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- #include "mario.h"
- namespace mario
- {
- glm::vec2 Transform::getTopLeftCorner()
- {
- return position;
- }
- glm::vec2 Transform::getCenter()
- {
- return position + size / 2.f;
- }
- glm::vec2 Transform::getBottomLeftCorner()
- {
- return position + glm::vec2(0, size.y);
- }
- glm::vec2 Transform::getBottomCenter()
- {
- return position + glm::vec2(size.x / 2.f, size.y);
- }
- void Player::move(glm::vec2 dir)
- {
- if (length(dir) == 0.f) { return; }
- movingThisFrame = true;
- position.position += dir;
- }
- float maxMoveVelocity = 25;
- float startVelocity = 10;
- void Player::moveVelocityX(float dir)
- {
- if (dir == 0) { return; }
- movingThisFrame = true;
- if (dir > 0 && velocity.x < 0)
- {
- velocity.x = 0;
- }
- else if (dir < 0 && velocity.x > 0)
- {
- velocity.x = 0;
- }
- if (dir > 0)
- {
- if (velocity.x < maxMoveVelocity)
- {
- if (velocity.x == 0)
- {
- velocity.x = startVelocity;
- }
- velocity.x += dir;
- if (velocity.x > maxMoveVelocity)
- {
- velocity.x = maxMoveVelocity;
- }
- }
- }
- else if (dir < 0)
- {
- if (velocity.x > -maxMoveVelocity)
- {
- if (velocity.x == 0)
- {
- velocity.x = -startVelocity;
- }
- velocity.x += dir;
- if (velocity.x < -maxMoveVelocity)
- {
- velocity.x = -maxMoveVelocity;
- }
- }
- }
- }
- void Player::jump(float power)
- {
- if (grounded)
- {
- velocity.y = -power;
- }
- }
- const float terminalVelocity = 60;
- void Player::applyGravity(float gravity)
- {
- if (velocity.y < terminalVelocity)
- {
- velocity.y += gravity;
- if (velocity.y > terminalVelocity)
- {
- velocity.y = terminalVelocity;
- }
- }
- }
- void Player::updateMove()
- {
- if (lastPos.x - position.position.x < 0)
- {
- movingRight = true;
- }
- else if (lastPos.x - position.position.x > 0)
- {
- movingRight = false;
- }
- if (movingThisFrame)
- {
- //playerAnimation.state = PlayerAnimation::STATES::running;
- }
- else
- {
- //playerAnimation.state = {};
- }
- lastPos = position.position;
- movingThisFrame = false;
- }
- float groundDrag = 120.f;
- float airDrag = 60.f;
- void Player::updatePhisics(float deltaTime)
- {
- glm::vec2 drag = {groundDrag, groundDrag};
- if (!grounded) { drag.x = airDrag; }
- if (!movingThisFrame)
- {
- if (velocity.x > 0)
- {
- velocity -= drag * deltaTime;
- if (velocity.x < 0)
- {
- velocity.x = 0;
- }
- }
- else if (velocity.x < 0)
- {
- velocity += drag * deltaTime;
- if (velocity.x > 0)
- {
- velocity.x = 0;
- }
- }
- }
- position.position += velocity * deltaTime;
- }
- void Player::checkCollisionBrute(glm::vec2 &pos, glm::vec2 lastPos, Block *map, glm::ivec2 mapSize, bool &upTouch, bool &downTouch, bool &leftTouch, bool &rightTouch)
- {
- glm::vec2 delta = pos - lastPos;
- const float BLOCK_SIZE = 1.f;
- glm::vec2 &dimensions = position.size;
- if (
- (pos.y < -dimensions.y)
- || (pos.x < -dimensions.x)
- || (pos.y > mapSize.y * BLOCK_SIZE)
- || (pos.x > mapSize.x * BLOCK_SIZE)
- )
- {
- return;
- }
- glm::vec2 newPos = performCollision(map, mapSize, {pos.x, lastPos.y}, {dimensions.x, dimensions.y}, {delta.x, 0},
- upTouch, downTouch, leftTouch, rightTouch);
- pos = performCollision(map, mapSize, {newPos.x, pos.y}, {dimensions.x, dimensions.y}, {0, delta.y},
