Code viewer for World: 3rd World
// Cloned by Dom on 3 Nov 2019 from World "Complex World" by Starter user 
// Please leave this clone trail here.
 



// ==== Starter World ===============================================================================================
// (c) Ancient Brain Ltd. All rights reserved.
// This code is only for use on the Ancient Brain site.
// This code may be freely copied and edited by anyone on the Ancient Brain site.
// This code may not be copied, re-published or used on any other website.
// To include a run of this code on another website, see the "Embed code" links provided on the Ancient Brain site.
// ==================================================================================================================



// =============================================================================================
// 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.
// =============================================================================================


 





// ===================================================================================================================
// === DOMINIC CALLAN=============================//


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.


// Introducing global variables to be used in implementing the A* Algorithm


var diagonal = false;                // ADDED BY DC
var openSet = [];
var closedSet = [];
var neighbors = []; 
var start;
var end;
var path = [];




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



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


 const TEXTURE_WALL     = '/uploads/dom84/walls.jpg';
 const TEXTURE_MAZE     = '/uploads/dom84/trooper.jpg';
 const TEXTURE_AGENT    = '/uploads/dom84/LukeSkywalker.jpg';
 const TEXTURE_ENEMY    = '/uploads/dom84/Vader_headshot.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/dom84/ImperialsongJohnWilliams.mp3';
        const SOUND_ALARM = '/uploads/dom84/Thepowerofthedarkside.mp3';

// 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           

const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 10 );
                // 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:
// http://stemkoski.github.io/Three.js/Skybox.html

 const SKYBOX_ARRAY = [                                                                          
                "/uploads/dom84/deathstar2.jpg",
                "/uploads/dom84/deathstar2.jpg",
                "/uploads/dom84/deathstar2.jpg",
                "/uploads/dom84/deathstar2.jpg",
                "/uploads/dom84/deathstar2.jpg",
               "/uploads/dom84/deathstar2.jpg"
                ];


// 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();             
        });
        
}


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 ((i >=19) || (j >= 19)){
	return true
	 //# It was looking outside the boundaries
 }

 if ( GRID[i][j].wall == true ) return true;            // fixed objects            // DOMINIC CALLAN CODE - THIS LINE IS NOW THROWING UP AN ERROR, POSIBLY BECAUSE FURTHER ON GRID[I][J] HAS BEEN ASSIGNED TO A CLASS SPOT()
 if ( GRID[i][j].wall == true ) return true;                                    //IF LINES 291 AND 292 ARE COMMENTED OUT, THE PROGRAM RUNS, BUT OBVIOUSLY THE OCCUPIED FUNCTION IS COMPROMISED
         
 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;
						//GRID[i][j].wall = true;          
                        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);
						
						GRID[i][j] = new Spot(i,j,true);
                }
                else {
						GRID[i][j] = GRID_BLANK;
						GRID[i][j] = new Spot(i,j,false);
				}

                
   // 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);    
				
				GRID[i][j] = new Spot(i,j,true);
        }
                 
   
        // set up enemy 
        // start in random location
        
         do
         {
          i = AB.randomIntAtoB(1,gridsize-3);
          j = AB.randomIntAtoB(1,gridsize-3);
         }
         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
         });
                
}
 
 
 


// --- 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)
}


//  ***********************

//*******************  Above code was from Mark Humphrys////

//******************** Dominic Callan Code

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



//******* Below is adapted from an example on the Coding Train Youtube page by Daniel Shiffman


//Firstly, we create a heuristic function:


function heuristic(a, b) 
{
    if ( diagonal ) {
        
        return  Math.hypot(a.i-b.i, a.j-b.j);                //( dist(a.i, a.j, b.i, b.j) );    // MIGHT NEED THIS RETURN Math.sqrt((a.i*b.i.) + (a.j*b.j)); SINCE WE AREN't USING P5
        
        // 2D distance
        // dist is a P5 function 

    } else {
        
        return ( Math.abs(a.i - b.i) + Math.abs(a.j - b.j) );

        // else not diagonal, can only go across and down 
        // so this is optimistic
        // not this is not optimistic if we can do diagonal move 
}
}

// The removeFromArray function will be used to remove objects from the openSet() array when they are to be added to closedSet()

function removeFromArray(arr, elt) 
{
  // Could use indexOf here instead to be more efficient
  for (var i = arr.length - 1; i >= 0; i--) 
    if (arr[i] == elt) 
      arr.splice(i, 1);
}


// We will now create a class with the required properties for our grid objects, this will be the template for each grid spot

function Spot(i, j, wall) 
{

  this.wall = wall;
  // Location
  this.i = i;
  this.j = j;

  // f, g, and h values for A*
  this.f = 0;
  this.g = 0;
  this.h = 0;

  // Neighbors
  this.neighbors = [];

  // Where did I come from?
  this.previous = undefined;
  

