mario.cpp 12 KB

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  1. #include "mario.h"
  2. namespace mario
  3. {
  4. glm::vec2 Transform::getTopLeftCorner()
  5. {
  6. return position;
  7. }
  8. glm::vec2 Transform::getCenter()
  9. {
  10. return position + size / 2.f;
  11. }
  12. glm::vec2 Transform::getBottomLeftCorner()
  13. {
  14. return position + glm::vec2(0, size.y);
  15. }
  16. glm::vec2 Transform::getBottomCenter()
  17. {
  18. return position + glm::vec2(size.x / 2.f, size.y);
  19. }
  20. void Player::move(glm::vec2 dir)
  21. {
  22. if (length(dir) == 0.f) { return; }
  23. movingThisFrame = true;
  24. position.position += dir;
  25. }
  26. float maxMoveVelocity = 25;
  27. float startVelocity = 10;
  28. void Player::moveVelocityX(float dir)
  29. {
  30. if (dir == 0) { return; }
  31. movingThisFrame = true;
  32. if (dir > 0 && velocity.x < 0)
  33. {
  34. velocity.x = 0;
  35. }
  36. else if (dir < 0 && velocity.x > 0)
  37. {
  38. velocity.x = 0;
  39. }
  40. if (dir > 0)
  41. {
  42. if (velocity.x < maxMoveVelocity)
  43. {
  44. if (velocity.x == 0)
  45. {
  46. velocity.x = startVelocity;
  47. }
  48. velocity.x += dir;
  49. if (velocity.x > maxMoveVelocity)
  50. {
  51. velocity.x = maxMoveVelocity;
  52. }
  53. }
  54. }
  55. else if (dir < 0)
  56. {
  57. if (velocity.x > -maxMoveVelocity)
  58. {
  59. if (velocity.x == 0)
  60. {
  61. velocity.x = -startVelocity;
  62. }
  63. velocity.x += dir;
  64. if (velocity.x < -maxMoveVelocity)
  65. {
  66. velocity.x = -maxMoveVelocity;
  67. }
  68. }
  69. }
  70. }
  71. void Player::jump(float power)
  72. {
  73. if (grounded)
  74. {
  75. velocity.y = -power;
  76. }
  77. }
  78. const float terminalVelocity = 60;
  79. void Player::applyGravity(float gravity)
  80. {
  81. if (velocity.y < terminalVelocity)
  82. {
  83. velocity.y += gravity;
  84. if (velocity.y > terminalVelocity)
  85. {
  86. velocity.y = terminalVelocity;
  87. }
  88. }
  89. }
  90. void Player::updateMove()
  91. {
  92. if (lastPos.x - position.position.x < 0)
  93. {
  94. movingRight = true;
  95. }
  96. else if (lastPos.x - position.position.x > 0)
  97. {
  98. movingRight = false;
  99. }
  100. if (movingThisFrame)
  101. {
  102. //playerAnimation.state = PlayerAnimation::STATES::running;
  103. }
  104. else
  105. {
  106. //playerAnimation.state = {};
  107. }
  108. lastPos = position.position;
  109. movingThisFrame = false;
  110. }
  111. float groundDrag = 120.f;
  112. float airDrag = 60.f;
  113. void Player::updatePhisics(float deltaTime)
  114. {
  115. glm::vec2 drag = {groundDrag, groundDrag};
  116. if (!grounded) { drag.x = airDrag; }
  117. if (!movingThisFrame)
  118. {
  119. if (velocity.x > 0)
  120. {
  121. velocity -= drag * deltaTime;
  122. if (velocity.x < 0)
  123. {
  124. velocity.x = 0;
  125. }
  126. }
  127. else if (velocity.x < 0)
  128. {
  129. velocity += drag * deltaTime;
  130. if (velocity.x > 0)
  131. {
  132. velocity.x = 0;
  133. }
  134. }
  135. }
  136. position.position += velocity * deltaTime;
  137. }
  138. void Player::checkCollisionBrute(glm::vec2 &pos, glm::vec2 lastPos, Block *map, glm::ivec2 mapSize, bool &upTouch, bool &downTouch, bool &leftTouch, bool &rightTouch)
  139. {
  140. glm::vec2 delta = pos - lastPos;
  141. const float BLOCK_SIZE = 1.f;
  142. glm::vec2 &dimensions = position.size;
  143. if (
  144. (pos.y < -dimensions.y)
  145. || (pos.x < -dimensions.x)
  146. || (pos.y > mapSize.y * BLOCK_SIZE)
  147. || (pos.x > mapSize.x * BLOCK_SIZE)
  148. )
  149. {
  150. return;
  151. }
  152. glm::vec2 newPos = performCollision(map, mapSize, {pos.x, lastPos.y}, {dimensions.x, dimensions.y}, {delta.x, 0},
  153. upTouch, downTouch, leftTouch, rightTouch);
  154. pos = performCollision(map, mapSize, {newPos.x, pos.y}, {dimensions.x, dimensions.y}, {0, delta.y},
  155. upTouch, downTouch, leftTouch, rightTouch);
  156. }
