Code viewer for World: Complex World (clone by Sa...
// Adding name and student id number:
// Name: Sakthignana Sundaram Somaskandan 
// ID: 14346091

// Cloned by Sakthi Somaskandan on 6 Nov 2021 from World "Complex World (clone by Sakthi Somaskandan)" by Sakthi Somaskandan 
// Please leave this clone trail here.
 


// Cloned by Sakthi Somaskandan on 31 Oct 2021 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?


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/sakthi/wall.jpg' ;
 const TEXTURE_MAZE 	= '/uploads/sakthi/maze.jpg' ;
 const TEXTURE_AGENT 	= '/uploads/sakthi/coffeebean.jpg' ;
 const TEXTURE_ENEMY 	= '/uploads/sakthi/goodbyefriend.jpg' ;
 const TEXTURE_TRAP     = '/uploads/sakthi/trap.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/sakthi/avengers_suite_theme.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) / 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  


const diagonal = false;                 // is diagonal move allowed?



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

ABHandler.MAXCAMERAPOS 	= maxRadiusConst ;

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



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

// mountain skybox, credit:
// http://stemkoski.github.io/Three.js/Skybox.html
/*
 const SKYBOX_ARRAY = [										 
                "/uploads/starter/dawnmountain-xpos.png",
                "/uploads/starter/dawnmountain-xneg.png",
                "/uploads/starter/dawnmountain-ypos.png",
                "/uploads/starter/dawnmountain-yneg.png",
                "/uploads/starter/dawnmountain-zpos.png",
                "/uploads/starter/dawnmountain-zneg.png"
                ];
*/

// space skybox, credit:
// http://en.spaceengine.org/forum/21-514-1
// x,y,z labelled differently

/*
 const SKYBOX_ARRAY = [										 
                "/uploads/starter/sky_pos_z.jpg",
                "/uploads/starter/sky_neg_z.jpg",
                "/uploads/starter/sky_pos_y.jpg",
                "/uploads/starter/sky_neg_y.jpg",
                "/uploads/starter/sky_pos_x.jpg",
                "/uploads/starter/sky_neg_x.jpg"
                ];
*/				


// urban photographic skyboxes, credit:
// http://opengameart.org/content/urban-skyboxes

// /*
 const SKYBOX_ARRAY = [										 
                "/uploads/starter/posx.jpg",
                "/uploads/starter/negx.jpg",
                "/uploads/starter/posy.jpg",
                "/uploads/starter/negy.jpg",
                "/uploads/starter/posz.jpg",
                "/uploads/starter/negz.jpg"
                ];
// */



// ===================================================================================================================
// === End of tweaker's box ==========================================================================================
// ===================================================================================================================


// You will need to be some sort of JavaScript programmer to change things below the tweaker's box.









//--- Mind can pick one of these actions -----------------

const ACTION_LEFT 			= 0;		   
const ACTION_RIGHT 			= 1;
const ACTION_UP 			= 2;		 
const ACTION_DOWN 			= 3;
const ACTION_STAYSTILL 		= 4;

// in initial view, (smaller-larger) on i axis is aligned with (left-right)
// in initial view, (smaller-larger) on j axis is aligned with (away from you - towards you)


// contents of a grid square

const GRID_BLANK 	= 0;
const GRID_WALL 	= 1;
const GRID_MAZE 	= 2;
 
 
 
 

var BOXHEIGHT;		// 3d or 2d box height 

var GRID 	= new Array(gridsize);			// can query GRID about whether squares are occupied, will in fact be initialised as a 2D array  
var closedGrid = new Array(gridsize);

var theagent, theenemy;
  
var wall_texture, agent_texture, enemy_texture, maze_texture, trap_texture; 


