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car.js
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class Car {
constructor(x, y, width, height, controlType, maxSpeed=3) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.angle = 0
this.speed = 0;
this.acceleration = 0.2;
this.rotationSpeed = 0.03
this.maxSpeed = 10;
this.friction = 0.05;
this.damaged = false
this.maxSpeed = maxSpeed
this.useBrain = controlType==="AI"
if(controlType !== "DUMMY") {
this.sensor = new Sensor(this)
this.brain = new NeuralNetwork(
[this.sensor.rayCount, 6, 4] //input, ...hidden, output
)
}
this.controls = new Controls(controlType)
}
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(
r=>r==null?0:1-r.offset
)
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.reverse = outputs[3]
}
}
}
#createPolygon(){
const points = []
const radius = //from center of polygon to corner, changing length to no break the perimeter
Math.hypot(this.width, this.height)/2
const angle = Math.atan2(this.width, this.height)
points.push({
x: this.x-Math.sin(this.angle-angle)*radius,
y: this.y-Math.cos(this.angle-angle)*radius,
})
points.push({
x: this.x-Math.sin(this.angle+angle)*radius,
y: this.y-Math.cos(this.angle+angle)*radius,
})
points.push({
x: this.x-Math.sin(Math.PI+this.angle-angle)*radius,
y: this.y-Math.cos(Math.PI+this.angle-angle)*radius,
})
points.push({
x: this.x-Math.sin(Math.PI+this.angle+angle)*radius,
y: this.y-Math.cos(Math.PI+this.angle+angle)*radius,
})
return points
}
#assessDamage(roadboarder, traffic){
for(let i = 0; i < roadboarder.length; i++){
if(polysIntersect(this.polygon, roadboarder[i])){
return true;
}
}
for(let i = 0; i < traffic.length; i++){
if(polysIntersect(this.polygon, traffic[i].polygon)){
return true;
}
}
return false;
}
#move(){
if(this.controls.forward){
this.speed += this.acceleration;
}
else if(this.controls.reverse){
this.speed -= this.acceleration;
}
this.speed = Math.min(Math.max(this.speed, -1 * this.maxSpeed), this.maxSpeed) //clamp it
if(this.speed > 0){
this.speed -= this.friction
}
else if(this.speed < 0){
this.speed += this.friction
}
//fix corner condition where the car bounces between forward and back due to friction changing
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 += this.rotationSpeed*flip
} else if (this.controls.right) {
this.angle -= this.rotationSpeed*flip
}
}
this.x -= Math.sin(this.angle) * this.speed;
this.y -= Math.cos(this.angle) * this.speed;
}
draw(ctx, color, drawSensors=false){
ctx.fillStyle=(this.damaged)?"red":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)
}
ctx.fill()
if(this.sensor && drawSensors) {
this.sensor.draw(ctx)
}
}
}