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car.js
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car.js
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class Car {
constructor(x, y, width, height, controlType, maxSpeed = 3) {
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])
}
this.controls = new Controls(controlType)
}
update(roadBorders, traffic) {
if (!this.damaged) {
this.#move()
this.polygon = this.#createPolygon()
this.damaged = this.#assessDamage(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]
}
}
}
#assessDamage(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
}
}
return false
}
#createPolygon() {
const points = []
const radius = Math.hypot(this.width, this.height) / 2
const alpha = Math.atan2(this.width, this.height)
points.push({
x: this.x - Math.sin(this.angle - alpha) * radius,
y: this.y - Math.cos(this.angle - alpha) * radius,
})
points.push({
x: this.x - Math.sin(this.angle + alpha) * radius,
y: this.y - Math.cos(this.angle + alpha) * radius,
})
points.push({
x: this.x - Math.sin(Math.PI + this.angle - alpha) * radius,
y: this.y - Math.cos(Math.PI + this.angle - alpha) * radius,
})
points.push({
x: this.x - Math.sin(Math.PI + this.angle + alpha) * radius,
y: this.y - Math.cos(Math.PI + this.angle + alpha) * radius,
})
return points
}
#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
}
if (this.speed > 0) {
this.speed -= this.friction
}
if (this.speed < 0) {
this.speed += this.friction
}
if (Math.abs(this.speed) < this.friction) {
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
}
}
this.x -= Math.sin(this.angle) * this.speed
this.y -= Math.cos(this.angle) * this.speed
}
draw(ctx, color, drawSensor = false) {
if (this.damaged) {
ctx.fillStyle = 'gray'
} else {
ctx.fillStyle = color
}
ctx.beginPath()
ctx.moveTo(this.polygon[0].x, this.polygon[0].y)
for (let i = 1; i < this.polygon.length; i++) {
ctx.lineTo(this.polygon[i].x, this.polygon[i].y)
}
ctx.fill()
if (this.sensor && drawSensor) {
this.sensor.draw(ctx)
}
}
}