// Adding name and student id number:
// Name: Sakthignana Sundaram Somaskandan
// ID: 14346091
// Cloned by Sakthi Somaskandan on 11 Nov 2021 from World "Complex World (clone by Sakthi Somaskandan) (clone by Sakthi Somaskandan)" by Sakthi Somaskandan
// Please leave this clone trail here.
// 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;
var blocks;
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);
}
}
function constructTrapForAgent(agent) {
// 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 blocks = [];
var stack = [];
stack.push(agent);
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;
}
blocks.push(new Node(trapi, trapj));
} else {
for (var s = 0; s < neighbors.length; s++) {
stack.push(neighbors[s]);
}
}
}
}
}
return blocks;
}
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;
}
var agentTrapped = false;
function moveLogicalEnemy()
{
blocks = constructTrapForAgent(new Node(ai, aj));
var path, agentFound;
if (blocks.length > 0 && !agentTrapped) {
path = aStarPathFind( new Node(ei, ej), blocks[blocks.length - 1] );
}
agentFound = path;
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 - agent is trapped in a hole successfully');
} else if (newi == blocks[blocks.length - 1].i && newj == blocks[blocks.length - 1].j) {
console.log('placing a maze block to try to trap the agent in a hole');
// pop it off the blocking path array
blocks.pop();
// check if agent is trapped in a hole
if (!occupied(newi - 1, newj) && aStarPathFind( new Node(newi - 1, newj), new Node(ai, aj) ) === undefined) {
agentTrapped = true;
newi--;
}
if (!occupied(newi + 1, newj) && aStarPathFind( new Node(newi + 1, newj), new Node(ai, aj) ) === undefined) {
agentTrapped = true;
newi++;
}
if (!occupied(newi, newj - 1) && aStarPathFind( new Node(newi, newj - 1), new Node(ai, aj) ) === undefined) {
agentTrapped = true;
newj--;
}
if (!occupied(newi, newj + 1) && aStarPathFind( new Node(newi, newj + 1), new Node(ai, aj) ) === undefined) {
agentTrapped = true;
newj++;
}
if (agentTrapped) {
ei = newi;
ej = newj;
return path;
}
GRID[newi][newj] = 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(newi, newj) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.scene.add(thecube);
} else {
ei = newi;
ej = newj;
}
return path;
}
function aStarPathFind(start, end) {
/////////////// A* algorithm ///////////////
var endNode = end;
var openList = [];
initialiseClosedGrid();
var agentFound;
openList.push(start);
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;
}
}
return agentFound;
}
// 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 + " 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);
// 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
}