Code viewer for World: Complex world Aishwarya(21...
// Cloned by Aishwarya Ramesh on 07 Nov 2021 from World "Complex World" by Starter user 
// Please leave this clone trail here.



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



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


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


 





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

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


// AB.clockTick       = 100;    

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

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

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



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

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


//  const TEXTURE_WALL 	= '/uploads/starter/door.jpg' ;
//  const TEXTURE_MAZE 	= '/uploads/starter/latin.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;						// 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;

// var openSet = [];
// var closedSet = [];

// // Start and end
// var start;
// var end;


	
// 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].wall == true ) return true;		// fixed objects	 
// //  if ( GRID[i][j].wall == 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] = new Spot(i,j, true);
// 			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] = new Spot(i,j);

		
// 	 // 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] = new Spot(i, j, true) ;
		
// 		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);		
// 	}

// 	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].addNeighbors(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;
	 
// 	 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)
// }




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

// function heuristic(a, b) 
// {
// 		// if ( diagonal ) return ( dist(a.i, a.j, b.i, b.j) );

// 				// 2D distance
// 				// dist is a P5 function 

// 		return ( Math.abs(a.i - b.i) + Math.abs(a.j - b.j) );

// 				// else not diagonal, can only go across and down 
// 				// so this is optimistic
// 				// note this is not optimistic if we can do diagonal move 
// }

// function moveLogicalEnemy()
// { 
// 		let path = aStar(GRID[ei][ej] , GRID[ai][aj] );
//         drawPath(path);
// 		console.log(path[path.length-2]);
// 		i = path[path.length-2].i
// 		j = path[path.length-2].j
// // 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;
//  }
// console.log("PATH ",path);


// }


// 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 )
// {
// //   debugger;
// 	console.log("aS")
// 	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 
// }

// function Spot(i, j,wall) 
// {

// 	// Location
// 	this.i = i;
// 	this.j = j;
// 	this.wall=wall || false;


// 	// f, g, and h values for A*
// 	this.f = 0;
// 	this.g = 0;
// 	this.h = 0;

// 	// Neighbors
// 	this.neighbors = [];

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

// //   // Am I an wall?
// //   if (random(1) < wallAmount)   this.wall = true;
// //   else                          this.wall = false;

// //   // Display me
// //   this.show = function(col) 
// //   {
// //     if (this.wall) 
// //     {
// //       fill(wallcolor);
// //       noStroke();
			
// //       // wall fills square 
// //             rect (      this.i * w,             this.j * h,             w,          h           );
				
// //       // wall only partially fills square 
// //       //    ellipse (   this.i * w + w / 2,     this.j * h + h / 2,     w * 0.7,    h * 0.7     );

// //     }
// //     else if (col)
// //     {
// //       fill(col);
// //       rect(this.i * w, this.j * h, w, h);
// //     }
// //   };
	

// 	// Figure out who my neighbors are
// 	this.addNeighbors = function(grid) 
// 	{
// 		var i = this.i;
// 		var j = this.j;
		
// 		if (i < gridsize - 1 && !grid[i + 1][j].wall)   this.neighbors.push(grid[i + 1][j]);
// 		if (i > 0 && !grid[i - 1][j].wall)          this.neighbors.push(grid[i - 1][j]);
// 		if (j < gridsize - 1 && !grid[i][j+1].wall)   this.neighbors.push(grid[i][j + 1]);
// 		if (j > 0 && !grid[i][j-1].wall)          this.neighbors.push(grid[i][j - 1]);
		
// // if (diagonal)
// // // diagonals are also neighbours:
// // {
// //     if (i > 0 && j > 0)                 this.neighbors.push(grid[i - 1][j - 1]);
// //     if (i < cols - 1 && j > 0)          this.neighbors.push(grid[i + 1][j - 1]);
// //     if (i > 0 && j < rows - 1)          this.neighbors.push(grid[i - 1][j + 1]);
// //     if (i < cols - 1 && j < rows - 1)   this.neighbors.push(grid[i + 1][j + 1]);
// // }
		
