Code viewer for World: Bowser chases Mario using ...

// Cloned by Ryan S Two-Five-Seven on 8 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       = 100; // 50;    

	// Speed of run: Step every n milliseconds. Changed to 50.
	
AB.maxSteps        = 1000;    

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

AB.screenshotStep  = 1000;   
  
	// 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) 

// Sean's code
 const { abs } = Math; //abs function wouldn't work without this.


 const TEXTURE_MAZE 	= '/uploads/ryans257/thwomp_image.png' ;
 const TEXTURE_WALL 	= '/uploads/ryans257/mario_block.png' ;
 const TEXTURE_AGENT 	= '/uploads/ryans257/mario_image.png' ;
 const TEXTURE_ENEMY 	= '/uploads/ryans257/bowser_image.png' ;

// credits:
// https://www.pngwing.com/en/search?q=goomba
// https://www.pngegg.com/en/search?q=thwomp
// https://www.pinterest.com/pin/452752568765517377/
// https://www.stickpng.com/img/games/new-super-mario-bros/mario
 
 const MUSIC_BACK  = '/uploads/ryans257/mario_music.mp3' ;
 const SOUND_ALARM = '/uploads/ryans257/mario_death_music.mp3' ;

// credits:
// https://downloads.khinsider.com/game-soundtracks/album/super-mario-bros.-1-3-anthology
// End of Sean's code
	
	
const gridsize = 40; // 25;						// 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

/* 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"
                ]; 

*/
//Sean's code
const SKYBOX_ARRAY = [
                 "/uploads/ryans257/y-pos.jpg",
                 "/uploads/ryans257/y-neg.jpg",
                 "/uploads/ryans257/z-pos.jpg",
                 "/uploads/ryans257/z-neg.jpg",
                 "/uploads/ryans257/x-pos.jpg",
                 "/uploads/ryans257/x-neg.jpg"
                 ];

// space skybox, credit:
// http://en.spaceengine.org/forum/21-514-1
// End of Sean's code


/* 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;
}

//Sean's code
//Code for adding pink cubes in searched postions
function addColoredCube(position, color)
{
    const cubeGeometry = new THREE.BoxGeometry(20, 20, 20);
    const cube = new THREE.Mesh(cubeGeometry);
    cube.position.copy(translate(position[0], position[1]));
    ABWorld.scene.add(cube);
}
//End of Sean's code
	
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();		  

    //Sean's code
	// set up path 
	const geometry = new THREE.BufferGeometry("green");
    pathLine = new THREE.Line(geometry);
    ABWorld.scene.add(pathLine);
    //End of Sean's code
	
	// 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)
}

//Sean's code
//Credit: Edited version of Shiffman's "coding train"
//Credit: Edited version of psuedocode from: "https://en.wikipedia.org/wiki/A*_search_algorithm"
var w;
no_states = 0;
p = 0;
var movesMade = 0

//A* function

function A_star (enemy_pos, agent_pos)
{
    movesMade++;
    function heuristic (enemy_pos, agent_pos)  // heuristic function
    {
        return ( Math.abs(enemy_pos[0] - agent_pos[0]) + Math.abs(enemy_pos[1] - agent_pos[1]) ) 
    }
    
    function canMove(node)  // checks if the next node is in the grid and not occupied by an obstacle
    {
        const i = node[0];
        const j = node[1];
        return i >= 0 && i < gridsize && j >= 0 && j < gridsize && !occupied(i, j);
    }
    
    var openSet = [enemy_pos];
    var cameFrom = [];
    var closedSet = [];
    
    var this_g = {};
    this_g[enemy_pos] = 0;
    
    var this_f = {};
    this_f[enemy_pos] = heuristic (enemy_pos, agent_pos);
    
    while (openSet.length > 0)
    {
        
        const current = openSet.shift(); //Takes node out of openSet when checked
        closedSet.push(current); //Puts checked node into closedSet
        addColoredCube(current, "lightpink"); //pink cubes dispalyed for neighbours checked
        p = closedSet.length;
        no_states = no_states + p;
        console.log("Number of states search for A* search: " + no_states );
        console.log("Moves made: " + movesMade);
        console.log(no_states / movesMade);
        
        //Distance from enemy needs to be one not zero
        if (((Math.abs(current[0] - agent_pos[0]) === 0 && Math.abs(current[1] - agent_pos[1]) === 1)) ||
        ((Math.abs(current[0] - agent_pos[0]) === 1 && Math.abs(current[1] - agent_pos[1]) === 0)))
        {
            
            return makePath(cameFrom, current);
        }
        
        //All possible neighbours for one node
        const neighbors = 
        [
            [current[0] - 1, current[1]],
            [current[0] + 1, current[1]],
            [current[0], current[1] - 1],
            [current[0], current[1] + 1]
        ]
        
        for (const neighbor of neighbors)
        {
            if (canMove(neighbor)) //cycles through all neighbours that are possible to move to.
            {
                const thisG = this_g[current] + 1;
                
                if (!this_g.hasOwnProperty(neighbor) || thisG < this_g[neighbor]) // hasOwnProperty added to see if the neighbour has already been checked.
                {
                    cameFrom[neighbor] = current;
                    this_g[neighbor] = thisG;
                    this_f[neighbor] = thisG + heuristic(neighbor, agent_pos);
                    
