Code viewer for World: Complex World With Moving ...

// Cloned by Ivan Shvydchenko on 3 Nov 2023 from World "Complex World With Moving Wall (clone by Sunil Jagtap)" by Sunil Jagtap 
// Please leave this clone trail here.
 


// Cloned by Sunil Jagtap on 10 Nov 2021 from World "Complex World" by Starter user 
// Please leave this clone trail here.
 



// ==== Starter World =================================================================================================
// This code is designed for use on the Ancient Brain site.
// This code may be freely copied and edited by anyone on the Ancient Brain site.
// To include a working run of this program on another site, see the "Embed code" links provided on Ancient Brain.
// ====================================================================================================================



// =============================================================================================
// More complex starter World 
// 3d-effect Maze World (really a 2-D problem)
// Movement is on a semi-visible grid of squares 
//
// This more complex World shows:
// - Skybox
// - Internal maze (randomly drawn each time)
// - Enemy actively chases agent
// - Music/audio
// - 2D world (clone this and set show3d = false)
// - User keyboard control (clone this and comment out Mind actions to see)
// =============================================================================================


// =============================================================================================
// Scoring:
// Bad steps = steps where enemy is within one step of agent.
// Good steps = steps where enemy is further away. 
// Score = good steps as percentage of all steps.
//
// There are situations where agent is trapped and cannot move.
// If this happens, you score zero.
// =============================================================================================


 





// ===================================================================================================================
// === Start of tweaker's box ======================================================================================== 
// ===================================================================================================================

// The easiest things to modify are in this box.
// You should be able to change things in this box without being a JavaScript programmer.
// Go ahead and change some of these. What's the worst that could happen?


AB.clockTick       =  100;    

	// Speed of run: Step every n milliseconds. Default 100.
	
AB.maxSteps        = 1000;    

	// Length of run: Maximum length of run in steps. Default 1000.

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



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

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


 const TEXTURE_WALL 	= '/uploads/jagtaps2/wall2.jpg' ;
 const TEXTURE_MAZE 	= '/uploads/jagtaps2/WallGrey.jpeg' ;
 const TEXTURE_AGENT 	= '/uploads/jagtaps2/harry_potter.jpg' ;
 const TEXTURE_ENEMY 	= '/uploads/jagtaps2/Villain.jpeg' ;

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

// credits:
// http://www.dl-sounds.com/royalty-free/defense-line/
// http://soundbible.com/1542-Air-Horn.html 

	
	
const gridsize =   50;						// number of squares along side of world	   

const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 7 );  // 3
		// density of maze - number of internal boxes
		// (bug) use trunc or can get a non-integer 

const squaresize = 100;					// size of square in pixels

const MAXPOS = gridsize * squaresize;		// length of one side in pixels 
	
const SKYCOLOR 	= 14548957;				// a number, not a string 

 
const startRadiusConst	 	= MAXPOS * 0.8 ;		// distance from centre to start the camera at
const maxRadiusConst 		= MAXPOS * 10  ;		// maximum distance from camera we will render things  


const ALLOW_DIAGONAL_MOVE=false;
const SHOW_PATH=true;

const WALLMOVENO =  2;
const WALLMOVETICK =  2;

//--- 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/jagtaps2/beach.jpg",
                "/uploads/jagtaps2/beach.jpg",
                "/uploads/jagtaps2/blue_sky.jpg",
                "/uploads/jagtaps2/beachSand.jpg",
                "/uploads/jagtaps2/beach.jpg",
                "/uploads/jagtaps2/beach.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;

const GRID_ENEMY = 3;
const GRID_AGENT = 4;
 
 
 

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;

var aStarPath = [];
let wall_boxes = [];
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;
}

 
// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
// logically, coordinates are: y=0, x and z all positive (no negative)    
// logically my dimensions are all positive 0 to MAXPOS
// to centre everything on origin, subtract (MAXPOS/2) from all dimensions 

function translate ( i, j )			
{
	var v = new THREE.Vector3();
	
	v.y = 0;	
	v.x = ( i * squaresize ) - ( MAXPOS/2 );   		 
	v.z = ( j * squaresize ) - ( MAXPOS/2 );   	
	
	return v;
}
	
function initScene()		// all file loads have returned 
{
	 var i,j, shape, thecube;
	 
	// set up GRID as 2D array
	 
	 for ( i = 0; i < gridsize ; i++ ) 
		GRID[i] = new Array(gridsize);		 
    