// 	}
	
// }

// 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);
// }

// function aStar(start, end)
// {
// 	resetParam();
// 	// console.log("GRID",GRID[i][j]);
// 		let openSet=[start];
// 		let current;
// 		let closedSet=[];
// 	while (openSet.length>0) {	
// 			// --- begin still searching -----------------------------
// 	// if (openSet.length > 0) 
// 	// {

// 		// Best next option
		
// 		var winner = 0;
		
// 		for (var i = 0; i < openSet.length; i++) 
// 			if (openSet[i].f < openSet[winner].f) 
// 				winner = i;
				
// 		current = openSet[winner];


// 		// Did I finish?
// 		if (current === end) 
// 		{
// 			console.log("success - found path");
// 		}

// 		// Best option moves from openSet to closedSetf
// 		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) && !neighbor.wall) 
// 			{
// 				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);
// 					neighbor.f = neighbor.g + neighbor.h;
// 					neighbor.previous = current;
// 				}
// 			}
// 		}
// 		//--- end of for loop -----------
		
// 	}
// 	// --- end still searching -----------------------------
	
	
	


// 	// Draw current state of everything
// //   background(backcolor);

// //   for (var i = 0; i < cols; i++) 
// //     for (var j = 0; j < rows; j++) 
// //       grid[i][j].show();

// //   for (var i = 0; i < closedSet.length; i++) 
// //     closedSet[i].show( closedcolor );

// //   for (var i = 0; i < openSet.length; i++) 
// //     openSet[i].show( opencolor );


// 	// Find the path by working backwards
// 	debugger;
// 	path = [];
// 	var temp = current;

// 	path.push(temp);
// 	console.log("previous path: " + temp.previous);
// 	while (temp.previous) 
// 	{
// 		path.push(temp.previous);
// 		temp = temp.previous;
// 	}
// 		return path;
// }

// function resetParam()
// {
// 	for ( i = 0; i < gridsize ; i++ ) 
// 		for ( j = 0; j < gridsize ; j++ )  
// 		//if (!( ( i==0 ) || ( i==gridsize-1 ) || ( j==0 ) || ( j==gridsize-1 )) )
// 			if ((GRID[i][j] && !GRID[i][j].wall))
// 			{
// 			GRID[i][j].previous=null;
// 			GRID[i][j].g=0;
// 			GRID[i][j].h=0;
// 			GRID[i][j].f=0;
// }
// }

// // function drawPath(Path, colorLine="0xFFD700"){
// //     var geometry = new THREE.Geometry();
// //     var material = new THREE.LineBasicMaterial( { color: colorLine } );
// //     if(Path!== null){
// //         if(Path.length >1){
// //         // console.log("Path length > 1");
// //         for(let i = 0; i < Path.length-1; i++){
// //             geometry.vertices.push(translate(Path[i].i,Path[i].j));
// //             geometry.vertices.push(translate(Path[i+1].i,Path[i+1].j));
// //         }
        
// //         var line = new THREE.LineSegments( geometry, material );
// //         ABWorld.scene.add(line);
// //         setTimeout( () => {
		
// // 			geometry.dispose();
// // 			material.dispose();
// // 			ABWorld.scene.remove( line );
		
// // 		}, AB.clockTick);
// //         }
// //     }
    
// // }


// // draw a line using d3.js

// function drawPath(Path, colorLine="0xFFD700"){
//     if(Path!== null){
//         if(Path.length >1){
//             // console.log("Path length > 1");
//             var line = d3.line()
//                 .x(function(d) { return d.x; })
//                 .y(function(d) { return d.y; })
//                 .curve(d3.curveLinear);
//             var path = line(Path);
//             var svg = d3.select("#ABWorld").append("svg")
//                 .attr("width", AB.width)
//                 .attr("height", AB.height)
//                 .append("g")
//                 .attr("transform", "translate(" + AB.width/2 + "," + AB.height/2 + ")");

//             svg.append("path")
//                 .attr("d", path)
//                 .attr("stroke", colorLine)
//                 .attr("stroke-width", 2)
//                 .attr("fill", "none");
//             setTimeout( () => {
//                 svg.remove();
//             }, AB.clockTick);
//         }
//     }
//     this.tempShape = new THREE.BoxGeometry(30, 30, 30);
//     this.tempCube = new THREE.Mesh(this.tempShape);

//     this.tempCube.material = new THREE.MeshBasicMaterial();

//     this.tempCube.position.copy(this.translate(this.idx, this.jdx)); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
//     this.tempCube.material.color.setColorName("blue");
//     this.tempCube.material.opacity = 0.25;
//     ABWorld.scene.add(this.tempCube);

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


// Cloned by Aishwarya Ramesh on 07 Nov 2021 from World "Complex World" by Starter user 
// Please leave this clone trail here.










