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// Cloned by YAT on 6 Nov 2023 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 ======================================================================================== 
// ===================================================================================================================


AB.clockTick       = 200; // 100;    // Speed of run: Step every n milliseconds. Default 100.
	
AB.maxSteps        = 1000;    // Length of run: Maximum length of run in steps. Default 1000.

AB.screenshotStep  = 50;   // Take screenshot on this step. (All resources should have finished loading.) Default 50.



//---- global constants: -------------------------------------------------------

	const show3d = true;						// Switch between 3d and 2d view (both using Three.js) 

//------------------ change start by Jessica Azevedo ----------------------------------------------

 const TEXTURE_WALL 	= '/uploads/tay91/castle-wall-1153193.jpg' ; // wall txrture
 const TEXTURE_MAZE 	= '/uploads/tay91/castle-wall-1153193.jpg' ; // maze texture
 const TEXTURE_AGENT 	= '/uploads/tay91/stark.jpg' ;               // agent texture
 const TEXTURE_ENEMY 	= '/uploads/tay91/lannister.jpg' ;           // enemy texture

// credits:
// https://www.freeimages.com/photo/castle-wall-1153193 // wall/maze
// https://wallup.net/game-of-thrones-house-stark-house-targaryen-house-lannister-house-baratheon-sigils/ //agent/anemy
 
	const MUSIC_BACK  = '/uploads/tay91/game_of_thrones.mp3' ;
	const SOUND_ALARM = '/uploads/tay91/scream.2.mp3' ;

// credits:
// https://www.zedge.net/ringtone/03bf0b9a-6dd2-3ad4-85ca-8eed43d2dfff // music/back
// http://soundbible.com/1542-Air-Horn.html                           // sound/alarm

	
const gridsize = 40; //  30;           // number of squares along side of world

const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 4 );  // 10 
		// density of maze - number of internal boxes
		// (bug) use trunc or can get a non-integer 

const squaresize = 200;	// 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  


//--- 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 

// Winter skybox, credit:

 const SKYBOX_ARRAY = [										 
                "/uploads/tay91/snyboxposx_5.jpg",
                "/uploads/tay91/snyboxnegx_5.jpg",
                "/uploads/tay91/snyboxposy_5.jpg",
                "/uploads/tay91/snyboxnegy_5.jpg",
                "/uploads/tay91/snyboxposz_5.jpg",
                "/uploads/tay91/snyboxnegz_5.jpg"
                ];


// space skybox, credit:
// https://opengameart.org/content/winter-skyboxes
// x,y,z labelled differently

/*
 const SKYBOX_ARRAY = [										 
                "/uploads/tay91/posx_5.jpg",
                "/uploads/tay91/negx_5.jpg",
                "/uploads/tay91/posy_5.jpg",
                "/uploads/tay91/negy_5.jpg",
                "/uploads/tay91/posz_5.jpg",
                "/uploads/tay91/negz_5.jpg"
                ];
*/				


// photographic skyboxes, credit:
// High quality, photographic, 6-sided, 2048x2048 sized skyboxes made by Emil Persson, aka Humus, taken from http://www.humus.name
// This is the work of Emil Persson, aka Humus. http://www.humus.name

//------------------ change end by Jessica Azevedo ----------------------------------------------

// ===================================================================================================================
// === 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 search_grid = new Array(gridsize);      // To be used with A*

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();		 
	});
	
}


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;
}

//------------------ change start by Jessica Azevedo ----------------------------------------------

// function to the if the spot is occupied by wall or maze

function isOccupied(i, j) {                    // to identify if the square is occupied
    if (GRID[i][j] === GRID_WALL) {
     return true;                             // indicates a wall is occupying this square 
    }                                           // fixed objects
 
     if (GRID[i][j] === GRID_MAZE) {
     return true;
    }
}

//------------------ change end by Jessica Azevedo ----------------------------------------------
 
// 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;
}

//------------------ change start by Jessica Azevedo ----------------------------------------------

// Spot class
// A* (f,g and h are values for A*)

function Spot (i, j) {
    this.i = i;
    this.j = j;
    this.f = 0;
    this.g = 0;
    this.h = 0;
    this.maze = false;
    this.neighbours = [];
    this.previous = undefined;
    
    if (search_grid[this.i][this.j] === GRID_MAZE) {
        this.maze = true;
    }
    
// identify who are my neighbours

   this.addNeighbours = function () {
       var i = this.i;
       var j = this.j;
       if (i < gridsize - 1) {
        this.neighbours.push(search_grid[i + 1][j]);
       }
       if (i > 0 ) {
        this.neighbours.push(search_grid[i - 1][j]);
       }
       if ( j < gridsize - 1) {
        this.neighbours.push(search_grid[i][j + 1]);
       }
       if (j > 0 ) {
        this.neighbours.push(search_grid[i][j - 1]);
       }
       
