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html, body { | ||
margin: 0; | ||
} | ||
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/*#screen{ | ||
padding-left: 0; | ||
padding-right: 0; | ||
margin-left: auto; | ||
margin-right: auto; | ||
display: block; | ||
}*/ |
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<!DOCTYPE html> | ||
<html> | ||
<head> | ||
<meta http-equiv="content-type" content="text/html; charset=UTF8"> | ||
<title>Classic Pool Game</title> | ||
<link rel="stylesheet" type="text/css" href="css/game-layout.css"/> | ||
<link rel="shortcut icon" type="image/png" href="assets/sprites/favicon.png"/> | ||
<script src="script/lib/LAB.min.js"></script> | ||
<script> | ||
$LAB | ||
.script('script/system/Keys.js').wait() | ||
.script('script/system/Color.js').wait() | ||
.script('script/geom/Vector2.js').wait() | ||
.script('script/input/ButtonState.js').wait() | ||
.script('script/input/Keyboard.js').wait() | ||
.script('script/input/Mouse.js').wait() | ||
.script('script/Global.js').wait() | ||
.script('script/Canvas2D.js').wait() | ||
.script('script/game_objects/Score.js').wait() | ||
.script('script/game_objects/Ball.js').wait() | ||
.script('script/game_objects/Stick.js').wait() | ||
.script('script/menu/Label.js').wait() | ||
.script('script/menu/Button.js').wait() | ||
.script('script/menu/Menu.js').wait() | ||
.script('script/menu/MainMenu.js').wait() | ||
.script('script/AI/Opponent.js').wait() | ||
.script('script/AI/AIPolicy.js').wait() | ||
.script('script/AI/AITrainer.js').wait() | ||
.script('script/game_objects/Player.js').wait() | ||
.script('script/GamePolicy.js').wait() | ||
.script('script/GameWorld.js').wait() | ||
.script('script/Game.js').wait() | ||
.script('script/Assets.js').wait(function () { | ||
Game.start('gameArea','screen', 1500, 825); | ||
}); | ||
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</script> | ||
</head> | ||
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<body style = "background-color:black"> | ||
<div id="gameArea"> | ||
<canvas id="screen" width="2000" height="1000"></canvas> | ||
</div> | ||
</body> | ||
</html> |
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function AIPolicy(){ | ||
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} | ||
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AIPolicy.prototype.evaluate = function(state, gamePolicy){ | ||
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let evaluation = 1; | ||
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for (var i = 0 ; i < state.balls.length; i++){ | ||
for(var j = i + 1 ; j < state.balls.length ; j++){ | ||
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let firstBall = state.balls[i]; | ||
let secondBall = state.balls[j]; | ||
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if(firstBall === state.whiteBall || secondBall === state.whiteBall | ||
|| | ||
firstBall.inHole || secondBall.inHole){ | ||
continue; | ||
} | ||
evaluation += firstBall.position.distanceFrom(secondBall.position); | ||
} | ||
} | ||
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evaluation = evaluation/5800; | ||
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if(!gamePolicy.firstCollision){ | ||
evaluation+= 100; | ||
} | ||
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evaluation += 2000 * gamePolicy.validBallsInsertedOnTurn; | ||
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gamePolicy.updateTurnOutcome(); | ||
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if(gamePolicy.won){ | ||
if(!gamePolicy.foul){ | ||
evaluation += 10000; | ||
} | ||
else{ | ||
evaluation -= 10000; | ||
} | ||
} | ||
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if(gamePolicy.foul){ | ||
evaluation = evaluation - 3000; | ||
} | ||
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return evaluation; | ||
} |
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function AITrainer(){ | ||
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this.AIPolicy = new AIPolicy(); | ||
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} | ||
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AITrainer.prototype.init = function(state, gamePolicy){ | ||
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AI.opponents = []; | ||
AI.currentOpponent = new Opponent(); | ||
AI.finishedSession = true; | ||
AI.iteration = 0; | ||
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AI.bestOpponentIndex = 0; | ||
AI.bestOpponentEval = 0; | ||
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if(gamePolicy.foul){ | ||
//TO DO: Pick best position for the white ball. | ||
state.whiteBall.position.x = 413; | ||
state.whiteBall.position.y = 413; | ||
state.whiteBall.inHole = false; | ||
gamePolicy.foul = false; | ||
} | ||
AI.initialState = JSON.parse(JSON.stringify(state)); | ||