- upTouch, downTouch, leftTouch, rightTouch);
- }
- 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)
- {
- int minX = 0;
- int minY = 0;
- int maxX = mapSize.x;
- int maxY = mapSize.y;
- auto &dimensions = position.size;
- const float BLOCK_SIZE = 1.f;
- minX = (pos.x - abs(delta.x) - BLOCK_SIZE) / BLOCK_SIZE;
- maxX = ceil((pos.x + abs(delta.x) + BLOCK_SIZE + size.x) / BLOCK_SIZE);
- minY = (pos.y - abs(delta.y) - BLOCK_SIZE) / BLOCK_SIZE;
- maxY = ceil((pos.y + abs(delta.y) + BLOCK_SIZE + size.y) / BLOCK_SIZE);
- minX = std::max(0, minX);
- minY = std::max(0, minY);
- maxX = std::min(mapSize.x, maxX);
- maxY = std::min(mapSize.y, maxY);
- auto getMapBlockUnsafe = [&](int x, int y) -> Block *
- {
- return &map[x + y * mapSize.x];
- };
- for (int y = minY; y < maxY; y++)
- for (int x = minX; x < maxX; x++)
- {
- if (getMapBlockUnsafe(x, y)->isCollidable())
- {
- if (aabb({pos,dimensions}, {x * BLOCK_SIZE, y * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE}, 0.0001f))
- {
- if (delta.x != 0)
- {
- if (delta.x < 0) // moving left
- {
- leftTouch = 1;
- pos.x = x * BLOCK_SIZE + BLOCK_SIZE;
- goto end;
- }
- else
- {
- rightTouch = 1;
- pos.x = x * BLOCK_SIZE - dimensions.x;
- goto end;
- }
- }
- else if (delta.y != 0)
- {
- if (delta.y < 0) //moving up
- {
- upTouch = 1;
- pos.y = y * BLOCK_SIZE + BLOCK_SIZE;
- goto end;
- }
- else
- {
- downTouch = 1;
- pos.y = y * BLOCK_SIZE - dimensions.y;
- goto end;
- }
- }
- }
- }
- }
- end:
- return pos;
- }
- void Player::resolveConstrains(Block *map, glm::ivec2 mapSize)
- {
- bool upTouch = 0;
- bool downTouch = 0;
- bool leftTouch = 0;
- bool rightTouch = 0;
- glm::vec2 &pos = position.position;
- float distance = glm::length(lastPos - pos);
- const float BLOCK_SIZE = 1.f;
- if (distance < BLOCK_SIZE)
- {
- checkCollisionBrute(pos,
- lastPos,
- map,
- mapSize,
- upTouch,
- downTouch,
- leftTouch,
- rightTouch
- );
- }
- else
- {
- glm::vec2 newPos = lastPos;
- glm::vec2 delta = pos - lastPos;
- delta = glm::normalize(delta);
- delta *= 0.9 * BLOCK_SIZE;
- do
- {
- newPos += delta;
- glm::vec2 posTest = newPos;
- checkCollisionBrute(newPos,
- lastPos,
- map,
- mapSize,
- upTouch,
- downTouch,
- leftTouch,
- rightTouch);
- if (newPos != posTest)
- {
- pos = newPos;
- goto end;
- }
- } while (glm::length((newPos + delta) - pos) > 1.0f * BLOCK_SIZE);
- checkCollisionBrute(pos,
- lastPos,
- map,
- mapSize,
- upTouch,
- downTouch,
- leftTouch,
- rightTouch);
- }
- end:
- //clamp the box if needed
- if (pos.x < 0) { pos.x = 0; leftTouch = true; }
- if (pos.x + position.size.x > (mapSize.x) * BLOCK_SIZE)
- {
- pos.x = ((mapSize.x) * BLOCK_SIZE) - position.size.x; rightTouch = true;
- }
- if (leftTouch && velocity.x < 0) { velocity.x = 0; }
- if (rightTouch && velocity.x > 0) { velocity.x = 0; }
- if (upTouch && velocity.y < 0) { velocity.y = 0; }
- if (downTouch && velocity.y > 0) { velocity.y = 0; }
- if (downTouch) { grounded = true; }
- }
- void getVision(char vision[visionSizeX * visionSizeY], mario::GameplaySimulation &simulator, PlayerSimulation &p)
- {
- memset(vision, 0, sizeof(vision));
- for (int y = 0; y < visionSizeY; y++)
- {
- for (int x = 0; x < visionSizeX; x++)
- {
- auto b = simulator.