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



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


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


 





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

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


AB.clockTick       = 100;    

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

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

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



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

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

 const TEXTURE_WALL 	= '/uploads/aishwarya/green.jpg' ;
 const TEXTURE_MAZE 	= '/uploads/aishwarya/wall.jpg' ;
 const TEXTURE_AGENT 	= '/uploads/aishwarya/jerry.png' ;
 const TEXTURE_ENEMY 	= '/uploads/aishwarya/tom.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/sharon09/tom-and-jerry-ringtone.mp3' ;
	const SOUND_ALARM = '/uploads/sharon09/8d82b5_Tom_Laughing_Sound_Effect.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/aishwarya/background.jpg",
								"/uploads/aishwarya/bg.jpg",
								"/uploads/aishwarya/background.jpg",
								"/uploads/aishwarya/bg.jpg",
								"/uploads/aishwarya/background.jpeg",
								"/uploads/aishwarya/bg.jpg"
								];
*/
// space skybox, credit:
// http://en.spaceengine.org/forum/21-514-1
// x,y,z labelled differently


 const SKYBOX_ARRAY = [										 
								"/uploads/starter/sky_pos_z.jpg",
								"/uploads/starter/sky_neg_z.jpg",
								"/uploads/starter/sky_pos_y.jpg",
								"/uploads/starter/sky_neg_y.jpg",
								"/uploads/starter/sky_pos_x.jpg",
								"/uploads/starter/sky_neg_x.jpg"
								];
				


// urban photographic skyboxes, credit:
// http://opengameart.org/content/urban-skyboxes


/* const SKYBOX_ARRAY = [										 
								"/uploads/starter/posx.jpg",
								"/uploads/starter/negx.jpg",
								"/uploads/starter/posy.jpg",
								"/uploads/starter/negy.jpg",
								"/uploads/starter/posz.jpg",
								"/uploads/starter/negz.jpg"
								];


*/

// ===================================================================================================================
// === End of tweaker's box ==========================================================================================
// ===================================================================================================================


// You will need to be some sort of JavaScript programmer to change things below the tweaker's box.









//--- Mind can pick one of these actions -----------------

const ACTION_LEFT 			= 12;		   
const ACTION_RIGHT 			= 13;
const ACTION_UP 			= 14;		 
const ACTION_DOWN 			= 15;
const ACTION_STAYSTILL 		= 16;

// 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 openSet = [];
var closedSet = [];

// Start and end
var start;
var end;


	
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].wall == true ) return true;		// fixed objects	 
//  if ( GRID[i][j].wall == 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] = new Spot(i,j, true);
			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] = new Spot(i,j);

		
	 // 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] = new Spot(i, j, true) ;
		
		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);		
	}

	for ( i = 0; i < gridsize ; i++ ) 
		for ( j = 0; j < gridsize ; j++ )  
			if (!( ( i==0 ) || ( i==gridsize-1 ) || ( j==0 ) || ( j==gridsize-1 )) ) //--> comment it
			GRID[i][j].addNeighbors(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;
	 
	 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)
}




// --- take actions -----------------------------------
// Function which calculates a* for the enemy

function heuristic(xx, yy) 
{
		// if ( diagonal ) return ( dist(xx.i, xx.j, yy.i, yy.j) );

				// 2D distance
				// dist is a P5 function 

// 		return ( Math.abs(xx.i - yy.i) + Math.abs(xx.j - yy.j) );   
		return ( (yy.i - xx.i)*(yy.i - xx.i) + (yy.j - xx.j)*(yy.j - xx.j) ); 
//		return ( (xx.i - yy.i)*(xx.i - yy.i) + (xx.j - yy.j)*(xx.j - yy.j) ); 
		

