f value for spot (of f = g + h)
    this.g = 0; 
    this.h = 0;
  
    this.neighbors = []; //what should I add to the openset
    this.previous = undefined; //unecessary because by definition, undefined.
    this.wall = GRID[i][j] !== GRID_BLANK; //changed the wall bit from original script
    this.addNeighbors = function(grid) {
        var x = this.i;
        var y = this.j;
  
        
        if (x < gridsize - 1) this.neighbors.push(grid[x + 1][y]) //got these from original A* script
        if (y < gridsize - 1) this.neighbors.push(grid[x][y + 1])
        
        
        if (x > 0) this.neighbors.push(grid[x - 1][y])
        if (y > 0) this.neighbors.push(grid[x][y - 1])
        
        
//this part is for diagonals        
 //       if (x < gridsize - 1 && y > 0) this.neighbors.push(grid[x + 1][y - 1])
 //       if (x < gridsize - 1 && y < gridsize - 1) this.neighbors.push(grid[x + 1][y + 1])
        
        
//        if (x > 0 && y > 0) this.neighbors.push(grid[x - 1][y - 1])
//        if (x > 0 && y < gridsize - 1) this.neighbors.push(grid[x - 1][y + 1])

}
}



//-----Step 3: Functions for the optimistic heuristic
//-----Reason: To calculate the heuristic (h(n) -> the distance from the current point to the goal).
function heuristic(a,b) {
    return (Math.abs(a.i - b.i) + Math.abs(a.j-b.j)); //manhattan disease; no diagonal.
}


function euc_heuristic(a,b) {
    return (Math.sqrt( Math.pow((a.i-b.i), 2) + Math.pow((a.j-b.j), 2))); //Euclidean distance; no diagonal.
}


function oct_heuristic (a,b) {
    return (Math.max(Math.abs(a.i-b.i),Math.abs(a.j-b.j)) + (Math.sqrt(2)-1) * Math.min(Math.abs(a.i-b.i),Math.abs(a.j-b.j)))
}


function chebyshev_heuristic(a,b) {
    return (Math.max((Math.abs(a.i-b.i),Math.abs(a.j-b.j))))
}



//----Step 4: Function to draw the path
function highlightPath(pathName, colourName) {
    
    //for each step up to the end (not including the end)
    for (var i = 0; i < pathName.length -1; i++) {
        
        //make the shape: https://threejs.org/docs/#api/en/geometries/BoxGeometry (squaresize set as a constant above)
        shape = new THREE.BoxGeometry(squaresize, .1, squaresize)
        
        //to draw the shape so unaffected by light: https://threejs.org/docs/#api/en/materials/MeshBasicMaterial.color; could change with the parameters
        ShownPath = new THREE.Mesh(shape)
        
        //set the colour https://threejs.org/docs/#api/en/materials/MeshBasicMaterial
        ShownPath.material = new THREE.MeshBasicMaterial({color: colourName});
        
        //using translate function above; translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
        ShownPath.position.copy(translate(pathName[i].i, pathName[i].j))

        //add the ShownPath to the scene
        ABWorld.scene.add(ShownPath)
        
        //add the ShownPath to the drawn path (defined above before function)
        shownPath.push(ShownPath)
    }
}

//----Step 5: A star algorithm.
//----Reason: generate A star
function moveLogicalEnemy() {
    
    var grid = new Array(gridsize); //this is making a list, the number of columns in the grid
    var openSet = []; //set of neighbors that we need to check
    var closedSet = []; //set of nodes that we don't need to check anymore.
    
    //need to remove past positions    
    for (var i = 0; i < shownPath.length; i++) 
        ABWorld.scene.remove(shownPath[i]);
    
    //for each i up to gridsize, make a empty, at that point
    for (i = 0; i < gridsize; i++)
        grid[i] = new Array(gridsize);
        
    //for each i, for each j, do function MakeSpot for i and j; makes the variables that will be filled in in future
    for (var i = 0; i < gridsize; i++)
        for (var j = 0; j < gridsize; j++)
            grid[i][j] = new MakeSpot(i, j);
        
    //for each i, for each j, make the neighbours
    for (i = 0; i < gridsize; i++)
        for (var j = 0; j < gridsize; j++) 
            grid[i][j].addNeighbors(grid);

    //put the position of the enemy into openSet
    //make sure openSet length > 0
    for (openSet.push(grid[ei][ej]); openSet.length > 0;) {
        
