Code viewer for World: testX

// Cloned by Dheera on 5 Nov 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       = 2000;

	// 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_WALL 	= '/uploads/dheera0704/Walloffire.jpg' ; //d2c
 //const TEXTURE_MAZE 	= '/uploads/starter/latin.jpg' ;
 const TEXTURE_MAZE 	= '/uploads/dheera0704/hedge.jpg' ; //d2c
 //const TEXTURE_AGENT 	= '/uploads/starter/pacman.jpg' ;
 const TEXTURE_AGENT 	= '/uploads/dheera0704/roadrunner2.jpg' ; //d2c
 //const TEXTURE_ENEMY 	= '/uploads/starter/ghost.3.png' ;
const TEXTURE_ENEMY 	= '/uploads/dheera0704/wilecoyote.jpeg' ; //d2c
// 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 MUSIC_BACK  = '/uploads/dheera0704/RoadRunnerTheme.mp3' ; //d2c
	//const SOUND_ALARM = '/uploads/starter/air.horn.mp3' ;
	const SOUND_ALARM = '/uploads/dheera0704/laugh.mp3' ; //d2c

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



const gridsize = 20;						// number of squares along side of world	   //d2c

//const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 10 );
const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 10 ); //d2c
		// 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 	= 0xffdddd ; //d2c
//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/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 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;



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();
	});

}

/////----------------myCODE--------------------////
//d2c my Variables:
var mygrid = new Array(gridsize);
var openSet = [];
var closedSet = [];
var path = [];
var starArray=[];
var xi=[];
var xj=[];
var start;
var end;
var me;
var winner =0;
var current;

function positionTuple(i, j) {
	this.i = i;
	this.j = j;
}

function Spot(currPosX, currPosY, targetPosX, targetPosY, currentDistance, currentSpot)
{
    this.x = currPosX;
    this.y = currPosY;
    //For A Star also, the formula is f(n)=g(n) + h(n). So, defining these properties of a node.
    this.g = currentDistance;
		if(currentSpot == null)
		this.h = 0;
		else
    this.h = Math.abs(currPosX - targetPosX) + Math.abs(currPosY - targetPosY);
    this.f = this.g + this.h;
    //this.neighbors = null;

    //to trace the path:
    this.previous = currentSpot;

    //this.isOpen = GRID[currPosX][currPosY] != GRID_MAZE && GRID[currPosX][currPosY] != GRID_WALL ; //wall or maze are both blockers. so taking this as a boolean property of a spot.



}

function getNeighbors(spot)
{
		x=spot.x;
		y=spot.y;

		var neighbors = [];

		if(!occupied(spot.x + 1, spot.y)) {
			//GRID[spot.x + 1][spot.y] = new Spot(spot.x+1, spot.y, ai, aj, spot.g + 1, spot);
			neighbors.push(new Spot(spot.x+1, spot.y, ai, aj, spot.g + 1, spot));
		}

		if(!occupied(spot.x - 1, spot.y)) {
			//GRID[spot.x - 1][spot.y] = new Spot(spot.x-1, spot.y, ai, aj, spot.g + 1, spot);
			neighbors.push(new Spot(spot.x-1, spot.y, ai, aj, spot.g + 1, spot));
		}

		if(!occupied(spot.x, spot.y + 1)) {
			//GRID[spot.x][spot.y+1] = new Spot(spot.x, spot.y+1, ai, aj, spot.g + 1, spot);
			neighbors.push(new Spot(spot.x, spot.y+1, ai, aj, spot.g + 1, spot));
		}

		if(!occupied(spot.x, spot.y - 1)) {
			//GRID[spot.x][spot.y-1] = new Spot(spot.x, spot.y-1, ai, aj, spot.g + 1, spot);
			neighbors.push(new Spot(spot.x, spot.y-1, ai, aj, spot.g + 1, spot));
		}

		return neighbors;
}
/*function myheuristic(e,a)
{
    return Math.abs(e.i-a.i) + Math.abs(e.j-a.j);

}
*/

function removeFromArray(arr,element)
{
    for(var i=(arr.length - 1); i >= 0 ; i--) //d2c
    {
        if (arr[i]==element)
        arr.splice(i,1);
    }
}

function illuminatePath(){
	//for(var pathPos = 0; pathPos < path.length; pathPos++) {}
}

function deluminatePath(){
	//for(var pathPos = 0; pathPos < path.length; pathPos++) {}
}

function setEnemyPosition (targetSpot){

	/*if (path.length != 0) {
		deluminatePath();
		path = []
	}*/
	path = [];
	if (targetSpot != null)
		path.push(targetSpot);
	while(targetSpot.previous != null) {
		targetSpot = targetSpot.previous;
		path.push(targetSpot);
	}

