Code viewer for World: Complex World (clone by Yi...

// Cloned by Yibo Sun on 7 Nov 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       = 120;    

	// 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/yibo/1699623025.png' ;
 const TEXTURE_MAZE 	= '/uploads/yibo/1699623847.png' ;
 const TEXTURE_AGENT 	= '/uploads/yibo/1699622688.png' ;
 const TEXTURE_ENEMY 	= '/uploads/yibo/demo.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/yibo/2-02.Alpha.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 = 40; // 30;						// number of squares along side of world	   

const NOBOXES =  Math.trunc ( (gridsize * gridsize) /4 );
		// 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/yibo/1699625876.png",//zheng
                "/uploads/yibo/1699625934.png",//bei
                "/uploads/yibo/1699625840.png",//shang
                "/uploads/yibo/1699625860.png",//xia
                "/uploads/yibo/1699625946.png",//zuo
                "/uploads/yibo/1699625915.png"//you
                ];


// 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;
var shownPath = [];


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)
}


//====================================================================================================
//-----------------------------------------The code here was added by Yibo----------------------------
//====================================================================================================

// This is a utility function that is commonly used in many programming scenarios, 
// especially when you need to manage the contents of an array dynamically.
function removeFromArray(arr, elem) {
    const index = arr.indexOf(elem); // Find index of the element
    if (index > -1) arr.splice(index, 1); // Remove if found
}


// These spots and their properties play a key role in the search process of the A* algorithm. 
// They help the algorithm understand the likelihood of each position and how to move from one position to another.
function MakeSpot(i,j) {
    this.i = i; //this is x point, so can draw
    this.j = j; //this is y point, so can draw
    this.f = 0; //the f value for spot (of f = g + h)
    this.g = 0; 
    this.h = 0;
  
    this.neighbors = []; //what should I add to the openset
    this.previous = undefined; //unecessary because by definition, undefined.
    this.wall = GRID[i][j] !== GRID_BLANK; //changed the wall bit from original script
    this.addNeighbors = function(grid) {
        var x = this.i;
        var y = this.j;
  
        
        if (x < gridsize - 1) this.neighbors.push(grid[x + 1][y]) //got these from original A* script
        if (y < gridsize - 1) this.neighbors.push(grid[x][y + 1])
        
        
        if (x > 0) this.neighbors.push(grid[x - 1][y])
        if (y > 0) this.neighbors.push(grid[x][y - 1])
        
        
//this part is for diagonals        
 //       if (x < gridsize - 1 && y > 0) this.neighbors.push(grid[x + 1][y - 1])
 //       if (x < gridsize - 1 && y < gridsize - 1) this.neighbors.push(grid[x + 1][y + 1])
        
        
//        if (x > 0 && y > 0) this.neighbors.push(grid[x - 1][y - 1])
//        if (x > 0 && y < gridsize - 1) this.neighbors.push(grid[x - 1][y + 1])

}
}



// This code defines four heuristic functions that are used in the A* algorithm to estimate the cost of getting from one node to another.
const heuristic = (a, b) => Math.abs(a.i - b.i) + Math.abs(a.j - b.j);
const eucHeuristic = (a, b) => Math.sqrt(Math.pow((a.i - b.i), 2) + Math.pow((a.j - b.j), 2));
const octHeuristic = (a, b) => Math.max(Math.abs(a.i - b.i), Math.abs(a.j - b.j)) + (Math.sqrt(2) - 1) * Math.min(Math.abs(a.i - b.i), Math.abs(a.j - b.j));
const chebyshevHeuristic = (a, b) => Math.max(Math.abs(a.i - b.i), Math.abs(a.j - b.j));


// It is used to visually display paths in a 3D scene
function highlightPath(pathName, colourName) {
    
    //for each step up to the end (not including the end)
    for (var i = 0; i < pathName.length -1; i++) {
        
        //make the shape: https://threejs.org/docs/#api/en/geometries/BoxGeometry (squaresize set as a constant above)
        shape = new THREE.BoxGeometry(squaresize, .1, squaresize)
        
        //to draw the shape so unaffected by light: https://threejs.org/docs/#api/en/materials/MeshBasicMaterial.color; could change with the parameters
        ShownPath = new THREE.Mesh(shape)
        
        //set the colour https://threejs.org/docs/#api/en/materials/MeshBasicMaterial
        ShownPath.material = new THREE.MeshBasicMaterial({color: colourName});
        
        //using translate function above; translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
        ShownPath.position.copy(translate(pathName[i].i, pathName[i].j))

        //add the ShownPath to the scene
        ABWorld.scene.add(ShownPath)
        
        //add the ShownPath to the drawn path (defined above before function)
        shownPath.push(ShownPath)
    }
}

// A star algorithm.
function moveLogicalEnemy() {
    
    var grid = new Array(gridsize); //this is making a list, the number of columns in the grid
    var openSet = []; //set of neighbors that we need to check
    var closedSet = []; //set of nodes that we don't need to check anymore.
    