AI.initialGamePolicyState = JSON.parse(JSON.stringify(gamePolicy)); | ||
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AI.state = state; | ||
AI.gamePolicy = gamePolicy; | ||
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} | ||
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AITrainer.prototype.train = function(){ | ||
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if(AI.iteration === TRAIN_ITER){ | ||
AI.finishedSession = true; | ||
AI.playTurn(); | ||
return; | ||
} | ||
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let ballsMoving = AI.state.ballsMoving(); | ||
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if(!ballsMoving){ | ||
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if(AI.iteration !== 0){ | ||
AI.currentOpponent.evaluation = AI.AIPolicy.evaluate(this.state, this.gamePolicy); | ||
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AI.opponents.push(JSON.parse(JSON.stringify(AI.currentOpponent))); | ||
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if(AI.currentOpponent.evaluation > AI.bestOpponentEval){ | ||
AI.bestOpponentEval = AI.currentOpponent.evaluation; | ||
AI.bestOpponentIndex = AI.opponents.length - 1; | ||
} | ||
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if(LOG){ | ||
console.log('-------------'+new Number(AI.iteration+1)+'--------------------'); | ||
console.log('Current evaluation: ' + AI.currentOpponent.evaluation); | ||
console.log('Current power: ' + AI.currentOpponent.power); | ||
console.log('Current rotation: ' + AI.currentOpponent.rotation); | ||
console.log('---------------------------------'); | ||
} | ||
} | ||
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AI.state.initiateState(AI.initialState.balls); | ||
AI.gamePolicy.initiateState(AI.initialGamePolicyState); | ||
AI.buildNewOpponent(); | ||
AI.simulate(); | ||
} | ||
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} | ||
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AITrainer.prototype.buildNewOpponent = function(){ | ||
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if(AI.iteration % 10 === 0){ | ||
AI.currentOpponent = new Opponent(); | ||
AI.iteration++; | ||
return; | ||
} | ||
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let bestOpponent = AI.opponents[AI.bestOpponentIndex]; | ||
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let newPower = bestOpponent.power; | ||
newPower += + ((Math.random() * 30) - 15); | ||
newPower = newPower < 20 ? 20 : newPower; | ||
newPower = newPower > 75 ? 75 : newPower; | ||
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let newRotation = bestOpponent.rotation; | ||
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if(bestOpponent.evaluation > 0){ | ||
newRotation += (1/bestOpponent.evaluation)*(Math.random() * 2 * Math.PI - Math.PI) | ||
} | ||
else{ | ||
newRotation = (Math.random() * 2 * Math.PI - Math.PI); | ||
} | ||
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AI.currentOpponent = new Opponent(newPower,newRotation); | ||
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AI.iteration++; | ||
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} | ||
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AITrainer.prototype.simulate = function(){ | ||
AI.state.stick.shoot(AI.currentOpponent.power, AI.currentOpponent.rotation); | ||
} | ||
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AITrainer.prototype.playTurn = function(){ | ||
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bestOpponent = AI.opponents[AI.bestOpponentIndex]; | ||
Game.gameWorld.stick.rotation = bestOpponent.rotation; | ||
Game.gameWorld.stick.trackMouse = false; | ||
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setTimeout(() => { | ||
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Game.gameWorld.stick.visible = true; | ||
Canvas2D.clear(); | ||
Game.gameWorld.draw(); | ||
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Game.sound = true; | ||
Game.gameWorld.initiateState(AI.initialState.balls); | ||
Game.policy.initiateState(AI.initialGamePolicyState); | ||
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DISPLAY = true; | ||
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requestAnimationFrame(Game.mainLoop); | ||
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Game.gameWorld.stick | ||
.shoot( | ||
bestOpponent.power, | ||
bestOpponent.rotation | ||
); | ||
Game.gameWorld.stick.trackMouse = true; | ||
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}, 1000); | ||
} | ||
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AITrainer.prototype.opponentTrainingLoop = function(){ | ||
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Game.sound = false; | ||
DISPLAY = false; | ||
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if(DISPLAY_TRAINING){ | ||
if(!AI.finishedSession){ | ||
AI.train(); | ||
