Code viewer for World: Tail After
// Student name: Jianyu He  
// Student ID: 20216532 
// Student Email: jianyu.he2@mail.dcu.ie 
// Programme: MSc in Computing (Artificial Intelligence)  
 


// Cloned by jianyu on 23 Nov 2020 from World "Complex World (clone by jianyu)" by jianyu 
// Please leave this clone trail here.
 


// Cloned by jianyu on 23 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" 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       = 50;    // 200 

	// 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/jianyu/wall.jpg' ;
 const TEXTURE_MAZE 	= '/uploads/jianyu/stone.jpg' ;
 const TEXTURE_AGENT 	= '/uploads/jianyu/cat.jpg' ;
 const TEXTURE_ENEMY 	= '/uploads/jianyu/thief.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/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) / 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;

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 ( 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 
		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 
  
  	 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)
}

// --- A* Algorithm -----------------------------------


//ceate boolean to check is path exist
var misspath = Boolean(false);
//create block to store feature of block
function block(x,y){
    this.x = x;
    this.y = y;
    this.g =0;
    this.h = 0;
    this.f = 0;
    this.neib = [];
    
}

// remove a element from array    
function remove(arr, ele){
    for (var i = arr.length -1; i >= 0 ; i--){
        if(arr[i] == ele){
            arr.splice(i,1); 
        }
    }
}

//calculate distance between current node and destination use Manhattan Distance
function calFGH(CurrBlock, StartBlock, EndBlock){
    
    CurrBlock.h = Math.abs(EndBlock.x-CurrBlock.x) + Math.abs(EndBlock.y-CurrBlock.y);
    CurrBlock.f = CurrBlock.g + CurrBlock.h;
    
}

//create function to search coordinate in a array 
function existBlock(x,y,arr){
    var aa = 0;
    if(arr.length > 0){
    for(var i =0;i<arr.length; i++){
        if(arr[i].x == x && arr[i].y == y)
        {
            aa= 1;
        }
    }
    }
    return aa;
}

//create a array to store neighbor node of current block, and can not over the size of grid and can not be a occupied block, 
//also the neighbor not include node which search already.
function currNeib(currBlock,closelist){
    var neib = []
    if (currBlock.x > 1 && !occupied(currBlock.x - 1,currBlock.y) && 
    existBlock(currBlock.x - 1, currBlock.y,closelist)==0){
        neib.push(new block(currBlock.x - 1, currBlock.y));
    }
    if (currBlock.x < gridsize - 2 && !occupied(currBlock.x +1 ,currBlock.y) &&
   existBlock(currBlock.x + 1, currBlock.y,closelist)==0){
        neib.push(new block(currBlock.x + 1, currBlock.y));
    }
    if (currBlock.y > 1 && !occupied(currBlock.x,currBlock.y - 1) 
    && existBlock(currBlock.x, currBlock.y - 1,closelist)==0){
        neib.push(new block(currBlock.x, currBlock.y - 1));
    }
    if (currBlock.y < gridsize - 2 && !occupied(currBlock.x,currBlock.y + 1) 
     && existBlock(currBlock.x, currBlock.y + 1,closelist)==0){
        neib.push(new block(currBlock.x, currBlock.y + 1));
    }
    return neib;
    
}

// create array to store neighbor of node, but no limited
function neibs(end){
   var neib = [];
   neib.push(new block(end.x - 1, end.y));
   neib.push(new block(end.x + 1, end.y));
   neib.push(new block(end.x, end.y - 1));
   neib.push(new block(end.x, end.y + 1));
   return neib;
}

// create function to draw different color of block, I use this to test function and debug
// also blue shows searched block, green shows the block can be search, dark green shows shortest path 
function drawRect(block, colors){
    var geometry = new THREE.BoxGeometry( 100, 100, 100 );
    var material = new THREE.MeshBasicMaterial( {color: colors} );
    var cube = new THREE.Mesh( geometry, material );
    cube.position.copy(translate(block.x,block.y));  
    ABWorld.scene.add( cube );  
}

