Code viewer for World: Failure 1

// Cloned by Vineet Sajwan on 12 Nov 2022 from World "Advance Alien Hunt " by Vineet Sajwan 
// Please leave this clone trail here.
 


// Cloned by Vineet Sajwan on 10 Nov 2022 from World "Scary A* with path" by Vineet Sajwan 
// Please leave this clone trail here.
 


// Cloned by Vineet Sajwan on 9 Nov 2022 from World "Scary A*" by Vineet Sajwan 
// Please leave this clone trail here.
 


// Cloned by Vineet Sajwan on 6 Nov 2022 from World "Scary A*" by Vineet Sajwan 
// Please leave this clone trail here.
 


// Cloned by Vineet Sajwan on 27 Oct 2022 from World "Complex World (clone by Vineet Sajwan)" by Vineet Sajwan 
// Please leave this clone trail here.
 


// Cloned by Vineet Sajwan on 27 Oct 2022 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.
// =============================================================================================


 

//console.log("part_1 invoked")



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




const TEXTURE_WALL 	= '/uploads/xlr8pro/stone_wall.jpg' ;
const TEXTURE_MAZE 	= '/uploads/xlr8pro/asteroid.PNG' ;
const TEXTURE_AGENT 	= '/uploads/xlr8pro/ufo_2.jpg' ;
const TEXTURE_ENEMY 	= '/uploads/xlr8pro/chip.jpg' ;


// credits:

//const MUSIC_BACK  = '/uploads/starter/Defense.Line.mp3' ;
//const SOUND_ALARM = '/uploads/starter/air.horn.mp3' ;

const MUSIC_BACK  = '/uploads/xlr8pro/no_surprises.mp3' ;
const SOUND_ALARM = '/uploads/xlr8pro/buzzer_1.mp3' ;






// credits:

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

//const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 10 );
const NOBOXES =  55;
		// 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  



//--- 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:

const SKYBOX_ARRAY = [										 
                "/uploads/xlr8pro/pz_5.png",
                "/uploads/xlr8pro/nz_5.png",
                "/uploads/xlr8pro/py_5.png",
                "/uploads/xlr8pro/ny_5.png",
                "/uploads/xlr8pro/px_5.png",
                "/uploads/xlr8pro/nx_5.png"
                ];



// space skybox, credit:

 


// ===================================================================================================================
// === 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;




//// Default Values provided by Vineet Sajwan for the practical 1

// Turned off the diagonal
diagonal=!1

Draw=!0


shownPath=[]
let maze_Location=[];


const WALLMOVENO=5;
const WALLMOVETICK=2;




const pathcolor = 'darkred';

function loadResources()		// asynchronous file loads - call initScene() when all finished 
{   
    //console.log("part_2 invoked")
	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();		 
	});
	
}

/*

Author : Vineet Sajwan

Calculates the heuristic value

*/


function heuristic(e,t)

{
	
	return Math.abs(e.i-t.i)+Math.abs(e.j-t.j)
	
}

function asynchFinished()		 // all file loads returned 
{
    //console.log("part_3 invoked")
	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
{
 //console.log("part_4 invoked")
 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 )			
{   //console.log("part_5 invoked")
	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 
{    //console.log("part_6 invoked")
	 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 
		maze_Location.push(thecube);
		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);
	 */
	 shape = new THREE.SphereGeometry( squaresize-50, BOXHEIGHT-50, squaresize-50);
	 
	 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.ConeGeometry( squaresize-30,squaresize-30, BOXHEIGHT-20)
	 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
	 });
 		
}
 
 
 


// --- draw moving objects -----------------------------------


function drawEnemy()		// given ei, ej, draw it 
{
    //console.log("part_7 invoked")
	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 
{
    //console.log("part_8 invoked")
	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)
}




/**
 * @param {?} col
 * @param {?} row
 * @return {?}
 */
function isWall(col, row) {
  return GRID[col][row] == GRID_WALL || GRID[col][row] == GRID_MAZE;
}



/**
 * Created by Vineet Sajwan
 * Provides the coordinates for the neighboring cell
 */
function Spot(i, j) {
    
// Initialize the default value
  this.i = i;
  this.j = j;
  this.f = 0;
  this.g = 0;
  this.h = 0;
  this.neighbors = [];
  this.wall = isWall(i, j);
  this.previous = void 0;
 // Fetches the vertical and horizontal neighboring cell
  this.addNeighbors = function(arr) {
    var i = this.i;
    var j = this.j;
    if (i < gridsize - 1) {
      this.neighbors.push(arr[i + 1][j]);
    }
    if (i > 0) {
      this.neighbors.push(arr[i - 1][j]);
    }
    if (j < gridsize - 1) {
      this.neighbors.push(arr[i][j + 1]);
    }
    if (j > 0) {
      this.neighbors.push(arr[i][j - 1]);
    }
    if (diagonal) {
      if (i > 0 && j > 0) {
        this.neighbors.push(arr[i - 1][j - 1]);
      }
      if (i < gridsize - 1 && j > 0) {
        this.neighbors.push(arr[i + 1][j - 1]);
      }
      if (i > 0 && j < gridsize - 1) {
        this.neighbors.push(arr[i - 1][j + 1]);
      }
      if (i < gridsize - 1 && j < gridsize - 1) {
        this.neighbors.push(arr[i + 1][j + 1]);
      }
    }
  };
}


/**
 * Author: Vineet Sajwan
 * responsible for highlighting the path
 */
function highlightPath(res, from) {
  /** @type {number} */
  var k = 0;
  //Created a path using ShownPath list
  for (; k < res.length - 1; k++) {
    shape = new THREE.BoxGeometry(squaresize-50, .1, squaresize-50);
    ShownPath = new THREE.Mesh(shape);
    ShownPath.material = new THREE.MeshBasicMaterial({
      color : 16711680
    });
    ShownPath.position.copy(translate(res[k].i, res[k].j));
    ABWorld.scene.add(ShownPath);
    shownPath.push(ShownPath);
  }
}