  // If the grid spot is occupied, the enemy cannot enter it, he can progress if it is not:
  //DO NOT CALL IT HERE
// if ( ! occupied(i,j) ) 
//  {
//   ai = i;
//   aj = j;
//  }
  
  
    
  }
  

  // We want to know which grid spots are closest to the start node, so that their f(n) can be checked
  
  // 
  
 
  GRID.addNeighbors = function(i,j) 
  
  {
   // var i = this.i;
   // var j = this.j;
    
    if (i < gridsize - 1)                   GRID[i][j].neighbors.push(GRID[i + 1][j]);
    if (i > 0)                              GRID[i][j].neighbors.push(GRID[i - 1][j]);
    if (j < gridsize - 1)                   GRID[i][j].neighbors.push(GRID[i][j + 1]);
    if (j > 0)                              GRID[i][j].neighbors.push(GRID[i][j - 1]);
    
if (diagonal)

// diagonals are also neighbours:
{
    if (i > 0 && j > 0)                         GRID[i][j].neighbors.push(GRID[i - 1][j - 1]);
    if (i < gridsize - 1 && j > 0)              GRID[i][j].neighbors.push(GRID[i + 1][j - 1]);
    if (i > 0 && j < gridsize - 1)              GRID[i][j].neighbors.push(GRID[i - 1][j + 1]);
    if (i < gridsize - 1 && j < gridsize - 1)   GRID[i][j].neighbors.push(GRID[i + 1][j + 1]);
}
    
  };
  
//Assign the grid array to the Spot() class



//This below is the function that will tell our enemy to move, we need to now implement the A* algorithm, utilising thhe arrays and functions created

// PROBLEM: the addNeighbors function is not recognised, as it's declared inside of the Spot() function, not globally.........

// Because neighbors isn't recognised, it is causing problems in the following function:


function moveLogicalEnemy()
{   
	for (var i = 0; i < gridsize; i++) 
    for (var j = 0; j < gridsize; j++) {
		var wall = GRID[i][j].wall; 
		GRID[i][j] = new Spot(i, j, wall);      ////Assigning our GRID array to the class Spot(), so that they adopt those properties, including f, g and h values, and neighbor
	
	}
  // All the neighbors
  for (var i = 0; i < gridsize; i++) 
    for (var j = 0; j < gridsize; j++) 
      GRID.addNeighbors(i,j);
  
	//clear openset and closed set

	openSet = [];
	closedSet = [];




  // Start and end
  start     = GRID[ei][ej];
  end       = GRID[ai][aj];
  //start.wall = false;
  //end.wall = false;
 

  // openSet starts with beginning only
  openSet.push(start);
    
    
    while (openSet.length > 0) 
  {

    // Best next option
    var winner = 0;
    
    for (var i = 0; i < openSet.length; i++) 
      if (openSet[i].f < openSet[winner].f) 
        winner = i;
        
    var current = openSet[winner];

    // Did I finish?
    if (current === end) 
    {
      //noLoop();                               //**********I am struggling to find a way to replace this noLoop() function that only works in P5.js
	  
	  //Current.previous.previous.previous...last previous => We need the last previous position.
	  path = [];
	  var temp = current;
	  while ((temp.previous) && (temp.previous.previous)) {
			path.push(temp);
		 	 temp = temp.previous;
	  }

	  if (path.length >= 1) { //not overlap enemy and agent
		if (!(ei == ai && ej == aj)){ //not overlap enemy and agent
				ei = temp.i;
				ej = temp.j;
		}
	  }
	  //GRID[ei][ej];                             //IS this syntax correct to output the enemy?
	  console.log("success - found path");
    }

    // Best option moves from openSet to closedSet
    removeFromArray(openSet, current);
    closedSet.push(current);

    // Check all the neighbors
    var neighbors = GRID[current.i][current.j].neighbors;
    
    //--- start of for loop -----------
    for (var i = 0; i < neighbors.length; i++) 
    {
      var neighbor = neighbors[i];

      // Valid next spot?
      if (!closedSet.includes(neighbor) && !neighbor.wall) 
      {
        var tempG = current.g + heuristic(neighbor, current);

        // Is this a better path than before?
        var newPath = false;
        if (openSet.includes(neighbor)) 
        {
          if (tempG < neighbor.g) 
          {
            neighbor.g = tempG;
            newPath = true;
          }
        }
        else 
        {
          neighbor.g = tempG;
          newPath = true;
          openSet.push(neighbor);
        }

        // Yes, it's a better path
        if (newPath) 
        {
          neighbor.h = heuristic(neighbor, end);
          neighbor.f = neighbor.g + neighbor.h;
          neighbor.previous = current;
		  
		
        }
      }
    }
    //--- end of for loop -----------
    
  }
  // --- end still searching -----------------------------

}








//***********************Dominic Callan  - I have not made any changes to the below code, all my work is above









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 + "   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 
}