Code viewer for World: The Pooh & The Bee 1.2 (T...

// Cloned by Meenu Mathew on 11 Nov 2021 from World "The Pooh & The  Bee 1.1" by Meenu Mathew 
// Please leave this clone trail here.
 


// Cloned by Meenu Mathew on 11 Nov 2021 from World "The Pooh & The  Bee 1.1" by Meenu Mathew 
// Please leave this clone trail here.
 


// Cloned by Meenu Mathew on 25 Oct 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_WALL 	= '/uploads/meenumathew/brick_wall.JPG' ;
 const TEXTURE_MAZE 	= '/uploads/meenumathew/brick_wall.JPG' ;
 const TEXTURE_AGENT 	= '/uploads/meenumathew/pooh.png' ;
 const TEXTURE_ENEMY 	= '/uploads/meenumathew/bee.png' ;
 const TEXTURE_TUNNEL 	= '/uploads/meenumathew/tunnel.jpg' ;

// credits:
// http://commons.wikimedia.org/wiki/File:Old_door_handles.jpg
// https://commons.wikimedia.org/wiki/Category:Pac-Man_icons
// https://commons.wikimedia.org/wiki/Category:Skull_and_crossbone_icons
// http://en.wikipedia.org/wiki/File:Inscription_displaying_apices_(from_the_shrine_of_the_Augustales_at_Herculaneum).jpg

 
 const MUSIC_BACK       = '/uploads/meenumathew/Star-Wars-Cantina-Band-_Noize-Tank-Remix_-Gaming-Background-Music.mp3' ;
 const SOUND_ALARM      = '/uploads/meenumathew/Portal-Gun-Sound-Effect.mp3' ;


	
	
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  

// code by meenu
var line_a = null;//line for agent
var line_e = null;//line for enemy
// end of code by meenu
//--- 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 


// 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



// ===================================================================================================================
// === 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,thetunnel;
  
var wall_texture, agent_texture, enemy_texture, maze_texture,tunnel_texture; 


// enemy ,agent,tunnel position on squares
var ei, ej, ai, aj, ti, tj;

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();
	var loader5 = 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();		 
	});
	//code by Meenu
	loader5.load ( TEXTURE_TUNNEL, function ( thetexture )  
	{
		thetexture.minFilter  = THREE.LinearFilter;
		tunnel_texture = thetexture;
		if ( asynchFinished() )	initScene();		 
	});
	//end of code by Meenu
}


function asynchFinished()		 // all file loads returned 
{
	if ( wall_texture && agent_texture && enemy_texture && maze_texture && tunnel_texture )   return true; 
	else return false;
}	
	
	
 

//--- grid system -------------------------------------------------------------------------------
// my numbering is 0 to gridsize-1

	
function occupied ( i, j )		// is this square occupied
{
 // code by meenu   
 if ( ( ei == i ) && ( ej == j ) ) return true;		// enemy exist
 if ( ( ai == i ) && ( aj == j ) ) return true;     //agent exist
 //code by Meenu
 if ( ( ti == i ) && ( tj == j ) ) return true;     //agent exist
 if ( GRID[i][j].wall) return true;	//wall exist 
 //end of code by meenu
 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 ) )
		{
			
		    // adding spot object to GRID--- code by Meenu
			GRID[i][j]=new Spot(i,j,true);
		    // end of code by meenu
			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{ 
   			
   			// code by meenu
   			GRID[i][j] = new Spot(i,j,false);
		
        }
        
    // adding the neighbour to GRID
     for ( i = 0; i < gridsize ; i++ ) 
	  for ( j = 0; j < gridsize ; j++ ) 
          GRID[i][j].addNeighbours(GRID);
   // end of code by meenu	
   
   // 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);
		// code by meenu
		GRID[i][j].wall=true; 
	   // end of code by meenu
		
