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car.js
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class Car{
constructor(x, y, width, height, controlType, maxSpeed = 4){
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.speed = 0;
this.acceleration = 0.2;
this.maxSpeed = maxSpeed;
this.friction = 0.05;
this.angle= 0;
this.damaged = false;
this.useBrain = controlType == "AI";
if(controlType != "DUMMY"){
this.sensor = new Sensor(this);
this.brain = new NeuralNetwork(
[this.sensor.rayCount, 6, 4]
)
} //@dev This if statement allows the self-driving car to have sensors and a neural network
this.controls = new Controls(controlType);
}
//@dev param1 & 2 define where we want the car to be
//@dev param3 & 4 define how big we want the car to be
update(roadBorders, traffic){
if(!this.damaged){
this.#move();
this.polygon = this.#createPolygon();
this.damaged = this.#assessDamage(roadBorders, traffic);
}
if(this.sensor){
this.sensor.update(roadBorders, traffic);
const offsets = this.sensor.readings.map(s => s == null ? 0 : 1 - s.offset)
//@dev This map creates nuances in perceiving whether or not it is close to a border,
// if it is close, the number will be closer to 1 and if far it will be 0
const outputs = NeuralNetwork.feedForward(offsets, this.brain);
if (this.useBrain) {
this.controls.forward = outputs[0];
this.controls.left = outputs[1];
this.controls.right = outputs[2];
this.controls.backward = outputs[3];
}
} //@dev This if statement only updates sensors if a given car has a sensor
}
#assessDamage(roadBorders, traffic){
for (let i = 0; i < roadBorders.length; i++) {
if(polysIntersect(this.polygon, roadBorders[i])){
return true;
}
}
for (let i = 0; i < traffic.length; i++) {
if(polysIntersect(this.polygon, traffic[i].polygon)){
return true;
}
}
return false;
}
#createPolygon(){
const points = [];
const rad = Math.hypot(this.width, this.height) / 2;
const alpha = Math.atan2(this.width, this.height);
points.push({
x: this.x - Math.sin(this.angle - alpha) * rad,
y: this.y - Math.cos(this.angle - alpha) * rad
});
points.push({
x: this.x - Math.sin(this.angle + alpha) * rad,
y: this.y - Math.cos(this.angle + alpha) * rad
});
points.push({
x: this.x - Math.sin(Math.PI + this.angle - alpha) * rad,
y: this.y - Math.cos(Math.PI + this.angle - alpha) * rad
});
points.push({
x: this.x - Math.sin(Math.PI + this.angle + alpha) * rad,
y: this.y - Math.cos(Math.PI + this.angle + alpha) * rad
});
return points
} //@dev This function defines the four corners of the car
#move(){
if(this.controls.forward){
this.speed += this.acceleration;
}
if(this.controls.backward){
this.speed -= this.acceleration;
}
if(this.speed > this.maxSpeed){
this.speed = this.maxSpeed;
}
if(this.speed < -this.maxSpeed / 2){
this.speed = -this.maxSpeed / 2;
}
if(this.speed > 0){
this.speed -= this.friction;
}
if(this.speed < 0){
this.speed += this.friction;
}
if(Math.abs(this.speed) < this.friction){
this.speed = 0;
}
if(this.speed != 0){
const flip = this.speed > 0? 1 : -1;
if(this.controls.left){
this.angle += 0.03 * flip;
}
if(this.controls.right){
this.angle -= 0.03 * flip;
}
}
this.x -= Math.sin(this.angle) * this.speed;
this.y -= Math.cos(this.angle) * this.speed;
}
draw(ctx, color, drawSensor = false){
if(this.damaged){
ctx.fillStyle = "gray";
} else {
ctx.fillStyle = color;
}
ctx.beginPath();
ctx.moveTo(this.polygon[0].x, this.polygon[0].y);
for (let i = 1; i < this.polygon.length; i++) {
ctx.lineTo(this.polygon[i].x, this.polygon[i].y);
} //@dev This loop draws the polygon connecting all points
ctx.fill();
if(this.sensor && drawSensor){
this.sensor.draw(ctx);
} //@dev This if statement only draws sensors if a given car has sensors
}
}