				// else not diagonal, can only go across and down 
				// so this is optimistic
				// note this is not optimistic if we can do diagonal move 
}
/*let previousPath=[]
function astarenemy()
{ 
    for(let i=0; i<previousPath.length; i++)
    {
        ABWorld.scene.remove(previousPath[i]);
    }
        previousPath=[];
		let path = aStar(GRID[ei][ej] , GRID[ai][aj]);
		console.log("TYPE OF PATH: ",typeof(path));
		console.log(path[path.length-2]);
		i = path[path.length-2].i
		j = path[path.length-2].j
		for (var m=0; m<path.length; m++)
		{
		    tempShape = new THREE.BoxGeometry(20,200,20);
            tempCube = new THREE.Mesh(tempShape);
            //tempCube = new THREE.Mesh(boxGeometry);
        
            tempCube.material = new THREE.MeshBasicMaterial({ wireframeLinecap: "sphere", wireframeLinewidth: 0.01 });
            tempCube.position.copy(translate(path[m].i,path[m].j)); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
            tempCube.material.color.setColorName("green");
            tempCube.material.wireframeLinewidth = 0.01;
            tempCube.material.opacity = 0.3;
            ABWorld.scene.add(tempCube);
            previousPath.push(tempCube);
		}
		
*/

let previousPath=[]
function astarenemy()
{ 
    for(let i=0; i<previousPath.length; i++)
    {
        ABWorld.scene.remove(previousPath[i]);
    }
        previousPath=[];
		let path = aStar(GRID[ei][ej] , GRID[ai][aj]);
		console.log("TYPE OF PATH: ",typeof(path));
		console.log(path[path.length-2]);
		i = path[path.length-2].i
		j = path[path.length-2].j
		for (var m=0; m<path.length; m++)
		{
		    tempShape = new THREE.SphereGeometry(20,200,20);
            tempCube = new THREE.Mesh(tempShape);
            //tempCube = new THREE.Mesh(boxGeometry);
        
            tempCube.material = new THREE.MeshBasicMaterial({ wireframeLinecap: "sphere", wireframeLinewidth: 0.01 });
            tempCube.position.copy(translate(path[m].i,path[m].j)); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
            tempCube.material.color.setColorName("orange");
            tempCube.material.wireframeLinewidth = 0.01;
            tempCube.material.opacity = 0.3;
            ABWorld.scene.add(tempCube);
            previousPath.push(tempCube);
		}
		
		
// 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;
 }
console.log("PATH ",path);


}


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 COUNTER = [ 22, 23, 24, 25 ];

function counter ( event ) { return ( COUNTER.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 ( ! counter ( event ) ) return true;
	
	// else handle key and prevent default handling:
	
	if ( event.keyCode == 22 )   moveLogicalAgent ( ACTION_LEFT 	);   
		if ( event.keyCode == 23 )   moveLogicalAgent ( ACTION_DOWN  	); 	 
		if ( event.keyCode == 24 )   moveLogicalAgent ( ACTION_RIGHT 	); 	 
		if ( event.keyCode == 25 )   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 )
{
//   debugger;
	// console.log("aS")
	updateStatusBefore(a);			// show status line before moves 

	moveLogicalAgent(a);

	if ( ( AB.step % 2 ) == 0 )		// slow the enemy down to every nth step
		astarenemy();


	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.takeAction = function ( a )
{
//   debugger;
	// console.log("aS")
	updateStatusBefore(a);			// show status line before moves 

	moveLogicalAgent(a);

	if ( ( AB.step % 2 ) == 0 )		// slow the enemy down to every nth step
		astarenemy();


	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 
}

function Spot(i, j,wall) 
{

	// Location
	this.i = i;
	this.j = j;
	this.wall=wall || false;


	// f, g, and h values for A*
	this.f = 0;
	this.g = 0;
	this.h = 0;

	// Neighbors
	this.neighbors = [];

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

//   // Am I a wall?
//   if (random(1) < wallAmount)   this.wall = true;
//   else                          this.wall = false;

