Code viewer for World: World 2 ROADRUNNER (clone ...
// Cloned by Dheera on 14 Nov 2021 from World "ROADRUNNER World 1" by Dheera
// Please leave this clone trail here.

// Cloned by Dheera on 5 Nov 2021 from World "Complex World" by Starter user
// Please leave this clone trail here.

//Name: Dheera
//StudentID: 21261395
//Email: dheera2@mail.dcu.ie


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


//Dheera says: changed the images of the wall, maze, agent, enemy and path highlighted as below.
  const TEXTURE_WALL 	= '/uploads/dheera0704/Walloffire.jpg' ; 
  const TEXTURE_MAZE 	= '/uploads/dheera0704/hedge.jpg' ; 
  const TEXTURE_AGENT 	= '/uploads/dheera0704/roadrunner2.jpg' ; 
 	const TEXTURE_ENEMY 	= '/uploads/dheera0704/wilecoyote1.jpeg' ; 
 	const TEXTURE_PATH =  '/uploads/dheera0704/circle.png' ; 



//Dheera says: Background music for the game when the Roadrunner(Agent) is running away from WileyCayote(Enemy).
const MUSIC_BACK  = '/uploads/dheera0704/RoadRunnerTheme.mp3' ; 
//Dheera says: Music played when the Agent is caught!
const SOUND_ALARM = '/uploads/dheera0704/laugh.mp3' ; 


//Dheera says: Gridsize changed to 50 as required in the practical 1 guidelines.
const gridsize = 50;						// number of squares along side of world

// Dheera says: Number of maze boxed to be created has also been changed according to Practical 1 guidelines.
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 	= 0xffdddd;				// Dheera says: changed the skycolor.


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




//Dheera says: Added new images for the skybox below.
//Credits: https://opengameart.org/content/skiingpenguins-skybox-pack?page=1

 const SKYBOX_ARRAY = [
							 "/uploads/dheera0704/divine_ft3.jpg",
						   "/uploads/dheera0704/divine_bk1.jpg",
						   "/uploads/dheera0704/divine_up6.jpg",
						   "/uploads/dheera0704/divine_dn2.jpg",
						   "/uploads/dheera0704/divine_rt5.jpg",
						   "/uploads/dheera0704/divine_lf4.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);

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;






//////////////Dheera's Code starts\\\\\\\\\\\\\\\\\\\\\\\

// Dheera says: Declaring some extra Global Variables.
var openSet = [];
var closedSet = [];
var start;
var end;
var isblocked;
var shape, thecube;
var thepath;
var pathArray = [];
var children = [];
var path_texture;


// Dheera says: My heuristic function for A star algorithm (using Manhattan distance) :
function myheuristic(e, a)
{
return ( Math.abs(e.i - a.i) + Math.abs(e.j - a.j) );
}



//Dheera says: Function to remove the path being drawn on screen.
  function removePath(){
    console.log("Finding new path at every move");
    for(var e=0; e<pathArray.length;e++){
      var t=pathArray[e];
      const a=ABWorld.scene.getObjectByProperty("id",t);
    ABWorld.scene.remove(a)}
  }

//Dheera says: Spot function defined to get the characteristics of each Spot object in the GRID:
function Spot(i, j,isblocked)
{
	this.i = i;
	this.j = j;
  if (isblocked === true) 
	
  /*Dheera says: Since wall or maze both are blockers, defining iswallormaze property of a spot.
  It is True if the spot is a wall or a grid. Otherwise it is false.
  It helps while adding neighbors of a spot.*/
	this.iswallormaze=true;
  else
    this.iswallormaze = false;


	/*Dheera says: f, g, and h values for A Star algo is calculated using the function f(n) = g(n) + h(n). 
	Hence initializing these properties of a Spot*/
	this.f = 0;
	this.g = 0;
	this.h = 0;

	//Dheera says: Neighbors array to store the neighbouring Spots from the current spot.
	this.neighbors = [];

	//Dheera says: To identify the parent node of a Spot.
	this.parent = undefined;

	//Dheera says: function to find the neighbors of a Spot that are not walls or mazes
	this.addNeighbors = function(grid)
	{
		var i = this.i;
		var j = this.j;

		if (i < gridsize - 1 && (grid[i + 1][j].iswallormaze === false))
      this.neighbors.push(grid[i + 1][j]);
		if (i > 0 && (grid[i - 1][j].iswallormaze === false))
      this.neighbors.push(grid[i - 1][j]);
		if (j < gridsize - 1 && (grid[i][j+1].iswallormaze === false))
      this.neighbors.push(grid[i][j + 1]);
		if (j > 0 && (grid[i][j-1].iswallormaze === false))
      this.neighbors.push(grid[i][j - 1]);
	}
}

function AStarAlgo(start, end) //Dheera says: AStar Algo implemented in this function.
{
	resetGrid(); //Dheera says: resetGrid function called at the beginning of each run of the algo to reset the grid parameters.
	removePath(); //Dheera says: removePath function called at the beginning of each tun of the algo to remove the obsolete path and show the new path at each run.

		let openSet=[start];
		let current;
		let closedSet=[];
		while (openSet.length !== 0) {
		/////////////////AStar search begins for a given frame\\\\\\\\\\\\\\\\\\\\\\\
		//Dheera says: Searching the openSet to find the Spot with least f cost.
			var winner = 0; 
			for (var i = 0; i < openSet.length; i++)
				if (openSet[i].f < openSet[winner].f)
					winner = i;
			current = openSet[winner]; //Dheera says: curret holds the Spot with the least f cost.