	// set up walls
	 
	 for ( i = 0; i < gridsize ; i++ ) 
	  for ( j = 0; j < gridsize ; j++ ) 
		if ( ( i==0 ) || ( i==gridsize-1 ) || ( j==0 ) || ( j==gridsize-1 ) )
		{
			GRID[i][j] = GRID_WALL;		 
			shape    = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );			 
			thecube  = new THREE.Mesh( shape );
			thecube.material = new THREE.MeshBasicMaterial( { map: wall_texture } );
			
			thecube.position.copy ( translate(i,j) ); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 
			ABWorld.scene.add(thecube);
		}
		else 
   			GRID[i][j] = GRID_BLANK;

   // set up maze 
   
    for ( var c=1 ; c <= NOBOXES ; c++ )
	{
		i = AB.randomIntAtoB(1,gridsize-2);		// inner squares are 1 to gridsize-2
		j = AB.randomIntAtoB(1,gridsize-2);
			
		GRID[i][j] = GRID_MAZE ;
		
		shape    = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );			 
		thecube  = new THREE.Mesh( shape );
		thecube.material = new THREE.MeshBasicMaterial( { map: maze_texture } );		  

		thecube.position.copy ( translate(i,j) ); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 
		wall_boxes.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);
	 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 

//     if(!agentBlocked()){
//  	moveWalls();
//     }
  	 ABWorld.scene.background = new THREE.CubeTextureLoader().load ( SKYBOX_ARRAY, 	function() 
	 { 
		ABWorld.render(); 
	 
		AB.removeLoading();
	
		AB.runReady = true; 		// start the run loop
	 });
}
var diagonal = ALLOW_DIAGONAL_MOVE,
    showPath = SHOW_PATH,
    showPathArray = [];
class coordinates {
    constructor(e, t) {
        this.i = e, this.j = t
    }
}
var closedSet, openSet;
var start = new coordinates(), target = new coordinates(),
    aStarGrid = [];

function aStarSpot(e, t) {
    this.i = e, this.j = t, this.f = 0, this.g = 0, this.h = 0, this.neighbors = [], this.parent = void 0;
    this.addNeighbors = function() {
        var e = this.i;
        var t = this.j;
        if(e < gridsize - 1) 
        {
            this.neighbors.push(aStarGrid[e + 1][t]);
        }
        if(e > 0)
        {
            this.neighbors.push(aStarGrid[e - 1][t]);
        }
        if(t < gridsize - 1)
        {
            this.neighbors.push(aStarGrid[e][t + 1]);
        }
        if(t > 0)
        {
            this.neighbors.push(aStarGrid[e][t - 1]);
        }
        if(diagonal)
        {   
            if(e > 0 && t > 0)
            {
                this.neighbors.push(aStarGrid[e - 1][t - 1]); 
            }
            
            if(e < gridsize - 1 && t > 0)
            {
                this.neighbors.push(aStarGrid[e + 1][t - 1]);
            }
            if(e > 0 && t < gridsize - 1)
            {
                this.neighbors.push(aStarGrid[e - 1][t + 1]);
            }
            if(e < gridsize - 1 && t < gridsize - 1)
            {
                this.neighbors.push(aStarGrid[e + 1][t + 1]);
            }
        }
    }
}
function initialAStarGrid() {
    var e, t;
    for (console.log("initialGame"), e = 0; e < gridsize; e++)
        for (aStarGrid[e] = [], t = 0; t < gridsize; t++) 
        { 
            aStarGrid[e][t] = new aStarSpot(e, t);
        }
    for (e = 0; e < gridsize; e++)
        for (t = 0; t < gridsize; t++) 
        {  
            aStarGrid[e][t].addNeighbors();
        }
}

function isOccupied(e, t) {
    switch (GRID[e][t]) {
        case GRID_WALL:
        case GRID_MAZE:
            return !0;
        default:
            return false
    }
}

function sortFunction(e, t) {
    return e.f === t.f ? 0 : e.f > t.f ? 1 : -1
}

function heuristic(e, t) {
    return diagonal ? Math.pow(e.i - t.i, 2) + Math.pow(e.j - t.j, 2) : Math.abs(e.i - e.i) + Math.abs(e.j - t.j)
}

function nextMove(e, t) {
    //console.log(t.i+" "+t.j);
    var r, a, o = aStarGrid[t.i][t.j], s = aStarGrid[e.i][e.j];
    openSet = [], closedSet = [];
    var d = new coordinates(e.i, e.j);
   // console.log(s);
    