//change head of array to tail, and tail to head
function reversal(arr){
    var rever = [];
    for(i =arr.length - 1; i>=0 ;i--){
        rever.push(arr[i]);
    }
    return rever;
}

// main function to implement A* algorithm will return a shortest path
function findPath(){
    
    var openlist = [];  //openlist use to store the block which can be search
    var closelist = []; //closelist use to store the block which search already
    var path =[];       //path use to store shortest path
    var end = new block(ai,aj);  //create a block for agent
    var start = new block(ei,ej);//create a block for enemy
    
    openlist.push(start);    
    var curr = openlist.pop(); //let curr node equal enemy then start search
    
    // use while loop to move current node till arrive neighbor of agent
    while(true){
        
        //create array use for store neighbor of current
        var neib = currNeib(curr,closelist);
        
        //use for loop to add these neighbor to openlist and subtype
        for( i=0;i <neib.length; i++ ){
            
            calFGH(neib[i],start, end); //calculate H and F, H is Estimate distance from current to end, F is sum of H and G
            neib[i].g = curr.g + 1;  //calculate G, G is step of start to current
            openlist.push(neib[i]);
       
            curr.neib.push(neib[i]);
         }
        //find least distance from current to end in all neighbor of current
        if (openlist.length > 0){
            var low = 0;
            for (i= 0; i< openlist.length; i++){
            if(openlist[i].f < openlist[low].f){
                low = i;
            }
        }
        
        curr = openlist[low]; //now current node on the least distance neighbor
    
        remove(openlist,curr); // remove current node from opnelist, because of the node searched
        closelist.push(curr); // add current node to closelist
       }
      
      
      if(openlist.length == 0) misspath = true;
     
      
      // if current node on the neighbor of end and no path and start near to end, then break the loop
       if(existBlock(curr.x,curr.y,neibs(end))==1 || openlist.length == 0 || existBlock(start.x,start.y, neibs(end))==1){
           break; 
       }
    
    }
    //draw block which can be search
    // for(i = 0; i < openlist.length; i++){
    //     drawRect(openlist[i],0x00ff00);
    
    // }
    //draw block which search alreay
    // for(i = 0; i < closelist.length; i++){
    //     drawRect(closelist[i],808080);
    
    // }
    
    //find shortest path by neighbor of block and G 
    if(closelist.length>0){
        //search shortest path from end, so add last block from closelist to array
        path.push(closelist[closelist.length-1])
        
        i = 0; //use to count number of block in path
        // use loop to sort least path
        while(true){
            var pathneib = neibs(path[i]);
            //use double for loop to detect current node of path in closelist with a least g of neighbor then pass the neighbor into path
            for(var a=0;a<closelist.length; a++){
         
            for(var q=0;q<pathneib.length;q++){
                if(closelist[a].x == pathneib[q].x && closelist[a].y == pathneib[q].y && closelist[a].g < path[i].g){
                    
                path.push(closelist[a]);
                }
            }
  
            }
           //||
           //if the path arrived neighbor of end then break the loop
          
           if(existBlock(start.x,start.y,neibs(path[i])) == 1 || existBlock(start.x,start.y, neibs(end))==1 || openlist.length == 0){
               break;
            }
            i=i+1;
          }
    
    }     
    
   
    
    // change head ro tail 
    path = reversal(path);
    console.log(path);
    //draw block for path
    // for(i = 0; i < path.length; i++){
    //     drawRect(path[i],820000);
    // }
    
    //if agent beside enemy then no path
   if(existBlock(start.x,start.y, neibs(end))==1){
        path = [];
        
    }
    return path;
    
}




// --- end A* Algorithm -----------------------------------


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

function moveLogicalEnemy()
{ 


var path = findPath();
//if path exist then enemy move to first node of path, else no move
if(path.length>0){
 ei = path[0].x;
 ej = path[0].y;
}else
{
  ei = ei;
  ej = ej;
  console.log("stop!!!");
  
}
 }


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;

	
	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()|| misspath)			// 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. Or no Path</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 
}