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

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();
	var loader5 = 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();		 
	});
	
	loader5.load ( TEXTURE_TRAP, function ( thetexture )  		
	{
		thetexture.minFilter  = THREE.LinearFilter;
		trap_texture = thetexture;
		if ( asynchFinished() )	initScene();		// if all file loads have returned 
	});
}


function asynchFinished()		 // all file loads returned 
{
	if ( wall_texture && agent_texture && enemy_texture && maze_texture && trap_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
	 });
	 
	 
    for ( i = 0; i < gridsize ; i++ )  {
        closedGrid[i] = new Array(gridsize);	 
    }
    
    constructTrapForAgent();
    
}

function constructTrapForAgent() {
    // trap agent in a hole - so that there is no way for enemy to find the agent
    // using recursive backtrack algorithm - depth first search (DFS)
    var count = 0;
    var stack = [];
    stack.push(new Node(ai, aj));
    
    initialiseClosedGrid();
    
    while (stack.length > 0) {
        count++;
        var current = stack.pop();
        // if not already visited
        if (closedGrid[current.i][current.j] === 0) {
            closedGrid[current.i][current.j] = 1;
            
            var neighbors = getNeighbors(current);
            neighbors = filterOutOccupiedAndVisited(neighbors);
            if (neighbors.length > 0) {
                if (neighbors.length == 1) {
                    // put a maze block to create trap;
                    var trapi, trapj;
                    if (count == 1) {
                        trapi = neighbors[0].i;
                        trapj = neighbors[0].j;
                    } else {
                        trapi = current.i;
                        trapj = current.j;
                    }
                    GRID[trapi][trapj] = GRID_MAZE;
                    
                    // display the trap
        			var shape    = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );			 
        			var thecube  = new THREE.Mesh( shape );
        			thecube.material = new THREE.MeshBasicMaterial( { map: trap_texture } );
        			
        			thecube.position.copy ( translate(trapi, trapj) ); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 
        			ABWorld.scene.add(thecube);
                } else {
                    for (var s = 0; s < neighbors.length; s++) {
                        stack.push(neighbors[s]);
                    }
                }

            }
        }
    }
}

function filterOutOccupiedAndVisited(neighbors) {
    if (neighbors.length > 0) {
        var filteredOut = [];
        for (var i = 0; i < neighbors.length; i++) {
            if ( !occupied(neighbors[i].i, neighbors[i].j) && closedGrid[neighbors[i].i][neighbors[i].j] === 0) {
                filteredOut.push(neighbors[i]);
            }
        }
        return filteredOut;
    }
}


// --- 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 -----------------------------------

// an object to describe a node in the maze
function Node(i, j) {
    // location in the maze
    this.i = i;
    this.j = j;
    
    // f, g, and h values for A*
    this.f = 0;
    this.g = 0;
    this.h = 0;
    
    // where did I come from?
    this.parent = undefined;
}

function moveLogicalEnemy()
{ 
    
    /////////////// A* algorithm ///////////////
    var endNode = new Node(ai, aj);
    var openList = [];
    initialiseClosedGrid();
    var agentFound;
    
    openList.push(new Node(ei, ej));
    
    while (openList.length > 0) {
        currentNode = openList.pop();
        
        // agent found
        if (currentNode.i === endNode.i && currentNode.j === endNode.j) {
            agentFound = currentNode;
        }
        
        closedGrid[currentNode.i][currentNode.j] = 1;
        
        var neighbors = getNeighbors(currentNode);
        
        for (var x=0; x < neighbors.length; x++) {
            var neighbor = neighbors[x];
            neighbor.parent = currentNode;
            
            // agent found
            if (neighbor.i === endNode.i && neighbor.j === endNode.j) {
                agentFound = neighbor;
            }
            