    //need to remove past positions    
    for (var i = 0; i < shownPath.length; i++) 
        ABWorld.scene.remove(shownPath[i]);
    
    //for each i up to gridsize, make a empty, at that point
    for (i = 0; i < gridsize; i++)
        grid[i] = new Array(gridsize);
        
    //for each i, for each j, do function MakeSpot for i and j; makes the variables that will be filled in in future
    for (var i = 0; i < gridsize; i++)
        for (var j = 0; j < gridsize; j++)
            grid[i][j] = new MakeSpot(i, j);
        
    //for each i, for each j, make the neighbours
    for (i = 0; i < gridsize; i++)
        for (var j = 0; j < gridsize; j++) 
            grid[i][j].addNeighbors(grid);

    //put the position of the enemy into openSet
    //make sure openSet length > 0
    for (openSet.push(grid[ei][ej]); openSet.length > 0;) {
        
        //index of the winner in openSet
        var winner = 0;
        
        //for i in length openSet
        for (var i = 0; i < openSet.length; i++)
        
            //if the f value of openSet[i] < winner
            if (openSet[i].f < openSet[winner].f)
            
                //winner becomes i
                winner = i;
                
        //current is the openSet[0] which is the winner
        var current = openSet[winner];
        
        //setting the current to where we want to get to (e.g. if change to 5,9 the enemy just goes to 5,9 and then nothing happens)
        if (current === grid[ai][aj]) { 

            
            //make a list
            var MoveOptionsForEnemy = [];
            
            //make a variable with our best option
            var BestOption = current; //agent's current position

            
            //pushed BestOption into MoveOptionsForEnemy because it's the agent's position
            //then we push in all the nodes making up the path to goal
            MoveOptionsForEnemy.push(BestOption);
            while (BestOption.previous) {
                
                //move the previous to the list
                MoveOptionsForEnemy.push(BestOption.previous);
                
                //the previous becomes the BestOption (and then that's iterated through)
                BestOption = BestOption.previous;

            }
            
            //highlights the path between enemy and agent
            highlightPath(MoveOptionsForEnemy, 	255);
            
            
            //to get the second last position in list (to be our next position)
            var NumberOfOptionsMinusTwo = MoveOptionsForEnemy.length - 2;


            //variable to check if occupied
            var isOccupied = occupied(
            MoveOptionsForEnemy[NumberOfOptionsMinusTwo].i,
            MoveOptionsForEnemy[NumberOfOptionsMinusTwo].j
             );
            
            
            //if not occupied
            if (!isOccupied) {
                
            //move enemy from last position to second last
            ei = MoveOptionsForEnemy[NumberOfOptionsMinusTwo].i;
            ej = MoveOptionsForEnemy[NumberOfOptionsMinusTwo].j;

            }
            
            //finished
            break
        }
    
        
        
        //if it's not going to go in the direction of the agent
        removeFromArray(openSet, current)
        
        //move to the closed list
        closedSet.push(current);
        
        
        //all the potential neighbors to be checked
        var neighbors = current.neighbors;
        
        
        //for each neighbor in the set of neighbors
        for (i = 0; i < neighbors.length; i++) {
            
            //make a variable called neighbor
            var neighbor = neighbors[i];
            
            //if any of the co-ordinate neighbours is the agent
            if (neighbor[i] === grid[ai][aj]) {
                
                //needs to know where it came from
                neighbor.previous = current;
                
                //break loop
                break
            }
            
            //if the neighbor isn't in the closed set, and it's not a wall
            if (!closedSet.includes(neighbor) && !neighbor.wall) {
                
                //calculate the heuristic from that point
                var tempG = current.g + heuristic  (neighbor, current);       // heuristic(neighbor, current);      // chebyshevHeuristic
                
                //variable called newPath, set to false.
                var newPath = false;
                
                //if it's already in openSet to be checked, if tempG is lower, make the g value the new one.
                if (openSet.includes(neighbor)) 
                {
                    if (tempG < neighbor.g) 
                    {
                     neighbor.g = tempG; 
                     newPath = true; 
                    }
                 }
                 
                //set the g of that neighbor to be tempG, it's a new path to be checked, send it to be checked.
                else 
                    {
                    neighbor.g = tempG; 
                    newPath = true; 
                    openSet.push(neighbor); 
                    }

                //if it's a new path to be checked, calculate info.
                if (newPath) 
                {
                    neighbor.h = heuristic(neighbor, grid[ai][aj]); 
                    neighbor.f = neighbor.g + neighbor.h; 
                    neighbor.previous = current; //keeps track of where you've been
                 }


            }
        }
    }
}


//===============================================================================================
//===============================================================================================


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

// function moveLogicalEnemy()
// { 
// // 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;
//  }
// }


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() )			// if agent blocked in, run over 
  {
	AB.abortRun = true;
	goodsteps = 0;			// you score zero as far as database is concerned 			 
	musicPause();
	soundAlarm();
  }

};



AB.world.endRun = function()
{
  musicPause(); 
  if ( AB.abortRun ) AB.msg ( " <br> <font color=red> <B> Agent trapped. Final score zero. </B> </font>   ", 3  );
  else    				AB.msg ( " <br> <font color=green> <B> Run over. </B> </font>   ", 3  );
};

 
AB.world.getScore = function()
{
    // only called at end - do not use AB.step because it may have just incremented past AB.maxSteps
    
    var s = ( goodsteps / AB.maxSteps ) * 100;   // float like 93.4372778 
    var x = Math.round (s * 100);                // 9344
    return ( x / 100 );                          // 93.44
};


 




// --- music and sound effects ----------------------------------------

var backmusic = AB.backgroundMusic ( MUSIC_BACK );

function musicPlay()   { backmusic.play();  }
function musicPause()  { backmusic.pause(); }

											 
function soundAlarm()
{
	var alarm = new Audio ( SOUND_ALARM );
	alarm.play();							// play once, no loop 
}