		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 );	
	  //shape    = new THREE.SphereGeometry ( 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 );
	 //shape    = new THREE.SphereGeometry ( squaresize, BOXHEIGHT, squaresize); 
	 theagent = new THREE.Mesh( shape );
	 theagent.material =  new THREE.MeshBasicMaterial( { map: agent_texture } );
	 ABWorld.scene.add(theagent);
	 drawAgent(); 
	 
	 
 //code by Meenu
// set up tunnel

// tunnel placed at random location
	do
	 {
	  i = AB.randomIntAtoB(1,gridsize);
	  j = AB.randomIntAtoB(1,gridsize);
	 }while ( occupied(i,j) );  	  // search for empty square 

	 ti = i;
	 tj = j;
	 
// tunnel placed at the corner
   /*ti=gridsize-2;
	 tj=1;*/
	 
	 shape    = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );
	 thetunnel = new THREE.Mesh( shape );
 	 thetunnel.material =  new THREE.MeshBasicMaterial( { map: tunnel_texture } );
	 ABWorld.scene.add(thetunnel);
	 drawTunnel();
 // end of code by Meenu	 
	 
  // 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)
}
 //code by Meenu
function drawTunnel()		// given ti, tj, draw it 
{
    //console.log("tunnel ti= "+ti+" tj= "+tj)
	thetunnel.position.copy ( translate(ti,tj) ); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 

	ABWorld.follow.copy ( thetunnel.position );			// follow vector = agent position (for camera following agent)
}

 //end of code by Meenu


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

function moveLogicalEnemy(ai,aj)
{ 

//this give agent to move towards the enemy based on Astar search 
//code by Meenu
var pathcolor=0x0000ff;
//console.log("moveLogicalEnemy_fn  new_ai= "+ai+" new_aj= "+aj+" new_ei="+ti+" new_ej= "+tj)
res =pathToAgent(ei,ej,ai,aj,pathcolor);//find the shortest path towards the agent current position

  if(res[0] == ai && res[1] == aj){

    }
    else{
        ei = res[0];
        ej = res[1]; 
        //console.log("moveLogicalEnemy_fn  new_ai= "+ai+" new_aj= "+aj+" new_ei="+ti+" new_ej= "+tj)
    }

}


function moveLogicalAgent( )
{ 

 var pathcolor=0xffffff;
 //console.log("ai= "+ai+" aj= "+aj+" ti="+ti+" tj= "+tj)
 res =pathToTunnel(ai,aj,ti,tj,pathcolor);

   if(res[0] == ti && res[1] == tj){

    }else{
        ai = res[0];
        aj = res[1];  
        moveLogicalEnemy(ai,aj);//pass the current position of agent
        console.log("moveLogicalAgent_fn:  new_ai= "+ai+" new_aj= "+aj+" new_ti="+ti+" new_tj= "+tj)
    }



}
//end of cocde by Meenu Mathew



//Code by Meenu Mathew
function Spot(i,j,is_wall=false){
  
  // Location
  this.i = i;
  this.j = j;

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

  // Neighbours
  this.neighbours = [];

  //this.previous define Where did I come from?
  this.previous = undefined;
  
  //wall is an obstacle and here we assign value to wall
  this.wall     =is_wall;
  
  // Figure out who my neighbours are
  this.addNeighbours = function(grid){
    var i = this.i;
    var j = this.j;
    if (i < gridsize - 1)   this.neighbours.push(grid[i + 1][j]);
    if (i > 0)          this.neighbours.push(grid[i - 1][j]);
    if (j < gridsize - 1)   this.neighbours.push(grid[i][j + 1]);
    if (j > 0)          this.neighbours.push(grid[i][j - 1]);
    
    // if (i > 0 && j > 0)                 this.neighbours.push(grid[i - 1][j - 1]);
    // if (i < gridsize - 1 && j > 0)          this.neighbours.push(grid[i + 1][j - 1]);
    // if (i > 0 && j < gridsize - 1)          this.neighbours.push(grid[i - 1][j + 1]);
    // if (i < gridsize - 1 && j < gridsize - 1)   this.neighbours.push(grid[i + 1][j + 1]);
    