  157. glm::vec2 Player::performCollision(Block *map, glm::ivec2 mapSize, glm::vec2 pos, glm::vec2 size, glm::vec2 delta, bool &upTouch, bool &downTouch, bool &leftTouch, bool &rightTouch)
  158. {
  159. int minX = 0;
  160. int minY = 0;
  161. int maxX = mapSize.x;
  162. int maxY = mapSize.y;
  163. auto &dimensions = position.size;
  164. const float BLOCK_SIZE = 1.f;
  165. minX = (pos.x - abs(delta.x) - BLOCK_SIZE) / BLOCK_SIZE;
  166. maxX = ceil((pos.x + abs(delta.x) + BLOCK_SIZE + size.x) / BLOCK_SIZE);
  167. minY = (pos.y - abs(delta.y) - BLOCK_SIZE) / BLOCK_SIZE;
  168. maxY = ceil((pos.y + abs(delta.y) + BLOCK_SIZE + size.y) / BLOCK_SIZE);
  169. minX = std::max(0, minX);
  170. minY = std::max(0, minY);
  171. maxX = std::min(mapSize.x, maxX);
  172. maxY = std::min(mapSize.y, maxY);
  173. auto getMapBlockUnsafe = [&](int x, int y) -> Block *
  174. {
  175. return &map[x + y * mapSize.x];
  176. };
  177. for (int y = minY; y < maxY; y++)
  178. for (int x = minX; x < maxX; x++)
  179. {
  180. if (getMapBlockUnsafe(x, y)->isCollidable())
  181. {
  182. if (aabb({pos,dimensions}, {x * BLOCK_SIZE, y * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE}, 0.0001f))
  183. {
  184. if (delta.x != 0)
  185. {
  186. if (delta.x < 0) // moving left
  187. {
  188. leftTouch = 1;
  189. pos.x = x * BLOCK_SIZE + BLOCK_SIZE;
  190. goto end;
  191. }
  192. else
  193. {
  194. rightTouch = 1;
  195. pos.x = x * BLOCK_SIZE - dimensions.x;
  196. goto end;
  197. }
  198. }
  199. else if (delta.y != 0)
  200. {
  201. if (delta.y < 0) //moving up
  202. {
  203. upTouch = 1;
  204. pos.y = y * BLOCK_SIZE + BLOCK_SIZE;
  205. goto end;
  206. }
  207. else
  208. {
  209. downTouch = 1;
  210. pos.y = y * BLOCK_SIZE - dimensions.y;
  211. goto end;
  212. }
  213. }
  214. }
  215. }
  216. }
  217. end:
  218. return pos;
  219. }
  220. void Player::resolveConstrains(Block *map, glm::ivec2 mapSize)
  221. {
  222. bool upTouch = 0;
  223. bool downTouch = 0;
  224. bool leftTouch = 0;
  225. bool rightTouch = 0;
  226. glm::vec2 &pos = position.position;
  227. float distance = glm::length(lastPos - pos);
  228. const float BLOCK_SIZE = 1.f;
  229. if (distance < BLOCK_SIZE)
  230. {
  231. checkCollisionBrute(pos,
  232. lastPos,
  233. map,
  234. mapSize,
  235. upTouch,
  236. downTouch,
  237. leftTouch,
  238. rightTouch
  239. );
  240. }
  241. else
  242. {
  243. glm::vec2 newPos = lastPos;
  244. glm::vec2 delta = pos - lastPos;
  245. delta = glm::normalize(delta);
  246. delta *= 0.9 * BLOCK_SIZE;
  247. do
  248. {
  249. newPos += delta;
  250. glm::vec2 posTest = newPos;
  251. checkCollisionBrute(newPos,
  252. lastPos,
  253. map,
  254. mapSize,
  255. upTouch,
  256. downTouch,
  257. leftTouch,
  258. rightTouch);
  259. if (newPos != posTest)
  260. {
  261. pos = newPos;
  262. goto end;
  263. }
  264. } while (glm::length((newPos + delta) - pos) > 1.0f * BLOCK_SIZE);
  265. checkCollisionBrute(pos,
  266. lastPos,
  267. map,
  268. mapSize,
  269. upTouch,
  270. downTouch,
  271. leftTouch,
  272. rightTouch);
  273. }
  274. end:
  275. //clamp the box if needed
  276. if (pos.x < 0) { pos.x = 0; leftTouch = true; }
  277. if (pos.x + position.size.x > (mapSize.x) * BLOCK_SIZE)
  278. {
  279. pos.x = ((mapSize.x) * BLOCK_SIZE) - position.size.x; rightTouch = true;
  280. }
  281. if (leftTouch && velocity.x < 0) { velocity.x = 0; }
  282. if (rightTouch && velocity.x > 0) { velocity.x = 0; }
  283. if (upTouch && velocity.y < 0) { velocity.y = 0; }
  284. if (downTouch && velocity.y > 0) { velocity.y = 0; }
  285. if (downTouch) { grounded = true; }
  286. }
  287. void getVision(char vision[visionSizeX * visionSizeY], mario::GameplaySimulation &simulator, PlayerSimulation &p)
  288. {
  289. memset(vision, 0, sizeof(vision));
  290. for (int y = 0; y < visionSizeY; y++)
  291. {
  292. for (int x = 0; x < visionSizeX; x++)
  293. {
  294. auto b = simulator.