                    if (!openSet.includes(neighbor))
                    {
                        openSet.push(neighbor);
                        openSet.sort((a, b) => this_f[a] - this_f[b]);
                    }
                }
            }
        }
    }

    w = true;
    return null;
}

//This code is the exact same as the A* algorithm code except that the heuristic function in this case always returns 0.
function breadthFirst (enemy_pos, agent_pos)
{
    movesMade++;
    function heuristic (enemy_pos, agent_pos)  // heuristic function
    {
        return 0 
    }
    
    function canMove(node)  // checks if the next node is in the grid and not occupied by an obstacle
    {
        const i = node[0];
        const j = node[1];
        return i >= 0 && i < gridsize && j >= 0 && j < gridsize && !occupied(i, j);
    }
    
    var openSet = [enemy_pos];
    var cameFrom = [];
    var closedSet = [];
    
    var this_g = {};
    this_g[enemy_pos] = 0;
    
    var this_f = {};
    this_f[enemy_pos] = heuristic (enemy_pos, agent_pos);
    
    while (openSet.length > 0)
    {
        
        const current = openSet.shift(); //Takes node out of openSet when checked
        closedSet.push(current); //Puts checked node into closedSet
        addColoredCube(current, "lightpink"); //pink cubes dispalyed for neighbours checked
        p = closedSet.length;
        no_states = no_states + p;
        console.log("Number of states search for A* search: " + no_states );
        console.log("Moves made: " + movesMade);
        console.log(no_states / movesMade);
        
        //Distance from enemy needs to be one not zero
        if (((Math.abs(current[0] - agent_pos[0]) === 0 && Math.abs(current[1] - agent_pos[1]) === 1)) ||
        ((Math.abs(current[0] - agent_pos[0]) === 1 && Math.abs(current[1] - agent_pos[1]) === 0)))
        {
            
            return makePath(cameFrom, current);
        }
        
        //All possible neighbours for one node
        const neighbors = 
        [
            [current[0] - 1, current[1]],
            [current[0] + 1, current[1]],
            [current[0], current[1] - 1],
            [current[0], current[1] + 1]
        ]
        
        for (const neighbor of neighbors)
        {
            if (canMove(neighbor)) //cycles through all neighbours that are possible to move to.
            {
                const thisG = this_g[current] + 1;
                
                if (!this_g.hasOwnProperty(neighbor) || thisG < this_g[neighbor]) // hasOwnProperty added to see if the neighbour has already been checked.
                {
                    cameFrom[neighbor] = current;
                    this_g[neighbor] = thisG;
                    this_f[neighbor] = thisG + heuristic(neighbor, agent_pos);
                    
                    if (!openSet.includes(neighbor))
                    {
                        openSet.push(neighbor);
                        openSet.sort((a, b) => this_f[a] - this_f[b]);
                    }
                }
            }
        }
    }

    w = true;
    return null;
}

//Credit: Similar code to other geometry code for this world
//Credit: Edit version of: "https://threejs.org/docs/#api/en/objects/Line"
function drawPath(path) {
    // Clears previous paths. Using pink cubes instead to show that its heuristic.
    //Comment out to show how the optimal path changes when the agent moves
    pathLine.geometry.dispose();
    pathLine.material.dispose();
    ABWorld.scene.remove(pathLine);

    // Makes new line for path
    const pathGeometry = new THREE.BufferGeometry();
    const pathMaterial = new THREE.LineBasicMaterial({ color: "green"});
    
    pathLine = new THREE.Line(pathGeometry, pathMaterial);
    ABWorld.scene.add(pathLine);

    const points = [];
    for (const point of path) {
        const position = translate(point[0], point[1]);
        points.push(position.x, position.y, position.z);
    }

    pathLine.geometry.setAttribute('position', new THREE.Float32BufferAttribute(points, 3)); //Credit: Edited code from ChatGPT
}

function makePath(cameFrom, current)
{
    const path = [current];
    do
    {
        current = cameFrom[current];
        path.unshift(current);
    }
    while (cameFrom.hasOwnProperty(current));
    return path;
}

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

function moveLogicalEnemy()
{ 
    // Calculates A* path from current enemy position to agent position
    var path = A_star([ei, ej], [ai, aj]);
    
    //var path = breadthFirst([ei, ej], [ai, aj]); //Code for running a breadth first search
    // Move enemy along the path
    if (path && path.length > 1) {
        ei = path[1][0];
        ej = path[1][1];
        path.shift();
        drawPath(path);
    }
    else
    {
        console.log("No path found")
    }
    
    
}
//End of Sean's code

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();
  }
  //Sean's code
  if (w === true)
  {
    AB.abortRun = true;
	goodsteps = 0;		 
	musicPause();
	soundAlarm();
  }
};



AB.world.endRun = function()
{
  musicPause();
  if (AB.abortRun && w) {AB.msg ( " <br> <font color=red> <B> No path found </B> </font>   ", 3  );} //Sean's code
  else if ( AB.abortRun ) {AB.msg ( " <br> <font color=red> <B> Agent trapped. Final score zero. </B> </font>   ", 3  );}
  else    				{AB.msg ( " <br> <font color=green> <B> Run over. </B> </font>   ", 3  );}
};

 
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 
}