  }//end of this
  
}

//-----------------------------------------------------------Path towards Tunnel--------------------------------------------------------
function pathToTunnel(a_i,a_j,t_i,t_j,pathcolor){
    
    //console.log("within pathtoTunnel function  a_i= "+ a_i + " a_j=  "+a_j + " t_i= "+ t_i + " t_j=  "+tj);
    //varible declaration
    var openSet = [];//openSet stores the list of nodes that needs to be examine. 
    var closedSet = [];//closed stores the list of evaluated nodes.
    var newPath = false;
    // openSet starts with agent's current position
    var path=[];//store path info
    var noSolution=false;
   
    openSet.push(GRID[a_i][a_j]); 
    while(openSet.length > 0){
        console.log("i am here");
        //here winner is the index of the node with mini values
        var winner = 0;
        /* to find the node with the lowest f value (distance to the agent/goal), 
        compare each values of openSet and if find any values is less than winner's f value assign that index as winner*/
        for (var i = 0; i < openSet.length; i++){ 
          if (openSet[i].f < openSet[winner].f) 
            winner = i;
            //console.log("openSetF = "+openSet[i].f+ "WinnerF = "+openSet[winner].f); 
        }
//         console.log("winner = "+winner+ "openset winner = "+openSet[winner]);
        //set current to this highest potential node(ie node with lowest f value).    
        var current = openSet[winner]; console.log("winner = "+winner+ "openset winner = "+openSet[winner]);
  //       console.log("current = "+current);
        // if current === tunnel's position, means we found the tunnel and No more search is needed.
        if (current === GRID[t_i][t_j]){
            //console.log("Best Path Found")
            //then  we need to find the path 
            //if(!noSolution){
                path = [];  //create array for storing path info  
                var temp = current;//assign agent's current info to temp
                path.push(temp);//put temp value to arrayPath
                //console.log("temp = "+temp + "temp _prev = "+temp.previous);
                //the following while loop will help to traverse back until the previous grid  equal to agent's current grid
                    while(temp.previous){     
                     //assign previous node as current
                     // console.log("X: " + temp.previous.i + " Y: " + temp.previous.j + " added to path");
                      path.push(temp.previous);
                      previous_temp = temp;
                      temp = temp.previous;
                     //Erasing the previous value for the next AstarSearch
                      previous_temp.previous = undefined;
                    
                    //}
            }
             //console.log("path length="+ path.length);
             //assign agent's next step is second last element in path array because last element of path array is agent's current position
             
             
             var agent_next_step = null;
             if(path.length >= 2){
                 agent_next_step = path[path.length - 2];                 
             }

             
             //console.log(agent_next_step);
             //console.log("new_ei= "+ agent_next_step.i + "new_ej=  "+agent_next_step.j);
             res = [];
             res.push(agent_next_step.i);
             res.push(agent_next_step.j);
             console.log(path);
             drawAgentPath(path, pathcolor);
             console.log("new a_i= "+res[0]+"new a_j=  "+res[1]);
             return res ; 
        }
        // if we get to here, we still haven't reached agent  and the Best option is moves from openSet to closedSet
        // move current from openSet to closedSet to ensure we only check on openSet once.
        removeFromArray(openSet, current);	
    	// insert current value to closedSet
        closedSet.push(current);
        
        //--------------------------Neigbors---------------------------------------------
        