//   // Display me
//   this.show = function(col) 
//   {
//     if (this.wall) 
//     {
//       fill(wallcolor);
//       noStroke();
			
//       // wall fills square 
//             rect (      this.i * w,             this.j * h,             w,          h           );
				
//       // wall only partially fills square 
//       //    ellipse (   this.i * w + w / 2,     this.j * h + h / 2,     w * 0.7,    h * 0.7     );

//     }
//     else if (col)
//     {
//       fill(col);
//       rect(this.i * w, this.j * h, w, h);
//     }
//   };
	

	// Figure out who my neighbors are
	this.addNeighbors = function(grid) 
	{
		var i = this.i;
		var j = this.j;
		
		if (i < gridsize - 1 && !grid[i + 1][j].wall)   this.neighbors.push(grid[i + 1][j]);
		if (i > 0 && !grid[i - 1][j].wall)          this.neighbors.push(grid[i - 1][j]);
		if (j < gridsize - 1 && !grid[i][j+1].wall)   this.neighbors.push(grid[i][j + 1]);
		if (j > 0 && !grid[i][j-1].wall)          this.neighbors.push(grid[i][j - 1]);
		
// if (diagonal)
// // diagonals are also neighbours:
// {
//     if (i > 0 && j > 0)                 this.neighbors.push(grid[i - 1][j - 1]);
//     if (i < cols - 1 && j > 0)          this.neighbors.push(grid[i + 1][j - 1]);
//     if (i > 0 && j < rows - 1)          this.neighbors.push(grid[i - 1][j + 1]);
//     if (i < cols - 1 && j < rows - 1)   this.neighbors.push(grid[i + 1][j + 1]);
// }
		
	}
	
}

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);
}

function aStar(start, end) // --> this is where the code works for astar
{
	resetParam();
	// console.log("GRID",GRID[i][j]);
		let openSet=[start];
		let current;
		let closedSet=[];
	while (openSet.length>0) {	
			// --- begin still searching -----------------------------
	// if (openSet.length > 0) 
	// {

		// Best next option
		
		var winner = 0;
		
		for (var i = 0; i < openSet.length; i++) 
			if (openSet[i].f < openSet[winner].f) 
			
				winner = i;
				
		current = openSet[winner];


		// Did I finish?
		if (current === end)
		{
			console.log("success - found path");
			break;
		}

		// Best option moves from openSet to closedSetf
		removeFromArray(openSet, current);
// 		console.log("CURRENTTTTTT: ",current)
		closedSet.push(current);
        
		// Check all the neighbors
		var neighbors = current.neighbors;
		
		//--- start of for loop -----------
		for (i = 0; i < neighbors.length; i++) 
		{
			var neighbor = neighbors[i];

			// Valid next spot?
			if (!closedSet.includes(neighbor) && !neighbor.wall) 
			{
				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);
					neighbor.f = neighbor.g + neighbor.h;
					neighbor.previous = current;
				}
			}
		}
		//--- end of for loop -----------
		
	}
	// --- end still searching -----------------------------
	
	
	


	// Draw current state of everything
//   background(backcolor);

//   for (var i = 0; i < cols; i++) 
//     for (var j = 0; j < rows; j++) 
//       grid[i][j].show();

//   for (var i = 0; i < closedSet.length; i++) 
//     closedSet[i].show( closedcolor );

//   for (var i = 0; i < openSet.length; i++) 
//     openSet[i].show( opencolor );


	// Find the path by working backwards
// 	debugger;
	path = [];
	var temp = current;

	path.push(temp);
	
	console.log("previous path: " + temp.previous);
	while (temp.previous) 
	{
		path.push(temp.previous);
		temp = temp.previous;

	}
		return path;
}

function resetParam()
{
	for ( i = 0; i < gridsize ; i++ ) 
		for ( j = 0; j < gridsize ; j++ )  
		//if (!( ( i==0 ) || ( i==gridsize-1 ) || ( j==0 ) || ( j==gridsize-1 )) )
			if ((GRID[i][j] && !GRID[i][j].wall))
			{
			GRID[i][j].previous=null;
			GRID[i][j].g=0;
			GRID[i][j].h=0;
			GRID[i][j].f=0;
}
}