Code viewer for World: Complex World (clone by ar...

// Cloned by arpit on 12 Nov 2022 from World "Complex World (clone by arpit) Final A* Part 1" by arpit 
// Please leave this clone trail here.
 


// Cloned by arpit on 11 Nov 2022 from World "Complex World" by Starter user 
// Please leave this clone trail here.
 


// ==== 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?

const WALLMOVENO = 5;
    
    //The number of wall to move in the maze

const WALLMOVETICK = 20 ; // 20;
    
    //The frequency at which walls move


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/axd10/JailBars.jpg' ;
 const TEXTURE_MAZE 	= '/uploads/axd10/11ASTEROID-mobileMasterAt3x.jpg' ;
 const TEXTURE_AGENT 	= '/uploads/axd10/png-transparent-collins-english-dictionary-translation-rocket-spaceship-english-spacecraft-rocket-launch.png' ;
 const TEXTURE_ENEMY 	= '/uploads/axd10/Salman1.jpg' ;

// credits:
// http://https://www.pixtastock.com/illustration/54283625
// https://www.nytimes.com/2021/08/11/science/asteroid-bennu-earth-osiris-rex.html
// https://www.pngwing.com/en/search?q=spaceship
// https://www.imdb.com/name/nm0006795

 
	const MUSIC_BACK  = '/uploads/axd10/password-infinity-123276.mp3' ;
	const SOUND_ALARM = '/uploads/axd10/ToBeContinuedSoundEffectPerfectCut.mp3' ;

// credits:
// https://pixabay.com/music/beats-password-infinity-123276/
// https://www.youtube.com/watch?v=z-da9BRKBx0

	
	
const gridsize = 40;						// number of squares along side of world	   

const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 10  ); // 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 	= 'green';				// 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/axd10/Milky_Way_Arch.jpg",
                "/uploads/axd10/Milky_Way_Arch.jpg",
                "/uploads/axd10/Milky_Way_Arch.jpg",
                "/uploads/axd10/Milky_Way_Arch.jpg",
                "/uploads/axd10/Milky_Way_Arch.jpg",
                "/uploads/axd10/Milky_Way_Arch.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;

// for route taken
var path = [];
var pathbefore = []; //the initial path that will always be deleted 

// enemy and agent position on squares
var ei, ej, ai, aj;

//the maze walls
var mazeMwalls=[];
var directions=[ACTION_LEFT,ACTION_RIGHT,ACTION_UP,ACTION_DOWN];
	

//open and closed set
var oSet=[];
var bSet=[];
var start, end;

var badsteps;
var goodsteps;


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].value == GRID_WALL ) return true;		// fixed objects	 
    if ( GRID[i][j].value == 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;
}

//// method used for the heuristics of the Enemy .
function heuristic(a, b) 
{
    return ( Math.abs(a.i - b.i) + Math.abs(a.j - b.j) );   // shows that the diagonal paths are blocked (Mannhattan) .

       
}



// method to delete an element from the array
function removeFromArray(arr, elt) 
{
    
    for (var i = arr.length - 1; i >= 0; i--){
        if (arr[i] == elt) {
            arr.splice(i, 1);
        }
    }
}
// An object as a spot in the grid
function Spot(i, j) 
{
    
    this.value=0;
    // Location
    this.i = i;
    this.j = j;
    // f, g, and h values for A*
    this.f = 0;
    this.g = 0;
    this.h = 0;

    // Neighbors
    this.neighbors = [];

    
    this.previous = undefined;  // The first Path

    
    this.addNeighbors = function(grid) // Identifying Neighbours
    {
        var i = this.i;
        var j = this.j;
        if (i < gridsize - 1)   this.neighbors.push(grid[i + 1][j]);
        if (i > 0)          this.neighbors.push(grid[i - 1][j]);
        if (j < gridsize - 1)   this.neighbors.push(grid[i][j + 1]);
        if (j > 0)          this.neighbors.push(grid[i][j - 1]);
    }
    
    this.changeValue = function(v){
        this.value=v;                    // value change function
    }
}

// Function for the randomness of walls 
function randomWalls(){
    
        var wallI,wallJ,wallDirection,randomInt;
        for(var m=0;m<WALLMOVENO;m++){
            randomInt = mazeMwalls[Math.floor(Math.random()*mazeMwalls.length)];
            var i=randomInt[0].i;
            var j=randomInt[0].j;
            wallI=randomInt[0].i;
            wallJ=randomInt[0].j;
            
            mazeMwalls.splice(mazeMwalls.indexOf(randomInt),1);
            wallDirection=directions[Math.floor(Math.random()*directions.length)];
            if ( wallDirection == ACTION_LEFT ) 	wallI--;
            else if ( wallDirection == ACTION_RIGHT ) 	wallI++;
            else if ( wallDirection == ACTION_UP ) 		wallJ++;
            else if ( wallDirection == ACTION_DOWN ) 	wallJ--;
            if ( ! occupied(wallI,wallJ) ) 
            {
                