  295. getMapBlockSafe(
  296. x + p.p.position.getCenter().x - 1,
  297. y + p.p.position.getCenter().y - visionSizeY + 10);
  298. vision[x + y * visionSizeX] = b.isCollidable();
  299. }
  300. }
  301. }
  302. bool performNeuralSimulation(PlayerSimulation &p, float deltaTime, mario::GameplaySimulation &simulator, mario::NeuralNetork
  303. &network)
  304. {
  305. if (p.p.position.position.x - p.maxPosition > 0.2)
  306. {
  307. p.maxPosition = p.p.position.position.x;
  308. p.killTimer = 0;
  309. }
  310. else
  311. {
  312. p.killTimer += deltaTime;
  313. if (p.killTimer > 4)
  314. {
  315. return 0;
  316. }
  317. }
  318. p.maxFit = p.maxPosition - p.jumpCount * 5;
  319. //simulator.moveDelta = 1;
  320. //simulator.jump = 0;
  321. char vision[visionSizeX * visionSizeY];
  322. getVision(vision, simulator, p);
  323. //input
  324. network.compute(simulator.moveDelta, simulator.jump, vision);
  325. if (simulator.jump && p.p.grounded)
  326. {
  327. p.jumpCount++;
  328. //p.maxFit -= 1;
  329. }
  330. if (!simulator.updateFrame(deltaTime, p.p))
  331. {
  332. return 0;
  333. }
  334. else
  335. {
  336. return 1;
  337. }
  338. }
  339. void renderNeuralNetwork(gl2d::Renderer2D &renderer, char vision[mario::visionSizeX * mario::visionSizeY], float blockSizePreview, mario::NeuralNetork &network)
  340. {
  341. auto renderLine = [&](glm::vec2 a, glm::vec2 b, glm::vec4 color)
  342. {
  343. float dist = glm::distance(a, b);
  344. float thickness = 5;
  345. glm::vec2 vect = b - a;
  346. float angle = -std::atan2(vect.y, vect.x);
  347. //float angle = 0;
  348. renderer.renderRectangle({a, dist, thickness}, color, {-dist / 2.f,0}, glm::degrees(angle));
  349. };
  350. renderer.pushCamera();
  351. renderer.renderRectangle(
  352. glm::vec4(0, 0, mario::visionSizeX * (float)blockSizePreview, mario::visionSizeY * (float)blockSizePreview)
  353. , {0.5,0.5,0.5,0.5});
  354. for (int y = 0; y < mario::visionSizeY; y++)
  355. {
  356. for (int x = 0; x < mario::visionSizeX; x++)
  357. {
  358. auto b = vision[x + y * mario::visionSizeX];
  359. if (b == 1)
  360. {
  361. renderer.renderRectangle(glm::vec4(x, y, 0.95, 0.95) * (float)blockSizePreview, {0,1,0,0.5});
  362. }
  363. //else
  364. //{
  365. // renderer.renderer.renderRectangle(glm::vec4(x, y, 0.95, 0.95) * (float)blockSizePreview, {0.5,0.5,0.5,0.5});
  366. //}
  367. }
  368. }
  369. renderer.renderRectangle(
  370. glm::vec4(
  371. 1,
  372. mario::visionSizeY - 10,
  373. PLAYER_SIZE) *
  374. (float)blockSizePreview, {0,0,1,0.5});
  375. glm::vec2 upkeyPositions(mario::visionSizeX * blockSizePreview * 4,
  376. mario::visionSizeY * blockSizePreview * 0.5 - blockSizePreview * 2);
  377. glm::vec2 leftkeyPositions(mario::visionSizeX * blockSizePreview * 4,
  378. mario::visionSizeY * blockSizePreview * 0.5);
  379. glm::vec2 rightkeyPositions(mario::visionSizeX * blockSizePreview * 4,
  380. mario::visionSizeY * blockSizePreview * 0.5 + blockSizePreview * 2);
  381. glm::vec2 firstNeuronPositions(mario::visionSizeX * blockSizePreview * 1.5,
  382. mario::visionSizeY * blockSizePreview * 0.5 - blockSizePreview * 5);
  383. glm::vec2 secondNeuronPositions(mario::visionSizeX * blockSizePreview * 2.5,
