// Cloned by Rajat Lashkare on 30 Oct 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 ========================================================================================
// ===================================================================================================================
// 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 = 5;
// Take screenshot on this step. (All resources should have finished loading.) Default 50.
AB.pauseOnAgentCapture = true;
// This flag will stop the game when enemy catches the agent. If set to false, it will continue to run until the agent is trapped.
AB.bfsSearchReportOn = true;
//---- global constants: -------------------------------------------------------
const show3d = true; // Switch between 3d and 2d view (both using Three.js)
const TEXTURE_WALL = '/uploads/rajat33/wall128x128.png';
const TEXTURE_MAZE = '/uploads/rajat33/cratetex.png';
const TEXTURE_AGENT = '/uploads/rajat33/mcu.png';
const TEXTURE_ENEMY = '/uploads/rajat33/devil_new.png';
const TEXTURE_GROUND_1 = "/uploads/rajat33/cretebrick970.png";
const TEXTURE_GROUND_2 = "/uploads/rajat33/concrete516.png";
// credits:
// https://www.flaticon.com/free-icon/devil_2941796?term=enemy&related_id=2941796
// https://www.flaticon.com/free-icon/mcu_11892386
// https://opengameart.org/content/seamless-wall
// https://opengameart.org/content/simple-toon-wooden-crate-texture
// https://opengameart.org/content/seamless-concrete-tiles
const MUSIC_BACK = '/uploads/rajat33/space_line-27593.mp3';
const SOUND_ALARM = '/uploads/rajat33/winsquare-6993.mp3';
// credits:
// https://pixabay.com/sound-effects/space-line-27593/
// https://pixabay.com/sound-effects/winsquare-6993/
const gridsize = 40; // 25; // 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 = 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
const SKYBOX_ARRAY = [
"/uploads/rajat33/hot_lf.png",
"/uploads/rajat33/hot_rt.png",
"/uploads/rajat33/hot_up.png",
"/uploads/rajat33/hot_dn.png",
"/uploads/rajat33/hot_ft.png",
"/uploads/rajat33/hot_bk.png"
];
// hot lava world from below skybox, credit:
// https://opengameart.org/content/elyvisions-skyboxes?page=1
// 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 BASE = new Array(gridsize); // Base below the grid
var theagent, theenemy;
var wall_texture, agent_texture, enemy_texture, maze_texture;
var ground1_texture, ground2_texture; // RL: Newly added from path tracking
var previousPathObjects = []; // RL: Stores the projected path from Enemy to Agent from A* search. It is cleared and newly generated on every step.
// enemy and agent position on squares
var ei, ej, ai, aj;
var badsteps;
var goodsteps;
// For analytics and report
var aStarStatesSearched = 0;
var bfsSatatesSearched = 0;
var REPORT = {
totalStates: 0,
steps: []
};
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();
});
// RL: My code START
var loader5 = new THREE.TextureLoader();
var loader6 = new THREE.TextureLoader();
loader5.load(TEXTURE_GROUND_1, function (thetexture) {
thetexture.minFilter = THREE.LinearFilter;
ground1_texture = thetexture;
if (asynchFinished()) initScene();
});
loader6.load(TEXTURE_GROUND_2, function (thetexture) {
thetexture.minFilter = THREE.LinearFilter;
ground2_texture = thetexture;
if (asynchFinished()) initScene();
});
// RL: My code END
}
// RL: Updated to check for ground1_texture & ground2_texture
function asynchFinished() // all file loads returned
{
if (wall_texture && agent_texture && enemy_texture && maze_texture && ground1_texture && ground2_texture) return true;
else return false;
}
//--- grid system -------------------------------------------------------------------------------
// my numbering is 0 to gridsize-1
// RL: My code START
// Grid function that stores its poistion (i, j), object (wall / maze / base, etc), its neighbours (required for A*), type, and previous (parent grid object)
function Grid(i, j) {
this.i = i;
this.j = j;
this.object = undefined;
this.type = undefined;
this.neighbours = [];
this.previous = undefined;
this.f = 0;
this.g = 0;
this.h = 0;
this.setObject = function (object) {
this.object = object;
}
this.setType = function (type) {
this.type = type;
}
this.addNeighbours = function (grid) {
var i = this.i;
var j = this.j;
if (i > 0) {
this.neighbours.push(grid[i - 1][j]);
}
if (j > 0) {
this.neighbours.push(grid[i][j - 1]);
}
if (i < gridsize - 1) {
this.neighbours.push(grid[i + 1][j]);
}
if (j < gridsize - 1) {
this.neighbours.push(grid[i][j + 1]);
}
}
}
// RL: My code END
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].type == GRID_WALL) return true; // fixed objects
if (GRID[i][j].type == 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, k = 0) {
var v = new THREE.Vector3();
v.y = k * squaresize;
v.x = (i * squaresize) - (MAXPOS / 2);
v.z = (j * squaresize) - (MAXPOS / 2);
return v;
}
// RL: My code START
// Function to add new block to the scene
function addBlock(texture, position) {
var shape, block;
shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
block = new THREE.Mesh(shape);
block.material = new THREE.MeshBasicMaterial({ map: texture });
if (position) {
block.position.copy(position);
}
ABWorld.scene.add(block);
return block;
}
// Function to update texture of existing block.