	//illuminatePath();

	ei = path[path.length - 2].x;
	ej = path[path.length - 2].y;
	console.log("Setting Enemy Position : "+ei+","+ej+" Agent Position : "+ai+","+aj+ " smallestFIndex:"+smallestFIndex);
}

function findInClosed(spot){

	for(var i = 0; i < closedSet.length; i++) {
		if(closedSet[i].x == spot.x && closedSet[i].y == spot.y)
			return i;
	}
	return false;
}

function findInOpen(spot){

	for(var i = 0; i < openSet.length; i++) {
		if(openSet[i].x == spot.x && openSet[i].y == spot.y)
			return i;
	}
	return false;
}

function AstarAlgo()
{

    start = new Spot(ei, ej, ai, aj, 0, null);
		console.log("INSIDE Astar. Enemy = "+start.x+","+start.y);
		openSet=[];
    closedSet=[];
    path=[];

    //gridarea = gridsize * gridsize;
		console.log("Open Set's length initially: "+openSet.length);
		console.log("going to push into openSet");
    openSet.push(start);
		console.log("PUSHED into openSet" + openSet[0]);

    console.log("Open Set's length : "+openSet.length);

	  this.getBestPath = function() {
			var smallestFIndex = 0;
			for (var s = 1; s < openSet.length ; s++ )
			{
				if(openSet[s].f < openSet[smallestFIndex].f)
					smallestFIndex = s;
			}
			//console.log("Enemy Position : "+ei+","+ej+" Agent Position : "+ai+","+aj+ " smallestFIndex:"+smallestFIndex);
			return smallestFIndex;
		}

    while(openSet.length>0)
    {
				//console.log("Open Set : "+openSet);
				//console.log("Closed Set : "+closedSet);
        for (i=0; i<openSet.length ; i++){
					current = openSet[this.getBestPath()];
					closedSet.push(current);
					//console.log("Closed Set : "+closedSet);
					openSet.splice(i,1);

					if(current.x == ai && current.y == aj) {
						setEnemyPosition(current.previous);
					}

					var neighboringCells = getNeighbors(current);

					for(var n = 0; n < neighboringCells.length; n++)
					{
							currentNeighbor = neighboringCells[n];
							neighbourTravelCost = current.g + 1;

							if(findInClosed(currentNeighbor))
							continue;

							if(neighbourIndexInOpen = findInOpen(currentNeighbor)) {
								neighborInOpen = openSet[neighbourIndexInOpen];
								if(neighbourTravelCost < neighborInOpen.g) {
									neighborInOpen.g = neighbourTravelCost;
									neighborInOpen.f = neighborInOpen.g + neighborInOpen.h;
									neighborInOpen.previous = current;
								}
							} else {
								GRID[currentNeighbor.x][currentNeighbor.y] = currentNeighbor;
								openSet.push(currentNeighbor);
								//console.log("Open Set : "+openSet);
							}

					}

        }

    }
}

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,startPos;

	// set up GRID as 2D array

	 for ( i = 0; i < gridsize ; i++ )
		GRID[i] = new Array(gridsize);

    //d2c code for making a grid of spots
  /*for(var a=0; a<gridsize; a++)
		for(i=0;i<gridsize;i++)
		GRID[a][i]=new Spot(a,i);

	for(a=0;a<gridsize;a++)
		for(i=0;i<gridsize;i++)
			GRID[a][i].addNeighbors(GRID);
    //end of d2c code
*/
	// 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].iswallormaze = true; //d2c changed property= GRID_WALL;
			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;
   			//GRID[i][j].iswallormaze = false; //d2c changed = GRID_BLANK;


   // set up maze

    for ( var index = 0, c=1 ; c <= NOBOXES ; c++ )
	{
		i = AB.randomIntAtoB(1,gridsize-2);		// inner squares are 1 to gridsize-2
		j = AB.randomIntAtoB(1,gridsize-2);
		//xi[index]=i; //newcode
		//xj[index]=j; //newcode

		//GRID[i][j].iswallormaze =true; //d2c changed = GRID_MAZE ;
		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);
		//index++;

	}
	// 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;
	 //GRID[ai][aj]= new Spot(ai, aj, ai, aj, null);

	 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();


	// 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;

	 //GRID[ei][ej]= new Spot(ei, ej, ai, aj, 0, null); //d2c new spot created with f=0,g=0,h=0

	 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();

	 console.log("Enemy Position : "+ei+","+ej+" Agent Position : "+ai+","+aj);
  // 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
	 });

 	//moveLogicalEnemy();
}





// --- 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;
 }
 */

	console.log("Move logical Enemy before Astar");
	AstarAlgo();
  console.log("Move logical Enemy after Astar" );

}


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

//GRID[ai][aj]= new Spot(ai,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;
	console.log("Setting Agent Position : "+ai+","+aj+" Enemy Position : "+ei+","+ej);
} else {

	console.log("NOT Setting Agent Position : "+ai+","+aj+" Enemy Position : "+ei+","+ej);
}

}

function sleep(e){
return new Promise(t=>setTimeout(t,e))}



// --- 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();
   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
}
*/