        //index of the winner in openSet
        var winner = 0;
        
        //for i in length openSet
        for (var i = 0; i < openSet.length; i++)
        
            //if the f value of openSet[i] < winner
            if (openSet[i].f < openSet[winner].f)
            
                //winner becomes i
                winner = i;
                
        //current is the openSet[0] which is the winner
        var current = openSet[winner];
        
        //setting the current to where we want to get to (e.g. if change to 5,9 the enemy just goes to 5,9 and then nothing happens)
        if (current === grid[ai][aj]) { 

            
            //make a list
            var MoveOptionsForEnemy = [];
            
            //make a variable with our best option
            var BestOption = current; //agent's current position

            
            //pushed BestOption into MoveOptionsForEnemy because it's the agent's position
            //then we push in all the nodes making up the path to goal
            MoveOptionsForEnemy.push(BestOption);
            while (BestOption.previous) {
                
                //move the previous to the list
                MoveOptionsForEnemy.push(BestOption.previous);
                
                //the previous becomes the BestOption (and then that's iterated through)
                BestOption = BestOption.previous;

            }
            
            //highlights the path between enemy and agent
            highlightPath(MoveOptionsForEnemy, 	255);
            
            
            //to get the second last position in list (to be our next position)
            var NumberOfOptionsMinusTwo = MoveOptionsForEnemy.length - 2;


            //variable to check if occupied
            var isOccupied = occupied(
            MoveOptionsForEnemy[NumberOfOptionsMinusTwo].i,
            MoveOptionsForEnemy[NumberOfOptionsMinusTwo].j
             );
            
            
            //if not occupied
            if (!isOccupied) {
                
            //move enemy from last position to second last
            ei = MoveOptionsForEnemy[NumberOfOptionsMinusTwo].i;
            ej = MoveOptionsForEnemy[NumberOfOptionsMinusTwo].j;

            }
            
            //finished
            break
        }
    
        
        
        //if it's not going to go in the direction of the agent
        removeFromArray(openSet, current)
        
        //move to the closed list
        closedSet.push(current);
        
        
        //all the potential neighbors to be checked
        var neighbors = current.neighbors;
        
        
        //for each neighbor in the set of neighbors
        for (i = 0; i < neighbors.length; i++) {
            
            //make a variable called neighbor
            var neighbor = neighbors[i];
            
            //if any of the co-ordinate neighbours is the agent
            if (neighbor[i] === grid[ai][aj]) {
                
                //needs to know where it came from
                neighbor.previous = current;
                
                //break loop
                break
            }
            
            //if the neighbor isn't in the closed set, and it's not a wall
            if (!closedSet.includes(neighbor) && !neighbor.wall) {
                
                //calculate the heuristic from that point
                var tempG = current.g + heuristic(neighbor, current);
                
                //variable called newPath, set to false.
                var newPath = false;
                
                //if it's already in openSet to be checked, if tempG is lower, make the g value the new one.
                if (openSet.includes(neighbor)) 
                {
                    if (tempG < neighbor.g) 
                    {
                     neighbor.g = tempG; 
                     newPath = true; 
                    }
                 }
                 
                //set the g of that neighbor to be tempG, it's a new path to be checked, send it to be checked.
                else 
                    {
                    neighbor.g = tempG; 
                    newPath = true; 
                    openSet.push(neighbor); 
                    }

                //if it's a new path to be checked, calculate info.
                if (newPath) 
                {
                    neighbor.h = heuristic(neighbor, grid[ai][aj]); 
                    neighbor.f = neighbor.g + neighbor.h; 
                    neighbor.previous = current; //keeps track of where you've been
                 }


            }
        }
    }
}


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


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++;  //changed so it fits print out for ej and aj
 else if ( a == ACTION_DOWN )   j--;  //changed so it fits print out for ej and aj

 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 //aoife changed this
    moveLogicalEnemy();


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

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


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

};



AB.world.endRun = function()
{
  musicPause(); 
  if ( AB.abortRun ) AB.msg ( " <br> <font color=red> <B> Indiana Jones 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 ( '/uploads/aoifemariedoherty/IJTheme.mp3' );

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

                                                                                         
function soundAlarm()
{
        var alarm = new Audio ( '/uploads/aoifemariedoherty/adiossapito1.mp3' );
        alarm.play();                                                   // play once, no loop 
}