function updateBlock(texture, object) {
object.material.map = texture;
object.material.needsUpdate = true;
return object;
}
// RL: My code END
function initScene() // all file loads have returned
{
var i, j, shape, thecube, thebase;
// set up GRID as 2D array
for (i = 0; i < gridsize; i++) {
GRID[i] = new Array(gridsize);
BASE[i] = new Array(gridsize); // RL: Initialized Base (game floor)
for (j = 0; j < gridsize; j++) {
GRID[i][j] = new Grid(i, j); // RL: Initialized grid objects
BASE[i][j] = new Grid(i, j); // RL: Initialized base objects
}
}
// 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].setType(GRID_WALL);
BASE[i][j].setType(GRID_WALL);
thecube = addBlock(wall_texture, translate(i, j)); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
GRID[i][j].setObject(thecube);
thebase = addBlock(wall_texture, translate(i, j, -1));
BASE[i][j].setObject(thebase);
}
else {
GRID[i][j].setType(GRID_BLANK);
BASE[i][j].setType(GRID_WALL); // Base is just a type of wall only!
thebase = addBlock(ground1_texture, translate(i, j, -1));
BASE[i][j].setObject(thebase);
}
}
// set up maze
// RL: Note - here we are not checking if there was already a maze block present on randomly generated position(i, j)
// there might be a scenario when boxes overalp on large grids, ignoring this case for now...
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].setType(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].setObject(thecube);
}
// RL: Adding all neighbours in game space, excluding walls
for (i = 1; i < gridsize - 1; i++) {
for (j = 1; j < gridsize - 1; j++) {
GRID[i][j].addNeighbours(GRID);
// RL: For collecting stats
if (GRID[i][j].type == GRID_BLANK) {
// This is a valid state
REPORT.totalStates++;
}
}
}
// 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
});
}
// --- 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)
}
// RL: --- A* algorithm -----------------------------------
// Helper method to remove element from array
function removeFromArray(arr, elem) {
var x = arr.indexOf(elem);
if (x > -1) {
arr.splice(x, 1);
}
}
// To calculate g(x) and h(x)
function getDistance(start, end) {
return Math.abs(start.i - end.i) + Math.abs(start.j - end.j);
}
// Function returns the shortest path from start (enemy) to end (agent)
// RL: I have modified most of the code from A star Wrold and created below function.
function calculateAStarPath(start, end) {
aStarStatesSearched = 0;
// console.log("Enemy is at (", start.i, ", ", start.j, ")");
// console.log("Agent is at (", end.i, ", ", end.j, ")");
var aStarPath = [];
var openSet = [];
var closedSet = [];
var pathNotFound = true;
var winner;
openSet.push(start);
while (openSet.length > 0 && pathNotFound) {
winner = openSet[0];
for (var item of openSet) {
if (item.f < winner.f) {
winner = item;
}
}
if (winner == end) {
// console.log("TARGET FOUND!!");
pathNotFound = false;
}
removeFromArray(openSet, winner);
closedSet.push(winner);
var neighbours = winner.neighbours;
for (var neighbour of neighbours) {
if (!closedSet.includes(neighbour) && neighbour.type == GRID_BLANK) {
aStarStatesSearched++;
var tempG = getDistance(start, winner);
if (openSet.includes(neighbour)) {
if (tempG < neighbour.g) {
neighbour.g = tempG;
} else {
// RL: Continue as neighbour is already present in openSet with better g(x);
continue;
}
} else {
neighbour.g = tempG;
openSet.push(neighbour);
}
neighbour.h = getDistance(neighbour, end);
neighbour.f = neighbour.g + neighbour.h;
neighbour.previous = winner;
if (neighbour == end) {
pathNotFound = false;
break;
}
}
}
}
if (!pathNotFound) {
var temp = winner;
aStarPath.push(winner);
while (temp.previous && temp.previous != start) {
aStarPath.push(temp.previous);
temp = temp.previous;
}
}
return aStarPath;
}