        // Get all neighbours of the node from the list.  
        var neighbours = current.neighbours;
        // Check the all neighbours------------------------------------------
        
        for (var i = 0; i < neighbours.length; i++){
           
            // set neighbours as one of the neighbour from all its  neighbours
            var neighbour = current.neighbours[i];
            // if neighbour is not a element in closedSet and not a wall we caluculate g value of neighbour and assign it as tempG
            if (!closedSet.includes(neighbour) && !neighbour.wall){
                // set tempG = the cuurent.g + the distance from enemy to neigbor
                var tempG = current.g + heuristic(neighbour, current);
                //if neighbour is present in openSet
                if (openSet.includes(neighbour)){
                    if (tempG < neighbour.g){
                    //ie, A new shorter path from enemy to this neighbour is found.
                    //set newPath to true so that we update f, g, h and previous node later.
                         neighbour.g = tempG;// update with new g value
                         newPath = true;
                    }
                  
                }else{ //if neighbour is not present in openSet
                    neighbour.g = tempG;  // store the step it takes to get to this neighbour node in g.
                    newPath = true;
                    //console.log("neighbour_i= "+neighbour.i+ "neighbour_j="+neighbour.j);
                    openSet.push(neighbour); // add the node to openSet for later study.
                }
                // So if it is a new path set f , h  and previous value.
                if (newPath){
                    neighbour.h = heuristic(neighbour, GRID[a_i][a_j]);  // the distance from neighbour node to agent
                    neighbour.f = neighbour.g + neighbour.h;
                    neighbour.previous = current;//update neighbour's previous node as current because we find shorter path than previous
                }
            }
        }//end of for
       
    }//end of while
   
      
}
function drawAgentPath(path, colorLine){
    
    if(line_a != null){
        ABWorld.scene.remove(line_a);
    }
    
    const material = new THREE.LineBasicMaterial( { color: colorLine } );
    
    const points = [];
    
    for(var i = 0;i<path.length;i++){
        points.push(translate(path[i].i,path[i].j))        
    }
    
    const geometry = new THREE.BufferGeometry().setFromPoints( points );        
    line_a = new THREE.Line( geometry, material );
    ABWorld.scene.add( line_a );
    
}

//-----------------------------------------------------------Path towards agent--------------------------------------------------------


function pathToAgent(e_i,e_j,a_i,a_j,pathcolor){
    
    //console.log("within pathtoAgent : e_i= "+ e_i + " e_j=  "+e_j + " a_i= "+ a_i + " a_j=  "+a_j);
    //varible declaration
    var openSet = [];//openSet stores the list of nodes that needs to be examine. 
    var closedSet = [];//closed stores the list of evaluated nodes.
    var newPath = false;
    // openSet starts with enemy's current position
    var path=[];//store path info
    var noSolution=false;
   
    openSet.push(GRID[e_i][e_j]); 
    while(openSet.length > 0){
        //here winner is the index of the node with mini values
        var winner = 0;
        /* to find the node with the lowest f value (distance to the agent/goal), 
        compare each values of openSet and if find any values is less than winner's f value assign that index as winner*/
        for (var i = 0; i < openSet.length; i++){ 
          if (openSet[i].f < openSet[winner].f) 
            winner = i;
            //console.log("openSetF = "+openSet[i].f+ "WinnerF = "+openSet[winner].f); 
        }
//         console.log("winner = "+winner+ "openset winner = "+openSet[winner]);
        //set current to this highest potential node(ie node with lowest f value).    
        var current = openSet[winner]; console.log("winner = "+winner+ "openset winner = "+openSet[winner]);
  //       console.log("current = "+current);
        // if current === agent's position, means we found the agent and No more search is needed.
        if (current === GRID[a_i][a_j]){
            //console.log("Best Path Found")
            //then  we need to find the path 
            //if(!noSolution){
                path = [];  //create array for storing path info  
                var temp = current;//assign agent's current info to temp
                path.push(temp);//put temp value to arrayPath
                //console.log("temp = "+temp + "temp _prev = "+temp.previous);
                //the following while loop will help to traverse back until the previous grid  equal to enemy's current grid
                    while(temp.previous){     
                     //assign previous node as current
                     // console.log("X: " + temp.previous.i + " Y: " + temp.previous.j + " added to path");
                      path.push(temp.previous);
                      previous_temp = temp;
                      temp = temp.previous;
                     //Erasing the previous value for the next AstarSearch
                      previous_temp.previous = undefined;
                    
