221 lines
7.0 KiB
Rust
221 lines
7.0 KiB
Rust
use std::{f32::consts::PI, f64::consts::TAU};
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use macroquad::{prelude::*, rand::gen_range};
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use nalgebra::{max, partial_max};
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use crate::{asteroids::Asteroid, nn::NN};
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#[derive(Default)]
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pub struct Player {
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pub pos: Vec2,
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pub vel: Vec2,
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acc: f32,
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dir: Vec2,
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rot: f32,
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drag: f32,
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bullets: Vec<Bullet>,
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raycasts: Vec<f32>,
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last_shot: u8,
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shot_interval: u8,
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pub brain: Option<NN>,
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debug: bool,
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alive: bool,
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pub color: Option<Color>,
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pub lifespan: u32,
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pub shots: u32,
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}
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impl Player {
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pub fn new() -> Self {
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Self {
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dir: vec2(0., -1.),
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rot: 1.5 * PI,
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// Change scaling when passing inputs if this is changed
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drag: 0.001,
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shot_interval: 18,
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alive: true,
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debug: false,
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shots: 4,
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raycasts: vec![0.; 8],
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..Default::default()
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}
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}
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pub fn simulate(brain: Option<NN>) -> Self {
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let mut p = Player::new();
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if let Some(brain) = brain {
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assert_eq!(
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brain.config[0] - 1,
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8 + 0,
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"NN input size must match max_asteroids"
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);
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p.brain = Some(brain);
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} else {
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p.brain = Some(NN::new(vec![8 + 0, 16, 4]));
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}
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p
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}
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pub fn check_player_collision(&mut self, asteroid: &mut Asteroid) -> bool {
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// self.asteroids_data.extend([
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// asteroid.pos.x / screen_width() + 0.5,
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// asteroid.pos.y / screen_height() + 0.5,
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// asteroid.radius / 50.,
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// ]);
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let v = asteroid.pos - self.pos;
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for i in 0..4 {
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let dir = Vec2::from_angle(PI / 4. * i as f32).rotate(self.dir);
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let cross = v.perp_dot(dir);
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let dot = v.dot(dir);
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if cross.abs() <= asteroid.radius {
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self.raycasts[if dot >= 0. { i } else { i + 4 }] = *partial_max(
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&self.raycasts[if dot >= 0. { i } else { i + 4 }],
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&(1. / (dot.abs()
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- (asteroid.radius * asteroid.radius - cross * cross).sqrt())),
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)
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.unwrap();
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}
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}
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if asteroid.check_collision(self.pos, 8.) {
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self.alive = false;
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return true;
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}
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false
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}
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pub fn check_bullet_collisions(&mut self, asteroid: &mut Asteroid) -> bool {
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for bullet in &mut self.bullets {
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if asteroid.check_collision(bullet.pos, 0.) {
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asteroid.alive = false;
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bullet.alive = false;
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return true;
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}
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}
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false
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}
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pub fn update(&mut self) {
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self.lifespan += 1;
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self.last_shot += 1;
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self.acc = 0.;
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let mut keys = vec![false, false, false, false];
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// self.asteroids_data.resize(self.max_asteroids * 3, 0.);
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// let mut inputs = vec![
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// self.pos.x / screen_width() + 0.5,
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// self.pos.y / screen_height() + 0.5,
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// self.vel.x / 11.,
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// self.vel.y / 11.,
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// self.rot / TAU as f32,
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// ];
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// inputs.append(self.raycasts.as_mut());
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let inputs = self.raycasts.clone();
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// inputs.append(self.asteroids_data.as_mut());
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if let Some(brain) = &self.brain {
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// println!("{:?}", inputs);
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keys = brain.feed_forward(inputs).iter().map(|&x| x > 0.).collect();
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}
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self.raycasts = vec![0.; 8];
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if is_key_down(KeyCode::Right) && self.debug || keys[0] {
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self.rot = (self.rot + 0.1 + TAU as f32) % TAU as f32;
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self.dir = vec2(self.rot.cos(), self.rot.sin());
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}
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if is_key_down(KeyCode::Left) && self.debug || keys[1] {
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self.rot = (self.rot - 0.1 + TAU as f32) % TAU as f32;
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self.dir = vec2(self.rot.cos(), self.rot.sin());
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}
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if is_key_down(KeyCode::Up) && self.debug || keys[2] {
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// Change scaling when passing inputs if this is changed
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self.acc = 0.14;
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}
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if is_key_down(KeyCode::Space) && self.debug || keys[3] {
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if self.last_shot > self.shot_interval {
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self.last_shot = 0;
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self.shots += 1;
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self.bullets.push(Bullet {
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pos: self.pos + self.dir.rotate(vec2(20., 0.)),
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vel: self.dir.rotate(vec2(8.5, 0.)) + self.vel,
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alive: true,
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});
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}
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}
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if is_key_pressed(KeyCode::D) {
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self.debug = !self.debug;
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}
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self.vel += self.acc * self.dir - self.drag * self.vel.length() * self.vel;
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self.pos += self.vel;
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if self.pos.x.abs() > screen_width() * 0.5 + 10. {
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self.pos.x *= -1.;
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}
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if self.pos.y.abs() > screen_height() * 0.5 + 10. {
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self.pos.y *= -1.;
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}
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for bullet in &mut self.bullets {
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bullet.update();
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}
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self.bullets.retain(|b| {
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b.alive && b.pos.x.abs() * 2. < screen_width() && b.pos.y.abs() * 2. < screen_height()
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});
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}
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pub fn draw(&self) {
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let color = match self.color {
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Some(c) => c,
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None => Color::new(1., 1., 1., 0.3),
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};
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let p1 = self.pos + self.dir.rotate(vec2(20., 0.));
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let p2 = self.pos + self.dir.rotate(vec2(-18., -12.667));
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let p3 = self.pos + self.dir.rotate(vec2(-18., 12.667));
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let p4 = self.pos + self.dir.rotate(vec2(-10., -10.));
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let p5 = self.pos + self.dir.rotate(vec2(-10., 10.));
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let p6 = self.pos + self.dir.rotate(vec2(-25., 0.));
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let p7 = self.pos + self.dir.rotate(vec2(-10., -6.));
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let p8 = self.pos + self.dir.rotate(vec2(-10., 6.));
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draw_line(p1.x, p1.y, p2.x, p2.y, 2., color);
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draw_line(p1.x, p1.y, p3.x, p3.y, 2., color);
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draw_line(p4.x, p4.y, p5.x, p5.y, 2., color);
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if self.acc > 0. && gen_range(0., 1.) < 0.4 {
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draw_triangle_lines(p6, p7, p8, 2., color);
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}
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if self.debug {
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// for a in self.asteroids_data.chunks(3) {
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// draw_circle_lines(a[0], a[1], a[2], 1., GRAY);
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// draw_line(self.pos.x, self.pos.y, a[0], a[1], 1., GRAY)
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// }
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for (i, r) in self.raycasts.iter().enumerate() {
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let dir = Vec2::from_angle(PI / 4. * i as f32).rotate(self.dir);
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draw_line(
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self.pos.x,
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self.pos.y,
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self.pos.x + dir.x / r,
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self.pos.y + dir.y / r,
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1.,
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GRAY,
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);
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}
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}
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for bullet in &self.bullets {
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bullet.draw();
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}
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}
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}
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struct Bullet {
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pos: Vec2,
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vel: Vec2,
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alive: bool,
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}
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impl Bullet {
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fn update(&mut self) {
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self.pos += self.vel;
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}
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fn draw(&self) {
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draw_circle(self.pos.x, self.pos.y, 2., WHITE);
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}
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}
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