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car.js
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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.speed = 0;
this.maxSpeed = maxSpeed;
this.accel = 0.2;
this.friction = 0.05;
this.angle = 0; // // Coord sys: Unit circle rotated 90 degrees counter-clockwise
this.damaged = false;
this.useBrain = controlType == "AI";
if (controlType != "DUMMY") {
this.sensor = new Sensor(this);
// input layer is sensor count, hidden layer of 6 neurons,
// output layer of 4 neurons to indicate forward, reverse, left, right
this.brain = new NeuralNetwork([this.sensor.rayCount, 6, 4]);
}
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);
// offsets are how far away the collisions are
const offsets = this.sensor.readings.map(
// We want high vals for close, low vals for far collisions
reading => (reading == null) ? (0) : (1 - reading.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];
}
}
}
#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;
}
// Create points for representing the corners of the car
#createPolygon() {
const points = [];
// Distance from middle to any point (any point from the middle is the same distance)
const rad = Math.hypot(this.width, this.height) / 2;
// tangent of this angle = width / height, find it
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;
}
#move() {
// Forw
if (this.controls.forward) {
this.speed += this.accel;
}
// Reverse
if (this.controls.reverse) {
this.speed -= this.accel;
}
// Forw Speedcap
if (this.speed > this.maxSpeed) {
this.speed = this.maxSpeed;
}
// Reverse Speedcap
if (this.speed < - this.maxSpeed / 2) {
this.speed = - this.maxSpeed / 2;
}
// Forw Friction
if (this.speed > 0) {
this.speed -= this.friction;
}
// Reverse Friction
if (this.speed < 0) {
this.speed += this.friction;
}
// Friction stop
if (Math.abs(this.speed) < this.friction) {
this.speed = 0;
}
const flipSteerDirection = this.speed < 0 ? -1 : 1; // fix flipped reverse steering direction
// Left
if (this.controls.left) {
this.angle += 0.03 * flipSteerDirection;
}
// Right
if (this.controls.right) {
this.angle -= 0.03 * flipSteerDirection;
}
// Update speed
this.x -= Math.sin(this.angle) * this.speed;
this.y -= Math.cos(this.angle) * this.speed;
}
// Draw to a canvas context
draw(ctx, carColor, drawSensors=false) {
if (this.damaged) {
ctx.fillStyle = "gray";
} else {
ctx.fillStyle = carColor;
}
ctx.beginPath();
ctx.moveTo(this.polygon[0].x, this.polygon[0].y);
for (let i = 0; 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);
}
}
}