- getMapBlockSafe(
- x + p.p.position.getCenter().x - 1,
- y + p.p.position.getCenter().y - visionSizeY + 10);
- vision[x + y * visionSizeX] = b.isCollidable();
- }
- }
- }
- bool performNeuralSimulation(PlayerSimulation &p, float deltaTime, mario::GameplaySimulation &simulator, mario::NeuralNetork
- &network)
- {
- if (p.p.position.position.x - p.maxPosition > 0.2)
- {
- p.maxPosition = p.p.position.position.x;
- p.killTimer = 0;
- }
- else
- {
- p.killTimer += deltaTime;
- if (p.killTimer > 4)
- {
- return 0;
- }
- }
- p.maxFit = p.maxPosition - p.jumpCount * 5;
- //simulator.moveDelta = 1;
- //simulator.jump = 0;
- char vision[visionSizeX * visionSizeY];
- getVision(vision, simulator, p);
- //input
- network.compute(simulator.moveDelta, simulator.jump, vision);
- if (simulator.jump && p.p.grounded)
- {
- p.jumpCount++;
- //p.maxFit -= 1;
- }
- if (!simulator.updateFrame(deltaTime, p.p))
- {
- return 0;
- }
- else
- {
- return 1;
- }
- }
- void renderNeuralNetwork(gl2d::Renderer2D &renderer, char vision[mario::visionSizeX * mario::visionSizeY], float blockSizePreview, mario::NeuralNetork &network)
- {
- auto renderLine = [&](glm::vec2 a, glm::vec2 b, glm::vec4 color)
- {
- float dist = glm::distance(a, b);
- float thickness = 5;
- glm::vec2 vect = b - a;
- float angle = -std::atan2(vect.y, vect.x);
- //float angle = 0;
- renderer.renderRectangle({a, dist, thickness}, color, {-dist / 2.f,0}, glm::degrees(angle));
- };
- renderer.pushCamera();
- renderer.renderRectangle(
- glm::vec4(0, 0, mario::visionSizeX * (float)blockSizePreview, mario::visionSizeY * (float)blockSizePreview)
- , {0.5,0.5,0.5,0.5});
- for (int y = 0; y < mario::visionSizeY; y++)
- {
- for (int x = 0; x < mario::visionSizeX; x++)
- {
- auto b = vision[x + y * mario::visionSizeX];
- if (b == 1)
- {
- renderer.renderRectangle(glm::vec4(x, y, 0.95, 0.95) * (float)blockSizePreview, {0,1,0,0.5});
- }
- //else
- //{
- // renderer.renderer.renderRectangle(glm::vec4(x, y, 0.95, 0.95) * (float)blockSizePreview, {0.5,0.5,0.5,0.5});
- //}
- }
- }
- renderer.renderRectangle(
- glm::vec4(
- 1,
- mario::visionSizeY - 10,
- PLAYER_SIZE) *
- (float)blockSizePreview, {0,0,1,0.5});
- glm::vec2 upkeyPositions(mario::visionSizeX * blockSizePreview * 4,
- mario::visionSizeY * blockSizePreview * 0.5 - blockSizePreview * 2);
- glm::vec2 leftkeyPositions(mario::visionSizeX * blockSizePreview * 4,
- mario::visionSizeY * blockSizePreview * 0.5);
- glm::vec2 rightkeyPositions(mario::visionSizeX * blockSizePreview * 4,
- mario::visionSizeY * blockSizePreview * 0.5 + blockSizePreview * 2);
- glm::vec2 firstNeuronPositions(mario::visionSizeX * blockSizePreview * 1.5,
- mario::visionSizeY * blockSizePreview * 0.5 - blockSizePreview * 5);
- glm::vec2 secondNeuronPositions(mario::visionSizeX * blockSizePreview * 2.5,