                    //}
            }
             //console.log("path length="+ path.length);
             //assign enemy's next step is second last element in path array because last element of path array is enemy's current position
             
             
             var enemy_next_step = null;
             if(path.length >= 2){
                 enemy_next_step = path[path.length - 2];                 
             }

             
             //console.log(enemy_next_step);
             //console.log("new_ei= "+ enemy_next_step.i + "new_ej=  "+enemy_next_step.j);
             res = [];
             res.push(enemy_next_step.i);
             res.push(enemy_next_step.j);
             console.log(path);
             drawEnemyPath(path, pathcolor);
             //console.log("res_ei= "+res[0]+"res_ej=  "+res[1]);
             return res ; 
        }
        // if we get to here, we still haven't reached agent  and the Best option is moves from openSet to closedSet
        // move current from openSet to closedSet to ensure we only check on openSet once.
        removeFromArray(openSet, current);	
    	// insert current value to closedSet
        closedSet.push(current);
        
        //--------------------------Neigbors---------------------------------------------
        
        // Get all neighbours of the node from the list.  
        var neighbours = current.neighbours;
        // Check the all neighbours------------------------------------------
        
        for (var i = 0; i < neighbours.length; i++){
           
            // set neighbours as one of the neighbour from all its  neighbours
            var neighbour = current.neighbours[i];
            // if neighbour is not a element in closedSet and not a wall we caluculate g value of neighbour and assign it as tempG
            if (!closedSet.includes(neighbour) && !neighbour.wall){
                // set tempG = the cuurent.g + the distance from enemy to neigbor
                var tempG = current.g + heuristic(neighbour, current);
                //if neighbour is present in openSet
                if (openSet.includes(neighbour)){
                    if (tempG < neighbour.g){
                    //ie, A new shorter path from enemy to this neighbour is found.
                    //set newPath to true so that we update f, g, h and previous node later.
                         neighbour.g = tempG;// update with new g value
                         newPath = true;
                    }
                  
                }else{ //if neighbour is not present in openSet
                    neighbour.g = tempG;  // store the step it takes to get to this neighbour node in g.
                    newPath = true;
                    //console.log("neighbour_i= "+neighbour.i+ "neighbour_j="+neighbour.j);
                    openSet.push(neighbour); // add the node to openSet for later study.
                }
                // So if it is a new path set f , h  and previous value.
                if (newPath){
                    neighbour.h = heuristic(neighbour, GRID[e_i][e_j]);  // the distance from neighbour node to agent
                    neighbour.f = neighbour.g + neighbour.h;
                    neighbour.previous = current;//update neighbour's previous node as current because we find shorter path than previous
                }
            }
        }//end of for
       
    }//end of while
   
      
}


function drawEnemyPath(path, colorLine){
    
    if(line_e != null){
        ABWorld.scene.remove(line_e);
    }
    
    const material = new THREE.LineBasicMaterial( { color: colorLine } );
    
    const points = [];
    
    for(var i = 0;i<path.length;i++){
        points.push(translate(path[i].i,path[i].j))        
    }
    
    const geometry = new THREE.BufferGeometry().setFromPoints( points );        
    line_e = new THREE.Line( geometry, material );
    ABWorld.scene.add( line_e );
    
}

// Function to delete element from the array
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);
}
//=== heuristic ===========================
// this must be always optimistic - real time will be this or longer 
function heuristic(a, b) 
{ 
    var x = b.i - a.i;
    var y = b.j - a.j;
    var dist = Math.sqrt( x*x + y*y );
    return dist;

}
    


// end of code by Meenu Mathew






// --- 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 

};



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();

  //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 
}
*/