/**
 * Author: Vineet Sajwan
 * responsible for moving the wall
 */

function wallsMotion() {
  TargetedwallsList = [];
  for (; TargetedwallsList.length < WALLMOVENO;) {
      // Fetched the randon maze coordinates from the mazeLocation list
    targetedWalls = maze_Location.sample();
    // Fetched the origgnal coordinates of the selected maze
    position = inverse_translate(targetedWalls.position);
    x = [position.x - 1, position.x, position.x + 1].sample();
    y = [position.y - 1, position.y, position.y + 1].sample();
    // Translate back the position of the selected maze
    positionTranslated = translate(x, y);
    
    //check if the positon is not occupied by the wall
    if (!(occupied(x, y) || TargetedwallsList.includes([positionTranslated.x, positionTranslated.y].toString()))) {
      targetedWalls.position.copy(positionTranslated);
      TargetedwallsList.push([positionTranslated.x, positionTranslated.y].toString());
      //Assigned blank value to the older position of the maze
      GRID[position.x][position.y] = GRID_BLANK;
      //Assigned new position to the maze
      GRID[x][y] = GRID_MAZE;
    }
  }
}
// --- take actions -----------------------------------

/**
 * Author : Vineet Sajwan
 * Implemented A*
 */
function moveLogicalEnemy() {
  var result = new Array(gridsize);
  var nodes = [];
  
  
  
  for (var element = 0; element < shownPath.length; element++) 
  {
    ABWorld.scene.remove(shownPath[element]);
  }
  
  
  
  // Created 2 D Array
  result = new Array(gridsize);
  nodes = [];
  o = [];
  
  for (var j = 0; j < gridsize; j++) {
    result[j] = new Array(gridsize);
  }
  
  // Intialize default value for each cell
  for (var column = 0; column < gridsize; column++) {
    for (var row = 0; row < gridsize; row++) {
      result[column][row] = new Spot(column, row);
    }
  }
  
  // Fetches neighboring cell from spot function
  for (var column1=0; column1 < gridsize; column1++) {
    for (var row1 = 0; row1 < gridsize; row1++) {
      result[column1][row1].addNeighbors(result);
    }
  }
  
  // set the position for enemy and mind
  var start = result[ei][ej];
  var end = result[ai][aj];
  
  nodes.push(start);
  
  
  
  for (var i = 0; nodes.length > 0;) {
    path = [];
    
    // if the f value of the enemy is lower
    
    for (j = 0; j < nodes.length; j++) {
      if (nodes[j].f < nodes[i].f) {
        i = j;
      }
    }
    var current = nodes[i];
    
    // if the current point is the end point assifned next point as a current point
    if (current === end) {
      var res = [];
      var next = current;
      res.push(next);
      for (; next.previous;) {
        res.push(next.previous);
        next = next.previous;
      }
      
      //inititalize the highlightPath
      highlightPath(res, 190);
      var off = res.length - 1;
      if (!occupied(res[off - 1].i, res[off - 1].j)) {
        ei = res[off - 1].i;
        ej = res[off - 1].j;
      }
      break;
    }
    
    //Delete the current node from the nodes list after selecting and rejecting as the current path
    nodes.splice(i, 1);
    o.push(current);
    var neighbors = current.neighbors;
    j = 0;
    for (; j < neighbors.length; j++) {
      var neighbor = neighbors[j];
      if (neighbor[j] === end) {
        neighbor.previous = current;
        break;
      }
      if (!o.includes(neighbor) && !neighbor.wall) {
          //Calcultaing hte heuristics
        var ng = current.g + heuristic(neighbor, current);
        var h = false;
        if (nodes.includes(neighbor)) {
          if (ng < neighbor.g) {
            neighbor.g = ng;
            h = true;
          }
        } else {
          neighbor.g = ng;
          h = true;
          nodes.push(neighbor);
        }
        if (h) {
            
            //Calcultaing hte heuristics
          neighbor.h = heuristic(neighbor, end);
          neighbor.f = neighbor.g + neighbor.h;
          //Assigned the current value as the previous value
          neighbor.previous = current;
        }
      }
    }
  }
}


function moveLogicalAgent( a )			// this is called by the infrastructure that gets action a from the Mind 
{ 
 //console.log("part_10 invoked")
 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 )		
{
    //console.log("part_11 invoked")
	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
{
 //console.log("part_12 invoked")
 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
{
 //console.log("part_13 invoked")
 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 
{
 //console.log("part_14 invoked")
 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
 //console.log("part_15 invoked")
 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() 
{
    //console.log("part_16 invoked")
	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()
{
 //console.log("part_17 invoked")
 var x = [ ai, aj, ei, ej ];
 //console.log(x)
  return ( x );  
};



AB.world.takeAction = function ( a )
{
  //console.log("part_18 invoked")
  //console.log(a)
  updateStatusBefore(a);			// show status line before moves 

  moveLogicalAgent(a);
  //console.log(AB.step)

  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();
  }
  
  
  wallsMotion();
  

}



AB.world.endRun = function()
{
  //console.log("part_19 invoked")
  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
    //console.log("part_20 invoked")
    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 
}

  
/**
 * @param {!Object} val
 * @return {?}
 */
function inverse_translate(val) {
  var vector = new THREE.Vector2;
  return vector.x = (val.x + MAXPOS / 2) / squaresize, vector.y = (val.z + MAXPOS / 2) / squaresize, vector;
}

/**
 * @return {?}
 */
Array.prototype.sample = function() {
  return this[Math.floor(Math.random() * this.length)];
}