277 lines
8.8 KiB
Rust
277 lines
8.8 KiB
Rust
use std::{f32::consts::PI, f64::consts::TAU};
|
|
|
|
use macroquad::{prelude::*, rand::gen_range};
|
|
|
|
use crate::{
|
|
asteroids::Asteroid,
|
|
nn::{ActivationFunc, NN},
|
|
HEIGHT, WIDTH,
|
|
};
|
|
#[derive(Default)]
|
|
pub struct Player {
|
|
pub pos: Vec2,
|
|
vel: Vec2,
|
|
acc: f32,
|
|
pub dir: Vec2,
|
|
rot: f32,
|
|
drag: f32,
|
|
bullets: Vec<Bullet>,
|
|
asteroid: Option<Asteroid>,
|
|
inputs: Vec<f32>,
|
|
pub outputs: Vec<f32>,
|
|
// asteroid_data: Vec<(f32, f32, f32)>,
|
|
last_shot: u32,
|
|
shot_interval: u32,
|
|
pub brain: Option<NN>,
|
|
alive: bool,
|
|
pub lifespan: u32,
|
|
pub shots: u32,
|
|
}
|
|
|
|
impl Player {
|
|
pub fn new(
|
|
config: Option<Vec<usize>>,
|
|
mut_rate: Option<f32>,
|
|
activ: Option<ActivationFunc>,
|
|
) -> Self {
|
|
Self {
|
|
brain: match config {
|
|
Some(mut c) => {
|
|
c.retain(|&x| x != 0);
|
|
c.insert(0, 5);
|
|
c.push(4);
|
|
Some(NN::new(c, mut_rate.unwrap(), activ.unwrap()))
|
|
}
|
|
_ => None,
|
|
},
|
|
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,
|
|
shots: 4,
|
|
outputs: vec![0.; 4],
|
|
|
|
..Default::default()
|
|
}
|
|
}
|
|
|
|
pub fn check_player_collision(&mut self, asteroid: &Asteroid) -> bool {
|
|
// To give more near asteroids data:
|
|
|
|
// self.asteroid_data.push((
|
|
// ((asteroid.pos - self.pos).length() - asteroid.radius) / WIDTH,
|
|
// self.dir.angle_between(asteroid.pos - self.pos),
|
|
// (asteroid.vel - self.vel).length(),
|
|
// ));
|
|
|
|
// Single asteroid data:
|
|
if self.asteroid.is_none()
|
|
|| (asteroid.pos).distance_squared(self.pos)
|
|
< self
|
|
.asteroid
|
|
.as_ref()
|
|
.unwrap()
|
|
.pos
|
|
.distance_squared(self.pos)
|
|
{
|
|
self.asteroid = Some(asteroid.clone());
|
|
}
|
|
|
|
// Try raycasting below:
|
|
|
|
// 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.lifespan > 4000 && self.brain.is_some() {
|
|
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;
|
|
self.asteroid = None;
|
|
return true;
|
|
}
|
|
}
|
|
false
|
|
}
|
|
|
|
pub fn update(&mut self) {
|
|
self.lifespan += 1;
|
|
self.last_shot += 1;
|
|
self.acc = 0.;
|
|
self.outputs = vec![0.; 4];
|
|
let mut keys = vec![false; 4];
|
|
if let Some(ast) = self.asteroid.as_ref() {
|
|
self.inputs = vec![
|
|
(ast.pos - self.pos).length() / HEIGHT,
|
|
self.dir.angle_between(ast.pos - self.pos),
|
|
(ast.vel - self.vel).x * 0.6,
|
|
(ast.vel - self.vel).y * 0.6,
|
|
self.rot / TAU as f32,
|
|
];
|
|
|
|
// self.asteroid_data
|
|
// .sort_by(|a, b| a.0.partial_cmp(&b.0).unwrap());
|
|
// self.asteroid_data.resize(1, (0., 0., 0.));
|
|
// inputs.append(
|
|
// &mut self
|
|
// .asteroid_data
|
|
// .iter()
|
|
// .map(|(d, a, h)| vec![*d, *a, *h])
|
|
// .flatten()
|
|
// .collect::<Vec<_>>(),
|
|
// );
|
|
|
|
if let Some(brain) = &self.brain {
|
|
self.outputs = brain.feed_forward(&self.inputs);
|
|
keys = self
|
|
.outputs
|
|
.iter()
|
|
.map(|&x| {
|
|
x > if brain.activ_func == ActivationFunc::Sigmoid {
|
|
0.85
|
|
} else {
|
|
0.