                
                GRID[i][j].changeValue(GRID_BLANK);
                randomInt[0].value=GRID_BLANK;
                randomInt[0].i = wallI;
                randomInt[0].j = wallJ;
                randomInt[0].value=GRID_MAZE;
                GRID[wallI][wallJ].value=GRID_MAZE;
                randomInt[1].position.copy ( translate(wallI,wallJ) );
                
                
            }
            mazeMwalls.push(randomInt);
            
	   }
    
}



function removeObject(uuid)    // removing an Object
{
    ABWorld.scene.remove(ABWorld.scene.getObjectByProperty('uuid',uuid));
}

// *method to write the route of A*
function makeRoute(path,pathbefore){
    var shape, thepath;
    if (pathbefore.length>0){
        for (const pathbeforeId of pathbefore){
            var tempUUID = pathbeforeId;
            removeObject(tempUUID);
        }
	    pathbefore.splice(0,pathbefore.length);
	   
    }
    
    
    for (var i = 0; i < path.length; i++) {
        shape    = new THREE.BoxGeometry ( 20,1, 20 );			 
		thepath  = new THREE.Mesh( shape );
		thepath.material = new THREE.MeshBasicMaterial( {color: 0x66CDAA} );
			
		thepath.position.copy ( translate(path[i].i,path[i].j) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 
		pathbefore.push(thepath.uuid);
		ABWorld.scene.add(thepath);
    }
};



//--- Initialisation -------------------------------------------------------------------------------

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);		 
    
    for (var i = 0; i < gridsize; i++) 
        for (var j = 0; j < gridsize; j++) 
            GRID[i][j] = new Spot(i, j);
    
    // All the neighbors
    for (var i = 0; i < gridsize; i++) 
        for (var j = 0; j < gridsize; j++) 
            GRID[i][j].addNeighbors(GRID);
    
    
	// 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].value = 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].value = GRID_BLANK;
	    
	       
       			
   // set up maze 
   
    for ( var c=1 ; c <= NOBOXES ; c++ )
	{
		i = AB.randomIntAtoB(1,gridsize-2);		// inner squares are 1 to gridsize-1
		j = AB.randomIntAtoB(1,gridsize-2);
			
		GRID[i][j].value = GRID_MAZE ;
		
		
		shape    = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );			 
		thecube  = new THREE.Mesh( shape );
		thecube.material = new THREE.MeshBasicMaterial( { map: maze_texture } );		  
        mazeMwalls.push([GRID[i][j],thecube]);
		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;
	 
	 oSet.push(GRID[ei][ej]);
	 
	 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;
     bSet = [];
     
	 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)
}




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

//as Enemy is changed to A* , so changed the move logic of enemy with an A* algorithm
function moveLogicalEnemy()
{ 
    
    // update the target and the enemy location, and the path 
    end=GRID[ai][aj];
    start=GRID[ei][ej];


    
    if (bSet.length>0)  // Reseting the closed and temp sets 
    {
        bSet.splice(0,bSet.length);
    }
    if (oSet.length>1)
    {
         oSet.splice(0,oSet.length);
         oSet.push(start);
    }
         
    if (path.length>0){
        path.splice(0,path.length);
    }
    
    // to check the reach of target
    var foundTar=false;
    
    
    while (oSet.length > 0)        //to find the best possible route
    {
        
        var bestP = 0;
        
        for (var i = 0; i < oSet.length; i++) 
          if (oSet[i].f < oSet[bestP].f) 
            bestP = i;
            
        var present = oSet[bestP];
        
        
        if (present === end) 
        {   
            
            var nextStep=present;
            foundTar=true;
            while(nextStep.previous!=start){
                nextStep=nextStep.previous;
                path.push(nextStep)
            }
           
            break;
        }
    
       
        removeFromArray(oSet, present);
        bSet.push(present);
    
       
        var neighbors = present.neighbors;
        
        
        for (var i = 0; i < neighbors.length; i++) 
        {
          var neighbor = neighbors[i];
    
          
          if (!bSet.includes(neighbor) && neighbor.value===0) 
          {
            var tempG = present.g + heuristic(neighbor, present);
            
            
            var newPath = false;
            if (oSet.includes(neighbor)) 
            {
              if (tempG < neighbor.g) 
              {
                neighbor.g = tempG;
                newPath = true;
              }
            }
            else 
            {
              neighbor.g = tempG;
              newPath = true;
              oSet.push(neighbor);
            }
    
            
            if (newPath) 
            {
              neighbor.h = heuristic(neighbor, end);            // checking the Heurstic calculation of new path
              neighbor.f = neighbor.g + neighbor.h;             // checking the Heurstic calculation of new path
              neighbor.previous = present;                      // checking the Heurstic calculation of new path
            }
          }
        }
    
    }
   if(foundTar) {
       
                                         //put the enemy for the next move as per A*
        var i=nextStep.i;
        var j=nextStep.j;
        if ( ! occupied(i,j) )       	// move if no walls else skip that move
        {
          ei = i;
          ej = j;
        }
        
    }
}


//Move the Agent
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;
    
	
	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();
   if (path.length>0){
    makeRoute(path,pathbefore);
   }
   
   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();
  }
  //----------------------calling the randomWAll function to move the walls 
   if ((AB.step%WALLMOVETICK)===0)
    randomWalls();

};



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 
}