asteroids-genetic/src/player.rs

221 lines
7.0 KiB
Rust

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