// BFS Algorithm created for generating stats in comparison to A-star
function calculatePathUsingBFS(start, end) {
bfsSatatesSearched = 0;
var bfsPath = [];
var openSet = [];
var closedSet = [];
var pathNotFound = true;
var winner;
openSet.push(start);
while (openSet.length > 0 && pathNotFound) {
winner = openSet.shift();
if (winner == end) {
// console.log("TARGET FOUND!!");
pathNotFound = false;
}
closedSet.push(winner);
var neighbours = winner.neighbours;
for (var neighbour of neighbours) {
if (!closedSet.includes(neighbour) && neighbour.type == GRID_BLANK) {
if (!openSet.includes(neighbour)) {
bfsSatatesSearched++;
openSet.push(neighbour);
neighbour.previous = winner;
if (neighbour == end) {
pathNotFound = false;
break;
}
}
}
}
}
if (!pathNotFound) {
var temp = winner;
bfsPath.push(winner);
while (temp.previous && temp.previous != start) {
bfsPath.push(temp.previous);
temp = temp.previous;
}
}
return bfsPath;
}
// --- take actions -----------------------------------
function moveLogicalEnemy() {
// RL: Clearing the previously highlighted path
while (previousPathObjects.length > 0) {
var temp = previousPathObjects.shift();
updateBlock(ground1_texture, temp);
}
// RL: Calcualte BFS Path as well for making comparison in report. This can be turned of by setting AB.bfsSearchReportOn = false;
var pathBFS = [];
if (AB.bfsSearchReportOn) {
pathBFS = calculatePathUsingBFS(GRID[ei][ej], GRID[ai][aj]);
}
var path = calculateAStarPath(GRID[ei][ej], GRID[ai][aj]);
// console.log(path);
if (path.length > 0) {
var nextPath = path[path.length - 1];
// RL: Checking enemy is present on the next path. Walls and maze are ignored by the calculateAStarPath function
if (!occupied(nextPath.i, nextPath.j)) {
// Set next move
ei = nextPath.i;
ej = nextPath.j;
}
// RL: Updating blocks to highlight path on the base
for (var pathObject of path) {
var base = BASE[pathObject.i][pathObject.j];
updateBlock(ground2_texture, base.object);
previousPathObjects.push(base.object);
}
} else {
// Ignore move as no path found!
}
// RL: COMMENTED EXISTING LOGIC FOR ENEMY MOVEMENT
// move towards agent
// put some randomness in so it won't get stuck with barriers
// var i, j;
// if ( ei < ai ) i = AB.randomIntAtoB(ei, ei+1);
// if ( ei == ai ) i = ei;
// if ( ei > ai ) i = AB.randomIntAtoB(ei-1, ei);
// if ( ej < aj ) j = AB.randomIntAtoB(ej, ej+1);
// if ( ej == aj ) j = ej;
// if ( ej > aj ) j = AB.randomIntAtoB(ej-1, ej);
// if ( ! occupied(i,j) ) // if no obstacle then move, else just miss a turn
// {
// ei = i;
// ej = j;
// }
// RL: For report generation
var stepReport = {
step: AB.step,
aStarStatesSearched,
aStarPathLength: path.length
};
if(AB.bfsSearchReportOn) {
stepReport.bfsSatatesSearched = bfsSatatesSearched;
stepReport.bfsPathLength = pathBFS.length;
}
REPORT.steps.push(stepReport);
}
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 agentCaught() // enemy is standing on either side of agent
{
return ((ai - 1 == ei && aj == ej) ||
(ai + 1 == ei && aj == ej) ||
(ai == ei && aj + 1 == ej) ||
(ai == ei && aj - 1 == ej));
}
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();
} else if (AB.pauseOnAgentCapture && agentCaught()) {
// RL: Adding new logic to abort when enemy has caught the agent,
// otherwise the enemy keeps following the agent on every move until it gets trapped
AB.abortRun = true;
AB.agentCaught = true;
musicPause();
soundAlarm();
}
};
AB.world.endRun = function () {
musicPause();
// RL: Added logic to show message on agentCaught
if (AB.abortRun && AB.agentCaught) AB.msg(" <br> <font color=orange> <B> Agent was Caught.</B> </font> ", 3);
else 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);
console.log({report: REPORT});
};
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
}