  384. mario::visionSizeY * blockSizePreview * 0.5 - blockSizePreview * 5);
  385. for (int i = 0; i < 3; i++)
  386. {
  387. for (int j = 0; j < mario::subLayerSize; j++)
  388. {
  389. if (network.weights3[i][j] != 0)
  390. {
  391. glm::vec4 color;
  392. if (network.weights3[i][j] > 0)
  393. {
  394. color = glm::vec4(0, 1, 0, network.weights3[i][j] / 1.5);
  395. }
  396. else
  397. {
  398. color = glm::vec4(1, 0, 0, network.weights3[i][j] / -1.5);
  399. }
  400. color.w = glm::clamp(color.w, 0.1f, 1.f);
  401. glm::vec2 positions[] = {upkeyPositions, leftkeyPositions, rightkeyPositions};
  402. renderLine(
  403. secondNeuronPositions + glm::vec2{0, 10 * j * blockSizePreview / mario::subLayerSize},
  404. positions[i] + glm::vec2(blockSizePreview) / 2.f,
  405. color);
  406. }
  407. }
  408. }
  409. for (int i = 0; i < mario::subLayerSize; i++)
  410. {
  411. for (int j = 0; j < mario::subLayerSize; j++)
  412. {
  413. if (network.weights2[i][j] != 0)
  414. {
  415. glm::vec4 color;
  416. if (network.weights2[i][j] > 0)
  417. {
  418. color = glm::vec4(0, 1, 0, network.weights2[i][j] / 1.5);
  419. }
  420. else
  421. {
  422. color = glm::vec4(1, 0, 0, network.weights2[i][j] / -1.5);
  423. }
  424. color.w = glm::clamp(color.w, 0.1f, 1.f);
  425. renderLine(
  426. firstNeuronPositions + glm::vec2{0, 10 * j * blockSizePreview / mario::subLayerSize},
  427. secondNeuronPositions + glm::vec2{0, 10 * i * blockSizePreview / mario::subLayerSize},
  428. color);
  429. }
  430. }
  431. }
  432. for (int i = 0; i < mario::subLayerSize; i++)
  433. {
  434. for (int j = 0; j < mario::visionTotal; j++)
  435. {
  436. if (network.weights1[i][j] != 0)
  437. {
  438. glm::vec4 color;
  439. if (network.weights1[i][j] > 0)
  440. {
  441. color = glm::vec4(0, 1, 0, network.weights1[i][j] / 1.5);
  442. }
  443. else
  444. {
  445. color = glm::vec4(1, 0, 0, network.weights1[i][j] / -1.5);
  446. }
  447. color.w = glm::clamp(color.w, 0.1f, 1.f);
  448. renderLine(
  449. (glm::vec2(j % mario::visionSizeX, j / mario::visionSizeX) + glm::vec2(0.5, 0.5)) * (float)blockSizePreview,
  450. firstNeuronPositions + glm::vec2{0, 10 * i * blockSizePreview / mario::subLayerSize},
  451. color);
  452. }
  453. }
  454. }
  455. for (int i = 0; i < mario::subLayerSize; i++)
  456. {
  457. renderer.renderRectangle(
  458. glm::vec4(firstNeuronPositions + glm::vec2{0, 10 * i * blockSizePreview/ mario::subLayerSize},
  459. blockSizePreview/2, blockSizePreview/2)
  460. , {1,0,1,0.5});
  461. }
  462. for (int i = 0; i < mario::subLayerSize; i++)
  463. {
  464. renderer.renderRectangle(
  465. glm::vec4(secondNeuronPositions + glm::vec2{0, 10 * i * blockSizePreview / mario::subLayerSize},
  466. blockSizePreview / 2, blockSizePreview / 2)
  467. , {1,0,1,0.5});
  468. }
  469. renderer.renderRectangle(
  470. glm::vec4(upkeyPositions, blockSizePreview, blockSizePreview)
  471. , {0,0,1,0.5});
  472. renderer.renderRectangle(
  473. glm::vec4(leftkeyPositions, blockSizePreview, blockSizePreview)
  474. , {0,0,1,0.5});
  475. renderer.renderRectangle(
  476. glm::vec4(rightkeyPositions, blockSizePreview, blockSizePreview)
  477. , {0,0,1,0.5});
  478. renderer.popCamera();
  479. }
  480. };