// remove from comment to allow diagonal movements

    /*if (i > 0 && j > 0) 
      this.neighbors.push(search_grid[i - 1][j - 1]);
    if (i < gridsize - 1 && j > 0) 
      this.neighbors.push(search_grid[i + 1][j - 1]);
    if (i > 0 && j < gridsize - 1) 
      this.neighbors.push(search_grid[i - 1][j + 1]);
    if (i < gridsize - 1 && j < gridsize - 1) 
      this.neighbors.push(search_grid[i + 1][j + 1]);*/
   };
   
}

//------------------ change end by Jessica Azevedo ----------------------------------------------   

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 ) )
	    /*
		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 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 random location
	
	 do
	 {
	  i = AB.randomIntAtoB(1,gridsize-2);
	  j = AB.randomIntAtoB(1,gridsize-2);
	 }
	 while ( occupied(i,j) );  	  // search 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
	 });
 		
}
 
//------------------ change start by Jessica Azevedo ----------------------------------------------

// 2D searchGrid array
    
    for (var z = 0; z < gridsize; z++) {
    search_grid[z] = new Array(gridsize);
    }

// For every grid position, create a new spot
    for (var x = 0; x < gridsize; x++) {
        for (var y = 0; y < gridsize; y++) {
            search_grid[x][y] = new Spot(x, y);
    }
}

// adding neighbours to a spot
    for (var m = 0; m < gridsize; m++) {
        for (var n = 0; n < gridsize; n++) {
            search_grid[m][n].addNeighbours(search_grid);
    }
}


//------------------ change end by Jessica Azevedo ------------------------------------------------


// --- 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)
}


//------------------ change start by Jessica Azevedo ----------------------------------------------

//heurisctic search A*

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

function heuristic(a, b) {
     var d = Math.abs(a.i - b.i) + Math.abs(a.j - b.j);                  // heurisctic search A* (Manhattan Distance)
    
    /*
    var d = Math.sqrt(Math.pow(a.i - b.i, 2) + Math.pow(a.j - b.j, 2)); // remove from comment to add a bad h function (Euclidean Distance)
    */
    
    return d;
}

pathArray = [];

function displayPath(path) {
    for (var i = 0; i < path.length - 1; i++) {
        var x = path[i].i;
        var y = path[i].j;

// to create multiple spheres at the same position but with different rotations

    for (var angle = 0; angle < 360; angle += 45) {        // ajust the angle increment as needed
        var radius = 30;                                    // to adjust the radius of the spheres as needed
        var geometry = new THREE.SphereGeometry(radius, 32, 32);
        var material = new THREE.MeshBasicMaterial({ color: 0x7FF0000}) // red color
        var sphere = new THREE.Mesh(geometry, material);
        pathArray.push(sphere.uuid);
        sphere.position.copy(translate(x, y));            // to translate (i, j) grid coordinates to three.js (x, y, z)
        
        sphere.rotation.z = (angle * Math.PI) / 180;     // to apply rotation to the spheres
        
        ABWorld.scene.add(sphere);
        }
    }
}


function deletePath(path) {
    for (var e = 0; e < pathArray.length; e++) {
        var t = pathArray[e];
        const a = ABWorld.scene.getObjectByProperty("uuid", t);
        if (a) {
            ABWorld.scene.remove(a);
        }
    }
    
    pathArray = [];
}

function findBestPath(grid, e, a) {
    var path = [];
    var openSet = [];
    var closedSet = [];
    var return_spot;
    openSet.push(e);

    while (openSet.length > 0) {
    var winner = 0;
        for (var i = 0; i < openSet.length; i++) {
        if (openSet[i].f < openSet[winner].f) {
        winner = i;
        }
    }

    var current = openSet[winner];

    if (current == a) {
        
// when reached the enemy, return the first element in the path array

      var temp = current;           
      path.push(temp);
      while (temp.previous) {
        if (temp.previous == e)
          return_spot = temp;
        path.push(temp.previous);
        temp = temp.previous;
      }
      displayPath(path);
      break;
      
    } else {
        
// to continue search

      removeFromArray(openSet, current);
      closedSet.push(current);
      var neighbours = current.neighbours;
      for (var j = 0; j < neighbours.length; j++) {
        var neighbour = neighbours[j];

        if (!closedSet.includes(neighbour) && !isOccupied(neighbour.i, neighbour.j)) {
          var tempG = current.g + 1;

          if (openSet.includes(neighbour)) {
            if (tempG < neighbour.g) {
              neighbour.g = tempG;
            }
            
          } else {
              
            neighbour.g = tempG;
            openSet.push(neighbour);
          }
          neighbour.h = heuristic(neighbour, a);
          neighbour.f = neighbour.g + neighbour.f;
          neighbour.previous = current;
        }
      }
    }
    
}

  return return_spot;
}

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

// function to set up the grid
function setupGrid(numberOfWalls) {

// randomly place the specified number of walls

    for (var c = 1; c <= numberOfWalls; c++) {
        var i = AB.randomIntAtoB(1, gridsize - 2);
        var j = AB.randomIntAtoB(1, gridsize - 2);

        if (GRID[i][j] !== GRID_WALL) {
        GRID[i][j] = GRID_WALL;
    
