Code viewer for World: My AI world
// Cloned by StevenMacManus on 18 Nov 2020 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" link s 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 = false;                                           // Switch between 3d and 2d view (both using Three.js) 


 const TEXTURE_WALL     = '/uploads/deadlock/1605106976.png' ;
 const TEXTURE_MAZE     = '/uploads/adrian/grass.jpg' ;
 const TEXTURE_AGENT    = '/uploads/starter/pacman.jpg' ;
 const TEXTURE_ENEMY    = '/uploads/starter/ghost.3.png' ;


// 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  ; //50;                                            // number of squares along side of world           

const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 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  = 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/starter/dawnmountain-xpos.png",
                "/uploads/starter/dawnmountain-xneg.png",
                "/uploads/starter/dawnmountain-ypos.png",
                "/uploads/starter/dawnmountain-yneg.png",
                "/uploads/starter/dawnmountain-zpos.png",
                "/uploads/starter/dawnmountain-zneg.png"
                ];


// 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;

//----------------------- start and end points for the code----------------------------------------------
var start_step;
var end_step;

// -----------------The path ------------------------------------
var path = [];

//---------------------hole arrays------------------------------
var hole_array = [];

// -------------------Open and closed set------------------------
var openSet = [];
var closedSet = [];




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

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;
}       
        
        
 // --- USER CODE: Simple Heuristic Function -----------
function heuristic(a,b) 
{
    a = new THREE.Vector2(a.i, a.j);
    b = new THREE.Vector2(b.i, b.j);
    dist = a.distanceTo( b );
    return (dist)
}

//--- 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].walls == GRID_WALL ) return true;           // fixed objects         
 if ( GRID[i][j].walls == 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;
}

// USER CODE: remove function taken from previous world ------------------------
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);
}

// USER CODE: Spot function taken from previous world and modified--------------
function Spot(i, j) 
{

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

  // f, g, and h values for A*
  this.f = 0;
  this.g = 0;
  this.h = 0;
  
  // Walls etc
  this.walls = 0;
  
  // Is this space a hole?
  this.hole = false;

  // Neighbors
  this.neighbors = [];

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

                                      // Figure out who my neighbors are
  this.addNeighbors = function(grid) 
  {
    var i = this.i;
    var j = this.j;
    
    if (i < gridsize - 1)   this.neighbors.push(grid[i + 1][j]);
    if (i > 0)          this.neighbors.push(grid[i - 1][j]);
    if (j < gridsize - 1)   this.neighbors.push(grid[i][j + 1]);
    if (j > 0)          this.neighbors.push(grid[i][j - 1]);
    if (i > 0 && j > 0)                 this.neighbors.push(grid[i - 1][j - 1]);
    if (i < gridsize - 1 && j > 0)          this.neighbors.push(grid[i + 1][j - 1]);
    if (i > 0 && j < gridsize - 1)          this.neighbors.push(grid[i - 1][j + 1]);
    if (i < gridsize - 1 && j < gridsize - 1)   this.neighbors.push(grid[i + 1][j + 1]);
  }
  
                                                  // Am I a hole?
  this.adding_holes = function(grid)
  {
    var i = this.i;
    var j = this.j;
    
    var check = 0;
        
    if((grid[i + 1][j].walls == GRID_WALL) || (grid[i + 1][j].walls == GRID_MAZE)) check++;
    if((grid[i - 1][j].walls == GRID_WALL) || (grid[i - 1][j].walls == GRID_MAZE)) check++;
    if((grid[i][j + 1].walls == GRID_WALL) || (grid[i][j + 1].walls == GRID_MAZE)) check++;
    if((grid[i][j - 1].walls == GRID_WALL) || (grid[i][j - 1].walls == GRID_MAZE)) check++;
    
    if (check == 3) 
    {
        this.hole = true;
        hole_array.push(this)
    }
  }
  
// USER CODE: Function to remove links to previous neighbour after a move has been decided

  this.remove_values = function(grid) 
  {
      
   var i = this.i;
   var j = this.j;
    
    grid[i][j].previous = undefined;
  }

  
}

//------------------------------------------------------------------------------
        
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);  
                
                               
     for (var i = 0; i < gridsize; i++) 
        for (var j = 0; j < gridsize; j++) 
        {
            GRID[i][j] = new Spot(i, j);
        }

                
                
                                                       // All the neighbors
    for (var i = 0; i < gridsize; i++) 
        for (var j = 0; j < gridsize; j++) 
        {
            GRID[i][j].addNeighbors(GRID);
        }

                                                       // Initialise Grid as per previous World 
 
  

        // 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].walls = 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].walls = 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].walls = 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);             
        }
        
        // Add the holes
        
         for ( i = 1; i < gridsize-1 ; i++ ) 
          for ( j = 1; j < gridsize-1 ; j++ )
          {         
            GRID[i][j].adding_holes(GRID);
      }
        
        // 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;
         
         start_step = GRID[ei][ej];                    //assigning random values of agent to end_step 


         
         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;
         
         


         end_step     = GRID[ai][aj];                        // assigning random values of agent to end_step 


 
         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)
}



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

function moveLogicalEnemy()
{ 
    
  openSet.push(start_step);
  while(true)                                              //while loop runs until it passes false
  {
      
      
      
      if (openSet.length > 0)                             //checking if condition
      {
    
        // -------------------------------------------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 (heuristic(current,end_step) == 1) 
        {
          console.log("Found Shortest Path from enemy to Agent");
          break;
        }
    
        // ------------------------------Best option moves from openSet to closedSet
        removeFromArray(openSet, current);
        closedSet.push(current);
    
        //-------------------------------- Check all the neighbors
        var neighbors = current.neighbors;
        
        //--- start of for loop -----------
        for (var i = 0; i < neighbors.length; i++) 
        {
          var neighbor = neighbors[i]; 
    
          // --------------------------------------------------------------------Valid next spot?
          if (!closedSet.includes(neighbor) && (!occupied(neighbor.i,neighbor.j))) 
          {
            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_step);
              neighbor.f = neighbor.g + neighbor.h;
              neighbor.previous = current;
            }
          }
        }
      }
        else 
      {
        console.log(' no path exists');
        break;
      }

}

    //---------------------------------Find the path by working backwards
    path = [];
    var temp = current;
    path.push(temp);
    while (temp.previous) 
    {
        path.push(temp.previous);
        temp = temp.previous;
    }
    
   

// --------------------------move towards agent 
// --------------------------put some randomness in so it won't get stuck with barriers 



if(path.length > 1)                  // check for the path if greater than 1, else enemy is adjecent to agent
{
    var Step = path[path.length-2];
    console.log("The next step is: " + Step.i + ", " + Step.j)
}
else
{
     console.log("Enemy is just Adjacent to Agent")
}

openSet = [];
closedSet = [];
 
 if(path.length > 1)
     if ( ! occupied(Step.i,Step.j))    // if no walls then amke a move, else just miss a turn
     {
      ei = Step.i;
      ej = Step.j;
      start_step = GRID[ei][ej];
     }
     
 //------------------ Remove all Path based on previous relation between the nodes
for (var i = 0; i < gridsize; i++) 
    for (var j = 0; j < gridsize; j++) 
    {
        GRID[i][j].remove_values(GRID);
    }  
 
 }

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;
  end_step = GRID[ai][aj];                    // it will keep on update the agent position
 }
}

// --- 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();
        console.log("Agent Is Trapped, Enemy Wins")
  }

};



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 
}