// 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 + " 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
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
}
*/