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car.js
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car.js
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class Car {
//properties/attributes of a car
constructor(x, y, width, height,controlType,maxSpeed=4,color="crimson") {
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]);
// size of layer = rayCount // layers: 6 (1hidden layer,1output) //neurons= 4
}
this.controls = new Controls(controlType);
this.img=new Image();
this.img.src="car.png"
this.mask=document.createElement("canvas");
this.mask.width=width;
this.mask.height=height;
const maskCtx = this.mask.getContext("2d");
this.img.onload=()=>{
maskCtx.fillStyle=color;
maskCtx.rect(0,0,this.width,this.height);
maskCtx.fill();
maskCtx.globalCompositeOperation="destination-atop";
maskCtx.drawImage(this.img,0,0,this.width,this.height);
}
}
update(roadBorders,traffic) {
if(!this.damaged){
this.#move();
this.polygon=this.#createPolygon();
this.damaged=this.#aseessDamage(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);
if(this.useBrain){
this.controls.forward=outputs[0];
this.controls.left=outputs[1];
this.controls.right=outputs[2];
this.controls.reverse=outputs[3];
}
}
}
#aseessDamage(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;
}
}
}
//create car shape, car can be multiple shapes by changing values in this method for complex shapes
#createPolygon() {
const points=[];
const rad=Math.hypot(this.width, this.height)/2;
const alpha=Math.atan2(this.width,this.height);
// tangent of the angle (arc tan) = width/height
// w
// ---------------
// | | /
// | | /
// | |a / rad
// h | |^/
// | |/
// |
// |
// |
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 / 2) {
this.speed = -this.maxSpeed / 2; //divide by 2 for slower movement
//negative sign indicates that the car is going backward
}
if (this.speed > 0) {
this.speed -= this.friction;
}
if (this.speed < 0) {
this.speed += this.friction;
}
if (Math.abs(this.speed) < this.friction) {
//make the car stops moving
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;
}
}
//make the car move based on its angle
this.x -= Math.sin(this.angle) * this.speed;
this.y -= Math.cos(this.angle) * this.speed;
this.y -= this.speed;
}
draw(ctx,drawSensor=false) {
// In addition to a car, the sensor is called to drawed itself
if(this.sensor && drawSensor){
this.sensor.draw(ctx);
}
ctx.save();
ctx.translate(this.x,this.y);
ctx.rotate(-this.angle);
if(!this.damaged){
ctx.drawImage(this.mask,
-this.width/2,
-this.height/2,
this.width,
this.height);
ctx.globalCompositeOperation = 'multiply';
}
ctx.drawImage(this.img,
-this.width/2,
-this.height/2,
this.width,
this.height);
ctx.restore();
}
}