- mario::visionSizeY * blockSizePreview * 0.5 - blockSizePreview * 5);
-
- for (int i = 0; i < 3; i++)
- {
- for (int j = 0; j < mario::subLayerSize; j++)
- {
-
- if (network.weights3[i][j] != 0)
- {
- glm::vec4 color;
- if (network.weights3[i][j] > 0)
- {
- color = glm::vec4(0, 1, 0, network.weights3[i][j] / 1.5);
- }
- else
- {
- color = glm::vec4(1, 0, 0, network.weights3[i][j] / -1.5);
- }
-
- color.w = glm::clamp(color.w, 0.1f, 1.f);
-
- glm::vec2 positions[] = {upkeyPositions, leftkeyPositions, rightkeyPositions};
-
- renderLine(
- secondNeuronPositions + glm::vec2{0, 10 * j * blockSizePreview / mario::subLayerSize},
- positions[i] + glm::vec2(blockSizePreview) / 2.f,
- color);
-
- }
- }
- }
- for (int i = 0; i < mario::subLayerSize; i++)
- {
- for (int j = 0; j < mario::subLayerSize; j++)
- {
- if (network.weights2[i][j] != 0)
- {
- glm::vec4 color;
- if (network.weights2[i][j] > 0)
- {
- color = glm::vec4(0, 1, 0, network.weights2[i][j] / 1.5);
- }
- else
- {
- color = glm::vec4(1, 0, 0, network.weights2[i][j] / -1.5);
- }
- color.w = glm::clamp(color.w, 0.1f, 1.f);
- renderLine(
- firstNeuronPositions + glm::vec2{0, 10 * j * blockSizePreview / mario::subLayerSize},
- secondNeuronPositions + glm::vec2{0, 10 * i * blockSizePreview / mario::subLayerSize},
- color);
- }
- }
- }
- for (int i = 0; i < mario::subLayerSize; i++)
- {
- for (int j = 0; j < mario::visionTotal; j++)
- {
- if (network.weights1[i][j] != 0)
- {
- glm::vec4 color;
- if (network.weights1[i][j] > 0)
- {
- color = glm::vec4(0, 1, 0, network.weights1[i][j] / 1.5);
- }
- else
- {
- color = glm::vec4(1, 0, 0, network.weights1[i][j] / -1.5);
- }
- color.w = glm::clamp(color.w, 0.1f, 1.f);
- renderLine(
- (glm::vec2(j % mario::visionSizeX, j / mario::visionSizeX) + glm::vec2(0.5, 0.5)) * (float)blockSizePreview,
- firstNeuronPositions + glm::vec2{0, 10 * i * blockSizePreview / mario::subLayerSize},
- color);
- }
- }
- }
- for (int i = 0; i < mario::subLayerSize; i++)
- {
- renderer.renderRectangle(
- glm::vec4(firstNeuronPositions + glm::vec2{0, 10 * i * blockSizePreview/ mario::subLayerSize},
- blockSizePreview/2, blockSizePreview/2)
- , {1,0,1,0.5});
- }
- for (int i = 0; i < mario::subLayerSize; i++)
- {
- renderer.renderRectangle(
- glm::vec4(secondNeuronPositions + glm::vec2{0, 10 * i * blockSizePreview / mario::subLayerSize},
- blockSizePreview / 2, blockSizePreview / 2)
- , {1,0,1,0.5});
- }
- renderer.renderRectangle(
- glm::vec4(upkeyPositions, blockSizePreview, blockSizePreview)
- , {0,0,1,0.5});
- renderer.renderRectangle(
- glm::vec4(leftkeyPositions, blockSizePreview, blockSizePreview)
- , {0,0,1,0.5});
- renderer.renderRectangle(
- glm::vec4(rightkeyPositions, blockSizePreview, blockSizePreview)
- , {0,0,1,0.5});
- renderer.popCamera();
- }
- };
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