    for (i=0 ; i < aStarPath.length; i++) {
            ABWorld.scene.remove(aStarPath[i]);    // Clear path
        }
    for (openSet.push(s), i = 0; i < gridsize; i++)
        for (j = 0; j < gridsize; j++)
        {
            (r = aStarGrid[i][j]).f = r.h = r.g = 0;
             r.parent = null;
        }
    for (; openSet.length > 0 && r !== o;)
        for (openSet.sort(sortFunction), r = openSet.shift(), closedSet.push(r), n = 0; n < r.neighbors.length; n++)
        {
            a = r.neighbors[n];
            if(closedSet.includes(a) || isOccupied(a.i, a.j))
            {
                closedSet.push(a);
            } 
            else{
                if(a.i == r.i || a.j == r.j )
                 {  a.g = r.g + 10; }
                  else {
                    a.g = r.g + 14;
                   }
                    a.h = heuristic(a, o); 
                    a.f = a.g + a.h;
                    a.parent = r;
                    if(!openSet.includes(a))
                    {
                        openSet.push(a);
                    }
            }
        }
    if (r != o) return d;
    for (; r.parent != s;) showPath && showPathArray.push(r), r = r.parent;
    return showPath && showPathArray.push(s), d.i = r.i, d.j = r.j, d
}
function drawPath() {
    var e, t, r = new THREE.LineBasicMaterial({
            color: "blue",
            linewidth: 100
        }),
        a = [];
    for (i = showPathArray.length; i > 1; i--)
    {
        if((e = showPathArray.shift()).parent)
        {
            e = e.parent, a.push(translate(e.i, e.j));
        }
        else
        {
                a.push(translate(e.i, e.j));
        }
    }
    b = new THREE.BufferGeometry().setFromPoints(a);
    t = new THREE.Line(b, r);
    ABWorld.scene.add(t);
    aStarPath.push(t);
} 


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


function drawEnemy()		// given ei, ej, draw it 
{
	theenemy.position.copy ( translate(ei,ej) ); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 

	ABWorld.lookat.copy ( theenemy.position );	 		// if camera moving, look back at where the enemy is  
}


function drawAgent()		// given ai, aj, draw it 
{
	theagent.position.copy ( translate(ai,aj) ); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 

	ABWorld.follow.copy ( theagent.position );			// follow vector = agent position (for camera following agent)
}




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

function moveLogicalEnemy()
{ 
// move towards agent 
// put some randomness in so it won't get stuck with barriers 
    start.i = ei, start.j = ej;
    target.i = ai, target.j = aj;
    nextMoveByAStar = nextMove(start, target);
    if(!occupied(nextMoveByAStar.i, nextMoveByAStar.j))
    {
        GRID[ei][ej] = GRID_BLANK;
        ei = nextMoveByAStar.i;
        ej = nextMoveByAStar.j;
        GRID[ei][ej] = GRID_ENEMY;
    }
}


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;
    
    initialAStarGrid();   // This will run initial path for A*
	
	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();
  }
  
  if(AB.step % 2 === 0 && WALLMOVETICK){
      moveWallsWithTick();
  }
  showPath;
  drawPath();
};



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 
}

function moveWalls() {
    let moved_walls=[];
    function nestedMoveWalls()
    {  
        if (moved_walls.length<WALLMOVENO && !agentBlocked()) 
            {       
                   wall_To_Move = wall_boxes.sample();
                   position = revtranslate(wall_To_Move.position);
                   x = [position.x - 1, position.x, position.x + 1].sample();
                   y = [position.y - 1, position.y, position.y + 1].sample();
                   
                   newPosition = translate(x, y)
                   if(!(occupied(x,y) || moved_walls.includes([newPosition.x, newPosition.y].toString()))) // Should not be occupied or already moved
                   {
                       //setTimeout(function(){
                        wall_To_Move.position.copy(newPosition);
                        moved_walls.push([newPosition.x, newPosition.y].toString());
                       GRID[position.x][position.y] = GRID_BLANK;
                       
                       GRID[x][y] = GRID_MAZE;
                       
                       console.log("wall is moved from: " + position.x + "," + position.y + "to: " + x + "," + y);
                       console.log("we have moved " + moved_walls.length + " number of walls.");
                       
                       //}, WALLMOVETICK*1000);
                   
                   }
                   nestedMoveWalls();
            }
            else{
                   const currentDate = new Date();
                   console.log("Time: "+currentDate.getMinutes()*60+currentDate.getSeconds());
            }
    }
    nestedMoveWalls();
}
let counter=0;
function moveWallsWithTick(){
    
    setTimeout(function(){
        let ProgramConstant=(WALLMOVETICK*(WALLMOVETICK+1)/2)+11;
       if(counter>=ProgramConstant || counter==1) 
       {
           moveWalls();
       }
        counter++;
    },counter*WALLMOVETICK*1000);   //multiply by 1000 just to convert milli seconds to seconds
}
function revtranslate(e) {
  var o = new THREE.Vector2();
  o.x = (e.x + MAXPOS / 2) / squaresize;
  o.y = (e.z + MAXPOS / 2) / squaresize;
  return o;
}
Array.prototype.sample = function () {
  return this[Math.floor(Math.random() * this.length)];
};