			//Dheera says: To check if the Agent has been reached:
			if (current === end)
			{
				console.log("Wiley has found the Roadrunner!");
				break;
			}


			//Dheera says: calling the removeFromArray function to remove the current node from the OpenSet.
			removeFromArray(openSet, current);
			// Dheera says: Best neighbour is moved from openSet to closedSet.
			closedSet.push(current);

			// Dheera says: Checking all the children/neighbours of current spot:
			var children = current.neighbors;

			for (let i = 0; i < children.length; i++)
			{
				var neighbor = children[i];

				//Dheera says: Checking if the next Spot selected is in the closed list and is not a wall or maze.
				if (!closedSet.includes(neighbor) && !neighbor.iswallormaze)
				{
					var tempG = current.g + myheuristic(neighbor, current);

					//Dheera says: Checking if this path is better or not:
					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);
					}

					//Dheera says: If newPath is the better path:
					if (newPath)
					{
						neighbor.h = myheuristic(neighbor, end);
						neighbor.f = neighbor.g + neighbor.h;
						neighbor.parent = current;
					}
				}
			}
		}//Dheera says: While loop ends here.
/////////A star searching ends here\\\\\\\\\\\\\
	//Dheera says: For tracing the path:
	path = [];
	var tracepath = current;
	path.push(tracepath);

	while (tracepath.parent)
	{
		path.push(tracepath.parent);
		tracepath = tracepath.parent;

	}
		//Dheera says: AStarAlgo functions returns this path to the moveLogicalEnemy function so that the Enemy can move.
		return path;

}

//Dheera says: Function to remove the current element from the openSet:
function removeFromArray(arr, elt)
{
	for (var i = arr.length - 1; i >= 0; i--)
		if (arr[i] == elt)
			arr.splice(i, 1);
}

////////////////////////////End of new functions added by Dheera\\\\\\\\\\\\\\\\\\\\\\\\
//Dheera says: NOTE: One more function called resetGrid has been added at the end of the code.

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

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();
  var loader5 = new THREE.TextureLoader(); //Dheera says: Added for the path that Enemy takes

	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();
	});
  //Dheera says: Added new loader5 for the path that Enemy takes:
  loader5.load( TEXTURE_PATH, function( thetexture )
  {thetexture.minFilter = THREE.LinearFilter;
    path_texture = thetexture;
    if( asynchFinished() ) initScene();
  });


}


function asynchFinished()		 // all file loads returned
{
	//Dheera says: addded path_texture here as well to check if it is loaded correctly
	if ( wall_texture && agent_texture && enemy_texture && maze_texture && path_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;

//Dheera says: changed the below code to support a Spot's iswallormaze property.
 if ( GRID[i][j].iswallormaze === true ) return true;		// fixed objects
 
 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; // removing shape, thecube from here and declaring it globally.

	// 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 ) )
		{
      isblocked= true; //Dheera says: to check if this is a wall. So this path will not be taken while exploring neighbours of a Spot.
			GRID[i][j] = new Spot(i,j, isblocked); //Dheera says: Initialising the GRID of Spots for the boundary walls.
			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++ )
	{
    isblocked = true; ////Dheera says: to check if this is a maze. So this path will not be taken while exploring neighbours of a Spot.
		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, isblocked) ; //Dheera says: Initialising the GRID of Spots for the Maze Spots inside.

		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);
	}

//Dheera says: Finding and adding neighbours for each Spot in the Grid.
	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 moveLogicalEnemy()
{
	//Dheera says: Added the following code to fetch the path using AStarAlgo.
	//Dheera says: AStarAlgo returns the path after each run which is stored in the path variable defined below.
		let path = AStarAlgo(GRID[ei][ej] , GRID[ai][aj] );

		i = path[path.length-2].i;
		j = path[path.length-2].j;

		//Dheera says: The path is drawn here.
		for (var p=0; p<path.length-2;p++){

            var t = path[p];
		        shape = new THREE.SphereGeometry(30,30,30);
            thepath = new THREE.Mesh(shape);
            pathArray[p] = thepath.id;
            thepath.material = new THREE.MeshBasicMaterial({map : path_texture});
            thepath.position.copy(translate(path[p].i,path[p].j)); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
            ABWorld.scene.add(thepath);
            }

	 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 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 )
{
	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++;
		console.log("No place for Agent to move! Please re-load the game.");
	}
	else   			goodsteps++;

	 drawAgent();
	 drawEnemy();
	 updateStatusAfter();			// show status line after moves

	if ( agentBlocked() )			// if agent blocked in, run over
	{
		console.log("Agent is trapped on all sides.Please re-load the game.");
		
		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
}


//Dheera says: Function added to reset the the Whole GRID's properties after each run of the AStarAlgo.
function resetGrid()
{
  //Dheera says: checking within the wall boundaries:
  for ( i = 1; i < gridsize-1 ; i++ )
		for ( j = 1; j < gridsize-1 ; j++ )
			if (GRID[i][j].iswallormaze === false)
			{
			GRID[i][j].parent=null;
			GRID[i][j].g=0;
			GRID[i][j].h=0;
			GRID[i][j].f=0;
}
}