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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.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);
// 6 neuron hidden layer, 4 neuron output layer (forward, backward, 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);
const offsets = this.sensor.readings.map((s) =>
s == null ? 0 : 1 - s.offset
);
const outputs = NeuralNetwork.feedForward(offsets, this.brain);
// console.log(outputs);
if (this.brain) {
this.controls.forward = outputs[0];
this.controls.left = outputs[1];
this.controls.right = outputs[2];
this.controls.reverse = outputs[3];
}
}
}
//for checking collision
#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;
}
//private method
#move() {
if (this.controls.forward) {
this.speed += this.acceleration;
}
if (this.controls.reverse) {
this.speed -= this.acceleration;
}
if (this.speed > this.maxSpeed) {
this.speed = this.maxSpeed;
}
if (this.speed < -this.maxSpeed) {
this.speed = -this.maxSpeed / 2;
}
if (this.speed > 0) {
this.speed -= this.friction;
}
if (this.speed < 0) {
this.speed += this.friction;
}
// to stop it from continuously moving even at very low speed
if (Math.abs(this.speed) < this.friction) {
this.speed = 0;
}
//to flip right and left directions according to forward and backward movement
//also the car doesn't rotate standing at one place anymore, as it cannot rotate without any speed (translation)
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;
}
}
//picture unit circle in mind
this.x -= Math.sin(this.angle) * this.speed;
this.y -= Math.cos(this.angle) * this.speed;
}
draw(ctx, color, drawSensor = false) {
// ctx.save();
// ctx.translate(this.x, this.y);
// ctx.rotate(-this.angle);
// ctx.beginPath();
// ctx.rect(
// // this.x - this.width / 2,
// // this.y - this.height / 2,
// -this.width / 2,
// -this.height / 2,
// this.width,
// this.height
// );
// ctx.fillStyle = "blue";
// ctx.fill();
// //otherwise we would be translating and rotating on each frame of the animation
// ctx.restore();
//redrawing using polygon function
if (this.damaged) ctx.fillStyle = "red";
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);
}
ctx.fill();
if (this.sensor && drawSensor) {
this.sensor.draw(ctx);
}
}
}