            // calculate h score and f (g + h)
            if (closedGrid[neighbor.i][neighbor.j] === 0 && !occupied(neighbor.i, neighbor.j)) {
                var tempG = currentNode.g + heuristic(neighbor, currentNode);
                
                if (isInOpenList(openList, neighbor)) {
                    if (tempG < neighbor.g) {
                        neighbor.g = tempG;
                    }
                } else {
                    neighbor.g = tempG;
                    openList.push(neighbor);
                }
                
                neighbor.h = heuristic(neighbor, endNode);
                neighbor.f = neighbor.g + neighbor.h;
            }
        }
        
        openList.sort((a, b) => {
            return b.f - a.f;
        });
        
        if (agentFound !== undefined) {
            break;   
        }
    }
    var path = agentFound;
    
    var newi, newj;
    while (agentFound !== undefined) {
        newi = agentFound.i;
        newj = agentFound.j;
        
        agentFound = agentFound.parent;
        if (agentFound !== undefined && agentFound.parent === undefined) {
            break;
        }
    }
    
    if (newi === undefined || newj === undefined) {
        console.log('path not found');
    } else if (newi == ai && newj == aj) {
        console.log('preventing ememy from merging with agent');
        ei = ei;
        ej = ej;
    } else {
        ei = newi;
        ej = newj;   
    }
    
    return path;
}


// this was pre-existing code
function randomMove() {
    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 initialiseClosedGrid() {
    for ( i = 0; i < gridsize ; i++ ) {
        for ( j = 0; j < gridsize ; j++ ) {
            closedGrid[i][j] = GRID_BLANK;
        }    
    }
}
 

function getNeighbors(node) {
    var ret = [];

    if (node.i - 1 > 0 && node.i - 1 < gridsize - 1) ret.push(new Node(node.i - 1, node.j));
    if (node.i + 1 > 0 && node.i + 1 < gridsize - 1) ret.push(new Node(node.i + 1, node.j));
    if (node.j - 1 > 0 && node.j - 1 < gridsize - 1) ret.push(new Node(node.i, node.j - 1));
    if (node.j + 1 > 0 && node.j + 1 < gridsize - 1) ret.push(new Node(node.i, node.j + 1));
    
    if (diagonal) {
        if (node.i - 1 > 0 && node.i - 1 < gridsize - 1) {  
            if (node.j - 1 > 0 && node.j - 1 < gridsize - 1) ret.push(new Node(node.i - 1, node.j - 1));
            if (node.j + 1 > 0 && node.j + 1 < gridsize - 1) ret.push(new Node(node.i - 1, node.j + 1));
        }
        
        if (node.i + 1 > 0 && node.i + 1 < gridsize - 1) {  
            if (node.j - 1 > 0 && node.j - 1 < gridsize - 1) ret.push(new Node(node.i + 1, node.j - 1));
            if (node.j + 1 > 0 && node.j + 1 < gridsize - 1) ret.push(new Node(node.i + 1, node.j + 1));
        }
    }
    return ret;
}

function heuristic(x, y) {
    if (diagonal) return ( dist(x.i, x.j, y.i, y.j) );
    else return ( Math.abs(x.i - y.i) + Math.abs(x.j - y.j) );
}

function dist(x1, y1, x2, y2){
    var distX = Math.abs(x1 - x2);
    var distY = Math.abs(y1 - y2);
    
    return Math.sqrt( distX*distX + distY*distY );
}

function isInOpenList(list, node) {
    var found = false;
    for(var z = 0; z < list.length; z++) {
        if (list[z].i === node.i && list[z].j === node.j) {
            found = true;
            break;
        }
    }
    
    return found;
}

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;
    }
}

// Draw the A* algortihm on the screen
function drawPath(path)
{
    var point1;
    var point2;
    while (path !== undefined && path.parent !== undefined) {
        point1 = path;
        point2 = path.parent;
        
        // drawline between proofArrayPoints
        var material = new THREE.LineBasicMaterial({color:0xFF0000});
        const points = [];
        points.push( translate(point1.i, point1.j) );
        points.push( translate(point2.i, point2.j) );
        const geometry = new THREE.BufferGeometry().setFromPoints( points );

        var line = new THREE.Line(geometry, material);
        ABWorld.scene.add(line);      
        
        path = path.parent;
    }
}





// --- 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);
//   console.log(ai + " " + aj);

//   if ( ( AB.step % 2 ) === 0 )		// slow the enemy down to every nth step
    var path = moveLogicalEnemy();


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

    drawPath(path);
    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> 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 
}