Game.gameWorld.handleInput(DELTA); | ||
Game.gameWorld.update(DELTA); | ||
Canvas2D.clear(); | ||
Game.gameWorld.draw(); | ||
Mouse.reset(); | ||
setTimeout(AI.opponentTrainingLoop,0.00000000001); | ||
} | ||
} | ||
else{ | ||
while(!AI.finishedSession){ | ||
AI.train(); | ||
Game.gameWorld.handleInput(DELTA); | ||
Game.gameWorld.update(DELTA); | ||
Mouse.reset(); | ||
} | ||
} | ||
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} | ||
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AITrainer.prototype.startSession = function(){ | ||
setTimeout( | ||
()=>{ | ||
Game.gameWorld.stick.visible = false; | ||
Canvas2D.clear(); | ||
Game.gameWorld.draw(); | ||
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AI.init(Game.gameWorld, Game.policy); | ||
AI.finishedSession = false; | ||
AI.opponentTrainingLoop(); | ||
}, | ||
1000 | ||
); | ||
} | ||
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const AI = new AITrainer(); |
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function Opponent(power, rotation){ | ||
this.power = power || (Math.random() * 75 + 1); | ||
this.rotation = rotation || (Math.random()*6.283)-3.141; | ||
this.evaluation = 0; | ||
} |
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"use strict"; | ||
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var sprites = {}; | ||
var sounds = {}; | ||
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Game.loadAssets = function () { | ||
var loadSprite = function (sprite) { | ||
return Game.loadSprite("assets/sprites/" + sprite); | ||
}; | ||
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var loadSound = function (sound) { | ||
return new Audio("assets/sounds/" + sound); | ||
}; | ||
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sprites.mainMenuBackground = loadSprite("main_menu_background.png"); | ||
sprites.background = loadSprite("spr_background4.png"); | ||
sprites.ball = loadSprite("spr_ball2.png"); | ||
sprites.redBall = loadSprite("spr_redBall2.png"); | ||
sprites.yellowBall = loadSprite("spr_yellowBall2.png"); | ||
sprites.blackBall = loadSprite("spr_blackBall2.png"); | ||
sprites.stick = loadSprite("spr_stick.png"); | ||
sprites.twoPlayersButton = loadSprite("2_players_button.png"); | ||
sprites.twoPlayersButtonHover = loadSprite("2_players_button_hover.png"); | ||
sprites.onePlayersButton = loadSprite("1_player_button.png"); | ||
sprites.onePlayersButtonHover = loadSprite("1_player_button_hover.png"); | ||
sprites.muteButton = loadSprite("mute_button.png"); | ||
sprites.muteButtonHover = loadSprite("mute_button_hover.png"); | ||
sprites.muteButtonPressed = loadSprite("mute_button_pressed.png"); | ||
sprites.muteButtonPressedHover = loadSprite("mute_button_pressed_hover.png"); | ||
sprites.easyButton = loadSprite("easy_button.png"); | ||
sprites.easyButtonHover = loadSprite("easy_button_hover.png"); | ||
sprites.mediumButton = loadSprite("medium_button.png"); | ||
sprites.mediumButtonHover = loadSprite("medium_button_hover.png"); | ||
sprites.hardButton = loadSprite("hard_button.png"); | ||
sprites.hardButtonHover = loadSprite("hard_button_hover.png"); | ||
sprites.backButton = loadSprite("back_button.png"); | ||
sprites.backButtonHover = loadSprite("back_button_hover.png"); | ||
sprites.continueButton = loadSprite("continue_button.png"); | ||
sprites.continueButtonHover = loadSprite("continue_button_hover.png"); | ||
sprites.insaneButton = loadSprite("insane_button.png"); | ||
sprites.insaneButtonHover = loadSprite("insane_button_hover.png"); | ||
sprites.aboutButton = loadSprite("about_button.png"); | ||
sprites.aboutButtonHover = loadSprite("about_button_hover.png"); | ||
sprites.controls = loadSprite("controls.png"); | ||
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sounds.side = loadSound("Side.wav"); | ||
sounds.ballsCollide = loadSound("BallsCollide.wav"); | ||
sounds.strike = loadSound("Strike.wav"); | ||
sounds.hole = loadSound("Hole.wav"); | ||
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// Bossa Antigua Kevin MacLeod (incompetech.com) | ||
// Licensed under Creative Commons: By Attribution 3.0 License | ||
// http://creativecommons.org/licenses/by/3.0/ | ||
sounds.jazzTune = loadSound("Bossa Antigua.mp3"); | ||
} | ||
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sounds.fadeOut = function(sound) { | ||
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var fadeAudio = setInterval(function () { | ||
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if(GAME_STOPPED) | ||
return; | ||
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// Only fade if past the fade out point or not at zero already | ||
if ((sound.volume >= 0.05)) { | ||
sound.volume -= 0.05; | ||
} | ||
else{ | ||
sound.pause(); | ||
clearInterval(fadeAudio); | ||
} | ||
}, 400); | ||
} |
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