|
|
}
|
|
})
|
|
.collect();
|
|
}
|
|
}
|
|
if keys[0] || self.brain.is_none() && is_key_down(KeyCode::Right) {
|
|
// RIGHT
|
|
self.rot = (self.rot + 0.1 + TAU as f32) % TAU as f32;
|
|
self.dir = vec2(self.rot.cos(), self.rot.sin());
|
|
}
|
|
if keys[1] || self.brain.is_none() && is_key_down(KeyCode::Left) {
|
|
// LEFT
|
|
self.rot = (self.rot - 0.1 + TAU as f32) % TAU as f32;
|
|
self.dir = vec2(self.rot.cos(), self.rot.sin());
|
|
}
|
|
if keys[2] || self.brain.is_none() && is_key_down(KeyCode::Up) {
|
|
// THROTTLE
|
|
self.acc = 0.14;
|
|
}
|
|
if keys[3] || self.brain.is_none() && is_key_down(KeyCode::Space) {
|
|
if self.last_shot > self.shot_interval {
|
|
self.last_shot = 0;
|
|
self.shots += 1;
|
|
self.bullets.push(Bullet {
|
|
pos: self.pos + self.dir * 20.,
|
|
vel: self.dir * 8.5 + self.vel,
|
|
alive: true,
|
|
});
|
|
}
|
|
}
|
|
|
|
// if is_key_pressed(KeyCode::D) {
|
|
// self.debug = !self.debug;
|
|
// }
|
|
// if is_key_pressed(KeyCode::S) {
|
|
// self.debug = false;
|
|
// }
|
|
|
|
self.vel += self.acc * self.dir - self.drag * self.vel.length() * self.vel;
|
|
self.pos += self.vel;
|
|
if self.pos.x.abs() > WIDTH * 0.5 + 10. {
|
|
self.pos.x *= -1.;
|
|
}
|
|
if self.pos.y.abs() > 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. < WIDTH && b.pos.y.abs() * 2. < HEIGHT);
|
|
self.asteroid = None;
|
|
// self.asteroid_data.clear();
|
|
}
|
|
|
|
pub fn draw(&self, color: Color, debug: bool) {
|
|
let p1 = self.pos + self.dir * 20.;
|
|
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 * -25.;
|
|
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 debug {
|
|
if let Some(ast) = self.asteroid.as_ref() {
|
|
draw_circle_lines(ast.pos.x, ast.pos.y, ast.radius, 1., RED);
|
|
// let p = self.pos
|
|
// + self.dir.rotate(Vec2::from_angle(self.asteroid_data[0].1))
|
|
// * self.asteroid_data[0].0
|
|
// * WIDTH;
|
|
draw_line(self.pos.x, self.pos.y, ast.pos.x, ast.pos.y, 1., RED);
|
|
}
|
|
|
|
// Draw raycasts
|
|
|
|
// 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(color);
|
|
}
|
|
}
|
|
|
|
pub fn draw_brain(&self, width: f32, height: f32, bias: bool) {
|
|
if let Some(brain) = &self.brain {
|
|
brain.draw(width, height, &self.inputs, &self.outputs, bias);
|
|
}
|
|
}
|
|
}
|
|
|
|
struct Bullet {
|
|
pos: Vec2,
|
|
vel: Vec2,
|
|
alive: bool,
|
|
}
|
|
|
|
impl Bullet {
|
|
fn update(&mut self) {
|
|
self.pos += self.vel;
|
|
}
|
|
fn draw(&self, c: Color) {
|
|
draw_circle(self.pos.x, self.pos.y, 2., Color::new(c.r, c.g, c.b, 0.9));
|
|
}
|
|
}
|