// add other setup code if necessary

    } else {
      c--; // Try again if the wall position is already taken
    }
  }
}


//------------------ change end by Jessica Azevedo ----------------------------------------------

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

function moveLogicalEnemy() { 

// to move towards agent 

//------------------ change start by Jessica Azevedo ----------------------------------------------

    var enemy_position = search_grid[ei][ej];
    var agent_position = search_grid[ai][aj];

    var new_position = findBestPath(search_grid, enemy_position, agent_position);

// to clear search_grid
    var clear;
    for (i = 0; i < gridsize; i++) {
        for (j = 0; j < gridsize; j++) {
            clear = search_grid[i][j];
            clear.f = 0;
            clear.h = 0;
            clear.g = 0;
            clear.previous = undefined;
    }
    
    ei = new_position.i;
    ej = new_position.j;
}


//------------------ change end by Jessica Azevedo ----------------------------------------------

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

      if ( a == ACTION_LEFT ) 	i--;
 else if ( a == ACTION_RIGHT ) 	i++;
 else if ( a == ACTION_UP ) 		j++;
 else if ( a == ACTION_DOWN ) 	j--;

 if ( ! occupied(i,j) ) 
 {
  ai = i;
  aj = j;
 }
}




// --- key handling --------------------------------------------------------------------------------------
// This is hard to see while the Mind is also moving the agent:
// AB.mind.getAction() and AB.world.takeAction() are constantly running in a loop at the same time 
// have to turn off Mind actions to really see user key control 

// we will handle these keys: 

var OURKEYS = [ 37, 38, 39, 40 ];

function ourKeys ( event ) { return ( OURKEYS.includes ( event.keyCode ) ); }
	

function keyHandler ( event )		
{
	if ( ! AB.runReady ) return true; 		// not ready yet 

   // if not one of our special keys, send it to default key handling:
	
	if ( ! ourKeys ( event ) ) return true;
	
	// else handle key and prevent default handling:
	
	if ( event.keyCode == 37 )   moveLogicalAgent ( ACTION_LEFT 	);   
    if ( event.keyCode == 38 )   moveLogicalAgent ( ACTION_DOWN  	); 	 
    if ( event.keyCode == 39 )   moveLogicalAgent ( ACTION_RIGHT 	); 	 
    if ( event.keyCode == 40 )   moveLogicalAgent ( ACTION_UP		);   
	
	// when the World is embedded in an iframe in a page, we want arrow key events handled by World and not passed up to parent 

	event.stopPropagation(); event.preventDefault(); return false;
}



// --- score: -----------------------------------


function badstep()			// is the enemy within one square of the agent
{
 if ( ( Math.abs(ei - ai) < 2 ) && ( Math.abs(ej - aj) < 2 ) ) return true;
 else return false;
}


function agentBlocked()			// agent is blocked on all sides, run over
{
 return ( 	occupied (ai-1,aj) 		&& 
		occupied (ai+1,aj)		&&
		occupied (  ai,aj+1)		&&
		occupied (  ai,aj-1) 	);		
} 


function updateStatusBefore(a)
// this is called before anyone has moved on this step, agent has just proposed an action
// update status to show old state and proposed move 
{
 var x 		= AB.world.getState();
 AB.msg ( " Step: " + AB.step + " &nbsp; x = (" + x.toString() + ") &nbsp; a = (" + a + ") " ); 
}


function   updateStatusAfter()		// agent and enemy have moved, can calculate score
{
 // new state after both have moved
 
 var y 		= AB.world.getState();
 var score = ( goodsteps / AB.step ) * 100; 

 AB.msg ( " &nbsp; y = (" + y.toString() + ") <br>" +
		" Bad steps: " + badsteps + 
		" &nbsp; Good steps: " + goodsteps + 
		" &nbsp; Score: " + score.toFixed(2) + "% ", 2 ); 
}



AB.world.newRun = function() 
{
	AB.loadingScreen();

	AB.runReady = false;  

	badsteps = 0;	
	goodsteps = 0;

	
	if ( show3d )
	{
	 BOXHEIGHT = squaresize;
	 ABWorld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR  ); 	
	}	     
	else
	{
	 BOXHEIGHT = 1;
	 ABWorld.init2d ( startRadiusConst, maxRadiusConst, SKYCOLOR  ); 		     
	}
	
	
	loadResources();		// aynch file loads		
							// calls initScene() when it returns 

	document.onkeydown = keyHandler;	
		 
};



AB.world.getState = function()
{
 var x = [ ai, aj, ei, ej ];
  return ( x );  
};



AB.world.takeAction = function ( a )
{
  updateStatusBefore(a);			// show status line before moves 

  moveLogicalAgent(a);

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


  //------------------ change sart by Jessica Azevedo ----------------------------------------------
  
  setTimeout(deletePath, 100); 
  
  //------------------ change end by Jessica Azevedo ----------------------------------------------
  
  
  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 
}